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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
but if some of the sample aspects. which can be found here: http://www. gear or mods don‘t quite suit your game. HumAnoydd. What you see here is the culmination of my efforts to blend the two.html. battling synthetic intelligences.com/. and are used in this document with Fair Use intent. I acknowledge that Mass EffectTM and all related races. and are not meant to challenge ownership of such ideas. PolkaNinja. Darth Illithid. Travellingdave. zircher. Also.ea. Murray (Halfjack).wikia. Their home page can be found here: http://www. and more. chiefly Brad J. Yook. prototype00.net. As you can imagine.com/. Countless worlds and star systems linked by a network of mostly understood technology called mass relays that enabled starships to traverse the galactic void. Some things were hinted at. Bioware could only put so much into the game. Bioware’s Mass Effect and its sequels. the process of taking an established setting and creating. For those looking for the font I used for the titles and headings. it‘s a freeware font called Slider. I hope you find this document useful. Assembling a group of champions. don‘t be afraid to make up your own versions. Wanting to explore and tell my own stories against this compelling backdrop of impending galactic doom.Introduction Welcome to the updated version of my first attempt at system hacking. stunts. Barbacobra. ignoring or modifying a role playing rules system to be able to game and tell stories in those worlds.TTF. I realised I had found a game system that would suit my needs. characters and equipment are Product Identity of EA International (Studio and Publishing) Ltd.net members Stevenls. despite the available scope of the setting. Silent Wayfarer. Mass Effect told the story of a group of civilisations about to meet their doom. EonTrinity. for allowing me to play with their toys by releasing them under the Open Gaming Licence ver 1. the player trekked across the game setting exploring uncharted worlds.ca/Diaspora/diaspora-srd. and Propagandor for their comments and encouragement. and can be found in their fantastic completeness here: http://masseffect. and that you undertake and enjoy the adventures that are waiting for you. ChopSockey. Introduced to Diaspora by friends on RPG. 4 . were fantastic games that begged to be explored. Special thanks goes out to my playtesters. rescuing colonists. and Stacie_gmrgrl. James the Dark. Mass Effect 2 and 3. Some text has been taken from the Mass Effect Wikia pages under the Creative Commons Attribution-Share Alike License. Matthew Gooding (Reaganstorme) May 2012 ACKNOWLEGDEMENTS I would like to thank the creators of Diaspora.0a (see page 90). Please see the Licence section for further details. Page references in this document that refer to the Diaspora rulebook are for the 2010 corrected version.vsca. fellow RPG. Some text has been taken from the Diaspora System Reference Document. others left as blank slates. That‘s where VSCA Publishing’s Diaspora comes in. I first had to find a system that could do it justice.
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. and two faces blank. and 5-6 as +. Aspects. Refer to the provided links if you wish further clarification of any rules based information. you add an appropriate skill. which might be someone else's roll or might be a level imposed by the referee. as per character generation (Diaspora page 31) and since the best result from a roll of the dice is +4. it is often the difference between two rolls that might determine the quality of success. in an opposed roll.The DIASPORA Mini-Games Diaspora is a set of mini-games. with two faces marked -. The words are only applicable directly when a single character acts. A Fudge die is a d6. and then you compare against some difficulty level. around which the game is built. 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. available on the Internet.35 -1 16/81 19. So. and other elements from the FATE system but they each have other distinctions.95 -2 10/81 12.95 1/81 1.24 -3 4/81 4. Without special dice. you could treat 1-2 as -. The system will work with a different probability curve by rolling two different coloured six-sided dice and subtracting the darker from the lighter. successes and difficulties are rated by numbers or by the terms on the Ladder. This yields a particular curve. 5 . While higher numbers are possible. when all things are considered. with better chances for extreme results. and you have a total. in which a player roll is compared against a referee roll. are single digits. results of 7 against 5 represent a decent success. yielding a range from -4 to +4. subtract the -s. Since an apex Skill is at level 5. this is functionally the same as rolling 4d3-8. 3-4 as blank. If one is looking for appropriate adjectives to describe an action. a result of +9 represents an exceptionally successful attempt at something by a dedicated professional. Treating the -5 and 5 results as zero keeps the expected range though.46 16/81 19.75 10/81 12.75 0 1 2 3 4 19/81 23. You add up the +s. which yields a result between -4 and +4. You roll your set of four fudge dice.24 Almost every roll in Diaspora is 4dF: a single roll of four Fudge dice. in that the term Fair is replaced by Decent. Each of these use fate dice. FUDGE DICE 4dF in statistics roll odds % -4 1/81 1. through the invocation of Aspects.35 4/81 4. The remainder of this document will assume you are familiar with FATE mechanics and at a minimum the Diaspora SRD. most numbers in the game. Our Ladder here is slightly different from the Spirit of the Century Ladder. two faces marked +.
The MASS EFFECT Premise SETTING BACKGROUND Some of the fundamental basics of the Diaspora setting mesh quite well with Mass Effect. the idea of technological advancement to the point of collapse is here. ELEMENT ZERO AND THE MASS EFFECT Element Zero ("Eezo") When subjected to an electrical current. In fact. and the usages of their Element Zero based technologies. The last such galactic extinction event happened approximately 50. They discovered that in the dark spaces between galaxies. a ship has no motive power. slumbering in hibernation. 6 . It is most prominently used to enable faster-than-light space travel. the Reapers wait for the coded signal from their keepers that technology is progressing. the last great technological society. and that the time to feed has come again. are not in-fact the creators of the mass relays scattered through the galaxy. Starships still require conventional thrusters (chemical rockets. and the passage generates so much heat in the power core that crew and passengers will die unless it is bled off into space. were the Reapers. behind them when they again leave for millennia. commercial fusion torch. An advanced hybrid race of sentient synthetic/organic warships. With only a core. In the Mass Effect setting. 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. In anticipation of intelligent life reaching for the stars. This effectively raises the speed of light within the mass effect field. FTL Drives Faster-than-light drives use element zero cores to reduce the mass of a ship. and the heat debt acquired by interstellar travel. In that time several races have reached the stars and begun to unlock the secrets of the mass relays. allowing higher rates of acceleration. and their focus. This "mass effect" is used in countless ways. but the latest in a long line of intelligent races to unlock the secrets of their use and discover their purpose. By leaving the mass relays. the Reapers wait thousands of years for sentient races to climb again to the stars before harvesting them in a devastating orgy of extinction. These routes are only able to be navigated using space ships with special Element Zero power cores. as are limited FTL routes. all currently discovered uses for element zero based effects generate a heat debt that must be managed. with a few catches. Using the energy field created by the mass relays. allowing them to tap into dark energies to reduce their mass. the Reapers provide the building blocks for their next harvest. or "eezo". dubbed the Protheans. emits a dark energy field that raises or lowers the mass of all objects within it. skilled navigators are able to propel the ships light-years in only a few hours. Very massive ships or very high speeds are prohibitively expensive. from generating artificial gravity to manufacturing highstrength construction materials. Navigation is only possible between relays. allowing high speed travel with negligible relativistic time dilation effects.000 years ago. In particular. the rare material dubbed element zero. The Citadel. or military antiproton drive) in addition to the FTL drive core. economy ion engine.
and both are susceptible to combat hacking. personal networks are everywhere. the greater the magnitude of the dark energy mass effect. This still gives us plenty of conflict to game. the seeding of the mass relays by the Reapers has effectively pushed the standard technological levels up to T3 or T4 across the board. sturdy construction materials. With a positive current. The stronger the current.If the field collapses while the ship is moving at faster-than-light speeds. but all Biotics are sensitive to the presence of mass effect fields. the enormous excess energy shed in the form of lethal Cherenkov radiation. Ubiquitous Technology In the games. In manufacturing. low-mass fields allow FTL travel and inexpensive surface-to-orbit transit. low-mass fields permit the creation of evenlyblended alloys. When the table sits down to create the cluster. For Biotics. and cybernetic implants. with mass effectutilizing fighting vehicles being standard frontline issue in most military forces. High-mass fields create artificial gravity and push space debris away from vessels. driving the Quarians from their homeworld and taking over. The military makes extensive use of mobility enhancing technologies. So. In space. The ship is snapped back to sublight velocity. Static Buildup Extended use of mass effect fields creates a measurable static electrical charge. It also means that most weaponry will be energy weapons. and we never see any nontechnical races competing for resources. and protect starships in planetary orbit or during space battles. the slipstreams become the links between the mass relays. In starship drive cores. to prevent the electricity discharging into the hull and causing catastrophic damage. This reflects back to the Cluster generation mini-game quite easily. but can produce impressive offensive or defensive effects. we see the presence of technology everywhere. many Biotics can also create and manipulate their own mass effect fields. this charge must be grounded at regular intervals. Biotics Called Biotics by the galactic population due to their ability sense and manipulate biologically generated dark energy fields. so the Tech stat for world creation becomes relatively non-variable for gaming purposes. and plenty of scientific secrets still to be discovered. The Geth are a prime example of the doom that is pending with the development of AIs. as with regular Diaspora T4 societies. the effects are catastrophic. either by touching a planet surface or interacting with a planet's geomagnetic field. Some Biotics' talents are not strong enough to be offensively viable. while high mass compaction creates dense. Mass effect fields are also essential in the creation of shields to protect against enemy fire on the ground. The least developed of the races is humanity. mass is decreased. Mass Effect Fields Element zero can increase or decrease the mass of a volume of space-time when subjected to an electrical current. the world of Mass Effect is on the brink of imminent collapse. 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. Even colonists have access to advanced tech. With a negative current. who have jump started their technological creations and exploit Element Zero and mass effects themselves. it's much more efficient to use the mass relays to navigate the galaxy. This requires intensive training. Whilst there are still advances to be made. whilst limited FTL is possible. this manifests as an occasional static shock when they touch metal or other people. mass is increased. and each system can have several planetary systems reachable by ships. 7 . amongst a variety of other effects.
Example – Batarian Hegemony controlled worlds O+4: Total Control Places with this rating are typically under direct military control. revocation and enforcement of many activities. representing a very minimal structure of a handful of people at most.Cluster Creation Mini-Game Changes NEW SYSTEM STAT: ORDER Due to the universally high level of access to technology. O+2: Licensed At this level of order. so whilst today's criminal ganglords might provide some measure of stability. Example – The Zhu‘s Hope colony on the world of Feros O-2: Establishment Research stations and other corporate facilities often require places where they control exactly which rules they choose to follow. Example – Any homeworld of the Council races. O-1: Corruption Whilst relatively stable. There's plenty of variance in the levels of Order in societies during the missions in the game. tomorrow's gang leaders may die in a hail of blaster fire. where slaves. and those who commit crime and are caught generally face the appropriate penalties. licensing and policing of those granted licences are the primary methods of keeping order. Example – The world of Illium. weapons. O+1: Progress Typically touted as a fair system for all. although there are still those willing and able to rort the system without bringing too much attention to themselves. from the relatively lawless Omega. At this level of order. O+0: Stability Those employed to look after the public generally do. there are multiple layers of bureaucracy. Example – The human colony world of Eden Prime O+3: Institutionalisation There are rules for almost everything. we need a new stat to represent variances between worlds. all exploited by those wanting to work around them. period. Life is strictly survival-of-the-fittest. controlled or illegal narcotics. What started as measures to protect the public good are beginning to become quite restrictive. Example – The Citadel Council‘s elite military and special forces training facility of Pinnacle Station. I've picked ORDER. Here's how I've established the ratings: O-4: Virtual chaos There are no authority figures that control everything here. verification. to the totally controlled centre of galactic politics. and all manner of other restricted goods are available for sale. Example – The completely corporate and privatised world of Noveria. systems and societies. There is a substantial administration system geared towards the issue. validation. Example – The cartel and mercenary controlled Omega Station O-3: Ad-hoc Rule Most new colonies have these ratings. Example – The Citadel 8 . the Citadel. or other associate species of the Council. especially if they are creating or studying dangerous or outlawed technology such as full Artificial Intelligences. Any sufficiently charismatic or forceful individual can set whatever rules they like. the rules and restrictions are beginning to pile up. those in charge are more concerned with their own power than in serving the public interest.
Making it Work. and Stunts”. They may suggest some Skills should be higher than others. Chapter 9 . 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. including baseline humans. Page 221) There are fifteen racial backgrounds in Mass Effect. and Stunts that would be more common in the race than in humans. After all. Mass Effect also has quite a few variations from the base outlines. and of those ideas. (Diaspora. they only describe certain features of the choices one would make within those constraints in order to create a believable alien of that type. These differences do not change the number of Stunts or Skills or the shape of the Skill pyramid. 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. but are included in this section for completeness. I‘ve incorporated two of them: new races and special powers. These differences form the mechanical description of the race. as the SRD states. Aspects. “anything should be able to be modelled with an appropriate balance of Skills. or that some should be lower.Character Creation Mini-Game Changes RACIAL BACKGROUNDS As well as some similarities in premise to Diaspora. There are some suggestions on how to model variances to the Diaspora setting in the SRD. 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. 9 .
Asari from that point is dedicated to sharpening their mind and body for that sole purpose. Asari choose to be warriors at a young age. Asari have been bartenders and dancers. bureaucracy. Out of physical combat. there are not many of them. This is partly due to the fact the Asari were the first race after the Protheans to achieve interstellar flight. but often have good charm or intimidation ranks. The Asari. and some kind of profession. and when focused on building their martial abilites are fearsome huntresses. a hunter's eye. Asari can be found in all walks of life. and their education 10 . mercenaries. Asari characters must take the Natural Biotic stunt. Their millennia-long lifespan and unique physiology—allowing them to reproduce with a partner of any gender or species—give them a conservative but convivial attitude toward other races. and as such often have the resolve skill. not all develop their skills. and have been at the heart of galactic society ever since. develop their stealth and close combat skills as huntresses. native to the planet Thessia. Huntresses fight individually or in pairs. Asari characters favour a few skills over others. and usually have at least one space skill. When they retire. As a popular Turian saying puts it: "The Asari are the finest warriors in the galaxy. One-on-one. A very long lived race. traders. Regardless of their current phase of life Asari are mindful of their lifespan and take the long view. lack of Biotic talent excludes a young Asari from military service. diplomacy. but taking ranks in Biotic training is optional. Whilst they are natural Biotics. a huntress is practically unbeatable." The average Asari huntress is in the maiden stage of her life and has devoted 20-30 years studying the martial arts. Asari typically have the Agility skill quite high. and some all of them at somepoint in their life. Reflecting their physical attributes. Politically minded Asari will have good arts. are often considered the most powerful and respected sentient species in the known galaxy. possessing profound tactical insight. A mono-gender race—distinctly feminine in appearance—the Asari are known for their elegance. diplomats and warriors. and a dancer's grace and alacrity. and to discover and inhabit the Citadel. Asari have had a long time to develop many other skills. Fortunately. Biotics are common enough that some capability is a requirement to be trained as a huntress. As such. culture/tech. The Asari were instrumental in proposing and founding the Citadel Council. and Biotic talent. they possess an alarming proficiency for killing. depending on the tactics preferred in their town.
11 . though in more lawless regions of the galaxy like Omega. The custom is so deeply ingrained in Batarian culture that they consider the Council's anti-slavery standing to be prejudicial. who are forbidden to leave Batarian space by their omnipresent and paranoid government.Batarians Slavery is an integral part of the Batarian caste system. becoming an inward-looking rogue state. is still hostile to the Systems Alliance. and related skills such as demolitions and tactics. known as the Batarian Hegemony. and it is currently unknown how the Batarians maintained standing on the Citadel for so long with slavery still actively practised. it is speculated their supreme leadership is autocratic or totalitarian in nature. preferencing vanguard and sentinel packages. they asked the Citadel Council to intervene and declare the Verge an area of "Batarian interest". especially among colonists. Given the Batarian government's oppressive nature. despite the fact that their exile is largely self-imposed. and have high combat and intimidation. make Batarian counter-culture rebels almost impossible to find. Batarians place an extremely high value on social caste and appearance. The rest of the galaxy views the Batarians as an ignorable problem. Batarians strongly believe that species with less than four eyes are less intelligent. The Batarians blame humanity for their troubles and claim they were forced to fend for themselves. negotiations with a Batarian are likely to be conducted at gunpoint. but beneath the notice of the powerful Council races. The indoctrination by their govenment and caste systems. despite being illegal according to Council law. They have a reputation for being shrewd businessmen and merchants. Almost universally despised. Rogue Batarian slave rings are feared throughout the galaxy. Most Batarians prefer profitable pursuits such as drug running and slave grabs to out-and-out warfare. Batarians are a race of four-eyed bipeds that chose to isolate itself from the rest of the galaxy. When humans began to colonise the Skyllian Verge. as the Department of Information Control ensures that only government-approved news enters or leaves Batarian space. The Terminus Systems are infested with Batarian pirate gangs and slaving rings. Their shock troopers are known to be Biotically talented. as well as the threat of slavery by their own kind. Batarian characters are largely distrusted for their outspoken supremacist views and despised for ther practice of slavery. and in response the Batarians closed their Citadel embassy and severed diplomatic and economic relations. Most Batarians at large in the galaxy will therefore be mercenaries or pirates. The Council refused. fuelling the stereotype of the Batarian thug. and overstepping one's place is frowned upon. It is not known what the average Batarian thinks about their enforced isolation. Their government. It should be noted that these criminals do not represent average citizens. Casting aspersions on the monetary worth of a social better is considered a serious insult. a region the Batarians were already actively settling.
ponderous monotone. The Elcor are native to the high-gravity world Dekuuna. Amongst themselves. The Elcor were just making their first forays into space travel when the Asari made contact with them. Elcor speech is heard by most species as a flat. the Elcor prefix all their dialogue with non-Elcor with an emotive statement to clarify their tone. alertness. though they still have to share an embassy with the Volus. This process can be involuntary. The Elcor follow the recommendations of their Elders. drinkable water and prey migration paths) across vast distances. The Drell possess eidetic memory. such as demolitions. and survival. EVA and repair. With their help. and vocalised infrasound convey shades of meaning that make a human smile seem as subtle as a fireworks display. Drell have quite a few physical skills due to their harsh development. These are filed away in huge libraries of data discs 12 . The Drell now thrive co-existing with the Hanar and have been a part of the galactic civilisation for roughly two centuries. had established a regular trade route to the Citadel. who spend years poring over ancient records of jurisprudence to determine the precedent that should be followed in any given situation. The memories are so strong that an external stimulus can trigger a powerful memory recall. The Elders record closely argued and minutely detailed instructions on what course to follow in any theoretical crisis. an adaptation to a world where they must remember the location of every necessary resource (vegetation. few turn down the offer. which the Drell fulfill by taking on tasks that the Hanar find difficult. the Drell have remained loyal to the Hanar for their camaraderie and have fit comfortably into galactic civilisation. so many have high ranks in agility. as well as all space and combat skills. Their Compact with the Hanar allows them to develop many other skills. These recalls are so vivid and detailed that some Drell may mistake it for reality. Elcor move slowly. standing on four muscular legs for increased stability. but primarily ones that involve physical tasks. scent. resolve. Since then. Since their subtlety can lead to misunderstandings with other species. The Elcor quickly became one of the more prominent species in Citadel space. extremely slight body movements. The debt of gratitude that the Drell owe the Hanar is referred to as the Compact.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. making them deliberate and conservative. the Elcor discovered the closest mass relay and. They are massive creatures. This has coloured their psychology. but as being requested to serve is a great honour. stamina. such as combat. within a single lifetime. Any Drell may refuse to serve. an evolved response to an environment where a fall can be lethal.
specifically). to the gigantic. When the Geth became sentient and began to question their masters. their durable hide allows them to shrug off most incoming fire. the Elcor rely on sophisticated VI combat systems. colonists. They adopted an extremely isolationist attitude. only slightly larger than the Alliance's. Elcor characters must take the stunt "Integral Equipment Toughened Hide" which grants them the benefits equivalent to a bullet proof vest. The slow speed and immense size of the Elcor makes them easy targets. Over time. High brokerage. but extremely well developed. This makes Elcor policies very predictable. Because their slow. They see no point to rushing things. The Geth won the resulting war. Elcor occupy all sorts of positions. instead choosing to exist in the computer hubs aboard massive space stations. consequently having fewer space related skills. They obtained an ultimate goal in this time period. While they prevented any contact by other races with themselves. as labourers and tools of war. assault. The Elcor economy is small. Geth The Geth are a race of networked artificial intelligences that reside beyond the Perseus Veil. It isn't clear whether these are also AIs — in the same way Geth Armatures are not just tanks but sentient machines capable of learning and problem solving — or simply controlled by the Geth. Any attempt to embargo their space would be fruitless. separating their technology base from the rest of the galaxy. the Geth monitored communications and the Extranet. pirates. Little is known about the Geth in the time between the Morning War and the present. provided one has done a great deal of research.to create a Dyson Sphere. The Geth did not repopulate the now barren Quarian worlds. century-long development plans. and are fond of making thorough. and trade only in finished goods. The Geth also utilise turrets and drones (rocket. the Quarians attempted to exterminate them. dubbed the ―Morning War‖ by the Geth. instead relying on equipment stunts if in military roles. Fortunately. lumbering Geth Armatures. bureaucracy. they should not have combat skills.any ships that ventured into Geth space were immediately attacked and destroyed. 13 . which could house every single Geth program. and stamina.and are consulted when needed. and reduced the Quarians to a race of nomads. recon and repair drones. Elcor warriors don't carry small arms. their broad shoulders serve as a stable platform for the same size of weapons typically mounted on Alliance fighting vehicles. The Geth continued development of new technology and variations of mobile platforms. from traders and business operators. serial killers and actors. The Geth were created sometime around 1900 CE by the Quarians. the Geth have evolved into numerous sub-forms — from the diminutive but highly agile Geth Hoppers. Due to their conservative nature. conservative psyche is not suitable for making the spur-of-the-moment decisions necessary in combat situations. They don't need to trade for any resource—they have all they require to supply their own needs. to bouncers. Elcor make better colonists than sailors. These war machines can choose between thousands of gambits developed and polished over centuries by Elcor strategists.
