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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
I hope you find this document useful. which can be found here: http://www. and Propagandor for their comments and encouragement. That‘s where VSCA Publishing’s Diaspora comes in. ChopSockey. the player trekked across the game setting exploring uncharted worlds. and can be found in their fantastic completeness here: http://masseffect. What you see here is the culmination of my efforts to blend the two.Introduction Welcome to the updated version of my first attempt at system hacking. for allowing me to play with their toys by releasing them under the Open Gaming Licence ver 1. For those looking for the font I used for the titles and headings. Also. characters and equipment are Product Identity of EA International (Studio and Publishing) Ltd. the process of taking an established setting and creating.net members Stevenls. Silent Wayfarer. and Stacie_gmrgrl. rescuing colonists.ca/Diaspora/diaspora-srd.ea. Page references in this document that refer to the Diaspora rulebook are for the 2010 corrected version. fellow RPG. but if some of the sample aspects. Some text has been taken from the Diaspora System Reference Document.0a (see page 90). Special thanks goes out to my playtesters. Bioware could only put so much into the game. despite the available scope of the setting. Countless worlds and star systems linked by a network of mostly understood technology called mass relays that enabled starships to traverse the galactic void.wikia. Darth Illithid. zircher. Please see the Licence section for further details.vsca. ignoring or modifying a role playing rules system to be able to game and tell stories in those worlds.com/. Assembling a group of champions. EonTrinity. Their home page can be found here: http://www. Barbacobra. HumAnoydd. stunts. 4 . Travellingdave. and more. Mass Effect told the story of a group of civilisations about to meet their doom. PolkaNinja. others left as blank slates. chiefly Brad J. and are used in this document with Fair Use intent.TTF. As you can imagine. James the Dark. Some things were hinted at. it‘s a freeware font called Slider. Some text has been taken from the Mass Effect Wikia pages under the Creative Commons Attribution-Share Alike License. Yook. were fantastic games that begged to be explored. Wanting to explore and tell my own stories against this compelling backdrop of impending galactic doom.com/. Murray (Halfjack). don‘t be afraid to make up your own versions.html. I realised I had found a game system that would suit my needs. gear or mods don‘t quite suit your game. Mass Effect 2 and 3. Introduced to Diaspora by friends on RPG. I first had to find a system that could do it justice. battling synthetic intelligences. and that you undertake and enjoy the adventures that are waiting for you. Matthew Gooding (Reaganstorme) May 2012 ACKNOWLEGDEMENTS I would like to thank the creators of Diaspora. Bioware’s Mass Effect and its sequels.net. and are not meant to challenge ownership of such ideas. I acknowledge that Mass EffectTM and all related races. prototype00.
available on the Internet. which yields a result between -4 and +4. a result of +9 represents an exceptionally successful attempt at something by a dedicated professional. as per character generation (Diaspora page 31) and since the best result from a roll of the dice is +4. Our Ladder here is slightly different from the Spirit of the Century Ladder. Aspects.95 -2 10/81 12. Since an apex Skill is at level 5.75 0 1 2 3 4 19/81 23.35 4/81 4. 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. The remainder of this document will assume you are familiar with FATE mechanics and at a minimum the Diaspora SRD. it is often the difference between two rolls that might determine the quality of success. and other elements from the FATE system but they each have other distinctions. results of 7 against 5 represent a decent success. 5 . and two faces blank. you could treat 1-2 as -. subtract the -s.24 Almost every roll in Diaspora is 4dF: a single roll of four Fudge dice.75 10/81 12. So. Each of these use fate dice. you add an appropriate skill. in which a player roll is compared against a referee roll. most numbers in the game. Refer to the provided links if you wish further clarification of any rules based information.35 -1 16/81 19. 3-4 as blank. with two faces marked -. and you have a total. and then you compare against some difficulty level. The words are only applicable directly when a single character acts. While higher numbers are possible. 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.46 16/81 19. This yields a particular curve. You roll your set of four fudge dice.The DIASPORA Mini-Games Diaspora is a set of mini-games. Treating the -5 and 5 results as zero keeps the expected range though.95 1/81 1. are single digits.24 -3 4/81 4. this is functionally the same as rolling 4d3-8. successes and difficulties are rated by numbers or by the terms on the Ladder. The system will work with a different probability curve by rolling two different coloured six-sided dice and subtracting the darker from the lighter. Without special dice. yielding a range from -4 to +4. in that the term Fair is replaced by Decent. when all things are considered. If one is looking for appropriate adjectives to describe an action. FUDGE DICE 4dF in statistics roll odds % -4 1/81 1. A Fudge die is a d6. which might be someone else's roll or might be a level imposed by the referee. in an opposed roll. with better chances for extreme results. and 5-6 as +. You add up the +s. two faces marked +. through the invocation of Aspects.
This "mass effect" is used in countless ways. and the usages of their Element Zero based technologies. 6 .000 years ago. behind them when they again leave for millennia. 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. slumbering in hibernation. a ship has no motive power. Using the energy field created by the mass relays. the last great technological society. and their focus. all currently discovered uses for element zero based effects generate a heat debt that must be managed. emits a dark energy field that raises or lowers the mass of all objects within it. but the latest in a long line of intelligent races to unlock the secrets of their use and discover their purpose. or military antiproton drive) in addition to the FTL drive core. the Reapers wait for the coded signal from their keepers that technology is progressing. In anticipation of intelligent life reaching for the stars. allowing high speed travel with negligible relativistic time dilation effects. economy ion engine. the Reapers provide the building blocks for their next harvest. It is most prominently used to enable faster-than-light space travel. and the heat debt acquired by interstellar travel. commercial fusion torch.The MASS EFFECT Premise SETTING BACKGROUND Some of the fundamental basics of the Diaspora setting mesh quite well with Mass Effect. In the Mass Effect setting. and the passage generates so much heat in the power core that crew and passengers will die unless it is bled off into space. Starships still require conventional thrusters (chemical rockets. from generating artificial gravity to manufacturing highstrength construction materials. Navigation is only possible between 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. ELEMENT ZERO AND THE MASS EFFECT Element Zero ("Eezo") When subjected to an electrical current. By leaving the mass relays. In fact. The Citadel. In particular. skilled navigators are able to propel the ships light-years in only a few hours. With only a core. The last such galactic extinction event happened approximately 50. FTL Drives Faster-than-light drives use element zero cores to reduce the mass of a ship. They discovered that in the dark spaces between galaxies. In that time several races have reached the stars and begun to unlock the secrets of the mass relays. Very massive ships or very high speeds are prohibitively expensive. An advanced hybrid race of sentient synthetic/organic warships. These routes are only able to be navigated using space ships with special Element Zero power cores. the idea of technological advancement to the point of collapse is here. are not in-fact the creators of the mass relays scattered through the galaxy. as are limited FTL routes. and that the time to feed has come again. the rare material dubbed element zero. allowing them to tap into dark energies to reduce their mass. or "eezo". with a few catches. were the Reapers. dubbed the Protheans. allowing higher rates of acceleration. This effectively raises the speed of light within the mass effect field.
and cybernetic implants. This requires intensive training. low-mass fields permit the creation of evenlyblended alloys. many Biotics can also create and manipulate their own mass effect fields. This reflects back to the Cluster generation mini-game quite easily. It also means that most weaponry will be energy weapons. and protect starships in planetary orbit or during space battles. In space. so the Tech stat for world creation becomes relatively non-variable for gaming purposes. and each system can have several planetary systems reachable by ships. and we never see any nontechnical races competing for resources. The Geth are a prime example of the doom that is pending with the development of AIs. So. Mass Effect Fields Element zero can increase or decrease the mass of a volume of space-time when subjected to an electrical current.If the field collapses while the ship is moving at faster-than-light speeds. it's much more efficient to use the mass relays to navigate the galaxy. low-mass fields allow FTL travel and inexpensive surface-to-orbit transit. to prevent the electricity discharging into the hull and causing catastrophic damage. while high mass compaction creates dense. with mass effectutilizing fighting vehicles being standard frontline issue in most military forces. The least developed of the races is humanity. the seeding of the mass relays by the Reapers has effectively pushed the standard technological levels up to T3 or T4 across the board. amongst a variety of other effects. The stronger the current. In starship drive cores. High-mass fields create artificial gravity and push space debris away from vessels. The ship is snapped back to sublight velocity. whilst limited FTL is possible. the effects are catastrophic. and both are susceptible to combat hacking. Ubiquitous Technology In the games. who have jump started their technological creations and exploit Element Zero and mass effects themselves. Whilst there are still advances to be made. the slipstreams become the links between the mass relays. 7 . Some Biotics' talents are not strong enough to be offensively viable. Biotics Called Biotics by the galactic population due to their ability sense and manipulate biologically generated dark energy fields. this manifests as an occasional static shock when they touch metal or other people. personal networks are everywhere. the world of Mass Effect is on the brink of imminent collapse. the greater the magnitude of the dark energy mass effect. 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. but all Biotics are sensitive to the presence of mass effect fields. With a positive current. this charge must be grounded at regular intervals. mass is increased. and plenty of scientific secrets still to be discovered. as with regular Diaspora T4 societies. the enormous excess energy shed in the form of lethal Cherenkov radiation. The military makes extensive use of mobility enhancing technologies. Mass effect fields are also essential in the creation of shields to protect against enemy fire on the ground. we see the presence of technology everywhere. Even colonists have access to advanced tech. In manufacturing. sturdy construction materials. With a negative current. For Biotics. When the table sits down to create the cluster. but can produce impressive offensive or defensive effects. Static Buildup Extended use of mass effect fields creates a measurable static electrical charge. driving the Quarians from their homeworld and taking over. either by touching a planet surface or interacting with a planet's geomagnetic field. This still gives us plenty of conflict to game. mass is decreased.