They were allowed to peacefully leave the main Geth network. and vary according to role. where they integrated into Hanar society with the remaining Drell dying out. Drell have integrated with every level of Hanar society. however. Geth encountered beyond the Veil will have programs developed equivalent to skills. so the Hanar rescued several hundred thousand Drell and brought them to Kahje. Many Drell become unofficial members of the 14 . have access to Tech Talents. Hanar The Hanar are a species resembling Earth's jellyfish and are one of the few non-bipedal Citadel races. but are not strong enough to lift more than a few hundred grams each. and although to outside observers the relationship can be construed as a form of slavery. Hanar are known for their intense politeness when speaking. The majority of the Geth dismissed the offer. and their strong religious beliefs regarding the Protheans. It should be stressed that practically all Geth encountered outside the Perseus Veil likely belong to the violent faction of Geth Heretics and will react with hostility to any organic not working for the Reapers. the reality is very different. Drell society was quickly collapsing due to overpopulation and warring over scarce resources. the Geth were approached by the Reapers who offered them technology that would aid them in achieving their goal. whom they refer to as "the Enkindlers". When interacting with mainstream galactic society. deeming it better to accomplish their goal with their own technology rather than be dependent on another race‘s technology. the Hanar made contact with the Drell on their nearby homeworld of Rakhana. water-native Hanar cannot support their own weight in normal gravity. and most consider it an honour to serve a Hanar family in a tradition referred to as the Compact. A small percentage of Geth. in exchange for their assistance. However the invertebrate. Several hundred years ago.Approximately three centuries after the Morning War. although most of their height is in their long tentacles which have three fingers at the base. Their limbs can grip tightly. Now the Drell serve as a client race of the Hanar. accepted the Reaper‘s help and were henceforth referred to by the mainstream Geth as ―Heretics‖. The Hanar 'stand' slightly taller than a human. they rely on contra-gravitic levitation packs that use mass effect fields.
Instead they refer to themselves as "this one.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) -. so should have some driving Aspects to explain why." It is only around those who know their soul name that they would ever consider using the first person. and they produce very few goods that are usable by others. Hanar characters will be exceptional by choosing to associate with non-Hanar races. 15 . a Hanar known for its cynicism may take a name that means "Illuminates the Folly of the Dancers. Few Hanar are willing to deal with other species. possibly as a homage to the Human detective that the Hanar character is based on. Hanar are extremely polite." or the impersonal "it. though they are still capable of strangling someone in favourable conditions. Economic contacts are limited to a handful of trade stations on their borders. For example. frequently appearing in magazines." That said.and speak with scrupulous precision and extreme politeness. The soul name is kept for use among close friends and relations. as the Hanar are too cumbersome out of the water to participate in a physical fight. games and movies such as Blasto: The Jellyfish. and will remain formal even with those it wishes dead. Hanar characters should have no combat skills at all. and must take special courses to unlearn this tendency if they expect to deal with other species. One industry that Hanar seem well suited to is the Entertainment Industry. The Hanar communicate using sophisticated patterns of bioluminescence -. As such." The face name is used as a general label for use by strangers and acquaintances. Due to this self-imposed isolation and the unique physiology of the race. the trailer also shows another key scene where the Hanar says. They never refer to themselves in the first person with someone they know on a face name basis: to do so is considered egotistical. The Hanar have two names. and tend to be poetic. a Hanar will still maintain exquisite poise. a "face name" and a "soul name. and some even earn the privilege to learn their masters' soul names." Famous for it's tagline "Enkindle this" followed by a gunshot. a movie about a Hanar Spectre who has "a gun in every tentacle. "This one wonders if the criminal scum considers itself fortunate". which occasionally causes clashes with other Citadel races.family. Most Hanar take offense at improper language. Drell servants usually carry out Hanar assassinations. Few standard technologies (designed for bipedal and fingered species) are available in their space. their economy is small and isolated from the rest of the galaxy. Even when flustered or angry. The Hanar themselves are known to become vocal if their religious rights appear threatened in any way. almost to a fault.
the Alliance became the representative and supranational governing body of humanity. explorers managed to open the Charon Relay and discovered it led to Arcturus. a global rush began to decipher the petabytes of data from the outpost. 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. are the newest sentient species of notable size to enter the galactic stage and are hands-down the most rapidly expanding and developing. as a control. Human ambassadors have been pushing to induct a human into the Spectres. With the help of the fledgling Systems Alliance. which wasted no time brokering a peace and stoping hostilities before the crisis could escalate into full scale interplanetary war. with a surviving data cache that proved Protheans had studied Cro-Magnon humans millennia ago. Unlike many species in Citadel space. humans have no close allies among the other races. The conflict caught the attention of the Citadel Council. Without alliances or key political positions. This makes human genetic material useful in biological experiments. As a consequence of the Alliance's swift and decisive action during the First Contact War. It has been noted that humans are unusual in the galactic community. Humans first came to the attention of the galactic community after a brief but intense conflict with the Turians. from the planet Earth.Humans pelled them from Shanxi. Since then. though they are trade partners with the Turians and Asari. humans have had to follow the edicts of the Council without having much influence on their decisions. because they have far greater genetic diversity compared to other species with more peaks and valleys. they will be able to influence the Council's rulings. although the repercussions from the First Contact War are still being felt. While religions tried to assimilate this discovery into their doctrine. known by humans as the First Contact War. begun in 2157. Human explorers on Mars uncovered a longruined Prothean observation post. Humans. the Council's elite operatives. They independently discovered a Prothean data cache on Mars in 2148. Led by Admiral Kastanie Drescher. Once humanity does get a seat. thus introducing humans to the galactic community. the Second Fleet then launched a massive counter-attack. protect their own interests and have a say in the governing of Citadel space. which caught the Turians by surprise and ex- 16 . The Council forced the Turians to pay heavy reparations. and the mass relay networks shortly thereafter. humans expanded to other systems. as the first step to getting a seat. humans have rapidly risen in prominence. Discovering information on a mass relay orbiting Pluto. opening any mass relays they could find.
causing a severe drop in births and. and should also invest in brawling. private armies. 17 . Ironically. "looking out for number one" is simply a matter of course. Krogan typically have few social graces. and governments alike. the rapidly-expanding Krogan became a threat to the galaxy in turn. The Krogan managed to not only survive on their unforgiving homeworld. As such. bodyguards. This genetic 'infection' dramatically reduced fertility in Krogan females. but actually thrived in the extreme conditions. and extreme heat and cold. perhaps excluding intimidation.Krogan Krogan have always had a tendency to be selfish. a world known for its harsh environments. radiation. and overabundance of vicious predators. scarce resources. Many who have left Tuchanka have found employment as professional mercenaries. With the help of the Salarians. The weak and selfless do not live long. The most amazing physiological feature of Krogan biology is the multiple instances of major organs. In their culture. though those who do possess the talent typically have strong abilities. scrapes or contusions. Their thick hides are virtually impervious to cuts. and blunt. after the Rachni were eradicated. close combat and resolve. unsympathetic. and security enforcers for gangsters. as Krogan society became more technologically advanced so did their weaponry. the Krogan were 'uplifted' into galactic society. but due to the overabundance of predators on their home planet. They respect strength and self-reliance and are neither surprised nor offended by treachery. and they are highly resistant to environmental hazards. eliminating the Krogan numerical advantage. starting the Krogan Rebellions and forcing the Turians to unleash the genophage. 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. population. ultimately. Unfortunately. Krogan characters should have the stamina skill in one of the top three tiers. Biotic individuals are rare. and lent their numbers and military prowess to bring an end to the Rachni Wars (see below). including toxins.
Most Quarians focus on two space skills. As a result. Their suits can be compartmentalised in the event of a tear or similar breach to prevent the spread of contaminants (similar to a ship sealing off bulkheads in the event of a hull breach). to protect them from disease or infection if they are injured. and quickly develop high EVA and medical skills to protect themselves. the Quarians became terrified of possible consequences and tried to destroy their creations.Quarians Quarians are trained extensively before they leave on their pilgrimge. some take all six. Soon after. science and survival. Quarian characters are generally prohibited from taking stamina due to their fragile immune systems. the Quarians fled in the Migrant Fleet while the Geth took over their systems. After being refused aid from the Citadel Council. and favour MicroG combat or energy weapons. effectively cutting the Quarians out of Citadel politics as a punishment for their actions. a species of rudimentary artificial intelligences. when the Geth gradually became sentient. the Council stripped the Quarians of their embassy. a huge collection of starships that travel as a single fleet. the Quarians have devoted all their skills and resources to preserving their species aboard the Migrant Fleet. but they also take ranks in repair. to serve as an efficient source of manual labor. this aspect changes to "No substitute for home cooking" or something similar. The Quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. If they travel on a sterile ship of the Migrant Fleet. resolve. Ever since. The most important fact of Quarian biology is their weak immune system. and assets and brokerage due to their lack of currency based economics in the Migrant Fleet. However. all Quarians habitually dress in highly sophisticated enviro-suits. Approximately three hundred years ago the Quarians created the Geth. Since their homeworld Rannoch was conquered. 18 . the Quarians live aboard the Migrant Fleet. All Quarian characters should take the Aspect "Life seen through a window".
In order to end these "Krogan Rebellions" the Salarians then provided the Turians with the genophage. especially the Elcor. Unfortunately. science. and as such are well suited as traders and mercenaries. demolitions. as they did before contact with the Salarians. medical. With this in mind. numbers and energy to spread through Citadel space. This manifests as an aptitude for research and espionage. As such they are well respected. Salarians are currently seen as the premier intelligence and information-gathering arm of the Council. talk fast. Many Salarians have high alertness informing their decisions. The Salarians see information gathering and even spying as a matter of course when dealing with other races. a biological weapon that effectively sterilized the Krogan resulting in almost all Krogan pregnancies ending in stillbirth. they no longer had to worry about simply surviving on a dangerous planet with primitive technology. bureaucracy. 19 . Salarians often have ranks in intellectual skills such as archaeology.Salarians The second species to join the Citadel. repair. and it is generally accepted that they always know more than they are letting on. spearheaded in the field by Special Tasks Groups (STG). Salarians think fast. allowed the Krogans the time. tranquil home planet (in order to manipulate the Krogan into eradicating the Rachni for the Council). The Salarians also played a significant role in the evolution of the Krogan species. and EVA skills to augment their chosen professions. The Salarians provided the Krogan with advanced technology and a new. Salarians over the age of 40 are a rarity. but some races. Also valued are all space based skills. and move fast. but this is not underhanded: they simply embrace the dictum of 'knowledge is power'. including a few humans. other species seem sluggish and dull-witted. aggressively claiming formerly allied planets as their own. see the Salarians as manipulators. This comparatively easy life. the Salarians are warm-blooded amphibians with a hyperactive metabolism. Though their military is nothing special. Salarian Characters excel at invention. preferring to use cutting-edge technology rather than settle for anything less. combined with their exceedingly high birth rate. They are constantly experimenting and inventing. and tactics. using their brokerage. To Salarians. The peaceful home planet and better technology put less strain on the Krogan as a species. Salarians are known for their observational capability and non-linear thinking. their metabolic speed leaves them with a relatively short lifespan.
intimidation. 20 . Known for their militaristic and disciplined culture. stamina and survival. from a construction engineer to a sanitation worker. The military police are also the civic police. which virtually sterilised the Krogan and sent them into a decline. Turians have a strong inclination toward public service and self-sacrifice. water purification plants. The corps of engineers builds and maintains spaceports. Turians are noted for their strong sense of public service. it is an allencompassing public works organisation. and eventually gained a Council seat in recognition of their efforts. oratory. repair.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. Every citizen from age 15 to 30 serves the state in some capacity. The merchant marine ensures that all worlds get needed resources. To compensate. Also prominent are bureaucracy. It is rare to find one who puts his needs ahead of the group. The fire brigades serve the civilian population as well as military facilities. offering protection in exchange for their fiscal expertise. so they tend to be poor entrepreneurs. The Turian military is the center of their society. they accepted the mercantile Volus as a client race. and power stations. All Turians characters should have at least five skills from the combat and space skill sets reflecting time spent in public service. schools. the Turians are the most recent of the Citadel races invited to join the Council. Aspects should also be chosen to reflect their loyalty to the team. They gained their Council seat after defeating the hostile Krogan for the Council during the 'Krogan Rebellions'. The Turians then filled the peacekeeping niche left by the oncecooperative Krogan. The Turians deployed a Salarian-created biological weapon called the genophage. It is not just an armed force. demolitions. as anything from a soldier to an administrator.
Advocacy groups argue. An Artificial Intelligence (AI). the term "synthetic" is considered the politically correct alternative. Both the Humans and the Elcor make extensive use of VIs in their military endeavours to process status reports.Virtual Intelligence and A. Creation of a conscious AI requires adaptive code. Some VIs have 'personality imprints'. but not the definition. however. speech pattern and appearance based on specific individuals.I. expensive education. The Geth serve as a cautionary tale against the dangers of rogue AI. Loading these files into a new blue box will create a new personality. like AIs. use VI technology to constantly monitor the Biotic's brain waves and adapt the implant's performance to maximise biotic potential. The Quarians were even attempting to make their 'ancestor VIs' (virtual intelligences preserving the wisdom and personality of their ancestors) truly intelligent. although it is illegal to make VIs based on currently living people. as variations in the quantum hardware and runtime results create unpredictable variations. an AI is no more than data files. that an AI is a living. as VIs are only utilised to assist the user and process data (although. only four corporations have been licensed by the Citadel to develop artificial intelligence for research purposes. and in Citadel space they are technically illegal. They are not to be confused with artificial intelligences like the Geth. they can still get out of hand). to create a kind of virtual immortality. An AI cannot be transmitted across a communication channel or computer network. so the onboard computer can optimise the armour‘s combat performance or dispense medi-gel to heal the user. A VI is Rogue when it no longer does what it is intended or instructed to do. with their behaviour parameters. and a specialized quantum computer called a "blue box". it would be more broken than rogue. however. Though they appear to be intelligent. a slow. To gain some measure of control over the creation and study of AI. A virtual intelligence (VI) is a sophisticated program designed to make modern computer systems easier to use. they aren't actually self aware. is a selfaware computing system capable of learning and independent decision making. when the Geth rebellion put an end to most of their research into synthetic intelligence. A lot of armour upgrades use VI enhancements. the L4 iteration. This is what gives Rogue VI its definition—had the VI simply not worked. just made with clever programming. The newest biotic implants. conscious entity deserving the same rights as organics. Without its blue box. They argue that continued use of the term "artificial" is institutionalized racism on the part of organic life. 21 .s A VI going ―rogue‖ is akin to software not working correctly—that is in fact the cause. Manufacturers of the blue box hardware required for the creation of AIs are also similarly restricted. react faster than organics can or—in the case of the Elcor—choose instantly between millions of gambits designed for any combat situation.
they tend not to be very violent. but are also a client race of the Turians. whether it be of land. more militant species.Volus Vorcha The Volus are an associate race on the Citadel with their own embassy. Volus must develop EVA skills to keep themselves safe. As a result. Volus characters should not have any combat skills above tier four. Many Vorcha are trained by the Krogan as mercenaries due to their savage nature and adaptability to different environments. 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 not themselves a space-faring race. work as some of the best financial advisers in Citadel space. and many. as should some profession such as banking. the Volus must wear pressure suits and breathers when dealing with other species. Because they are not physically adept compared to most species. 22 . resources. Volus mostly make their influence felt through trade and commerce. The rest of galactic civilization regards them as pests and scavengers. the Vorcha use combat. which is a sore point for many Volus individuals. the Vorcha are a primitive race that live among the galaxy's darker and more dangerous locations. Volus culture is dominated by trade. and their presence is generally seen as a blight. and only two at most. trader or accountant. which possesses a high-pressure greenhouse atmosphere able to support an ammoniabased biochemistry. as their default form of communication resulting in their communications being primarily non-verbal. although many have found their way off-world as stowaways on ships visiting their homeworld. Culture/tech skills are part of the business ethos. The Vorcha are a clan based people who prefer living in communal environments with others of their species to living alone or in the company of alien races. Their inability to provide adequate soldiers for themselves and the Citadel is a primary reason for not yet being inducted into the Council. Known for their unique biology and aggressive behavior. but are unlikely to have much in the way of space skills. They are extremely aggressive. "know your customer's need better than they do". if at all. Because the Volus are not physically adept. and can even seem overly-pacifistic and cowardly to other. they have never been invited to join the Council. or even other tribe members. They hail from Irune. Like the Quarians. both singly and in groups. and most have extensive assets to draw upon. such as Omega. Their adaptability and resilience allows them to flourish in the dark and dirty corners of the places they end up. In fact. and they have a long history on the Citadel. Vorcha society is built around combat. as do oratory and tactics. younger members will depart to start a new clan elsewhere. However. both against rivals of their own species and against any alien who stands in their way. Vorcha who have managed to escape their homeworld have a tendency to occupy uninhabited areas of space stations or larger spaceships. When a clan population grows too large. The Volus have a reputation as traders and merchants. They are comfortable with bureaucracy. Brokerage should be in the top three tiers.
the Yahg possess unrivalled perceptiveness and mental adaptability. Discovered by the Citadel Council in 2125 CE. A keen sensitivity to movement and light allows the Yahg to easily read the body language of any species. two large horns and facial markings on their heads. The Yahg also possess a muscular. a triangular mouth adorned with sharp teeth. Yahg have four pairs of eyes. Once the leader is established. Their hands each have three fingers which include a thumb. A group of Yahg will not cooperate until a single leader has attained dominance through either social maneuvering or brute force. each pair designed to track and predict the movements of prey. and two other fingers. the Yahg were unceremoniously barred from interaction with Citadel space after massacring the Council's delegation. Yahg society is built around a pack mentality. Consummate predators. known for their violent and aggressive nature. as well as three toes on each foot. the defeated Yahg do not hold a grudge and former rivals serve their new superior loyally. They have scaly skin ranging from red to brown.Yahg The Yahg evolved to fill the niche of apex predator on Parnack. large body standing over a Krogan which provides considerable physical strength and agility. making it almost impossible to lie to a Yahg. The Yahg are a sentient race of towering humanoids native to the world of Parnack. 23 .
Possessing an unusual combination of skills. Receiving more combat training than the Adepts. if at all. with resolve and stamina also valuable. such as charm. I came to the realisation that classes are not all that different from non-human races. and tactics. Vanguards have the Biotic Training skill at rank two or three and their highest combat skill at tier three. and should have no ranks in the Biotic Training skill. and should have no ranks in the Tech Training skill. should have only one combat skill at tier five. stealth and tactics. The weapon and combat specialist. They should have no ranks in Biotic Training or Tech Training. They should also consider taking advantage of the Combat Excellence stunt. They lack advanced combat training. intimidation. Infiltrators have the Tech Training skill at rank two or three and their highest combat skill at tier three. They should also take ranks in stamina and resolve. they are by no means the only character concepts allowed. they should not have more than three combat skills in total and the highest at a tier one lower than their Tech Training skill. The Tech specialist. stamina.CLASS PACKAGES After a bit of tinkering. Adepts should have the Biotic Training skill in the first or second tier. all ranked relatively highly with one in tier one or two. or oratory. The Biotic specialist. Such specialised fields leave little time to develop combat skills. Their apex skill should be non-technical in nature to reflect their dedication to Biotic and Tech Talents. Whilst still prevented from taking Biotic Training. Engineers should have the Tech Training skill in the first or second tier. Whilst still prevented from taking Tech Training. so don‘t worry too much if you have an idea for a character that doesn‘t seem to fit with any of the classes presented below. with the highest combat skill at tier four. with one of them at tier two and the other at tier three. and their attendant specialisations. 24 . They should also take ranks in agility. Sentinels are Biotics with Tech training. and as such. Receiving more combat training than Engineers. Soldiers should have at least three or four combat skills. in that to play as a certain class type some skills should be valued over others. whilst there are only six basic classes in the game. The exhaustive requirements of both sets of training skills prevents them from attaining rank one with either. They lack advanced combat training. with the highest combat skill at tier four. Also. they should not have more than three combat skills in total and the highest at a tier one lower than their Biotic Training skill. but should have ranks in demolitions.
beating the odds. then the character needs a Military Grade weapon stunt to utilize it. which is a long. there is no real issue with ignoring that particular rule. producing the effects seen as Biotic abilities. what now? Who knows the character is a Biotic? To whom do they owe the debt of Implants? Are they on the run. and are handled a little more freely here than in the original version of the Diaspora rules. however if they don't there are still stories that can be told about characters who didn't receive training. the second with a stunt. This effectively inverts the function of the "Civilian" weapon stunt. a Biotic can generate and control dark energy to move objects. However. and thus implanted with their Bio-Amps during the Growing Up phase of character creation. but each Biotic must first be trained. or gainfully employed? Biotics All Asari are natural Biotics from birth. In extremely rare cases. A Biotic has to essentially develop conscious control of their nervous system. The events leading to their Moment of Crisis. and so on. generate protective barriers or restrain enemies. Biotics were typically discovered at a very young age. slow process. entered military service when they reached their Starting Out phase. could also have been influenced by their Biotic Powers. can develop them in puberty through further exposure to element zero. or otherwise went rogue.usually at puberty . the Biotic uses a physical gesture to cause the right neurons and eezo nodules to fire and create the desired effect.to use their talents to any useful degree. reducing it to a dump stunt instead of its previous role as an "all-access" stunt. did not manifest Biotic talents. The first one we can do with an appropriate Aspect.NEW SKILLS AND STUNTS Another of Mass Effect's differences is the presence of Biotic and Tech related powers. Weapons are an important aesthetic from the games. but not all. Once trained. the expensive procedure is performed by the military. In the core rules. though some left. Most. if a weapon does not have the ―civilian‖ aspect. about one in ten exposures will result in a person with moderate. stable Biotic talents that are worth training. and the last with a new skill. are individuals who were exposed to dust-form element zero in utero and. or after being Sidetracked. as it suits the genre and play style from the games. such as humans. and the extent of their training are the core concepts we want to integrate. Bio-Amps are artificial devices used to increase a Biotic's talent in a particular discipline. They were also probably raised away from their parents. and even if Biotic talents manifest themselves. then outfitted with a surgically implanted amplifier in the brain . In humans. The natural electrical impulses in the body can create mass effect fields from these nodules. This is done using a technique called 'physical mnemonics'. developed eezo nodules throughout their nervous system. Players who wish to play Biotic characters should be encouraged to take all three changes for their character. or who had defective implants. yet 25 . Usually. humans who were exposed in utero. With Mass Effect being Space Opera in theme. Two new skills are introduced to allow characters to access these abilities. Appropriate Biotic Aspect Development All phases of generating character aspects are suitable for themed Biotic Aspects. they aren't always permanent. such as terminal cancer. Biotics of other species. and as a result many Biotics develop their powers with military application in mind. All Biotics are sensitive to mass effect fields. The medical risk to their body. and many new stunts are described introducing concepts and abilities from the Mass Effect universe to the Diaspora rules format. there is a risk the eezo will cause medical complications instead. or escaped and became mercenaries. the quality of their implant. Finally. though not all choose to develop their abilities.