O+0: Stability Those employed to look after the public generally do. At this level of order.Cluster Creation Mini-Game Changes NEW SYSTEM STAT: ORDER Due to the universally high level of access to technology. Example – The world of Illium. and all manner of other restricted goods are available for sale. verification. especially if they are creating or studying dangerous or outlawed technology such as full Artificial Intelligences. Example – Batarian Hegemony controlled worlds O+4: Total Control Places with this rating are typically under direct military control. so whilst today's criminal ganglords might provide some measure of stability. although there are still those willing and able to rort the system without bringing too much attention to themselves. those in charge are more concerned with their own power than in serving the public interest. Here's how I've established the ratings: O-4: Virtual chaos There are no authority figures that control everything here. revocation and enforcement of many activities. systems and societies. controlled or illegal narcotics. the Citadel. there are multiple layers of bureaucracy. from the relatively lawless Omega. the rules and restrictions are beginning to pile up. Example – The Citadel 8 . 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. tomorrow's gang leaders may die in a hail of blaster fire. licensing and policing of those granted licences are the primary methods of keeping order. I've picked ORDER. There is a substantial administration system geared towards the issue. period. all exploited by those wanting to work around them. Example – The Citadel Council‘s elite military and special forces training facility of Pinnacle Station. representing a very minimal structure of a handful of people at most. weapons. where slaves. we need a new stat to represent variances between worlds. O+2: Licensed At this level of order. O+1: Progress Typically touted as a fair system for all. There's plenty of variance in the levels of Order in societies during the missions in the game. Example – The completely corporate and privatised world of Noveria. and those who commit crime and are caught generally face the appropriate penalties. Example – The cartel and mercenary controlled Omega Station O-3: Ad-hoc Rule Most new colonies have these ratings. O-1: Corruption Whilst relatively stable. Any sufficiently charismatic or forceful individual can set whatever rules they like. to the totally controlled centre of galactic politics. validation. Example – The human colony world of Eden Prime O+3: Institutionalisation There are rules for almost everything. What started as measures to protect the public good are beginning to become quite restrictive. Example – Any homeworld of the Council races. or other associate species of the Council. Life is strictly survival-of-the-fittest.
There are some suggestions on how to model variances to the Diaspora setting in the SRD. 9 . Mass Effect also has quite a few variations from the base outlines. They may suggest some Skills should be higher than others. These differences do not change the number of Stunts or Skills or the shape of the Skill pyramid. and Stunts that would be more common in the race than in humans. they only describe certain features of the choices one would make within those constraints in order to create a believable alien of that type.Character Creation Mini-Game Changes RACIAL BACKGROUNDS As well as some similarities in premise to Diaspora. Aspects. After all. and Stunts”. These differences form the mechanical description of the race. I‘ve incorporated two of them: new races and special powers. or that some should be lower. Page 221) There are fifteen racial backgrounds in Mass Effect.Making it Work. as the SRD states. Here's the relevant text from the authors that I used to help create the following racial outlines: Formulating a non-human race (or converting one from another source) may then be framed in terms of general statements that are applicable when measured against a normal human. Some of the racial backgrounds described on the following pages should not be taken as options for player characters as they are more suitable for use as antagonists or in social interactions. (Diaspora. including baseline humans. Chapter 9 . but are included in this section for completeness. and of those ideas. “anything should be able to be modelled with an appropriate balance of Skills. 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.
The Asari. and to discover and inhabit the Citadel." The average Asari huntress is in the maiden stage of her life and has devoted 20-30 years studying the martial arts. Fortunately. A mono-gender race—distinctly feminine in appearance—the Asari are known for their elegance. possessing profound tactical insight. depending on the tactics preferred in their town. and some all of them at somepoint in their life. and their education 10 . Asari have been bartenders and dancers. not all develop their skills. Whilst they are natural Biotics. Politically minded Asari will have good arts. A very long lived race. diplomats and warriors. and some kind of profession. and Biotic talent. and a dancer's grace and alacrity. are often considered the most powerful and respected sentient species in the known galaxy. Huntresses fight individually or in pairs. Reflecting their physical attributes. diplomacy. Biotics are common enough that some capability is a requirement to be trained as a huntress. native to the planet Thessia. develop their stealth and close combat skills as huntresses. a hunter's eye. traders. This is partly due to the fact the Asari were the first race after the Protheans to achieve interstellar flight. they possess an alarming proficiency for killing. Asari can be found in all walks of life. As a popular Turian saying puts it: "The Asari are the finest warriors in the galaxy. and as such often have the resolve skill. Asari typically have the Agility skill quite high. and have been at the heart of galactic society ever since. and when focused on building their martial abilites are fearsome huntresses. culture/tech. and usually have at least one space skill. Asari have had a long time to develop many other skills. When they retire. Asari characters favour a few skills over others. As such. lack of Biotic talent excludes a young Asari from military service. The Asari were instrumental in proposing and founding the Citadel Council. Asari characters must take the Natural Biotic stunt. a huntress is practically unbeatable. Out of physical combat. Regardless of their current phase of life Asari are mindful of their lifespan and take the long view. One-on-one. bureaucracy. but often have good charm or intimidation ranks. mercenaries. Asari choose to be warriors at a young age. there are not many of them. but taking ranks in Biotic training is optional.Asari from that point is dedicated to sharpening their mind and body for that sole purpose. 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.
Given the Batarian government's oppressive nature. negotiations with a Batarian are likely to be conducted at gunpoint. Almost universally despised. fuelling the stereotype of the Batarian thug. The Batarians blame humanity for their troubles and claim they were forced to fend for themselves. They have a reputation for being shrewd businessmen and merchants. but beneath the notice of the powerful Council races. and it is currently unknown how the Batarians maintained standing on the Citadel for so long with slavery still actively practised. When humans began to colonise the Skyllian Verge. 11 . Casting aspersions on the monetary worth of a social better is considered a serious insult. Most Batarians at large in the galaxy will therefore be mercenaries or pirates. they asked the Citadel Council to intervene and declare the Verge an area of "Batarian interest". who are forbidden to leave Batarian space by their omnipresent and paranoid government. becoming an inward-looking rogue state. a region the Batarians were already actively settling. and in response the Batarians closed their Citadel embassy and severed diplomatic and economic relations. especially among colonists. Batarians are a race of four-eyed bipeds that chose to isolate itself from the rest of the galaxy. known as the Batarian Hegemony. The Council refused. and overstepping one's place is frowned upon. It is not known what the average Batarian thinks about their enforced isolation. despite the fact that their exile is largely self-imposed. preferencing vanguard and sentinel packages. It should be noted that these criminals do not represent average citizens. Most Batarians prefer profitable pursuits such as drug running and slave grabs to out-and-out warfare. Batarian characters are largely distrusted for their outspoken supremacist views and despised for ther practice of slavery. though in more lawless regions of the galaxy like Omega. and related skills such as demolitions and tactics. despite being illegal according to Council law. The rest of the galaxy views the Batarians as an ignorable problem. Their shock troopers are known to be Biotically talented. Their government. The Terminus Systems are infested with Batarian pirate gangs and slaving rings. make Batarian counter-culture rebels almost impossible to find.Batarians Slavery is an integral part of the Batarian caste system. Batarians place an extremely high value on social caste and appearance. as the Department of Information Control ensures that only government-approved news enters or leaves Batarian space. The indoctrination by their govenment and caste systems. it is speculated their supreme leadership is autocratic or totalitarian in nature. is still hostile to the Systems Alliance. Batarians strongly believe that species with less than four eyes are less intelligent. Rogue Batarian slave rings are feared throughout the galaxy. as well as the threat of slavery by their own kind. and have high combat and intimidation. The custom is so deeply ingrained in Batarian culture that they consider the Council's anti-slavery standing to be prejudicial.
who spend years poring over ancient records of jurisprudence to determine the precedent that should be followed in any given situation. EVA and repair. as well as all space and combat skills. The Elders record closely argued and minutely detailed instructions on what course to follow in any theoretical crisis. though they still have to share an embassy with the Volus. alertness. These recalls are so vivid and detailed that some Drell may mistake it for reality.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. few turn down the offer. an adaptation to a world where they must remember the location of every necessary resource (vegetation. which the Drell fulfill by taking on tasks that the Hanar find difficult. The memories are so strong that an external stimulus can trigger a powerful memory recall. and vocalised infrasound convey shades of meaning that make a human smile seem as subtle as a fireworks display. The Elcor follow the recommendations of their Elders. The Drell now thrive co-existing with the Hanar and have been a part of the galactic civilisation for roughly two centuries. This has coloured their psychology. They are massive creatures. but primarily ones that involve physical tasks. had established a regular trade route to the Citadel. Drell have quite a few physical skills due to their harsh development. The Elcor quickly became one of the more prominent species in Citadel space. within a single lifetime. drinkable water and prey migration paths) across vast distances. making them deliberate and conservative. and survival. but as being requested to serve is a great honour. Since their subtlety can lead to misunderstandings with other species. Elcor speech is heard by most species as a flat. stamina. an evolved response to an environment where a fall can be lethal. standing on four muscular legs for increased stability. scent. Their Compact with the Hanar allows them to develop many other skills. The Elcor were just making their first forays into space travel when the Asari made contact with them. This process can be involuntary. extremely slight body movements. such as combat. the Elcor discovered the closest mass relay and. Elcor move slowly. The Drell possess eidetic memory. resolve. the Elcor prefix all their dialogue with non-Elcor with an emotive statement to clarify their tone. The Elcor are native to the high-gravity world Dekuuna. Since then. ponderous monotone. Amongst themselves. The debt of gratitude that the Drell owe the Hanar is referred to as the Compact. With their help. These are filed away in huge libraries of data discs 12 . Any Drell may refuse to serve. such as demolitions. so many have high ranks in agility. the Drell have remained loyal to the Hanar for their camaraderie and have fit comfortably into galactic civilisation.