When activated. This effect lasts 3 turns. any damage to the target generates one additional shift before consequences are applied to represent the damaging nature of the mass effect field. and so on. Singularity This gravitational power sucks multiple enemies within a radius to a single area. so a charging enemy will rush over the characters heads. Barrier Using this effect creates a barrier against the skin to protect against energy weapon attacks. increasing the damage the enemy takes. These effects all require a successful Biotic Training skill roll to activate. Some examples are listed below. This effect conserves the momentum of its target. Warp This effect lowers the armour on a target. When activated. This effect lasts 2 turns. Powers are available at two levels. Primary and Advanced. such as crates or pieces of furniture. and so on. Lift Using Lift will cause enemies to float helplessly in the air. or until another Biotic effect is used. Place an appropriate Aspect on the target zone as you would for a maneuver. Place an appropriate Aspect on the target as you would for a maneuver. an Asari character with Biotic Training skill at 3 needs no Bio-Amp stunt and may choose three effects. freezing the target in place and making them unable to attack. Primary Biotic Effects Stasis This effect causes an enemy to be temporarily locked in a mass effect field. or until another Biotic effect is used. Thus. Enemies in Stasis also become impervious to damage. If the same target is Warped for two consecutive turns. rendering them helpless when they land. this effect is mostly used to keep opponents at a distance. as well as dealing damage over time. leaving them floating helplessly and vulnerable to attack. subtract 2 from the effective armour rating of the target for the purposes of their defensive rolls. Shift an enemy one zone on a successful activation. Advanced powers usually combine effects and require much more skill and fine control to manifest. by either launching them away or knocking them over. During character creation. modified by their BioAmp Implant stunt. 26 . In game terms. Primary powers are those that most Biotics learn first due to the ease at which their effects are manifested. and last until the next turn only unless otherwise specified. the Biotic Training skill allows the character to create various effects. Throw / Pull In combat. add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. making them more vulnerable to attack. Place an appropriate Aspect on the target as you would for a maneuver. a character with Biotic Training skill at 1 with an L3 BioAmp may choose one effect.New Skill: Biotic Training Mass effect fields are difficult to generate and control without training. a player may choose a number of effects equal to their Biotic Training skill level. and place an appropriate Aspect lasting till the characters next turn. It can also attract objects from the environment.
or +2 against armoured or synthetic targets. whilst also giving a temporary defensive bonus when the power is used against unprotected organics. and applied to each separate border/barrier. There must be multiple enemies present to activate this talent. the character may make a Close Combat check. When the character attacks an unprotected organic. they take a full turn move as per the standard rules (Diaspora page 102). the character is unable to act for one turn. as well as Close Combat present in the skill pyramid.2 = +1 to defense. Reave Prerequisites: Warp Effect. To use this Effect. rank 3. Organic life forms attacked with this talent can be subverted for one round to fire on their own allies by messing with their perception. as well as Resolve present in the skill pyramid. The character applies the effects of the Throw Effect to the target if they have it. move or reduce any barrier ratings for their current turn in preparation for their attack. with a +2 bonus for having one of the required Effects (Barrier or Throw) and a +4 bonus for having both. The following round. attuning themselves to their declared target. the character must not attack. but only on a successful result against their defense. That target is unable to act next turn and loses the applied aspect at the end of that turn. This bonus is equal half the character's ranks in the Medicine skill rounded up (rank 1. After the attack. the target becomes immune to further domination attempts. as well as Medicine present in the skill pyramid. rank 5 = +3 to defense). the character must not attack. 27 .4 = +2 to defense. which does not count toward the next use of this Effect. Higher pass costs must be eroded with shifts as normal. If the target is no longer valid. Dominate is an innate Ardat-Yakshi ability that works almost the same as the Tech Talent Hacking. but on an organic target instead. the player makes an attack against the target. the character loses all benefits and must start again. place an "Immobilised and Helpless" aspect on the target. Next turn. and the benefits of the Barrier Effect to themselves if they have it. place manouvers. Next turn. place manouvers. 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. with a bonus of +4 against unarmoured biological targets. with the exception that they may ignore any border pass costs equal to 1. After the attack. The power employs mass effect fields to biotically attack the target's nervous or synthetic systems. less one from this Effect. At the end of the move. To use this Effect. Dominate Prerequisites: Stasis Effect. Charge Prerequisites: one of either Barrier or Throw Effects. Place a "Dominated" free tag on the target until the player's next turn. move or reduce any barrier ratings for their current turn in preparation for their attack.Advanced Biotic Effects These effects have prerequisite conditions that must be met for characters to select them as one of their available powers.
New Option: Biotic Combos As an additional option. they may instead choose to Slam the target into a nearby wall or object when the Effect resolves. The character rolls their Biotic Training skill with a +2 bonus for having one of the required Effects (Lift or Singularity) and a +4 bonus for having both. the target loses all momentum becoming stationary as the ability takes effect. The character uses Slam like they would use their Biotic Lift ability. To use this Effect. the target who was lifted is immediately subjected to rapid acceleration straight down into the same zone that they were Lifted from. However. equal to (Tactics Rank -1) zones in length from their position. All targets take damage if the check exceeded their defense rating. The target must resist an attack equal to the Biotic character's ranks in Biotic Training +2. etc). unlike Lift. This ability is unable to be used in consecutive turns. and the originating character may not use another Biotic Effect until after the end of the next turn. If the character has 3 or more ranks in science. and any shifts are dealt to armour first. the character must not use their free move this turn. unsecured objects (explosive barrels. If the character has 3 or more ranks in the Science skill. leaving it on the table for the remainder of the turn. NPC's. allies and electronic systems along the line are all impacted by an expanding explosive Biotic pulse originating from the character. and benefits from Science present in the skill pyramid. Targets with the Shielding armour stunt that are hit are unable to move next turn. they may pay 1 FP to immediately resolve the following effect. The target rolls to defend only. The Shockwave is present until the start of the next turn. instead of the ground. equal to the number of shifts generated. which otherwise resolves after all other characters have acted. placing an appropriate aspect on a target. The following effects are applied to all valid targets along that line. 28 . which can only be tagged by other Biotic skill checks. any character that gets a Superb (+5) or better result on their Biotic Training skill check may spend a FATE point to apply a "Residual Biotic Charge" aspect on either the target or the zone the target is in for the usual bonuses. The player must decide which scope the aspect belongs to at the time they place the aspect. the character must not use their free move this turn. including airborne targets close to the ground. as well as Tactics present in the skill pyramid. To use this Effect. and place a "Biotic Shockwave" aspect along the line if they have the Singularity Effect. When Slam resolves. The character draws a straight line across the map. Slam Prerequisites: requires Lift and one of either Throw or Pull Effects. The character applies the effects of the Lift Effect to all unshielded targets if they have it.Shockwave Prerequisites: one of either Lift or Singularity Effects.
also determining 29 . but assume any drawbacks associated as well if implanted. Roll 3DF before each personal combat scene begins and add to the Biotic Training skill rating. 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. while a few are powerful and stable. others are strong but unstable. Unstable L2 Implant The maximum rating for the Biotic Training Skill is 3. Asari have no need to augment their innate abilities with a Bio-amp. Stable L2 Implant The maximum rating for the Biotic Training Skill is 4. Roll 1DF before each personal combat scene begins and add to the Biotic Training skill rating. some L2s are hardly stronger than an L1. and can reduce this damage by taking Consequences like normal. If reduced to zero or below. Natural Biotic (Asari only) As the only known species that are all natural Biotics. but to save the life of the character. being a Biotic is an acquired ability. also determining the number of Biotic effects the character can manifest. but without the associated drawback aspect. L1 Implant Biotics with an L1 implant can manipulate small objects but aren't strong enough to be offensively viable. The effective rating of the Biotic Training skill varies each time the character begins combat. The purpose of this implant was not to develop combat powers. the character begins to take one composure or health track damage for every successful activation.New Stunt: Bio-Amp Implant Unless your character is an Asari. Players choose which track they will apply the damage to each time. Krogan characters with Bio-Amps are called Battlemasters. Their implants are almost universally equivalent to current L4 Bio-Amps. The character may not take the Biotic Training skill at any level. Asari are only restricted by training to the number of Biotic Effects they can produce. cumulatively. A Biotic with this stunt is in debt to somebody due to the expensive and dangerous nature of the surgery. but suffer discomfort from their implants. because the L1s were implanted after puberty. the character is unable to manifest any Biotic Effects this scene. Non-Asari Biotics harness their abilities through training with their implanted Bio-Amp. These implants are rated by their efficiency and have associated effects Asari characters also benefit from these stunts. the character is unable to manifest any Biotic Effects this scene. this is the effective rating of the skill for the remainder of the scene. L2 Implant The results of this implant vary wildly. Geth are unable to be Biotics. See the Bio-Amp Manufactures section on page 39 for some sample manufacturers. this is the effective rating of the skill for the remainder of the scene. If reduced to zero or below. If raised above 5. New Bio-Amp Implant Stunts the number of Biotic effects the character can manifest. but must still invest in the Natural Biotic stunt below.
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. L3-R Implant Short for 'L3-retrofit'. There is no restriction to the maximum rating of the Biotic Training skill. L4 Implant These implants use Biotic amplifiers with inbuilt VI interfaces to allow for monitoring and improved performance. They may choose one additional Biotic Effect than their Biotic Training skill would allow to reflect their previous abilities. although the nature and personality of the Virtual Intelligence is highly variable due to their experimental nature. if they could ever be convinced to do so. with many Battlemasters still alive today. Krogan Battlemaster Implants Whilst the implant surgery to create Battlemasters is currently deemed too risky due to the fragile nature of the current Krogan population levels. They spend those years in increasing levels of pain. the character's Composure Track is 1 less than normal reflecting the fragile nature of their psyche. before eventually going insane with the agony. Characters with this stunt permanently have the Aspect "Occasionally distracted by internal dialogue with VI".L3 Implant A good. stable implant. with the Krogan organ redundancy and biological fortitude the only reason they don‘t die for many years. 30 . Also restricted to a maximum rating of the Biotic Training skill to 3. implantation was commonplace prior to and during the Krogan Rebellions over three hundred years ago. They would make good candidates for L1 implants. and force police or military personnel to kill them to stop the devastating rampage. Krogan Biotics older than 300 years of age have the equivalent of L4 implants without the associated aspect. this is an L1 or L2 who has undergone extremely dangerous brain surgery to replace their implant with a newer model. this Bio-Amp restricts the maximum rating of the Biotic Training skill to 3.
including weapons and armour. and even starship systems. They are handheld devices that combine a computer microframe. 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. It is also recommended that they invest in the Computer skill due to its requirement for the advanced Tech Talents. Decryption Used to unlock sealed doors. Due to the highly technical nature of most devices. After a successful attack in this manner. Versatile and reliable. and minifacturing fabricator. it can also be used to augment another character's Computer (space) check. The fabrication module can rapidly assemble small three-dimensional objects from common. Electronics New Skill: Tech Training Anyone can play games or watch news clips on their omni-tool. The amount of energy drained in this manner will never exceed the storage capacity of the character's own gun. Energy Drain Sophisticated circuitry allows the user to drain energy from an enemy‘s energy weapon for use in their own. Primary Tech Talents Damping This application of the Military Grade Omni-tool (see below) causes disruptions and suppression of mass effect fields. bypass security alarms. and must cool down until the end of their next turn.Omni-tools Omni-tools are multipurpose diagnostic and manufacturing tools used for a variety of battlefield tasks. or the target of elite Special Forces themselves. MG Omni-tools can be used to disable a free tag gained on any of their equipment of any ally in the same zone as you. and access secure systems. This allows for field repairs and modifications to most standard items. and even enemy weapons malfunction on command. or repair. ceramics. Remove the characters tagged ―Overheated‖ aspect and tag an untagged ―Overheated‖ aspect on an enemy. from a distance. reusable industrial plastics. such as hacking. an omni-tool can be used to analyse and adjust the functionality of most standard equipment. Use this Talent defensively to make Biotic Training checks contested when used on the character or allies in the same zone. 31 . most common energy weapons. 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. unless otherwise stated below. and light alloys. They're either elite military. Systems crash at the blink of their eye. or offensively by placing a "Suppressed by Tech" aspect on an appropriate target no more than 1 zone away. decryption. as a combat action (this prevents an opponent using the aspect to your ally‘s disadvantage). preventing them from firing for one turn. as well as the reuse of salvaged equipment. the target's weapon is too hot from the sudden draining to be used immediately. Characters may take a number of Tech Talents equal to the number of ranks they have in the Tech Training skill. but a character with training and access to a military grade omni-tool becomes a true threat in a high tech environment. sensor analysis pack. All primary Tech Talents last for one turn and must affect targets in the same or an adjacent zone to the character. and can be used to disrupt Biotics. no codes are safe from their access.
the target becomes immune to further overload attempts. as a combat action (this prevents an opponent using the Consequence to your ally‘s disadvantage).Have-aThing (Combat Drone) Stunt. 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. Advanced Tech Talents All advanced Tech Talents require the Computer (space) skill to be present in the pyramid. granting a cumulative penalty to alertness checks. Medicine The advanced scanners in a MG Omnitool allow a character with ranks in medicine to substitute their ranks in tech training to the skill roll instead. Advanced Hacking Prerequisite Talent: Hacking. or other appropriate point in play. Have-a-Thing: Combat Drone Range: 0/1. Harm 2. Hacking Artificial or synthetic life forms attacked with this talent can be subverted for one round to fire on their own allies by messing with their targeting systems. The following round. this talent allows the user to reduce the effectiveness of enemy scanners. The character must have at least one rank in the medicine skill to use this talent. The character must have at least one rank in the repair skill to use this talent. Once destroyed. The character must have at least one rank in the medicine skill to use this talent. NonLethal. the target becomes immune to further hacking attempts. 32 . Place a "system rebooting" free tag on the target until the player's next turn. the Combat Drone is unavailable until the next refresh phase. Penetration 2.First Aid Used in this way. Jamming Broadcasting a signal that mimics the properties of solar interference. This effect lasts 2 turns when activated. Place a "disoriented and confused" free tag on the target until the player's next turn. 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. and also can also be attempted against lone targets. The following round. There must be multiple enemies present to activate this talent. your Hacks to disrupt an artificial or synthetic life form‘s targeting systems are able to be repeated against the same target. Through superior technique or inspired creativity. during combat the character can control a tech drone that draws enemy fire and can electronically stun targets while damaging their shields. Combat Drone Prerequisites: Hacking Talent. This talent may be taken multiple times. Overload Artificial or synthetic lifeforms attacked with this talent can be shut down for one round by overloading their power systems. Place a "targeting malfunction" free tag on the target until the player's next turn. 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. causing a -2 penalty to alertness checks. By investing in this talent and the linked Stunt. as well as their linked Primary talent.
or else immediately end their turn. 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. and unshielded targets must resist 3 shifts of Composure damage. On a success. Target an enemy with a tagged ―Overheated‖ aspect and roll your Tech Talent against a difficulty of 1. or passing through. the user's Omni-Tool fires a mass of super-cooled subatomic particles capable of snap-freezing targets within a certain radius. You may also pay a Fate Point once per scene to place a ―Comprehensively Compromised‖ aspect on a target that you have successfully overloaded twice. or removed by ablation. The player must decide which scope the aspect belongs to at the time they place the aspect. New Stunt: Military Grade Omni-tool Whilst personal omni-tools are common. Target the zone you are in. Tech talents can only be used with such an omni-tool due to their specialised nature. Armour with Shields Stunt. When activated. the weapon detonates. This talent is unable to be used in successive turns. Until the aspect expires. 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. and make a Tech Talent roll against a difficulty of 2. boosting the user's shields by +3 until deactivated. Tactical Cloak Prerequisite Talent: Jamming. 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. place a ―Frozen and Immobilized‖ aspect on the zone for one turn. causing Health stress equal to the number of shifts. the highest capabilities come from having and training with military grade omni-tools. mercenaries. and when neutralised through any means except voluntary deactivation. many MG Omni-tools find their way onto the black market and into the hands of criminals. and others. See the Omni-tool Manufacturers section on page 39 for sample manufacturers. which can only be tagged by other Tech Training skill checks. serving member of a military organisation or affiliate.Cryo Blast Prerequisite Talent: Neural Shock. This talent is unable to be used in successive turns on the same enemy. or one adjacent zone. causes a detonation that disrupts the zone the character is in. Attacks made against the character reduce the bonus by 1 for every shift. Incinerate Prerequisite Talent: Energy Drain. Your base Jamming duration is extended by one additional turn. Tech Armour Prerequisites: Hacking Talent. all targets within. 33 . All shielded targets in the same zone when the Tech Armour detonates have their ―Shields Down!‖ aspect tagged. Advanced Overload Prerequisite Talent: Overload. On a success. excluding the user. Illegal to have without being a current. absorbed by armour as usual. New Option: Tech Combos As an additional option. that zone must make a Stamina check against the number of shifts you rolled. This Talent interfaces with the Shields stunt on armour and generates an additional layer of protection when activated.
Characters with this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill. 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. although there are limitations on what is required to take it. Tactics skill present in the pyramid. 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. but must meet all other prerequisites and possess an appropriate weapon to use them. The character must not do anything for that turn except shoot. many hours of experience under heavy fire. the weapon immediately activates the free ―Overheated‖ tag. With one round of focus.New Stunt: Combat Excellence Extensive weapon training has opened up many more options in combat for characters who take this stunt. Characters who are unable to take the Combat Excellence Stunt itself are able to take the individual Abilities as stunts like normal. and regain their balance and protection. This ability may only be used on a weapon with a minimum range equal to or greater than three zones. 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‖. Use of this stunt may not be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. Once per scene. Once the shot is taken. The character must meet all requirements to use this stunt. the character has an instinctual awareness of the flow of a battle allowing them to better protect themselves in the heat of battle. the player doubles the Harm rating of the weapon for their next turn. 34 . and no ranks in either Biotic Training or Tech Training skills. that is without doing any other action. Military Grade Immunity (CombatExcellence) Representing many. Primary Combat Excellence Abilities Military Grade Assassination (Combat Excellence) Long term training with Sniper Rifle Energy Weapons has enabled the character to replicate the effects of the Weapon Modification ―Double Tap‖. this stunt allows the player to double the Harm rating of one of their weapons for one turn. Once per scene. Combat Excellence Prerequisites: Energy Weapon skill at Rank 3 or greater.
you may pay a Fate Point to temporarily grant a consequence on an ally that has been Taken Out. the weapon has the effect of Sledgehammer rounds in addition to any other effects from other variant ammunition. Add +1 to the effective harm rating of weapons before applying penalties from the ammunition. huge bonus through overcharging. Concussive Shot (Combat Excellence) Additional Prerequisite: Science in the skill pyramid. and may be at any rating. Assign an aspect to the temporary consequence as usual. Unity (Combat Excellence) Additional Prerequisite: Resolve and Oratory in skill pyramid. Disruptive Shot (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. Once per scene. You may not use this ability in consecutive turns. or the end of the scene occurs. you may pay a Fate Point to activate this ability and gain a +3 to your next roll. You may not change out variant ammunition for other variant ammunition without first switching to normal rounds. This consequence is additional to any that the character already possesses. granting them more time to refine their actions. You may continue to pay a FP each round until the end of the scene to continue this effect. Hot-Swap Ammunition (Combat Excellence) Additional Prerequisite: Agility in the skill pyramid. 35 . providing a brief. armour with the Shields stunt. You may remove any current variant ammunition for normal rounds. or replace normal rounds for a variant ammunition type. Advanced applied scientific techniques enable you to replicate the effects of Sledgehammer rounds by spending a Fate Point. 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. Adrenaline Rush (Combat Excellence) Additional Prerequisite: Alertness and Agility in the skill pyramid. As a combat action. The character resumes their Taken Out status and the consequence is removed when any of the following conditions are met: no FP are spent to keep the character active. the character takes enough stress to be Taken Out again. As a full round action. You take a penalty to all rolls equal to the consequence rating that was granted for the next round only. Until the ―Overheated‖ aspect is tagged. This ability only effects variant ammunition that inflict penalties of -1 or greater to Harm ratings. Fortification reinforces armour when struck. 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.Advanced Combat Excellence Abilities The following advanced Abilities have additional prerequisites that must be met. Fortification (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. you may change out the ammunition used by your weapon. The finely tuned senses of the user seem to slow down time around them. when it then activates the ―Shields are Down!‖ tag on the armour. allowing them to rejoin the scene. You may spend a Fate Point to confer a +4 bonus to the armour rating granted by your shields until the end of your next turn.