and are fond of making thorough. the Geth monitored communications and the Extranet. Geth The Geth are a race of networked artificial intelligences that reside beyond the Perseus Veil. they should not have combat skills. The Geth were created sometime around 1900 CE by the Quarians. from traders and business operators. While they prevented any contact by other races with themselves. as labourers and tools of war. provided one has done a great deal of research. lumbering Geth Armatures. consequently having fewer space related skills. to the gigantic. Elcor characters must take the stunt "Integral Equipment Toughened Hide" which grants them the benefits equivalent to a bullet proof vest. The Geth also utilise turrets and drones (rocket. Over time. and reduced the Quarians to a race of nomads. specifically). conservative psyche is not suitable for making the spur-of-the-moment decisions necessary in combat situations. The Geth did not repopulate the now barren Quarian worlds. The Elcor economy is small. separating their technology base from the rest of the galaxy. recon and repair drones. their broad shoulders serve as a stable platform for the same size of weapons typically mounted on Alliance fighting vehicles.any ships that ventured into Geth space were immediately attacked and destroyed. They obtained an ultimate goal in this time period. pirates. instead choosing to exist in the computer hubs aboard massive space stations. only slightly larger than the Alliance's.and are consulted when needed. bureaucracy.to create a Dyson Sphere. to bouncers. Elcor occupy all sorts of positions. Little is known about the Geth in the time between the Morning War and the present. the Quarians attempted to exterminate them. the Geth have evolved into numerous sub-forms — from the diminutive but highly agile Geth Hoppers. 13 . 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. which could house every single Geth program. High brokerage. The Geth continued development of new technology and variations of mobile platforms. The Geth won the resulting war. century-long development plans. Because their slow. They don't need to trade for any resource—they have all they require to supply their own needs. instead relying on equipment stunts if in military roles. These war machines can choose between thousands of gambits developed and polished over centuries by Elcor strategists. their durable hide allows them to shrug off most incoming fire. They adopted an extremely isolationist attitude. serial killers and actors. Elcor make better colonists than sailors. but extremely well developed. Fortunately. Any attempt to embargo their space would be fruitless. dubbed the ―Morning War‖ by the Geth. assault. When the Geth became sentient and began to question their masters. and trade only in finished goods. They see no point to rushing things. Elcor warriors don't carry small arms. and stamina. This makes Elcor policies very predictable. the Elcor rely on sophisticated VI combat systems. The slow speed and immense size of the Elcor makes them easy targets. colonists. Due to their conservative nature.
Several hundred years ago. the Geth were approached by the Reapers who offered them technology that would aid them in achieving their goal. They were allowed to peacefully leave the main Geth network. where they integrated into Hanar society with the remaining Drell dying out. Geth encountered beyond the Veil will have programs developed equivalent to skills. Drell society was quickly collapsing due to overpopulation and warring over scarce resources. in exchange for their assistance. Many Drell become unofficial members of the 14 . and most consider it an honour to serve a Hanar family in a tradition referred to as the Compact. water-native Hanar cannot support their own weight in normal gravity. accepted the Reaper‘s help and were henceforth referred to by the mainstream Geth as ―Heretics‖. Drell have integrated with every level of Hanar society. although most of their height is in their long tentacles which have three fingers at the base. Now the Drell serve as a client race of the Hanar. When interacting with mainstream galactic society. whom they refer to as "the Enkindlers". The Hanar 'stand' slightly taller than a human. so the Hanar rescued several hundred thousand Drell and brought them to Kahje. the reality is very different. and their strong religious beliefs regarding the Protheans. they rely on contra-gravitic levitation packs that use mass effect fields. Their limbs can grip tightly. 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. The majority of the Geth dismissed the offer. the Hanar made contact with the Drell on their nearby homeworld of Rakhana.Approximately three centuries after the Morning War. However the invertebrate. deeming it better to accomplish their goal with their own technology rather than be dependent on another race‘s technology. 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. and vary according to role. and although to outside observers the relationship can be construed as a form of slavery. A small percentage of Geth. Hanar are known for their intense politeness when speaking. however.
Few standard technologies (designed for bipedal and fingered species) are available in their space. though they are still capable of strangling someone in favourable conditions." That said. and some even earn the privilege to learn their masters' soul names. as the Hanar are too cumbersome out of the water to participate in a physical fight. almost to a fault. Drell servants usually carry out Hanar assassinations. Hanar are extremely polite. One industry that Hanar seem well suited to is the Entertainment Industry. Instead they refer to themselves as "this one. Most Hanar take offense at improper language." or the impersonal "it." Famous for it's tagline "Enkindle this" followed by a gunshot. 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 communicate using sophisticated patterns of bioluminescence -. Economic contacts are limited to a handful of trade stations on their borders. Hanar characters should have no combat skills at all. The soul name is kept for use among close friends and relations. a Hanar will still maintain exquisite poise. "This one wonders if the criminal scum considers itself fortunate". and must take special courses to unlearn this tendency if they expect to deal with other species. and will remain formal even with those it wishes dead. and tend to be poetic. Due to this self-imposed isolation and the unique physiology of the race. The Hanar have two names.family. As such. games and movies such as Blasto: The Jellyfish. a "face name" and a "soul name. Hanar characters will be exceptional by choosing to associate with non-Hanar races. which occasionally causes clashes with other Citadel races. the trailer also shows another key scene where the Hanar says. so should have some driving Aspects to explain why. and they produce very few goods that are usable by others. their economy is small and isolated from the rest of the galaxy. For example. possibly as a homage to the Human detective that the Hanar character is based on.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) -. Even when flustered or angry. a movie about a Hanar Spectre who has "a gun in every tentacle. frequently appearing in magazines." It is only around those who know their soul name that they would ever consider using the first person. a Hanar known for its cynicism may take a name that means "Illuminates the Folly of the Dancers.and speak with scrupulous precision and extreme politeness. The Hanar themselves are known to become vocal if their religious rights appear threatened in any way. Few Hanar are willing to deal with other species. 15 ." The face name is used as a general label for use by strangers and acquaintances.
While religions tried to assimilate this discovery into their doctrine. Without alliances or key political positions. This makes human genetic material useful in biological experiments. although the repercussions from the First Contact War are still being felt. Discovering information on a mass relay orbiting Pluto. with a surviving data cache that proved Protheans had studied Cro-Magnon humans millennia ago. from the planet Earth. the Second Fleet then launched a massive counter-attack. They independently discovered a Prothean data cache on Mars in 2148.Humans pelled them from Shanxi. Once humanity does get a seat. are the newest sentient species of notable size to enter the galactic stage and are hands-down the most rapidly expanding and developing. and the mass relay networks shortly thereafter. opening any mass relays they could find. though they are trade partners with the Turians and Asari. explorers managed to open the Charon Relay and discovered it led to Arcturus. It has been noted that humans are unusual in the galactic community. protect their own interests and have a say in the governing of Citadel space. The conflict caught the attention of the Citadel Council. which wasted no time brokering a peace and stoping hostilities before the crisis could escalate into full scale interplanetary war. a global rush began to decipher the petabytes of data from the outpost. Humans first came to the attention of the galactic community after a brief but intense conflict with the Turians. humans have rapidly risen in prominence. Since then. because they have far greater genetic diversity compared to other species with more peaks and valleys. humans have had to follow the edicts of the Council without having much influence on their decisions. which caught the Turians by surprise and ex- 16 . Human ambassadors have been pushing to induct a human into the Spectres. begun in 2157. as the first step to getting a seat. Unlike many species in Citadel space. As a consequence of the Alliance's swift and decisive action during the First Contact War. humans have no close allies among the other races. humans expanded to other systems. Led by Admiral Kastanie Drescher. With the help of the fledgling Systems Alliance. Human explorers on Mars uncovered a longruined Prothean observation post. 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. as a control. known by humans as the First Contact War. the Council's elite operatives. thus introducing humans to the galactic community. they will be able to influence the Council's rulings. Humans. The Council forced the Turians to pay heavy reparations. the Alliance became the representative and supranational governing body of humanity.