John's character managed to successfully use his intimidation skills to resolve the hostage situation without it resulting in combat. If he wants to promote the skill further. they must count their usages for both skills from this point. the same number of times as the number of ranks his character has in the skill. John's Turian Spectre now has Intimidate 3. John's character forces them to keep the deal. Sent to recover an important member of the finance ministry. then he'd have to successfully use it three times. Even though he used charm twice last session. Later in the same session. Swapping with his rank 3 Arts skill. therefore. and they must be used more than the other. the character now has Intimidation 3. John has the option during the next refresh to promote the Intimidation skill up the skill pyramid as he used it twice. being nice occasionally will not stop people from fearing a killer or remove the reputation of an unsympathetic heel. the player should record the number of times they use them. 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. he must start counting again. Charm is linked with Paragon actions. 36 . once he promoted it. Here are some examples: John is playing a Turian Spectre candidate character with rank 2 Intimidation and rank 1 Charm. he must use intimidate at least three times or charm twice. players are tracked with respect to how they treat other characters in social situations. During the next refresh. If they do so. By threatening to follow through himself if they break the deal with another successful intimidation check. 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. Swapping with his Arts skill again. John's Turian has been accepted into the ranks of Spectre agents. If they used either skill the number of times that they have ranks in it. A few sessions later. During play. characters should take both the charm and intimidation skills at tier five at character creation. but nor will the occasional brutal action significantly damage the reputation of an otherwise upstanding soldier. Arts 2 and Charm 1. In this option. the new rank of the intimidation skill. Mass Effect keeps track of the Paragon and Renegade points on separate scales. Now. To promote either skill further. as he used it more times than he used Intimidate and more times than he currently has ranks in it. A good action will not make up for an evil one. He manages to charm her into revealing the location of the fallback position for the cartel by offering to protect her. the Turian manages destroy the smuggler's base whilst saving the informant in the process. when the player has the option to promote a skill up the skill pyramid. After an exciting session of combat. He intimidates his way into the club where he is to meet her. His first assignment is to find the location of a smuggler base from an inside source in the cartel. before successfully charming the information out of her. and Arts 1. Charm 2.PARAGON AND RENEGADE EMULATION In the Mass Effect games. the one they should move is the one they used the most out of charm and intimidate. and Intimidate with Renegade choices. then in the refresh phase.
the effect on you is that you can leverage your status more effectively than others. The Consequence may be tagged by the player for the rated bonus outside of combat. Additionally. an additional +1 bonus to your action or an ally‘s action that must be used before the beginning of your next turn. for good or ill. In Diaspora. Give the Consequence a descriptive Aspect appropriate to the situation and reduce the number of hits on the full Status tack by the chosen consequence rating. The track must be raised to full again before more Consequences can be generated. Increase the Paragon track for good or positive actions that benefit others. This option uses the generation of Spin to increase your Status tracks. the player can choose to generate one Status Consequence. 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. that Spin cannot be used to raise a Status Track. When a track is full. When a character that has a full Status track gets more Spin.Option 2: Status Stress Tracks This style of play adds two new Status Stress tracks to each PC character. but may still be spent as normal instead. Status Consequences are rated 2/3/4 instead of 1/2/4. It is the exceptional events that raise the status of Paragons and Renegades above those of their peers. Perhaps it is something in your voice. one Minor (+1). or the way your gaze seems to have a particular intensity. You are able to bank an extra Minor (+1) consequence in addition to the existing three you can bank. representing the preceding reputation of the character. players may take one of the following stunts during character creation. You may reduce one Status track to 5 boxes instead of the normal 6. Status Consequences are recorded separately from consequences generated on normal stress tracks. and are 6 boxes in length. Whenever a character would generate spin outside of a direct combat situation. Composure and Wealth stress tracks. and do not count against the maximum number of consequences allowed for stress taken on the original Health. one for tracking Paragon status. they may choose to spend that +1 Spin bonus to add one to an appropriate Status track. Whether it‘s due to admiration or fear. and the Renegade track for conduct that is selfish or callous. the player can begin to generate Status Consequences for that track. beating your opponent in an opposed roll by three or more shifts generates Spin. 37 . Both tracks start empty at character creation. Cult of Personality Others spread words of your deeds and misdeeds far and wide. self-interest or gossip. Lasting Reputation Events that you are a part of are particularly memorable for those involved. one Moderate (+2). You may only take this stunt once. Status consequences are removed from the character once tagged by the player. and one Severe (+4). NPCs may also attempt to compel the aspect on the consequence as they would a normal aspect. the other for Renegade status. allowing you to generate Status Consequences sooner than others. Characters are only able to take three Status Consequences at any one time regardless of which Status track generated them. In the event that the roll generates Spin when a Status Consequence was tagged.
but does have a lead he needs more time to follow. Garrus frequently got into heated arguments with his superiors over his methods. Using the Choosing Aspects Phase One . He displays exceptional weapon skills. and new Spectre. Commander Shepard frequently put his thoughts under new lights forcing him to openly consider his beliefs. Under extreme time pressure. Garrus begins to become disillusioned with the abundance of restrictions and regulations C-Sec agents must enforce.On Your Own Released from his obligations to others. Garrus' father intervened to prevent him going. also becoming an Investigator.SAMPLE CHARACTERS Garrus Vakarian Initial Concept: Garrus Vakarian is a Turian Investigator working on the citadel for Citadel Security. • "More to life than C-Sec" • "Finish the job once started" Phase Five . However. culminating in a disasterous situation. • "Breaks the Rules When He Has To" • "My Commander / Alternate Father Figure" Choosing Skills Garrus is a superior marksman. Due to his military training. he has strong Tech Training skills. despite Garrus desperately trying to convince his superiors that the hostages were only going to be used in horrific experiments as test subjects. discussions with his new friend. 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. and is at home on starships having useful gunnery skills. aka CSec.Moment of Crisis Passionate about his job. who was a well known CSec investigator whose mantra was "Do things right or don't do them at all. Denied. and being a former C-Sec Investigator. as being hot. Commander Shepard and the crew of the SSV Normandy. • "Military Training" • "Father knows best" Phase Three .Growing Up Not a lot is known of Garrus' past from the game. 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. Garrus is forced to admit that he has no proof. have more respect for the law. Garrus is told to drop the investigation. He attends the ship's landing craft as an engineer. • "Idealistic and Hot Headed" • "The one that got away" Phase Four . • "Palaven was hot" • "Do it right or don't do it at all" Phase Two . and also uses his C-Sec issue Omni-tool in an offensive capacity as an Infiltrator. This fresh perspective frequently contrasts against things his father demanded of him. described as a hot head who still thinks he can change the world and should 38 . and that he had a very by-the-book father. Garrus meets the humans assigned to the case." We'll take these for our aspects. Garrus is now free to do things his way. including his decision to accept his father's wishes in not taking Spectre training. Palaven.Starting Out Garrus entered the Turian military at the age of 15 like all young Turians do at that age. as he despised the freedoms the Spectres had in working around and ignoring the rules he had spent a lifetime enforcing. A fleeing Salarian suspect holding hostages was allowed to escape the citadel in a ship instead of being fired upon and destroyed. shown to be able to headshot an enemy under difficult conditions. and were already as good as dead.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. He does refer to the world of his birth.
scarred from his childhood training. I picked Garrus' skills as follows: • Rank 5: Energy Weapons(combat) • Rank 4: Computer(space). no matter the cost. other skills as befit a military background. Tech Training • Rank 3: Agility. Repair. with Damping. breaking the trainer's neck.Racial Background and Class Package options as guides. Conatix quietly shut down the program and had the records sealed. Decryption. unleashing a full Biotic charge. and the guts to do things his way.Growing Up The son of a serving Alliance military man. Tactics • Rank 2: Gunnery(space). He beat the odds of getting cancer and was identified by Conatix Industries as a potential candidate for their Biotic Acclimation and Temperance Training. Kaidan immediately jumped to the rescue of his closest friend and lost it. Stealth • Rank 1: Culture/Tech(Turian Hierarchy. and Kaidan's retorts singled him out for punishing lessons. Kaidan's mother was exposed to Element Zero dust after a transport crash in Singapore. The fourth is another mild Consequence. • MG Tech Training: Working so long as an Infiltrator has given Garrus time to learn one additional Tech Talent. The Turian used aggressive and provocative tactics. By taking the Tech Training skill. Overload. Choosing Aspects Phase One . Kaidan and his friend drifted apart. • "Proud family history of Military Service" • "Whisked away from family to 'Brain Camp'" Phase Two . The Mass Effect game gives us a few guidelines on the priority and types of Talents Garrus possesses.Moment of Crisis Realising their mistakes.Starting Out Attempting to accelerate the training. Intimidation. Engineering(space). The Citadel). • "Training caused super men and/or wrecks" • "Don't you touch her!" Phase Three . Electronics. Brawling(combat). conducted at Gagarin Station and nicknamed 'Brain Camp' by the children sent there. • Resilient: The player may use four Consequences instead of three. Vehicle Garrus has a combination of five combat and space skills like most Turians. Resolve(track). This represents Garrus' commitment to finish a job once started. Choosing Stunts • MG Omni-tool: Garrus retains his MG Omnitool when he leaves C-Sec. he aghast 39 . so I stuck close to them. and First Aid Tech Talents. Eventually the Turian went too far and broke a young girl's arm for reaching for a glass of water instead of using her Biotic talents to do it. Conatix hired an ex-military Turian. 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. and head of the SSV Normandy's Marine detail. we now have to choose some Tech Talents as part of the stunts. Medicine. a veteran of the First Contact war between humans and Turians.
• "Be cautious. Demolitions. Kaidan explored alternatives to using his Biotic powers. He knows Barrier. be in control" • "There's got to be another way" Phase Four .On Your Own After being saved by his new First officer. Keeping his squads alive through alternatives to open firefights. Turian Hierarchy). and has trained to use a military grade Omnitool to keep his squad alive. • "The Geth must pay!" • "Biotics give me an edge" Choosing Skills Kaidan has a range of useful Biotic effects. He trained extensively with Omni-tools. Stamina(track). • MG Tech Training: Always searching for ways to keep his squad alive.at what he was capable of. Medicine Forced to his limits and beyond. • MG Omni-tool: Kaidan has a few surprises up his sleeve for those expecting Biotic attacks. from a Geth attack that killed his best friend. and learnt how to keep his squad alive through the tough missions. we now need to pick his Biotic Effects and Tech Talents. Distracting and occasionally debilitating migraines from his implants served to spur Kaidan to push his nonBiotic abilities further. Computer(space). sought ways of completing missions without raising alarm. Kaiden has added the Medicine Talent to his Tech Training options. Discussions with Commander Shepard have made Kaidan realise that his Biotic powers are important to keep up. Choosing Stunts • Stable L2 Biotic Implant: Kaidan has taken his Biotic skills as far as they can go. Energy Weaons(combat).Ooh Rah!" • "Implant Migraines" Phase Five . Stealth • Rank 3: Alertness. Lift. Communications(space). before deciding to return to the Alliance and join the military. Kaiden focused on other ways of being useful without necessarily using his Biotic powers.Sidetracked Serving in the human Systems Alliance military. Kaidan has extraordinary staying power for a human. Stasis. he attempted to figure out what to do with his life. Tracks • Health: OOO O • Composure: OOO OOO • Wealth: OOO 40 . and rolls 1DF and adds 4 before each personal combat scene to determine his current effective skill level. and Throw. Kaidan rose through the ranks eventually being assigned to the prestigious post on the SSV Normandy as head of its Marine detail. and she fearful that he would lose control again. Tech Training • Rank 2: Agility. Refusing the risky surgery to upgrade his L2 implant. Using the Racial Background and Class Package options as guides. I picked his skills as follows: • Rank 5: Resolve(track) • Rank 4: Biotic Training. Commander Shepard. Kaidan stayed on when the commander was inducted into the ranks of the Citadel Council's Spectres. Electronics. and First Aid. Dropping off the radar awhile. as his father did before him. By having both Biotic Training and Tech Training skills. Receiving several commendations for his actions. EVA. and give him an edge if he is to pay back the Geth for his friend's death. • "Alliance Marines . as he is familiar with Decryption. Tactics • Rank 1: Culture/Tech(Systems Alliance. he also has the skills to function on the ship he serves on.
a great insult among contemporary Asari.On Your Own Peeling back the mystery. Asari believe that their offspring acquire the best qualities of the "father" from the melded genes. 41 . which in the current cultural times is considered taboo. are the only way to help Shepard to interpret the vision. • "Fascinated by Commander Shepard" • "We Must Save the Galaxy. Using the Racial Background and Class Package options as guides. With all this unexpected time spent with the team. slavers and other dregs of the galaxy. Science Choosing Aspects Phase One . • "Think. Raised alone by her mother. Deciding to avoid the issue altogether. but evidence is anecdotal. an ancient Prothean defence that she triggered by accident. by the first human Spectre. so it's considered wasteful for Asari to reproduce together. Liara has no idea who her father is. Liara began studying what little was known about the last great space-faring race before the Asari. one Commander Shepard. Liara suspects that "he" was another Asari. • "Escape the present" • "Obsessive about Protheans" Phase Three . and then rescued from the newly rampant Geth. She chose a career in archaeology to escape the pressures of being the daughter of such a prominent figure. however. but look at that over there!" Choosing Skills A pre-eminent Archaeologist.Sidetracked She is discovered. she has very little practical knowledge about them to go on. • "I miss working alone" • "Time to grow up and be part of the team" Phase Five .Starting Out Liara does not relish her role as Benezia's daughter and has shied away from her mother's life as an important figure in galactic affairs. and joins the squad to help in the upcoming battles. and her ability to meld using Biotics. Think!" • "What does this button do?" Phase Four .Moment of Crisis Spending much of her time alone on strange and often dangerous planets. Liara earned her Doctorate and has become the foremost authority on Prothean ruins. the Protheans. and has spent a significant part of her 107years-young life in pursuit of answers to the Prothean riddle. Liara also has exceptional Biotic abilities and other technical skills. she is initially jealous that her decades of research seem to have been for nothing. I picked Liara's skills as follows: • Rank 5: Archaeology • Rank 4: Biotic Training. due to the almost entire lack of actual ruins to investigate. After Shepard reveals the information gained from a Prothean Beacon that transmits information directly into the brain of the recipient. Liara begins to feel the pull of attraction towards her new commander. Liara. She begins to calm down when she realises that her expertise. Liara has honed her natural Biotic abilities to protect herself from pirates. She eventually uncovers a major discovery before she is attacked and trapped in some sort of energy bubble.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. and relishes the time spent getting to know each other. Liara and the crew of the SSV Normandy realise the extent of the danger facing the galaxy with the return of the Reapers.Growing Up Daughter of prominent politician Matriarch Benezia. They frown upon intra-species conception. since genetic traits and cultural insight is gained from mating outside their species. The results of such unions are occasionally referred to as "purebloods". • "My Mother the politician" • "Feared Pureblood shame" Phase Two .
• 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. or incite one. The blood of a thousand battles runs through his two hearts and four lungs. Animal Handling. it grants Wrex the Barrier. Stasis. Close Combat. Tracks • Health: OOO OOO • Composure: OOO O • Wealth: OOO 45 . He has the words to diffuse a situation. and +1 to Brawling rolls in defense. Resolve(track). adding +2 penetration to Brawling attacks. Mercenary Groups). Using the Racial Background and Class Package options as guides. I picked his skills as follows: • Rank 5 Skill: Stamina(track) • Rank 4 Skills: Biotic Training. Profession (Mercenary) • Rank 3 Skills: Brawling. Throw. Culture/Tech (Krogans.Choosing Skills Wrex is a combat powerhouse with the brains and Biotics to put them to effective use. Energy Weapons • Rank 2 Skills: Intimidation. • Military Grade Brawling: used to represent a lifetime of mercenary work. Equivilent to a current L4 generation BioAmp without the VI interface. Choosing Stunts • Krogan Battlemaster: His Biotic amp was implanted before the Krogan Rebellions. Oratory Wrex has excellent combat skills. and the four quads to see it through. and Warp effects. This applies to Consequences mitigating hits to any track. Survival. This emulates the Krogan biological redundancy. Alertness. Tactics • Rank 1 Skills: Agility. but better Biotic skills.
generally have low accuracy and damage per shot. They benefit from both the Double Tap and Advanced Optics stunts. They should have the Dispersed Fire and High Capacity stunts. Advanced Optics2 Transfer Aspect. Double Tap. After all. "Overheated" tag must be free to use this stunt. Cost -1bp. Sub-Machine Guns Designed for rapid fire. Here‘s a brief set of guidelines to help you design your own. and cannot both be placed on the same weapon. 46 . Limited Range2 Transfer Aspect. They benefit from the Dispersed Fire. this weapon is unable to be used for ranges other than those specified. Both Barrels/Double Tap Transfer Aspect. Double Tap and High Recoil stunts are all appropriate. it is not recommended to have both stunts on the same weapon Note 2: Advanced Optics and Limited Range are incompatible stunts. sniper rifles should not have a minimum range below 3. Time for some fun with equipment. Assault Rifles Awkward at close range.Personal Combat Mini-Game Changes WEAPON TYPES To aid narration. They should not have much penetration power. SMGs often have similar ranges to pistols (0/2). A high penetration is valuable. Penalty reduced from -2 to -1. and Advanced Optics stunts. New T3+ Energy Weapon Stunts The following stunts may be taken on any energy weapon unless noted below. Shotguns The ultimate close range weapon. which then clears at the end of the players next turn. pistols should have a range of 0/2. offset by their clip size and rate of fire. Cost 1bp. and keep some consistency as the table creates their own weapons. Cost 1bp. Clears at the beginning of the player‘s next turn unless otherwise affected by another stunt or mod. and the Advanced Optics. doubles Harm rating of the weapon for the next shot only and tags "Overheated" from Thermal Clip Aspect. and a low penetration of 1 or 2. Thermal Clip1 Weapon has the aspect "Overheated" which may be compelled to prevent firing. I began by deciding at what level to set for the purposes of equipment design. Sniper Rifles The ultimate long range weapon. Note 1: Due to the Rechargeable (Diaspora page 234) and Thermal Clip stunts being functionally identical. but the Both Barrels and Dispersed Fire stunts should be considered. we have a pretty good idea of the expected differences between different types of weapons. I decided to have all weapon and armour gear at T3 across the board. Cost -1bp. assault rifles should have a range of 1/3. Pistols Designed for use over short to middle distances. allows weapon to be fired with a reduced penalty for firing inside its minimum or outside its maximum range. naming conventions should be considered. shotguns should have a range of 0/2 and take the Limited Range stunt. and that all weapons should take the Thermal Clip stunt. EQUIPMENT In creating the gear below.
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. and is available extensively. applying its offensive roll to each target in a zone. 47 . Manufacturer: Elanus Risk Control Equipment: Banshee class Assault Rifle Stats: Range: 1/3 Harm: 4 Penetration: 2 Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip Cost: 4 Standard issue to Turian military personnel. Manufacturer: 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. this is a basic assault rifle. this is a typical sniper rifle with advanced optics reducing the penalties for firing inside and outside it's designated ranges. Cannot be Civilian) Both Barrels Limited Range Cost: 4 Cerberus produce their own hardware for black-ops wetwork. Manufacturer: Haliat Armoury Equipment: Equalizer class Sniper Rifle Stats: Range: 3/5 Harm: 4 Penetration: 3 Aspects: High Recoil (can only be fired every other round unless the firer is prone.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.
but for gaming purposes there is little need to differentiate one manufacturer from another due to the variability of weapons able to be created with the Manufacturer Ariake Technologies Armax Arsenal Batarian State Arms Cerberus Skunkworks Devlon Industries Elanus Risk Control Services Geth Armoury1 Hahne-Kedar Hahne-Kedar Shadow Works Haliat Armoury Jormangund Technology Kassa Fabrication Rosenkov Materials Elkoss Combine Spectre Gear2 Spectre Gear2 Spectre Gear2 energy weapon creation rules on page 233 of the Diaspora rulebook. but may be retrieved from defeated Geth. 48 . This weaponry is always in demand for research purposes. Instead. Note 2: See the Spectre Gear Options section on page 49.Weapon Manufacturers There are a large number of weapon producers in the Mass Effect setting. use them to provide inspiration for colourful aspects such as ―Never been let down by an Armax‖ or ―As cool as Devlon Industries gear‖ and so on. but rarely differs substantially from other weapons of the same type. 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.
Advanced Spectre gear costs 6. Costs Basic Spectre gear costs 5. Alternatively. The changes to Biotic Effect variables must be chosen when the Spectre rated Bio-Amp is purchased. or extending the effect by one additional turn. to the effective armour of the character for the purposes of the defense roll against energy weapons. Basic Spectre Omni-tools augment one Talent numerical value. and Master Spectre Bio-Amps augment three Effect variables. and Master Spectre weapons are built with a +2bp bonus.Spectre Gear Options High tech Spectre gear is very distinctive and fabricated by a variety of manufactures. There are no Spectre armour manufacturers. and Master Spectre gear costs 7. This may be a further +1 bonus to the effective armour defense rating of the character. so there is no Spectre rated armour available for purchase. They can choose to add 3 Omni-tools Spectre-grade Omni-tools increase the numerical values of known Tech Talents. they can choose to add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. Duration based effects must cool down between uses by one turn per increase. Some examples are below: 49 . This may be a further +1 increase to a skill bonus. lasting 3 turns or until another Biotic effect is used. Creation Basic Spectre weapons should be created with a +1bp bonus. Tracking down unauthorised shipments of such gear is a good mission for a team of rookie Spectres. Advanced Spectre Omni-tools augment two Talent variables. Advanced Spectre weapons also have a +1bp bonus and have the Advanced Optics stunt for free. or an extension by one additional turn of an effect. lasting 4 turns or until another Biotic effect is used. one additional zone able to be reached by a talent. Basic Spectre Bio-Amps augment one Effect numerical value. an additional -1 penalty to the armour defense rating of an enemy. but any nonauthorised users will be tracked down by other Spectre agents for item retrieval. Bio-Amps Spectre-grade Bio-Amps increase the numerical values of known Biotic Effects. For example: A character that knows the BarrierBiotic Effect with a HMBA Basic Bio-Amp has two choices. an additional -1 penalty to enemy skill checks. 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. Spectres may authorise squadmates to purchase and use such gear. and cannot be changed afterward. for use solely by the Citadel Council‘s elite Spectre units. Advanced Spectre Bio-Amps augment two Effect variables. and Master Spectre Omni-tools augment three Talent variables.
or to assist in narration. 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. Bio-Amp and Omni-tool Manufacturers In the highly competitive Bio-Amp and Omnitool markets. Sample Bio-Amp Manufacturers Manufacturer Aldrin Labs Armali Council Armax Arsenal Kassa Fabrication Serrice Council Sirta Foundation Spectre Gear1 Spectre Gear1 Spectre Gear1 Bio-Amp Solaris Amp Prodigy Gemini Polaris Savant Unity Amp HMBA Basic HMBA Adv HMBA Master Note 1: See the Spectre Gear Options section above. and the place of law and order in the galaxy. there are plenty of corporations out there to choose from. and place a "disoriented and confused" free tag on a target for three turns instead of the usual one turn. Use the lists below to inspire aspects. and not augment any other known Talent. Bribery. character histories. instead of the standard +1 bonus. 50 . Sample Omni-tool Manufacturers Manufacturer Aldrin Labs Ariake Technologies Armali Council Kassa Fabrication Serrice Council Sirta Foundation Elkoss Combine Spectre Gear1 Spectre Gear1 Spectre Gear1 Manufacturer Bluewire Tool Logic Arrest Tool Nexus Polaris Savant Chameleon Tool Cipher Tool HMOT Basic HMOT Adv HMOT Master Note 1: See the Spectre Gear Options section above. Both of these Talents now require one turn of cool-down between uses of the same Talent. a character that knows the Neural Shock Tech Talent with a HMOT Advanced Omni-tool may instead choose boost the effect by two. The character must now wait two turns after using this Talent before being able to use it again. being hunted. or place a "system rebooting" free tag on a target for its next two turns instead of the usual one turn. infiltrating manufacturers warehouses. and cannot be changed afterward. there are other ways of obtaining these items. Whilst such advanced gear would seem to favour characters with a high assets skill rank. blackmail.A character that knows the Decryption Tech Talent with a HMOT Basic Omnitool can provide a +2 on computer skill checks during the damage control phase of space combat. and corruption are all viable tactics for underhanded characters to use. The changes to Tech Talent variables must be chosen when the Spectre rated Omni-tool is purchased. and all lead to potentially interesting stories of obligation and debt. Alternatively. theft.
the benefit of this stunt is also negated. confers the taggable aspect "Taking Cover!". Requires the "Shields" stunt also. Recharge Booster Transfer Aspect. Cost -1bp. Transfer Aspect. this stunt provides more energy to run any systems that draw their power from the armour. 51 . they gain a further +2 bonus on their armour the turn after "Taking Cover!" was tagged. Booster Power Pack Transfer Aspect. If available. Provides a +2 bonus to agility checks. using a mass effect field to protect the wearer. Cost 1bp. Cost 1bp. doing so clears the "Shields are Down!" tag automatically at the cost of having no movement actions at all for the turn. but until they do. 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. ―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. Shields require spending a fate point to recharge. Anytime the ―Out of Juice‖ aspect from the powered armour stunt is tagged. Cannot be tagged unless "Shields are Down!" has been tagged or if the character has already moved this turn. "Taking Cover!" is cleared when the character moves. but cannot be spent on the same turn that "Shields are Down!" has been tagged. armour with this aspect confers a taggable aspect "Shields are Down!" which may be compelled for a -2 to Armour defense.New T3+ Powered Armour Stunts The following stunts require the "Powered Armour" stunt as a prerequisite.
Some. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. Elcor.Armour Manufacturers Not all armour manufacturers produce a line of armour that is suitable for all body shapes. 52 .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. use this table as inspiration to describe or inspire character aspects. Manufacturer1. and are not available to other races. Instead. For gaming purposes there is little need to differentiate one manufacturer from another due to the variability of armour able to be created with the armour creation rules on page 235 of the Diaspora rulebook. such as ―Life saved by my Guardian armour‖ or ―Go anywhere in an Explorer suit‖. and Hanar all produce their own armour. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. will manufacture for all races. whereas others like the Serrice Council produce solely for one race. like Devlon Industries. and is here purely for reference and inspiration for aspects or plots.
• on an unsuccessful attack. • Harm of the weapon is reduced to 0. • +1 Harm to targets with a 0 armour defense rating. Ammunition must be purchased separately from weapons. Popular with pirates. Cryo Rounds New Variant Ammunition: Anti-Personnel Rounds Cooling lasers collapse ammunition into small Bose-Einstein condensate . Successful hits confer the free taggable aspect "Toxic Shock" to the target. With nine different ammo types. • +1 Harm and +1 Penetration to synthetic targets such as the Geth. and can only be installed or removed from the weapon during the refresh phase of the game. They are similar in construction to hollow point rounds. All variant ammunition costs 3 to purchase. these rounds are particularly effective against living targets.capable of snap-freezing impacted objects. Chemical Rounds Designed to detonate on impact. these rounds are coated with a highly toxic compound. +2 Pen to targets with an uncompelled Shields stunt.a mass of super-cooled subatomic particles . • If installed on a weapon with a maximum range not exceeding 2.) • if used in two successive rounds. • causes 2 additional shifts on a successful hit. high explosive rounds have one major drawback: a massive increase in weapon overheating. Armour Piercing Rounds Specifically designed to puncture metal. places a free taggable aspect "Massive Fireball!" around the target. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. this could mean back in the attacking character's zone. 53 . • -1 Penetration to targets with an armour defense rating greater than or equal to 2. there's plenty of opportunity for customisation. • -1 Harm. and places a free taggable aspect "Massive Fireball!" on the target until the player's next turn. removes the Thermal Clip stunt.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. these rounds are particularly effective against synthetic targets. 1dF zones away (yes. activates the weapon's "Overheated" tag and extends it for one additional round. and provide +2 shifts if tagged by another player who successfully hits. criminals and mercenaries. High Explosive Rounds Designed to shred flesh and other organic matter.
Phasic Rounds Instead of projectiles. usually one that occurs between scenes. This consequence can be removed by a character with the First Aid Tech Talent. causes +1 shift to all subsequent successful attacks against target until player's next turn. knocking opponents completely off their feet. or disappears after a short rest. a weapon's Harm and Penetration are as per listed normally for the weapon. 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. For example. • -2 Harm. 54 . as due to their Dispersed Fire stunt. Thermal Clip). +3 Penetration to targets with an uncompelled Shield aspect "Shields are Down!" • -2 Harm to targets without the shields stunt. 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. a hit will place the tag on all targeted enemies. Sledgehammer Rounds These rounds hit with incredible force. Low Recoil. This sickness makes it more difficult for Biotic or Tech abilities to be deployed. • +1 Harm to targets with one or both Biotic Training and Tech Training skills. and would not remove the Thermal Clip aspect as the maximum range of the weapon is 3 zones. • on a successful hit. knocks the target over and confers the free taggable aspect "Knocked prone". However. Harm 4. • extends the "Overheated" tag for one additional turn after being compelled. This makes them perfect for shotguns. Penetration 2. upgraded weapons release charged particle bolts that can bypass kinetic barrier shields. or with a tagged Shield aspect "Shields are Down!" These rounds are stamped with a minuscule amount of radioactive material. • A character who has taken damage from Radioactive rounds also gains the Mild consequence "Radiation Poisoning". • on a successful hit. the actual damage done to the target is typically less than what's done by a standard round. It would have its base stats against any other target. which is greater than maximum of 2 zones required for the ability to take effect. then it would have an effective Harm of 3 and a Penetration of 4 against targets with the Shield stunt on their armour. For situations not discussed in the details of the Ammunition stunts.
• -1 to Harm. On anything other than a +1 result the weapon automatically knocks the user over and confers the free taggable aspect "Knocked prone".New T3+ Energy Weapon Modifications Sometimes. that's when you need to go and upgrade your guns. and can be installed or removed from the weapon during the refresh phase of the game. • Cost of this mod is 4. • -1 to Agility checks. this mod ceases to provide its bonuses and penalties. If weapon and armour are separated. and cannot be applied to weapons with the "Civilian" aspect. High Caliber Barrel New Weapon Mods Combat Scanner Designed to interface with the Sensor packages installed on powered armour. • Replaces "Low Recoil" aspect with "High Recoil" aspect (weapon can only be fired every other round unless the firer is prone). • +4 to Penetration. Improved Heat Sink Improves the thermal efficiency of the weapon at the cost of reduced accuracy. • +2 to Penetration. 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. 55 . For example. Stacks with Alertness bonus from Powered Armour "Sensors" aspect. They are more expensive to obtain than other weapon mods. Users already prone still receive the free taggable aspect. if it would normally clear at the beginning of their next turn. and must be installed on higher quality weapons. This allows it to be compelled again before the player's next turn. Kinetic Coil Frictionless Materials give rounds more power at impact. variant ammunition isn't enough to give you an edge over your enemies. This mod increases projectile acceleration for improved penetration but causes a high chance of knocking the user prone. • +2 to Harm. • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. Combat Scanners increase the chance of detecting enemies. If "High Recoil" is already present. Weapons can only accept two Weapon Mods at any time. 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. this mod cannot be applied. • +1 to Alertness when operated by an individual in powered armour. Weapon Mods must be purchased separately from weapons. Agility checks now at -3 if no "Servo" stunt on armour. • After every turn in which the weapon is fired. All weapon mods cost 3 to purchase. When you want to get that edge back. the player rolls 1dF.
Scram Rail Ablative coating is designed to chip away when impacted. but causes a greater chance of weapon overheating. • -1 to Harm. Combat Exoskeleton This prototype armour upgrade combines mechanical augmentation. All mods require the aspect "Powered Armour" to be installed. resistance to weapons force and resistance to Biotic and tech attacks. it‘s a good thing that there are plenty of Armour Mods out there to increase the protection you receive. All Armour Mods cost 3 to purchase unless otherwise stated.Kinetic Stabiliser New T3+ Powered Armour Modifications With all those lethal variant ammunition and weapon mods out there. Hardened ceramic plates can be applied to body armour suits. 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. • . • +2 bonus to Defense rating of Armour. Comes at a cost of reduced power. This effect overrides any benefit that improves a weapon‘s Thermal Clip aspect. redirecting the energy of incoming projectiles away from the body. element zero microcores and firewall technology to give the wearer brute strength. and each armour can be modified to take a maximum of two Armour Mods. 56 . • +1 to Harm. the player rolls 1dF. • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. negating the benefits of the "Lightweight" aspect. it now becomes more difficult to move due to its awkwardness. increasing their effectiveness. such as Cryo Rounds or the Improved Heat Sink weapon mod. If "Low Recoil" is already present. • Armour gains the "Very Heavy" aspect. Rail Extension New Armour Mods Modifies the length of the barrel to increase damage. this mod cannot be applied. • Confers the free taggable aspect "Cracked Plates" which may only tagged after the first turn of combat. and which may be compelled for all sorts of scene effects. • +4 bonus to Defense rating of armour. Recoil Damper Ablative Coating Reduces kickback to improve accuracy at the cost of decreased power. • +3 to Harm. • After every turn in which the weapon is fired. • Any shifts generated against the armour reduces the bonus by 1 for every two shifts. Advanced VI functionality reduces weapon kickback to improve accuracy. • Replaces "High Recoil" aspect with "Low Recoil" aspect. • -1 to Harm. These mods may only be installed or removed from the armour during the refresh phase of the game. Armour Plating This prototype upgrade greatly increases damage. until the bonus is reduced to a minimum of +0 for the remainder of the scene.1 to Agility checks.
Designed for heavy combat use. and counts as two Armour mods. • Grants a +2 bonus to Close Combat checks. • -2 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour. and counts as two Armour mods. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +2. allowing them to deliver powerful blows when rifle butting or pistol whipping opponents. First Aid Interface A prototype upgrade designed specifically for heavy combat use.Biotic Effects and Tech Talents. • Confers the free taggable aspect "Power Glitches" which may be compelled to remove the Defense bonus and remove the agility penalty. • This armour costs 4 to purchase. Exoskeleton • +4 bonus to Defense rating of armour. localised doses of medi-gel to accelerate the healing process. Energised Plating Mechanical augmentation increases the brute strength of the wearer. 57 . Hardened Weave A prototype armour with a complex filament network of element zero microcores combined with advanced firewall technology provides protection against both Biotic and tech attacks. • Confers the free taggable aspect "Power Glitches" which may be compelled to remove the bonus against A complex filament network of element zero microcores combined with advanced firewall technology provides protection against both Biotic and tech attacks. • -2 to Agility checks as the mod draws power from the system intended for the servos. • This armour costs 4 to purchase. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. • +6 bonus to Defense rating of armour. • -2 to Agility checks as the mod draws power from the system intended for the servos. this armour provides maximum protection for the user. and also remove the Defense and agility penalties. 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). • -1 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour. Energized Weave Microprocessors wired into a combat suit can monitor vital functions and release small. • This armour costs 4 to purchase. it provides maximum protection for the user. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +4.
• Chemical rounds are unable to confer the "Toxic Shock" aspect. • This bulky armour mod decreases the power available to run other systems. This interface also provides resistance to toxic attacks. the more potent the barrier. • The armour disables the first two free tags gained from the Health stress track of the wearer as combat actions To generate kinetic barriers. • +2 Shield bonus to Defense rating of armour. • This armour costs 4 to purchase. • Any time the "Shields are Down!" tag is activated. • This very bulky armour mod decreases the power available to run other systems. causing a -1 to Agility checks.Kinetic Buffer (this prevents an opponent using the Consequence to your disadvantage). causing a -2 to Agility checks. • Confers the free taggable aspect "Software Crash" which may be compelled to prevent any movement for this round as the armour must be manually rebooted. • The 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). • Confers the free taggable aspect "Servo Lockup" which may be compelled to prevent the user from applying any manouver aspects on the scene. Medical Interface This mod draws on the user's stamina to boost their agility. • +1 to Agility checks. The greater the capacitor storage. the shield bonus from this mod is also negated. • +1 to agility checks. Requires the Shield aspect on the armour to be installed. and counts as two Armour mods. and counts as two Armour mods. • -1 to Stamina checks (this does not confer any changes to the Health stress track). • +2 Shield bonus to the Defense rating of the armour. • +3 to Defense rating of armour. • This armour costs 4 to purchase. localised doses of medigel to accelerate the healing process. Medical Exoskeleton Specialised microprocessors wired into a combat suit monitor vital functions and release small. the shield bonus from this mod is also negated. combat suits rely on capacitors to store energy from a generator. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. Kinetic Exoskeleton This prototype armour upgrade combines multiple Technologies to improve shield regeneration and maximize the wearer's physical abilities and athletic prowess. 58 . • Any time the "Shields are Down!" tag is activated. maximising healing and minimising recovery times for the user. Shield Battery A prototype upgrade combining numerous advanced medical technologies to monitor and regulate all vital systems. Requires the Shield aspect on the armour to be installed.
• 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 a host of other toxins. Toxic Seals Sample Advanced Gear Specially-sealed body armour provides increased protection against radiation. Although it has reduced stopping power. though they count as two mods instead of just one. May not be compelled two turns in a row. and become unreliable when dramatically necessary. and that penetrating those shields is paramount. and causes a -2 penalty to Agility checks. She also added the ammunition mod at the same time so that the weapon will never overheat. Cryo Rounds 3. Tali knows that the Geth nearly always have shielded systems. gases. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. • Aspects on the scene relating to environmental effects are unable to be tagged against the user of this armour mod. • Chemical rounds are unable to confer the "Toxic Shock" aspect. • +1 to Biotic Training and Tech Training skill checks. Kinetic Stabiliser: • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. • 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. Costs: Pistol 4. Relying primarily on her Tech Training. Here's a look at some of the possibilities. • -1 to Harm. +2 Penetration to targets with an uncompelled Shields stunt. removes the Thermal Clip stunt.Stimulant Pack Advanced Gear All weapon and armour gear starts at T3 across the board. 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.) • 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. Armour equipped with stim packs releases targeted shots of adrenaline to speed up recovery and recharge times. Tali needs a weapon that she can rely upon if the battle gets too close. The prototype armour mods provide some of the better bonuses. 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.
• Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. Final Armour Stats: • Defense: 10 • Stamina Mod: +2 • Agility Mod: 0 • Powered Armour (Stamina +2. Costs: Armour 4. • Cost of this mod is 4.Garrus Vakarian's Sniper Rifle Manufacturer: Elanus Risk Control Equipment: Hammer class Sniper Rifle Base Stats: • Range: 3/5 • Harm: 4 • Penetration: 3 Aspects: • High Recoil • Thermal Clip • Advanced Optics Armour Piercing Rounds: • +1 Harm and +1 Penetration to synthetic targets such as the Geth. Costs: Rifle 4. and knows that with correct field placement. Penalty reduced from -2 to -1) Garrus' military background and training has honed his sniping skills to fearsome levels. like the defense against Biotic Effects and Tech Talents. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. No movement required to activate. With enough protection to allow him to get up close and personal in a fight.) • 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. and counts as two Armour mods. Rail Extension: • +1 to Harm. Combat Exoskeleton 4. Rail Extension 3. the awkwardness of his modified rifle should never become a deciding factor. 60 .1 to Agility checks • High Recoil (weapon can only be fired every other round unless the firer is prone. 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. unstoppable warrior. have helped him survive more than 300 years of mercenary work and have added to his fame as an elite. Frictionless Materials 4. may be compelled for all sorts of scene effects. He appreciates the ability to take down highly armoured foes from great distances. a Krogan Battlemaster running in at a charge is terrifying beyond belief. and cannot be applied to weapons with the "Civilian" aspect. Wrex becomes a battlefield juggernaught.1 to Agility checks. Frictionless Materials: • +2 to Penetration. negating the benefits of the "Lightweight" aspect. and clears"Shields are Down!" tag automatically. Fate point to recharge after current turn) • Recharge Booster (taggable aspect "Taking Cover!". ―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. Little tricks. • +4 bonus to Defense rating of armour. • . • This armour costs 4 to purchase. AP Rounds 3. +2 bonus on armour defense the turn after "Taking Cover!". Final Weapon Stats: • Range: 3/5 • Harm: 5 (6 against Synthetics) • Penetration: 5 (6 against Synthetics/ Armour >=4) • . 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. Assisting this was his access to some of the best mods available.
Improved Heat Sink 3. This shotgun is able to double its Harm rating every turn. clears at the start of the players next turn if Both Barrels stunt used) • Dispersed Fire (can fire as an Area of Effect weapon. Improved Heat Sink: • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. 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. Costs: Rifle 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. applying its offensive roll to each target in a zone). • Cost of this mod is 4. Frictionless Materials 4. knocking them all prone in the process. Sledgehammer Rounds 3. and apply that to every target in an area. knocks the target over and confers the free taggable aspect "Knocked prone". 61 . and cannot be applied to weapons with the "Civilian" aspect.Cerberus Defender Modified Shotgun Manufacturer: Cerberus Skunkworks Equipment: Hydra class Shotgun Base Stats: • Range: 0/2 • Harm: 4 (8 when using Both Barrels) • Penetration: 0 Aspects: • Low Recoil • Thermal Clip • Dispersed Fire • Both Barrels (doubles Harm for next shot and tags ―Overheated‖ aspect until end of next round) • Limited Range Sledgehammer Rounds: • On a successful hit. Frictionless Materials: • +2 to Penetration. • -1 to Harm. • Both Barrels • Limited Range • On a hit.