and lent their numbers and military prowess to bring an end to the Rachni Wars (see below). "looking out for number one" is simply a matter of course. eliminating the Krogan numerical advantage. including toxins. Biotic individuals are rare. Krogan characters should have the stamina skill in one of the top three tiers. and they are highly resistant to environmental hazards. after the Rachni were eradicated. close combat and resolve. though those who do possess the talent typically have strong abilities. With the help of the Salarians. Their thick hides are virtually impervious to cuts. The most amazing physiological feature of Krogan biology is the multiple instances of major organs. perhaps excluding intimidation. but due to the overabundance of predators on their home planet. 17 . scrapes or contusions. and overabundance of vicious predators. Krogan typically have few social graces. bodyguards. and should also invest in brawling. ultimately. radiation. and blunt. population. unsympathetic. as Krogan society became more technologically advanced so did their weaponry. This genetic 'infection' dramatically reduced fertility in Krogan females. but actually thrived in the extreme conditions. 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. and governments alike. Many who have left Tuchanka have found employment as professional mercenaries. As such. private armies. In their culture. causing a severe drop in births and. the Krogan were 'uplifted' into galactic society. Unfortunately. a world known for its harsh environments. The Krogan managed to not only survive on their unforgiving homeworld. Ironically. and extreme heat and cold. starting the Krogan Rebellions and forcing the Turians to unleash the genophage. the rapidly-expanding Krogan became a threat to the galaxy in turn. They respect strength and self-reliance and are neither surprised nor offended by treachery. and security enforcers for gangsters.Krogan Krogan have always had a tendency to be selfish. The weak and selfless do not live long. scarce resources.
to protect them from disease or infection if they are injured. The Quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. The most important fact of Quarian biology is their weak immune system. to serve as an efficient source of manual labor. All Quarian characters should take the Aspect "Life seen through a window". the Quarians fled in the Migrant Fleet while the Geth took over their systems. After being refused aid from the Citadel Council. Soon after. all Quarians habitually dress in highly sophisticated enviro-suits. the Council stripped the Quarians of their embassy. when the Geth gradually became sentient. 18 . 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). and quickly develop high EVA and medical skills to protect themselves. Approximately three hundred years ago the Quarians created the Geth. resolve. the Quarians live aboard the Migrant Fleet. this aspect changes to "No substitute for home cooking" or something similar. but they also take ranks in repair. a huge collection of starships that travel as a single fleet. As a result. science and survival. effectively cutting the Quarians out of Citadel politics as a punishment for their actions. Since their homeworld Rannoch was conquered. and favour MicroG combat or energy weapons. However.Quarians Quarians are trained extensively before they leave on their pilgrimge. some take all six. the Quarians have devoted all their skills and resources to preserving their species aboard the Migrant Fleet. and assets and brokerage due to their lack of currency based economics in the Migrant Fleet. Most Quarians focus on two space skills. If they travel on a sterile ship of the Migrant Fleet. the Quarians became terrified of possible consequences and tried to destroy their creations. Ever since. a species of rudimentary artificial intelligences. Quarian characters are generally prohibited from taking stamina due to their fragile immune systems.
and it is generally accepted that they always know more than they are letting on. Salarians are known for their observational capability and non-linear thinking. they no longer had to worry about simply surviving on a dangerous planet with primitive technology. aggressively claiming formerly allied planets as their own. especially the Elcor. but this is not underhanded: they simply embrace the dictum of 'knowledge is power'. and EVA skills to augment their chosen professions. Unfortunately. see the Salarians as manipulators. other species seem sluggish and dull-witted. Salarians often have ranks in intellectual skills such as archaeology. repair. as they did before contact with the Salarians. a biological weapon that effectively sterilized the Krogan resulting in almost all Krogan pregnancies ending in stillbirth. Salarians are currently seen as the premier intelligence and information-gathering arm of the Council. preferring to use cutting-edge technology rather than settle for anything less. To Salarians. Though their military is nothing special. the Salarians are warm-blooded amphibians with a hyperactive metabolism. The peaceful home planet and better technology put less strain on the Krogan as a species. but some races. This manifests as an aptitude for research and espionage. their metabolic speed leaves them with a relatively short lifespan. The Salarians provided the Krogan with advanced technology and a new. combined with their exceedingly high birth rate. Salarians think fast. The Salarians see information gathering and even spying as a matter of course when dealing with other races. 19 . They are constantly experimenting and inventing. using their brokerage. This comparatively easy life. The Salarians also played a significant role in the evolution of the Krogan species. science. Salarian Characters excel at invention. As such they are well respected. spearheaded in the field by Special Tasks Groups (STG). bureaucracy. demolitions.Salarians The second species to join the Citadel. talk fast. Salarians over the age of 40 are a rarity. tranquil home planet (in order to manipulate the Krogan into eradicating the Rachni for the Council). With this in mind. Many Salarians have high alertness informing their decisions. In order to end these "Krogan Rebellions" the Salarians then provided the Turians with the genophage. including a few humans. and move fast. and tactics. and as such are well suited as traders and mercenaries. numbers and energy to spread through Citadel space. allowed the Krogans the time. medical. Also valued are all space based skills.