Cerberus is very well-funded. Cerberus bases are usually guarded by the following forces: • Cerberus Commandos: Highly trained shock troops armed with assault rifles or pistols. and that the Alliance is too hamstrung by law and public opinion to stand up effectively to the Citadel races. creatures and organisations out there for the characters to encounter. They have also been described as a pro-humanity terrorist or paramilitary group. Cerberus also runs several front corporations meant to fund and support their operations.ADVERSARIES Apart from chasing after rogue Spectre agents. terrorist activities." and may have been edited by Cerberus agents to discourage casual explorers. Cerberus Cerberus is the codename for a black ops organization that was formerly part of the Alliance military. the others would not be captured. due to their activities. Cerberus operates many other kinds of cells than purely para-military focused ones. there are other races. sabotage and assassination. reporting regularly. Cerberus has operatives all over Citadel space and the Terminus Systems. • Cerberus Defenders: Found protecting research technicians. • Cerberus Snipers: Often found indoors. Due to their widespread network. They have several suppliers and contributors within the Alliance military-industrial complex who trust the Illusive Man to make the right decisions. Led by a mysterious figure known only as the Illusive Man. • Cerberus Anti-Tank: These units are on patrol outside their base and are armed with rocket launchers. though unarmoured. Any methods of advancing humanity's ascension are justified. which they don‘t just use against vehicles such as the M35 Mako. they are rapidly deployed. 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. destroying Batarian pirate and slaving rings. which includes Rachni (soldiers and workers). ranging from political to scientific but all united under the common goal of advancing humanity. However. Their core belief is that humans deserve a greater role in the galactic community. This ensures that should one cell be compromised. or other dangerous nasties. Cerberus effectively has access to almost every settled system. The bases also contain whatever dangerous experimental subjects Cerberus is currently working on. Cerberus has no knowledge of what goes on in uncharted systems and the Migrant Fleet. • Research Technicians: The technicians are normally Biotics. and use modified shotguns (page 61). but believe history will vindicate them. collecting bounties on escaped Tech criminals. Spending trends indicate that Cerberus has a reliable income running up to several billion credits per year. Husks. but which has now gone rogue. they use powerful Throw attacks. thus rendering the Illusive Man blind in those areas. including illegal or dangerous experimentation. major trade stop. and colony in the galaxy. highly armoured. or hunting rogue psychotic Asari purebred Biotics. There is also some indication that Cerberus protects its bases from being found by hacking the Alliance database. these snipers find cover and hit with Assassination. 62 . Cerberus operatives accept that these methods are brutal. The agency is divided into numerous different and independent cells which have no knowledge of their counterparts.
Specialised for close quarters combat. Carnage (see page 20) and the ability to recharge shields. Extremely resilient to small arms and ground vehicle fire. The Geth are entirely synthetic creatures. have access to Tech Talents. Geth barriers and capable of recharging shields. • Geth Rocket Trooper: Equipped with Geth pulse rifles. 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. and vary according to role. Resilient to gunfire. • Geth Shock Trooper: Advanced Geth troopers armed with the Geth Pulse Rifle. • Geth Juggernaut: Similar to Geth Destroyers. • Geth Destroyer: Equipped with Geth pulse rifle and strong shielding. • Geth Prime: Elite Geth unit equipped with Geth pulse rifle and rocket launcher or siege pulse. 63 . Has the Geth Shield Boost ability (treat as Ablative Armour). 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. barriers. • Geth Colossus: Geth heavy walker capable of launching devastating siege pulse attacks and machine gun attacks. with the number of Talents equal to the skill rating.Geth As described in the Racial Backgrounds section. Very strong shields and extremely resilient with shield recharger. shielding and rocket launchers. and thus immune to effects that target only organics. Geth encountered beyond the Veil will have programs developed equivalent to skills. Equipped with Geth pulse rifles and rocket launchers. Capable of Radar Jamming but no shield recharging. Heavily shielded and very resilient with shield rechargers. Has shielding but no rechargers. Also possesses shields. specialised for long-range combat. Overload. Attacks using the Geth sniper beam. • Geth Sniper: Armed with Geth sniper rifles and shielding. and can utilise Carnage. Improves combat skills of nearby Geth (+1 to attack rolls of Geth in same or adjacent zone). Utilize both disruptor and scram rockets heavy weapons platforms. • Geth Hopper: Cyberwarfare and ambush platform. • Geth Dropship: Standard troop transport and Geth equivalent to a frigate. and Toxic rounds. has the ability to charge. Capable of using Assassination (see page 20). Extremely strong armour and shields with recharger. • Geth Trooper: Standard Geth troops equipped with Geth pulse rifles. capable of using Tech Talents selected from Sabotage (Geth equivalent to Damping). and Jamming. Some have a stunt that grants them the equivalent abilities of an Omni-tool.
the MSV Cornucopia. husks attack with a brawling skill level of rank 2. 64 . and so on. and YMIR classes of mechanical infantry units. The Geth used a ship full of Husks. the dual "eye" on the unit turns from white to red. and their civiliangrade firewalls are insufficient to deal with modern hacking. they have also seen use in groups on the shiftier side of the law when raw manpower is needed. huge spikes that Alliance marines have nicknamed "dragon's teeth". prior to determining whether the effects of the blast generate composure track shifts. often fielded by the Alliance. once close enough. allowing their programs to be easily overridden and turned upon their owners. The husks will charge at their enemies and. They possess a basic personality suite and are easily programmed for various security tasks. though it is effective psychological warfare to make soldiers fight their own dead. • 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. LOKI. When a human is captured they are placed on impaling devices. When the spikes are approached – say. variant weapon ammunition. They have an inbuilt level of equivalent armour with a defense rating of 2. Over time the body's organs. never seek cover during a firefight. as an individual husk can only generate one electrical blast. give off a powerful electrical blast which disables shields and causes massive damage.Husks Husks are synthetic "zombies" created by the Geth. commonly called MECHs. Husks that reach the same zone as any character attack first with an electrical blast. there is never only one husk around. partly as a trap and partly as a warning to other organic races not to enter their space. LOKI Mechs are incapable of any complex tactics. Thereafter. with an equivalent skill level of 3 ranks. A LOKI Mech that switches to its security protocols is easily identified. Unfortunately for those that encounter them. and is also the manufacturer of the FENRIS. Many mercenary groups make extensive use of them. This immediately causes any effected characters with the shields stunt on their armour to have their ―Shields are Down‖ aspect activated. typically as expendable assault units. Originally used by the Alliance for colony guard duty. They count as both biological and synthetic creatures for the purposes of Tech Talents. blood is changed to a sickly green fluid. or where the use of organics for "around the clock" shifts is unfeasible. skin and water content are converted into cybernetic materials. and the body generates an electrical charge. No one knows why the Geth do this to their captives: it seems like a lot of effort for a small result. if marines try to recover their dead comrades – the Husks are released and attack. and can be equipped with any of numerous weapon systems — both lethal and non-lethal — as circumstances dictate. MECHs Earth based weapons manufacturer HahneKedar has become a major supplier to the Systems Alliance military.
After the target is struck. When a FENRIS Mech is severely damaged. they are identifiable by their white armor and red lights. the mech will deactivate and remain stationary. used in the same manner bomb. a FENRIS Mech will accelerate to a set speed and jump with its rear legs. bringing the target down with its front legs in an animalistic pounce-like motion. A major disadvantage to FENRIS Mechs. Despite its fearsome weaponry. noisy. YMIR Mechs possess twin automatic mass accelerator cannons concealed in the right arm and a rocket launcher in the left. they are stunned by a taser device embedded in the 'head' of the FENRIS. they are fitted with protective actuated shield covers. the mech will explode. giving warning to those able to see the mech. • YMIR Mech: The Battle YMIR Mech. it must pause to fire rockets to ensure a stable launching platform. As a military model. When attacking. In order to fire either weapon. altered. Whilst it can fire its twin Cannons on the move however. limiting its movements to a slow. the YMIR does have a few limitations. 65 . Kinaesthetic programming is limited due to the complexity of the design. If shot while in this deactivated state. and indeed to all mechs. Heavily armoured and shielded. is a massive killing machine designed for anti-infantry purposes.and drugsniffing dogs would. FENRIS Mechs are deployed in packs and make a habit of 'swarming' enemy positions. and have been seen deployed alongside LOKI Mechs. the FENRIS Mechs are viewed as the mechanical analogs of "attack dogs" and mimic dog-like behavior when they attack a target. FENRIS Mechs possess advanced sensory equipment allowing them to detect weapons and narcotics. or Model 34-A. the YMIR Mech has better firewalls than other models. and FENRIS Mechs can be turned against those they are tasked with serving. They possess high shielding and armour and do not have any other defensive capabilities or defensive strategies. or overridden by an experienced hacker. To protect the workings of the weapon arms from small arms fire. walk and cannot attempt to climb steps. as they tend to constantly advance on enemies to engage at point-blank range. is that their software programming can be hacked.• FENRIS Mech: Like other mechs produced by Hahne-Kedar. but is still vulnerable to hacking by dedicated hackers. these covers must open. For many humans.
• Eclipse. Notable Mercenary organisations • Blood Pack. • The Talons. smuggling tainted element zero. Mercenaries hail from all races and backgrounds.a major mercenary corporation active in the Terminus systems.a minor mercenary band. Their use of Throw and Warp makes them dangerous. most fill one of the following roles: • Mercenary: The standard mercenary. though are most commonly Turians. consisting exclusively of Krogan and Vorcha. Humans.a pirate group that acts as the"muscle" of Omega. Sometimes euphemistically referring to themselves as 'private security organisations'.a Turian group based on Omega. mostly wiped out by Council Spectre agent Saren Arterius. mercenaries will commonly raid remote outposts or unprotected starships when unemployed. • The Grim Skulls. • Blue Suns. and focus on vehicles such as the M35 Mako. • Mercenary Sniper: Mercenary Snipers take cover or wait in sniper towers. they are usually lightly armoured. which prefer to select equipment from a single company).a 'private security' firm and one of the most powerful groups in the Terminus Systems. They control 20% of Omega. Mercenaries are usually found at their bases on remote worlds. • Mercenary Adept: Very occasionally. and line up for an Assassination shot.Mercenary Organisations Mercenary bands operate throughout the Attican Traverse and the Terminus Systems. usually equipped with an assault rifle or a shotgun. Given that their occupation requires them to be efficient and capable. mercenaries tend to use superior weapons and armour. They are usually hired by criminal organisations that require "heavy muscle". 66 . • Mercenary Turret: Some mercenary bases are protected by turrets that fire rockets at intruders. They often have the ability to use Immunity. or by individuals who want protection or assassination services. or protecting their employer's investments or operations. Batarians or Krogan. a biotic can be found amongst mercenary bands. meaning their equipment is usually produced by a variety of manufacturers (unlike military forces. • Mercenary Anti-Tank: Some mercenaries carry a rocket launcher. Krogan mercenaries regenerate their shields particularly quickly in a fight. Able to field a variety of personnel to fulfil their contract. but they are lightly armed and armoured.
although its attacks inflict more damage. Rachni Soldiers are slower. Rachni Queens are the largest and most intelligent of the species. and rarely. Intelligent but highly aggressive. They are the only sapient arthropods known to exist in the galaxy (the citadel keepers not being known to be sapient). if ever. They are the 'elder males' of the hive that usually mate with the queen. They are the controllers behind the hive-mind intelligence linking all Rachni from the same brood mother. It is said that they only attack when the hive is particularly strained for warriors. Given their name. The Rachni are territorial. then its highly likely that other governments have as well. They normally inhabit extremely hazardous worlds. they are effectively giant sized locusts intent on death and destruction of all sentient life around them. 67 . the humans. causing heavy toxic damage. they likely fill the niche occupied by drones in other hive species. able to survive environments that kill most sentient species. Rachni Queens are capable of possessing the minds of other Biotics.Rachni The Rachni are a supposedly extinct insectlike species that threatened to defeat and overthrow the Citadel Council roughly two thousand years ago. who had been groomed by the Salarians to effectively do the Council's dirty work during the Rachni Wars. Should their territory be invaded on purpose or even by accident. There are several Rachni subtypes: Rachni Workers are tiny green Rachni (similar to aphids) which usually act as a first wave for Rachni Soldiers. the spacefaring Rachni were driven to expand and defend their territory. using them as proxies to translate and communicate when necessary. They were eventually defeated and completely eradicated by the Krogan. they respond with brutal force. in fear of being plunged into another galactic war. they rush up to the squad and explode in suicide attacks. It stands to reason that if the galaxy‘s newest spacefaring race. Rachni Brood Warriors are Rachni who are much larger and stronger than normal Rachni Soldiers.the Rachni can use weapons but prefer to use these tentacles to impale their victims. causing heavy toxic damage which ignores shields. it will occasionally place a squad member in Stasis and appears to use a form of Barrier. have encountered them. they are quite fragile. Best handled at a distance. but much larger creatures than Rachni Workers. tending to the needs of the queen. The accidental discovery of the Rachni led to the Citadel races to curb their rapid expansion. seen. They can also spit acid. These tentacles are used to impale enemies . determined to remain isolated from the rest of the galaxy. They are most at home in vents and tunnels. on difficult to terraform worlds. with thin tentacles ending in little pods. Defended by Brood Warriors who will die to protect them. Acting in swarms. The Rachni aren't as extinct as the galaxy had been led to believe. Rachni soldiers are cunning and like to ambush their enemies. Bred in captivity away from a brood queen. and other hidden locations. Several human organisations discovered dormant Rachni eggs on ancient derelict space hulks. The Brood Warrior has abilities comparable to a standard Rachni Soldier. It is also unique among Rachni in that it possesses some Biotic ability.
penetration 6. Give them the following stunts: • Extended Reach: Due to their immense size. They also consume minerals and ores from the ground itself and use an odd form of photosynthesis to combine solar radiation and minerals into energy they can use to fuel their significant mass. Fortunately. They can take a lot of damage and can be very hard to kill. such as a crashed probe to draw unwary scavengers. spread by previous generations of space travelers. • Dauntless: Thresher Maws have no composure or wealth tracks. The body of an adult thresher maw never entirely leaves the ground. They live alone in nests spanning large areas underground. and must wait one round between attacks to recharge their spit. with a range of 2/5. burrowing up from beneath their prey. and are a menace to any structures or vehicles in their nesting area. They reproduce via spores that lie dormant for millennia. and their acid attacks as though the shields stunts don‘t exist. yet are robust enough to survive prolonged periods in deep space and atmospheric reentry. they can reach one additional zone with their claws when using their natural weapons. They can grow to be in excess of 30 metres tall above the ground. but there are some "stray" nests. thresher maws usually live in large flat open spaces on uninhabited planets. thresher maws are immobile above ground. and do not inhabit rolling hills. and smashing with their claws in close range while emitting infrasound. and a new skill called Acid Spit. As a result. They are enormous. they completely ignore shields. They may use their one free move to rise up or drop back underground. mountains. They always attack the closest target. or they may take an additional zone of movement when they take their free move when fully underground. and are immobile when they raise up to attack. violent creatures that burst up from the ground without warning when disturbed. with a body nearly twice that size beneath the surface. Treat Thresher Maws as having an armour defense rating of 6. Aggressive and highly territorial. When moving underground. and their burrowing style of movement. asteroids or moons with little or no atmosphere.Thresher Maws Thresher Maws are subterranean carnivores that spend their entire lives eating or searching for something to eat. and instead have an extended health track of 3dF+9 Thresher maws are solitary creatures. Their attacks consist of spitting powerful viscous acid that splashes on contact. 68 . They also have rank 4 skills agility. thresher maw spores appear on many worlds. thresher maws feed by absorbing huge amounts of solar radiation and survive best on planets. harm 8. identifiable only by their landscape profiles. with a harm rating of 8 and must wait one round between attacks due to their size. two or three at most can be found on a single planet. the Thresher Maw cannot be targeted. or valleys. Threshers commonly have some sort of "lure" in their nest. Due to their size. and move if shifts are successfully generated against them. They have Natural Weapons as an apex skill. Owing to the nature of their attacks. • Native Burrower: Thresher Maws never fully leave the ground they live in. only the head and tentacles erupt from the earth to attack. but can move incredibly quickly below. which is a combined combat skill and weapon.
clannish. leading to the rather unusual nickname 'fishdogs'. the Vorcha constantly fight each other in fierce competition over basic necessities. 69 . savage species. They are pack hunters when vulnerable prey is readily available and become scavengers when outnumbered or outclassed. faster. To this day.Varren Varren are omnivores with a preference for living prey. wild varren hunt in packs and are so vicious they'll even take on the Geth. Vorcha ―trained‖ by this ordeal are stronger. each additional Vorcha magnifies the gang‘s combat ferocity exponentially. Originally native to the Krogan homeworld of Tuchanka. A common subgenus of varren has metallic silver scales. Even as their population grows. 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. Seeing the potential of the Vorcha's individual adaptability. including Batarians – raise them as beasts of war. The Krogan have had a love-hate relationship with varren for millennia. alternately fighting them for territory and embracing them as treasured companions. Their supreme adaptability. Krogan Blood Pack mercenaries often sweep pockets of Vorcha. they are – like most life from Tuchanka – savage. wreaking havoc with the native ecology. gathering them up and literally beating them into soldiers. smarter. overcrowded planet which has been largely stripped of natural resources by successive generations of this fast-breeding. and consummate survivors. Vorcha The Vorcha originate from a small. their continual lack of resources have kept Vorcha society extremely primitive. This incessant warfare has made each generation of Vorcha stronger and more aggressive than that which preceeded it. hostile. Virtually everywhere the Krogan have been. However. Krogan – and some other species. varren infestations have followed. and more resilient than other members of the race. Gaining even a few Vorcha gives a mercenary band a formidable advantage. With jaw articulation similar to that of a snake and massive fangs that protrude up from the lower jaw. vicious demeanor and rapid breeding cycle have made them ubiquitous and dangerous pests on many worlds.
we just say that they are limited by size. We can adjust this for our game. assigned a dedicated crew to operate all systems. cargo freighters and colony ships usually sport minimal or no weaponry. we have a quick and easy way to define and differentiate our ships. so are well represented by the T1 (11 bp) level. With this small tweak. is not important. All ships of this type must take the Civilian stunt. and have access to shipyard facilities that supply dedicated repair engineers. Spacecraft and Tech Levels Diaspora made the design decision that ship size. thus Technology is the difference between ships. but use the optional rules for Fighters on page 228 of the main rules. • Dreadnaughts are the largest vessels in Council space. Warships in Mass Effect are classified in one of four weight classes: Frigates. Crew must adhere to the standard operating procedures of the government. Geth dropships are classed as Frigates. All ships in the Mass Effect universe must have the Mass Effect Drive stunt below to access the mass relay system. or at T3 with a few sink stunts. Cruisers. with severe consequences for variation from those limits so imposed. • Frigates are designed at a level of T2 (17bp). or T2 level for the larger designs. and Dreadnaughts. and are limited in number to only a few operated by each member race. These behemoths are built at T4 (29 bp). depending on the individual size and age. The only ones who use an actual Beam weapon are the Reapers. one man ships. usually fielded by carriers. • Cruisers are firmly in the realm of T3 (23bp) ships.Space Combat Mini-Game Changes SPACECRAFT Knowing that Mass Effect is not set in the hard sci-fi genre allows us to tweak the Diaspora starship creation rules to align with the Space Opera ideas that big ships with lots of people and weapons are possible. These terrors of the black are built at T5 (35 bp) or T6 (41 bp). spacecraft may not take the T4 Stunt "Dumps heat into another dimension". for a hard sci-fi genre. we can begin to assign where the different classes are assembled on the Technology table: • Civilian ships. Spacecraft must take the aspect "Government Owned and Operated" as well as one of the following Aspects (or similar). who use magneto-hydrodynamics to power them. and built with 8bp. The mass accelerator cannons used by all races in Citadel space are represented by the Beam stat. such as luxury cruisers. so that instead of limiting ships build points by technology. • Carriers are usually the same size as Cruisers at T3. Carriers. Using this idea. New T0+ Spacecraft Stunts Government Subsidy Spacecraft with this stunt are officially part of the navy of the government. • • • • • "Antagonistic Crew‖ "Control System Bugs‖ "Design Flaw" "Ex-Civilian Retrofit" "Experimental Design" 70 . • Reapers are sentient ships. New Spacecraft Stunts Due to the jump start given by access to the Element Zero based mass relays left behind by the Reapers. larger than anything else built by the council races. • Fighters are small.
and a +2 bonus to repair checks to remove consequences. but the stored heat must eventually be radiated. Tantalus Drive Core This advanced drive core boosts the effective V-Shift of the spacecraft. torpedos.• • • • • • • • • • • • • • • • • • "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. then divide those by ten. See Diaspora page 69 for standard travel times. Spacecraft can go to 'silent running' for around 2-3 hours. This system does not operate during mass relay travel as the heat generated is too much to absorb. and mass effect accelerated projectiles. or it will build up to levels capable of cooking the crew alive. Cost 2bp. Cost 1bp. whilst also powering the Internal Emissions Sink. Requires the Internal Emissions Sink stunt (or similar bp cost high energy usage system). and thus reserved for critical operations. except when such consequences were gained when the aspect chosen above was tagged. 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. and provides a +1 bonus to V-Shift. This stunt also provides a +2 bonus to maintenance checks when at government facilities. New T1+ Spacecraft Stunts Mass Effect Drive The pinnacle of interstellar drive design. This affords protection from micro-meteorites. Cost 1bp. Kinetic Barriers Kinetic barriers are repulsive mass effect fields projected from emitters on the hull of the ship. Grants the ―Shields Down!‖ aspect that may be compelled for a +2 bonus to Beam or Torpedo attacks. This experimental system may only be installed on spacecraft with a 71 . Cost 4bp. Cost: -1bp. and allows ships to move ten times faster between their destinations for the same reaction mass. a Mass Effect Drive is required to access the mass relay system. These shields safely deflect small objects traveling at rapid velocities. Requires the Tantalus Core Stunt. 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. or drift passively through a system for days before having to vent and give away her position.
using state-ofthe-art stealth technology powered by an experimental drive core.Sample Mass Effect Spacecraft SSV Normandy SR-1 (T3) Manufacturer: Systems Alliance. except when "Experimental Design" was tagged) • Tantalus Drive Core • Internal Emissions Sink (+2 bonus to Nav check in detection phase) • Kinetic Barriers • Interface Vehicle (M35 Mako Infantry Fighting Vehicle) Aspects • Government Owned and Operated (Systems Alliance) • Experimental Design • Tough Little Spacecraft • Fast. +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. nimble. she is optimised for solo reconnaissance missions deep within unstable regions. codeveloped with the Turian Hierarchy. but strangely balanced • Experienced Crew • Shields Down! • Out of Ammo (Torpedos) The SSV Normandy SR-1. and with the sponsorship of the Citadel Council Ship Class: Prototype "Deep Scout" Frigate Base Stats: • V-Shift: 4 • Beam: 3 • Torpedo: 1 • EW: 3 • Trade: 0 • Frame Track: 3 • Data Track: 4 • Heat Track: 4 Stunts: • Mass Effect Drive • Government Subsidy (Experimental Design) • Tantalus Drive Core (+1 to V-Shift) • Internal Emissions Sink (+2 Heat Track. is a prototype "deep scout" frigate. fully described as the Systems Alliance Space Vehicle Stealth Reconnaissance 1. Should the Normandy‘s design prove useful in field tests. first of the eponymous Normandy class Co-developed by the Alliance and the Turian Hierarchy with the sponsorship of the Citadel Council. it is expected that a follow-up class incorporating "lessons learned" will be produced. 72 .
73 . 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. The Cybaen's unusually robust engines provide enough energy to generate kinetic barriers normally reserved for dreadnoughts. and then cause them to catastrophically vent their atmosphere. these fighter craft work as a unit to jam the comms of any intruding vessels. explosive style. bring down their kinetic barriers. 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.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. The Oversize Drive Core stunt provides a +1 bonus to the Heat track. Cerberus fields its own defense ships around their secret research stations. A mix-up during the cruiser's construction left it with an unusually large drive core and engineers redesigned the ship around the excessive power source. and +2 to to V-Shift for 4bp.
or Direct Fire. Biotic Specialist units who attack with either of the two chosen skills immediately gain +1 spot markers after attacking. This stunt provides a +1 to Hand-toHand. Anti-Air. Shield Projector Kinetic barriers. Tech Specialist (Infantry) Seizing control of the electronic battlespace. At creation choose one of Armour or Hand-to-Hand. Platoon Creation Changes When constructing platoons. determined at creation. Tech Infiltrator (Infantry) Using their jamming skills to great effect. or Armour. The unit receives +2 to this skill when used defensively. as well as +1 to one of the Observation or Armour skills. Similarly. Biotic Defender (Infantry) Biotic shielding abilities are much less overt than their offensive equivalents. the Specialists gain an extra aspect ―Power Drained‖. At the gaming table. though. All normal rules for character association with units apply as per Diaspora page 192. provide protection against most mass accelerator weapons. colloquially called "shields". Tech Defender (Infantry) Superior information control grants this unit a +1 to the Command skill. However. this stunt grants +1 to the Signals skill of the unit. New Platoon Stunts The following stunts may be taken by any unit that meets the type restriction (if any). the Defenders gain an extra aspect ―Power Drained‖. Characters with the Biotic Training skill can amplify one of the following platoon skills when assigned to units: Hand-to-Hand. and +1 to one of Direct Fire or Anti Air. There are no new platoon skills added in this section. there is an opportunity to explore larger scale events through multiple squads in the Platoon level combat minigame. the infiltrators gain an extra aspect ―Power Drained‖. this stunt grants +1 to the Armour skill of the unit as enemies find it harder to hit accurately. as well the ability to try to use a manouver to remove a free tag on an ally that is currently within Command range. there are a few ways Mass Effect characters can augment their assigned platoon. Additionally. the Shield Projector stunt provides a +1 Tech Enhancement bonus to Armour. They also receive a -1 penalty to Camouflage for the turn after defending with the chosen skill. the Tech Training skill can be used to amplify one of the following platoon skills by characters assigned to the unit: Signals. and receive a -1 penalty to Camouflage next turn. Command. while no less potent to their unit. Biotic Specialist (Infantry) As fearsome as they are in direct combat. At platoon level. Whether on a starship or a soldier's suit of armour. the basic principle remains the same. Additionally. as well as +1 to one of the Signals or Camouflage skills.Platoon Combat Mini-Game Changes Mass Effect Platoons The Mass Effect computer games are played from the point of view of one small squad in a very large galactic struggle. offensive Biotic abilities are unfortunately visually flashy and distinctive. 74 . Additionally. change the ―Out of Ammo‖ aspect assigned to all platoons to the more thematically accurate ―Overheated Weapons‖ aspect. Direct Fire.
Command 1. the Grizzly has had a long career protecting its troops well. Movement 1. as it has no FTL drive. the Alliance Mobile Infantry utilised the M29 Grizzly IFV to great effect. Anti-Air 2. Morale OOO O Engineer: improved Aspect usage Highly Trained: Morale +1 Long Range: ignore 1 range on attacks Zone Effect: -2 to attack zone. Signals 2. Its modular construction means that the versatile Mantis can be reconfigured as a low-altitude gunship. Morale OO Command Range: 2 Max Move: 3 zones Cavalry: undersized and overpowered. Movement 1. or even a single-stage-to-orbit spaceplane that can engage enemy craft around a planet or a space station. Observation 2. This also gives it far greater range and speed than the helicopters and jump-jet aircraft that once filled its niche. Morale O Command Range: 3 Infantry Carrier: able to transport Infantry Shield Projector: Armour +1 75 . taking out support units and delivering marines to weak points in the enemy formations. Armour 1. Direct Fire 3. the Mantis remains in service in dozens of armies across the galaxy. Alliance Marines (T3 Infantry) Direct Fire 3.Example Platoons All platoons are created at tech level T3. disrupting communications. Hand-to-Hand 2. and was a bane against the Turians during the First Contact War. Movement 1. Whilst slower and bulkier than its successor. “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. Direct Fire 3. a high-altitude bomber. Wireless: Command Range +1 Wireless: Command Range +1 (command range is 2) Proven Battle Taxi Overheated Weapons Alliance M29C Grizzly Command IFV (T3 Armour Leader) Armour 4. allowing it to take off vertically and hover in place using minimum fuel. advancing deep into enemy territory for cutting supply lines and harassment of other units from unexpected directions. a fighter. the M35 Mako. First rolled off the assembly lines in 2170. 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. 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. The only role the Mantis cannot perform is that of a true deep-space fighter. The Mantis houses an element zero core which lightens the engines with a mass effect field.
Direct Fire 2 Morale OO Interceptor: able to respond and act to enemy aircraft if on LAUNCH box 76 . A61 Mantis Gunship .Ground Attack 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. infiltration. Observation 2 Morale OO VTOL: Able to stay on map and move 1 zone Shield Projector (TE): Armour +1 Mass Accelerator (TE): Direct Fire +1 Highly Trained: Morale +1 Agile and Aggressive Overheated Weapons A61 Mantis Gunship . a huntress is practically unbeatable. and their education from that point is dedicated to sharpening their mind and body for that sole purpose. Huntresses fight individually or in pairs. Armour 2. they are adept at ambush. Armour 2. Movement 3. a hunter's eye.Shield Projector (TE): Armour +1 Boosters (TE): Movement +1 Highly Trained: Morale +1 Surprise! I'm Back! Overheated Weapons A61 Mantis Gunship – Bomber Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. Movement 3. depending on the tactics preferred in their town.Infantry Carrier Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5.Air Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Anti-Air 4. Armour 2. 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 . 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. demoralizing and defeating their enemies through intense. Armour 2. Movement 3. Movement 4. Bombing Run From Nowhere! Out of Ammunition (prevent Mine laying) Overheated Weapons (prevent Direct Fire) Asari Huntress Platoon (Asari Republics) • 2x Asari Commandos • 1x Asari Huntresses • 1x Asari Bodyguards • 1x Asari Matriarch • Platoon Fate: 6 FP Asari choose to be warriors at a young age. Like an army of ninja. One-on-one. focused guerrilla strikes. and assassination. possessing profound tactical insight.
" Their freedom from the need to eat or sleep allows the Geth to leave dormant garrison units in ambush at key positions. Veteran 1. and the fact they don't feel pain allows them to literally drop units from overhead out of nowhere.Biotic Specialist: +1 to Hand-to-Hand. -1 to Camouflage after defending Special Forces: not automatically spotted when it shares a zone with an enemy unit. A tactic particularly favoured by the Geth is to set 'distress signals' and then ambush the rescuers. Direct Fire 2. Camouflage 1. +1 to Direct Fire. Hand-to-Hand 3. Veteran 1. they don't make noise. Geth can even be packed tightly into crates and left in storage. Observation 2. Wireless: Command Range +1 Elite Biotic Abilities Overheated Weapons Asari Huntresses (T3 Infantry) Hand-to-Hand 3. The Geth make perfect ambushers—"they don't move. This makes them extremely efficient in battlefield conditions. Direct Fire 3. shutting down their power sources to stay undetected. Morale OOO OOO O Geth Platoons All Geth are networked to each other. they don't even breathe. Anti-Air 2. Direct Fire 1. Veteran 1. +1 to Anti-Air. they may communicate their exact thoughts and ideas at the speed of light. Armour 2. Highly Trained: Morale +1 Logistics Genius: units in platoon do not have the ―Overheated Weapons‖ Aspect Peerless Biotic 50+ Years of Battle Experience Asari Commando Team (T3 Infantry) Hand-to-Hand 4. +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. Morale OOO Command Range: 1 Biotic Defender: +2 to Armour when used defensively. The key element of Geth warfare is surprise. Armour 1. Geth Infantry Platoon • 4x Geth Troopers • 1x Geth Juggernaught • Platoon Fate: 6 FP Geth Heavy Weapons Platoon • 2x Geth Troopers • 2x Geth Rocket Troopers • 1x Geth Destroyer • Platoon Fate: 6 FP 77 . +1 spot marker and -1 to Camouflage after attacking Guerrilla Tactics: attacks from this unit never generate spin for the defender. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. Movement 1. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. Movement 3. Wireless: Command Range +1 Hard to Pin Down Overheated Weapons Asari Bodyguards (T3 Infantry) Hand-to-Hand 3. Armour 1. Wireless: Command Range +1 Protect the Matriarch Overheated Weapons Asari Matriarch (T3 Infantry Leader) Veteran 3. Movement 2. Direct Fire 2. Camouflage 1. Movement 2. +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. Command 1. +1 to Direct Fire.
Signals 1 Morale OOO O Long Range: ignore 1 extra zone of range when attacking Long Range: ignore 1 extra zone of range when attacking 78 . Armour 3. which varies depending on which Leader is assigned to a Platoon. M35 “Mako” Infantry Fighting Vehicle (Alliance / Cerberus) The M35 Mako infantry fighting vehicle was designed for the Systems Alliance's frigates. Armour 2. Geth repair their morale using Signals instead of Command. and that they are extensively reliant on digital communication for interaction. 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. Direct Fire 2. Morale OO Command Range: 2 Anti-Personnel Rounds (TE): Direct Fire +1 Wireless: Command Range +1 Wireless: Command Range +1 (command range is 2) Relentless Automatons Overheated Weapons Geth Rocket Troopers (T3 Infantry) Direct Fire 3. Signals 2. Though the interior is cramped. Movement 1. Observation 1. the M29 Grizzly. Observation 1. an M35 is small enough to be carried in the cargo bay and easily deployed on virtually any world. Carnage (TE): Direct Fire +1 Shield Projector (TE): Armour +1 Geth Network: able to use Signals in place of Command Tactical Genius: Units in platoon ignore 1 extra zone of range when attacking Close Range Nightmare Overheated Weapons Relentless Killing Machine New Stunt: Geth Network (Geth only) Due to their synthetic nature. Geth Troopers (T3 Infantry) Hand-to-Hand 3.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. Observation 1. It is equipped with microthrusters and a small element zero core. 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. fell short of accomplishing. Anti. Anti-Air 2. Morale OO Command Range: 1 Long Range: ignore 1 extra zone of range when attacking Thermal Tracking (TE): Anti-Air +1 Wireless: Command Range +1 Precision Guided Munitions Out of Ammo Geth Juggernaught (T3 Infantry Leader) Direct Fire 3. Direct Fire 2.Air2. Observation 1. which can be used to increase mass and provide greater traction. Armour 1. Armour 2. It is designed to fulfill the role of rapid deployment that its predecessor. Movement 2. or reduce its mass for limited evasive or positioning manouvers. Movement 1. Movement 2.
Direct Fire 1. Movement 1. Armour 3. Direct Fire 3. devoted to accomplishing their mission regardless of the cost involved to others or themselves. additional aspect ―Power Drained‖ to remove these bonuses. reconnaissance. performing dangerous missions such as counterterrorism. Observation 3. Armour 1. STG operators work in independent cells. and sabotage. infiltration. These include a recon drone controller. 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. 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. STG Recon Unit (T3 Infantry) Camoflage 3. Signals 1. usually deployed by the Citadel Council. Movement 1. +1 to Observation. Hand-to-Hand 2. and the M38 military ambulance nicknamed "Moby" because it is painted white during peacekeeping operations.Several combat support vehicles using the Mako's basic chassis are manufactured for Alliance surface garrisons. Hand-to-Hand 2 Armour 1. Handto-Hand 1 Morale O Command Range: 1 Max Move: 5 zones Infantry Carrier: able to transport Infantry Shield Projector: Armour +1 Wireless: Command Range +1 Light Cavalry: Max Move +1 Tactically Flexible and Heavily Armed Overheated Weapons Make the following changes to the above stats for the following variant designs: • M35A Mobile Air Defence Variant Replace Direct Fire for Anti-Air Replace Infantry Carrier for Zone Effect • M35D Recon Drone Controller Replace Hand-to-Hand for Indirect Fire Replace Direct Fire for Observation Replace Infantry Carrier for Zone Effect • M38 Military Ambulance Variant Replace Direct Fire for Signals Replace Hand-to-Hand for Command Be sure to adjust these stats for Leadership stunts when added to a platoon. 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. Wireless: Command Range +1 We Were Never Here Overheated Weapons STG Combat Engineers (T3 Infantry) Signals 4. Observation 2. assassination. Morale OO Command Range: 1 Engineer: improved Aspect usage Tech Specialists: +1 to Signals. Wireless: Command Range +1 Find It – Kill It Overheated Weapons Power Drained 79 . a mobile air defense platform. STG operators are brutally practical.
Anti-Air 1 Morale OOO O Omni-Tool Master: able to use Command skill for Sensors Special Forces: not automatically spotted when it shares a zone with an enemy unit. Direct Fire 2. Hand-to-Hand 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. +1 to Camouflage. Morale OO Command Range: 1 Special Forces: not automatically spotted when it shares a zone with an enemy unit. Movement 3. Movement 2. Tech Defender: +1 to Command. Signals 1. I encourage you to create your own versions of these units. Armour 2.STG Infiltrators (T3 Infantry) Camouflage 3. additional aspect ―Power Drained‖ to remove these bonuses. 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. Hand-to-Hand 2. Indirect Fire 1. able to use manouver to remove free tag on ally in command. Tech Infiltrator: +1 to Armour. Armour 1. Logistics Genius: units in platoon do not have the ―Overheated Weapons‖ Aspect Always Has a Plan Overheated Weapons Command of the Airwaves Power Drained 80 . additional aspect ―Power Drained‖ to remove these bonuses.
encountering various alien races and establishing itself on the galactic stage. you get the chance to explore the galaxy. Many races have petitioned for elevation to this status for a long time. creating hooks for potential plots on these worlds in the creation of aspects and their interaction with the system attributes. With the technology from these ruins. they began activating every mass relay they could find. Hoping to expand their territory and driven by immense curiosity about the galaxy. In this section. humanity learned the secrets of mass effect physics and element zero. Whilst the Citadel is seen as the primary location of galactic rule. At the gaming table. unpredictable. Humanity began its journey among the stars. and are heavily petitioning for full member status in the Citadel Council. or outside. with steps designed to help link your characters to each other. This recklessness was what trigged the Turians to attack as they attempted to activate a dormant Relay. permitting instantaneous passage across thousands of light-years. moving from planet to planet on your quest to protect the known races from an unknown enemy from deep space.Campaigns and Themes Mass Effect is set in the year 2183 CE. our options are not so limited. and Turians in the decision making process. Humans are still discovering what it takes to survive on these newly discovered worlds. as well as how individuals choose to operate within. Their independent discovery of a Prothean data cache on Mars and their activation of the Charon Mass Relay thrust them into politics of the existing races and upset many delicate balances. humans have an active role in galactic commerce and settlement. battling aliens and making allies (and vice versa). Taking control of a pivotal character in the events of the game. no one in the wider galactic community had ever heard of humans. individualistic and thus. This is the setting history established in the first Mass Effect game. by its very nature as programmed entertainment. as well as confronting the prevailing opinions of humans as intelligent. At the time of the first game. beginning the First Contact War. those confines. They are the newest sentient species of notable size to enter the galactic stage and are the most rapidly expanding and developing. Law and Order The Mass Effect games place strong emphasis on the theme of law and order in the galaxy. exploring ancient ruins and fabulous cities alike. to join the Asari. 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. such as 81 . Humans are new to the galaxy A little over 35 years ago. 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. Salarians. Humans also discovered the mass relay network that threaded the galaxy. Cluster creation is intended for each player to suggest themes they‘d like to explore. highly adaptable. unlocking faster-than-light travel. Whilst you can explore hundreds of worlds across the series. 35 years after humans discovered the ruins of an ancient spacefaring race called the Protheans on Mars. there are hard limits on what you can do and where you can go. and some members of those races resent the appearance that humans are going to jump the queue ahead of them. Character creation works in a similar way. abnormally ambitious. as the structure of the Diaspora RPG cluster and character creation is designed to help you.
82 . nor impossible to work around. or stunt that interested you. Diaspora supports this style of play with its pyramid skill structure. take some time to decide why your character is so good at that particular skill. An AI gives the view from the other side of the fence when it says that. the law. a stunt or two. Special Operations and Apex Skills When there are dangerous missions to perform. the Reapers possess no such inclination to deal with organics in any other way except consumption or extinction. The Quarian peoples are adrift in space. When you are unsure what kind of aspects. You can always fill in the rest as you play. these potentially disastrous outcomes are neither certain. or the corporate control of Noveria. to provide protection to interests not necessarily desired by the Council. Conversely. Tying into the first theme of humans being new to the galaxy. Along these lines. there are those who are sent in to do them.the iron fisted rule of the Asari crime lord Aria on Omega. 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. they are all you need to begin to create a character. C-Sec is a volunteer organisation. or circumvent. Partial Characters and Cool Stuff As you have read through this book. so too is the nature of how organics deal with synthetic intelligences. or even the elite Council Spectres. "all organics must destroy or control synthetic life forms". 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. Whether they are the biotic powerhouse Asari Huntresses. Just choose one. many mercenary groups employ humans as hired muscle. skills or abilities your character needs. They have successfully incorporated humans into their structure to help with policing and patrol duties. Organics vs Synthetics In the large scale. the covert and clandestine Salarian Special Tasks Group. you can always begin by using one of those characters as a starting point to developing your own. there is much appeal to playing highly competent beings breaking heads and taking names. notably Blue Suns and Eclipse. from a synthetic point of view. with them making up the largest of the minorities. the Geth. an ability or race. this can be explored in the ways humans protect. The companion document to this rules hack. Unfortunately for the council races. With only one skill at the Superb (+5) level. and you‘re good to go. aspect. At the personal level. name them. resources and attitude for the character. give ‗em that race. so they have no need to trade resources or information with them. Sometimes. The Citadel Council heavily controls all research into synthetic intelligences. lest the same mistakes get made. The introduction of both a Geth character. Adversaries and NPCs‖ is full of characters from across the breadth of the Mass Effect universe. and is always happy to take new recruits. The apex skill represents a significant investment in time. 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. exiled from their home planet by their own creations. and Elite special operations groups are one place to develop them. banning AI research almost entirely. ―Hacking Diaspora: Threats. when other inspiration is taking a while to surface. you have probably noted things of interest you‘d like to explore. However. 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.
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.
other combat skills not higher than rank 3. Stasis Target unable to move and takes no damage. Lasts three turns. no combat skills. Three or four combat skills. Combat Excellence stunt available with ranks in Tactics. New Skill: Biotic Training (Page 26) Alliance Network News A galactic news network founded by Humans and broadcast through Citadel space. Primary Biotic Effects: Barrier +2 to own armour defense rating. slavers. no Tech Training.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. Lift Target floats helplessly. Broken by the genophage Evicted by own AI creations. adept at sneaky and subtle Public service peacekeepers. and overthrew. admired and distrusted equally Synthetic AI race created by. Effects last until the next turn only unless otherwise specified. home is where the flotilla is. direct and forthright Synthetic lifeforms living in computers or starships Traders and merchants. client race of the Turians Aggressive. Biotic and Tech Training skills not higher than rank 4. no Biotic or Tech Training. Conserves momentum. 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. Throw Shift enemy one zone. Biotic and Combat skills not higher than rank 4. mono-gendered race of female appearance Pirates. 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. 84 . Warp -2 to enemy armour defense. Place aspect on target. now militantly serve the Hanar Ponderous giants. combat skills not higher than rank 3. omnitools and bio-amps. Hate humans Rescued from their dying world. Number of effects equal to skill training level. Amphibious information seekers. Minimal combat training. Lasts two turns. clannish primitives used as cannon fodder by mercs Towering. Singularity Gravity sink. Ariake Technologies An Earth-based electronics concern best known for their high grade omni-tools and armour. Minimal combat training. modified by Bio-Amp Implant stunt. reliable and affordable equipment such as armour. no Tech Training. adaptive predators loyal only to the strongest Engineer Vanguard Sentinel Infiltrator Biotic specialist. Place aspect on target. no Biotic Training. Tech and Combat skills not higher than rank 4. Combat specialist. Non-technical apex skill. Zone aspect. target takes one additional damage shift from any successful attacks. Place aspect on target. the Quarians Reptilian mercs and enforcers. no Biotic Training. Tech specialist.
Effects = 0 Stable L2 Implant Max skill rank = 4. Krogan Battlemaster Older than 300: implant equivalent to current L4 without aspect. one composure or health damage cumulative per use. Finally. no effects avail. high priced and very difficult to acquire for most non-Turians. Place ―Biotic Shockwave‖ aspect if have Singularity. Effects = Skill rank. Then. or both if you possess both effects. you are unable to act the following turn. Spend one turn preparing this effect. Finally. Draw line on map from character (Tactics -1) zones in length. If target was unarmoured biological. Reave Requires: Warp effect and Medicine skill. If target is invalid. may spend a FP to gain a defense bonus equal to half Medicine ranks. Next. rounding up against other biologicals. L3 Implant Max skill rank = 3 Effects = Skill rank. must start again. May pay a FP to resolve the effect immediately. Effects = Skill rank +1. Slam Requires: Lift effect and one of Throw or Pull effects. reducing any pass costs by 1. Younger than 300: are dying. or +4 for both. then next turn gain a +2 bonus to armoured or synthetic target. Unstable L2 Implant Max skill rank = 3. Armax Arsenal Supplier of elite Turian military units. New Stunt: Bio-Amp Implant (Page 29) Modifies number of effects.VARIANT RULES QUICK SHEETS Armali Council An affiliation of Asari manufacturing guilds who make high-grade omni-tools and bio-amps to only a select few clients. They must then resist an attack equal to Biotic Training +2. have no implant and cannot take skill. those without Shielding have the Lifted effect applied to them. Add 1dF to skill rank before combat to determine skill level. otherwise resolves at the end of turn. Asari Biotic No implant required. Add 3dF to skill rank before combat to determine skill level. you are unable to act the following turn. Effects = Skill rank. Must not take free move. Place ―Slammed‖ aspect on target. That target becomes immune to further Domination next turn. Make a Biotic check at +2 for one effect. Place ―Dominated‖ taggable aspect on biological target when multiple enemy targets present. All zones affected must resist this attack. Their weapons and armour are high quality. Unable to use this effect in consecutive turns. L3-R Implant Max skill rank = 3 -1 to composure track. If 0. Dominate Requires: Stasis effect and Resolve skill. Shockwave Requires: Lift or Singularity effect and Tactics skill. Effected targets with the Shielding stunt are unable to move next round. 85 . Advanced Biotic Effects (pages 27. or a +4 bonus to unarmed biological target. Spend one turn focussing on a target. make a Close Combat check at +2 bonus for having one of the required effects. No max skill rank. L4 Implant Aspect: ―Occasionally Distracted by VI‖. apply Barrier to self. then next turn make a full turn move. or Throw to target. Effects = Skill rank. Unable to use another Biotic effect next turn. 28): Charge Requires: Barrier or Throw effect and Close Combat skill. or +4 for having both. If >5. Effects = Skill rank L1 Implant Cannot take skill.
and lasts 2 turns when activated. On a success. Substitute ranks in Tech Training for Repair skill rolls. Target becomes immune to further Overloads next turn. or passing through must roll their Stamina skill against the number of shifts. professional mercs. Hacking Place ―Targeting Malfunction‖ taggable aspect on synthetic target when multiple enemy targets present. All targets in the zone. Elanus Risk Control Services A private security corp that can provide event security. 86 . Drone Stats: Range 0/1. Must have at least 1 rank in Repair skill. First Aid Disable a free tag on Health track of you or ally in same zone as a combat action. Place ―System Rebooting‖ taggable aspect on synthetic target. Target the zone you are in or an adjacent zone and roll Tech Training against a difficulty of 2. Jamming -2 penalty to enemy alertness checks. Hacking Restrictions removed to allow repeated Hacking attempts on same target. 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. Offensively. heat or toxic exposure. Must have at least 1 rank in Medicine skill. to weapons and armour. place a ―Frozen and immobilised‖ aspect on the zone for one turn. A mobile weapon platform at your command. bypass alarms. Substitute ranks in Tech Training for Medicine skill rolls.VARIANT RULES QUICK SHEETS Devlon Industries Best known for basic armour that can withstand a variety of environmental extremes such as cold. Decryption Unlock doors. May be taken multiple times to stack penalty. All Tech Talents last for one turn. access secure systems. starships. etc. NonLethal. Place ―Disorientated and Confused‖ taggable aspect on biological target. Multiple Redundancy: Use my Tech Training. That target becomes immune to further Hacking next turn. including Biotics. Must have at least 1 rank in Medicine skill. Drone and Have-a-Thing: Combat Drone stunt. +1 to computer skill checks during damage control phase Electronics Disable free tag on own or ally equipment in same zone as combat action. ending their turn if they fail. in same or adjacent zone to the character unless otherwise noted below. Combat Requires: Hacking Talent. Energy Drain Move own tagged ―Overheated‖ aspect and place on an enemy with an untagged ―Overheated‖ aspect. Transfer Aspect ―Combat Hover Drone” Cryo Blast Requires: Neural Shock talent. Advanced Tech Talents: Must also have Computer (space) skill. Harm 2. and to hack lone targets. place ―Suppressed by Tech‖ aspect on appropriate target. Pen 2. 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. Primary Tech Talents: Damping Use defensively to contest Biotic Effects. Advanced Requires: Hacking talent.
but must still meet all other prerequisites. New Stunt: MG Omni-tool (Page 33) MG Omni-tool A Military Grade Omni-tool is required to use Tech Talents. Unable to be used on successive turns against the same enemy. Characters who take this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill rank. after ―Shields are Down!‖ compelled. 89) Hahne-Kedar Earth-based major supplier to the Systems Alliance military. causing all Shielded targets in same zone to have their ―Shields Down!‖ stunt tagged. target takes Health damage of number of shifts. 87 . excluding the user. Attacks reduce this bonus by 1 per shift. Target an enemy with a tagged ―Overheated‖ aspect and roll Tech Training against a difficulty of 1. New Stunt: Combat Excellence (Page 34) This stunt grants access to a number of weapon based abilities as long as the prerequisites are met. the Tech Armour detonates. Armour bonus granted by Shields boosted by +3 when this talent is activated. On a success. 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. MG Immunity Once per scene. and no ranks in either Biotic Training or Tech Training. Can pay a FP once per scene to place a ―Comprehensively Compromised‖ aspect on a target that you have successfully overloaded twice. When neutralised. MG Carnage Duplicate effect of ―Double Tap‖ weapon stunt once per scene.VARIANT RULES QUICK SHEETS Advanced Tech Talents (cont’d): Incinerate Requires: Energy Drain talent. Advanced Requires: Overload talent. Combat Excellence Requires: Energy Weapon skill of at least Rank 3. Base Jamming talent duration extends by 1 turn. Tactical Cloak Requires: Jamming talent. though their armour lines are generally recognized as above average. gain a +4 bonus to armour defense when "Taking Cover!" in addition to the bonus granted by that aspect. Tech Armour Requires: Hacking talent. absorbed by armour. and unshielded targets must resist 3 shifts of Composure damage. 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. Characters unable to meet those prerequisites to take the base stunt may instead take the individual abilities as Stunts like normal. Primary Combat Excellence Abilities: MG Focus for one turn to dupliAssassination cate effect of ―Double Tap‖ weapon stunt with Sniper Rifles. Elkoss Combine A Volus manufacturer that produces less expensive versions of items carried by high-end manufacturers. including possessing an appropriate weapon. Their weapons are stock quality at best. any level of Tactics skill. Overload Restriction removed to allow repeated Overload attempts on same target. and Armour with Shields stunt.
VARIANT RULES QUICK SHEETS
Advanced Combat Excellence Abilities: Adrenaline Requires: Alertness and Rush Agility skills. Spend a FP to gain a +3 to your next roll. You also gain +2 shifts to damage for any attacks you make until the beginning of your next turn. Unable to use this ability in consecutive turns. Concussive Requires: Science skill. Shot Spend a FP to replicate the effects of Sledgehammer rounds (page 54, 89) until the weapon‘s ―Overheated‖ aspect is tagged. Disruptive Requires: Repair skill. Shot Add +1 Harm to weapons with ammunition that impose penalties to the Harm rating of the weapon. Fortification Requires: Repair skill; Armour with Shields stunt. Spend a FP to gain a +4 shield bonus to Armour until the end of next turn, when it then activates the ―Shields are Down!‖ tag. Hot-Swap Requires: Agility skill. Ammunition As a full round action, change from normal rounds to a variant ammunition type, or from a variant back to normal. You may not switch one variant ammo for another variant without switching to normal rounds first. Unity Requires: Resolve and Oratory skills. Once per scene, you may spend a FP to grant a consequence (1/2/4) to an ally that has been Taken Out. This is in addition to any consequences they already possess. You take a penalty to all rolls equal to the consequence rating for the next round only. Assign an aspect to the consequence as usual. You may spend another FP next round to keep the character active in the scene, but you no longer incur the consequence penalty. The character resumes their Taken Out status and the consequence is removed when no FP are spent, they take enough stress to be taken out again, or the end of scene occurs. Haliat Armoury A smaller Turian weapons manufacturer that specializes in a line of basic level weapons that are actually of high quality.
Paragons and Renegades
Option 1: Skill Progression Take both the charm and intimidation skills at tier five at character creation. During refresh phase, to promote either skill further, character must have used charm or intimidation skill at least the same number of times that they have ranks in it, and they must promote the one they have used more than the other. Option 2: Status Stress Tracks Characters gain two new stress tracks, one for tracking Paragon Status, the other for tracking Renegade Status. Both tracks start 6 boxes long, but may be modified by stunts. When Spin is obtained outside of a combat situation, you can spend the +1 Spin bonus on increasing one of your Status stress track levels. You should increase the Paragon track for good or positive actions that benefit others, and the Renegade track for conduct that is selfish or callous. When a track is full, you may generate a Status consequence (1/2/4) on that track, which doesn‘t count towards your maximum number of consequences. You can have only 3 Status consequences in total, one each of Minor (+1), Moderate (+2), and Severe (+4). Give the consequence an Aspect when created, and reduce the Status track by the rating. These consequences are only able to be tagged outside of combat (by anyone), and are removed once tagged by the player. Spin generated when Status aspects are tagged by the player do not count towards further Status stress.
New Status Stress Track Stunts
Heightened Reputation Cult of Personality Lasting Reputation
Reduce one Status Stress Track to 5 boxes. You may only take this Stunt once. Status Consequences are rated 2/3/4 instead of 1/2/4. You are able to bank one additional Minor (+1) Status consequence.
VARIANT RULES QUICK SHEETS
Jormangund Technology A rising Human corp that pursues aggressive integration of alien technologies. Makes advanced optical computers and AI "blueboxes", as well as superior environmental hazard armour
New T3+ Energy Weapon Ammo
New T3+ Energy Weapon Stunts
Weapon gains ―Overheated‖ taggable aspect; Cost -1bp. Both Barrels/ Doubles Harm and activates Double Tap ―Overheated‖ tag; Cost 1bp. Advanced Reduced penalty of -1 for firOptics ing outside min/max range; Cost 1bp. Limited Weapon unable to be used Range outside min/max ranges; Cost -1bp.
Spectre Gear Options
Costs Weapon Creation Bio-Amps and Omnitools
Basic Spectre gear costs 5; Adv Spectre gear costs 6; Master Spectre gear costs 7. Basic: +1bp bonus; Adv: +1bp bonus and Advanced Optics stunt; Master: +2bp bonus. Spectre rated gear increases the numerical values of stunts; Basic: one Effect variable; Adv: two Effect variables; Master: three Effect variables.
New T3+ Powered Armour Stunts
Booster Power Pack
"Shields are Down!" compellable aspect causes -2 to armour defense. Fate point to recharge. Cost -1bp. "Taking Cover!" taggable aspect removes tagged Shields aspect if character doesn‘t move; Further +2 bonus to defense next turn if they stay stationary. Cost 1bp. Provides a +2 bonus to agility checks. When ―Out of Juice‖ tagged, negates this bonus. Cost 1bp.
All variant ammunition costs 3 to purchase. Anti+1 Harm to armour rating 0; Personnel -1 Penetration when armour rating greater/equal to 2 Armour Pierc- +1 Harm and +1 Pen to ing synth; +1 Pen to non-synth targets with armour gr/eq 4 Incendiary On hit causes +1 shift to all successful attacks; Extends "Overheated" tag for one extra turn after compelled. Cryo -1 Harm, +2 Pen to targets with uncompelled Shields; Removes Thermal Clip stunt if max range eq/less 2. High Explosive Free taggable aspect "Massive Fireball!" on target and 2 extra shifts on hit; Free taggable aspect "Massive Fireball!" 1dF zones away from intended target on a miss; If used for two consecutive turns, activates and extends "Overheated" tag for one extra turn Sledgehammer Free taggable aspect "Knocked prone" on hit. Phasic -2 Harm, +3 Pen to targets with uncompelled Shields; -2 Harm to targets with tagged shield aspect or without any shields on armour Chemical Harm reduced to 0; Free taggable aspect "Toxic Shock" on hit; +2 shifts if tag is used by another player who hits. Radioactive +1 Harm to Biotic Training and/or Tech Training skills; Mild consequence "Radiation Poisoning" on damage; Biotic and Tech Training skill +2 to target difficulty level if character has "Radiation Poisoning". Kassa Fabrication No expense is spared by this Human corp, as the exorbitant cost of their products show, which include weapons, armour and omni-tools.
VARIANT RULES QUICK SHEETS
New T3+ Energy Weapon Mods
All weapon mods cost 3 to purchase unless otherwise stated. Combat +1 to alertness when wearing Scanner powered armour; stacks with sensors aspect; -1 to Agility checks. Frictionless +2 Penetration; Materials Cost 4; must not be Civilian. High Caliber +2 to Harm; "Low Recoil" Barrel swapped for "High Recoil"; Improved "Overheated" clears half a turn Heat Sink faster than normal; -1 Harm. Kinetic Coil +4 Penetration; After every use, user gets free taggable aspect "Knocked prone" unless rolls +1 on 1dF. Kinetic Reduced penalty of -1 for firing Stabiliser outside min/max range; -1 Harm. Rail +1 Harm; Extension - 1 to Agility checks. Recoil "High Recoil" swapped for Damper "Low Recoil"; -1 to Harm Scram Rail +3 Harm; after every use, auto activates "Overheated" unless rolls +1 on 1dF; Overrides any other improved Thermal effect.
Exoskeleton First Aid Interface Hardened Weave Kinetic Buffer Kinetic Exoskeleton
+2 to Close Combat checks. Combat action disables the first free tag on the Health stress track +2 protection against Biotic/Tech; -1 penalty to Defense +1 to Agility checks; -1 to Stamina checks only +2 Shield bonus to Defense; +1 to agility checks. "Shields are Down!" tag also disables shield bonus; "Servo Lockup" tag prevents the user from applying any manouver aspects to scene; Costs 4 and counts as 2 mods. +3 bonus to Defense; Combat actions disable the first 2 free tags on Health stress track; -2 to Agility checks; "Software Crash" tag prevents movement this turn; Costs 4 and counts as 2 mods. Combat action disables the first free tag on the Health stress track. "Toxic Shock" aspect from Chem Rounds can‘t be applied, Radioactive rounds do not add +1 harm against user with Biotic/ Tech skills; -1 to Agility checks. +2 Shield bonus to Defense "Shields are Down!" tag also disables shield bonus; +1 to Biotic/Tech skill checks; "Overstimulated and Distracted" tag negates Biotic/ Tech bonus and causes -2 to Agility checks; Tag cannot be compelled 2 turns in a row. "Toxic Shock" aspect from Chem Rounds cannot be applied; Radioactive rounds do not add +1 harm against user with Biotic/ Tech skills; Environmental based aspects are unable to be used against the user of this mod. Rosenkov Materials A Human corp that has forged a reputation as one of the premier armour manufacturers in Citadel space.
New T3+ Powered Armour Mods
All armour mods cost 3 to purchase unless otherwise stated. Ablative +4 bonus to Defense; Coating Shifts against armour reduces bonus by 1 for every two shifts. Armour +4 bonus to Defense; Plating "Cracked Plates" tag only free after first turn of combat Combat "Very Heavy" negating any Exo"Lightweight" aspect; skeleton +4 bonus to Defense; +1 protection from Biotic/ Tech; Costs 4 and counts as 2 mods. Energised +6 bonus to Defense; -2 to AgilPlating ity checks; "Power Glitches" tag negates bonus and penalty; Costs 4 and counts as 2 mods. Energised +4 defense vs Biotic/Tech; Weave -2 penalty to Defense; -2 to agility checks; "Power Glitches" tag negates bonus and penalties; Costs 4 and counts as 2 mods.
Shield Battery Stimulant Pack
VARIANT RULES QUICK SHEETS Serrice Council An Asari consortium that manufactures the highest quality omni-tools and bioamps which are considered incredibly rare – and highly prized – items on the galactic market. +2 bonus to maintenance checks when at government facilities "Antagonistic Crew‖ "Control System Bugs‖ "Design Flaw" "Ex-Civilian Retrofit" "Experimental Design" "Incorporates Dodgy Alien Tech‖ "Infamous Captain" "Is It Meant To Do That?‖ "Known Weakness in Tactics" "Last Generation Tech‖ "Money Sink‖ "Must Not Shoot First" "Not Built To Do This‖ "Operating Beyond Its Limits‖ "Pirate Doppelganger‖ "Poorly Maintained‖ "Protection Obligations" "Rules and Regs by the Book" "Should Have Retired Years Ago‖ "Slow To Respond‖ "Sub-standard Sub-systems‖ "Variable Training Levels" "We Have An Operative Aboard‖ Militant rogue faction of Humans. Mechanical robots used as supplementary guards. Batarians or Krogan. Must also have one other high energy usage system (IES). Violent primitive race usually found in forgotten corners of dark places. or T6 (41 BP) Allows access to mass relay network. Cost 4bp. +2 bonus to repair checks to remove consequences. Huge solitary burrowing monsters with acid spit. Stealth system gives +2 bonus to Nav check in detection phase. They offer basic protective or utilitarian items ranging from armour to omni-tools to bio-amps. "Government Owned and Operated" aspect. Cost 1bp. +1 to V-Shift. Cybernetic zombies created by Geth from captured Biological races. and all travel times reduced by factor of 10. 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). Mostly Turians. Crew must adhere to SOPs. 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. Intelligent arachnid race with hive mind. Humans. except when aspect was tagged. +2 to Heat Track. Cost 2bp. Additional aspect from list below (or similar). 91 . Adaptable dangerous pests that hunt in packs. sometimes used by Krogan Blood Pack mercenaries. Sirta Foundation A biomedical firm renowned for its humanitarian efforts and groundbreaking research into genetics. 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). Synthetic AI race.
which causes a -1 penalty to Camouflage the following turn. and get a -1 penalty to Camouflage next turn. +1 to Hand-to-Hand. +1 to Signals. Tech Defender (Infantry) Tech Specialist (Infantry) Tech Infiltrator (Infantry) Geth Network +1 to Command and ―Power Drained‖ aspect. Ability to try to use a manuover to remove a free tag on an ally that is within command range. +1 bonus to one of Direct Fire or Anti-Air. Geth repair their morale with Signals instead of Command. and ―Power Drained‖ aspect. +1 to one of Armour or Observation.VARIANT RULES QUICK SHEETS New Platoon Stunts Shield Projector Biotic Defender (Infantry) (Page 74) Biotic Specialist (Infantry) +1 Tech Enhancement to Armour Choose one of Armour or Hand-to-Hand: +2 bonus when chosen skill is used defensively. 92 . +1 to Armour and ―Power Drained‖ aspect. Gain +1 spot marker after attacking with either of the two chosen skills. +1 to one of Camouflage or Signals.
but may be retrieved from defeated Geth. and are not available to other races. This weaponry is always in demand for research purposes. and is here purely for reference and inspiration for aspects or plots. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. 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. but rarely differs substantially from other weapons of the same type. Elcor.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: Batarian armour is manufactured by Batarian State Arms and not available to other races. 93 . and Hanar all produce their own armour. 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.
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