The fire brigades serve the civilian population as well as military facilities. The corps of engineers builds and maintains spaceports. water purification plants. intimidation. The Turians deployed a Salarian-created biological weapon called the genophage. stamina and survival. It is not just an armed force. Also prominent are bureaucracy. All Turians characters should have at least five skills from the combat and space skill sets reflecting time spent in public service. The Turian military is the center of their society. The merchant marine ensures that all worlds get needed resources. Aspects should also be chosen to reflect their loyalty to the team. It is rare to find one who puts his needs ahead of the group.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. To compensate. oratory. The Turians then filled the peacekeeping niche left by the oncecooperative Krogan. repair. and power stations. so they tend to be poor entrepreneurs. offering protection in exchange for their fiscal expertise. Turians are noted for their strong sense of public service. Every citizen from age 15 to 30 serves the state in some capacity. 20 . demolitions. and eventually gained a Council seat in recognition of their efforts. they accepted the mercantile Volus as a client race. Known for their militaristic and disciplined culture. Turians have a strong inclination toward public service and self-sacrifice. The military police are also the civic police. it is an allencompassing public works organisation. They gained their Council seat after defeating the hostile Krogan for the Council during the 'Krogan Rebellions'. which virtually sterilised the Krogan and sent them into a decline. as anything from a soldier to an administrator. the Turians are the most recent of the Citadel races invited to join the Council. from a construction engineer to a sanitation worker. schools.
only four corporations have been licensed by the Citadel to develop artificial intelligence for research purposes. A virtual intelligence (VI) is a sophisticated program designed to make modern computer systems easier to use.I. an AI is no more than data files. Advocacy groups argue. A VI is Rogue when it no longer does what it is intended or instructed to do. just made with clever programming. Both the Humans and the Elcor make extensive use of VIs in their military endeavours to process status reports. Loading these files into a new blue box will create a new personality. Some VIs have 'personality imprints'. use VI technology to constantly monitor the Biotic's brain waves and adapt the implant's performance to maximise biotic potential. 21 . The newest biotic implants. is a selfaware computing system capable of learning and independent decision making. speech pattern and appearance based on specific individuals. The Quarians were even attempting to make their 'ancestor VIs' (virtual intelligences preserving the wisdom and personality of their ancestors) truly intelligent. Though they appear to be intelligent. as VIs are only utilised to assist the user and process data (although. A lot of armour upgrades use VI enhancements. The Geth serve as a cautionary tale against the dangers of rogue AI. they aren't actually self aware. They argue that continued use of the term "artificial" is institutionalized racism on the part of organic life.Virtual Intelligence and A. Manufacturers of the blue box hardware required for the creation of AIs are also similarly restricted. but not the definition. An AI cannot be transmitted across a communication channel or computer network. to create a kind of virtual immortality. the L4 iteration. like AIs. that an AI is a living. Creation of a conscious AI requires adaptive code. when the Geth rebellion put an end to most of their research into synthetic intelligence. although it is illegal to make VIs based on currently living people. they can still get out of hand). Without its blue box. and a specialized quantum computer called a "blue box". with their behaviour parameters. conscious entity deserving the same rights as organics. a slow. They are not to be confused with artificial intelligences like the Geth. react faster than organics can or—in the case of the Elcor—choose instantly between millions of gambits designed for any combat situation. This is what gives Rogue VI its definition—had the VI simply not worked. however. An Artificial Intelligence (AI). To gain some measure of control over the creation and study of AI. and in Citadel space they are technically illegal. expensive education. the term "synthetic" is considered the politically correct alternative. however. as variations in the quantum hardware and runtime results create unpredictable variations. it would be more broken than rogue.s A VI going ―rogue‖ is akin to software not working correctly—that is in fact the cause. so the onboard computer can optimise the armour‘s combat performance or dispense medi-gel to heal the user.
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. 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. trader or accountant. The Volus have a reputation as traders and merchants. but are also a client race of the Turians. When a clan population grows too large. and most have extensive assets to draw upon. the Volus must wear pressure suits and breathers when dealing with other species. work as some of the best financial advisers in Citadel space. Volus characters should not have any combat skills above tier four. younger members will depart to start a new clan elsewhere. and they have a long history on the Citadel.Volus Vorcha The Volus are an associate race on the Citadel with their own embassy. and their presence is generally seen as a blight. "know your customer's need better than they do". Vorcha who have managed to escape their homeworld have a tendency to occupy uninhabited areas of space stations or larger spaceships. and only two at most. although many have found their way off-world as stowaways on ships visiting their homeworld. They are extremely aggressive. The Vorcha who escaped their hostile homeworld did so by hiding on the ships of space faring races that had the misfortune of visiting their planet. However. Many Vorcha are trained by the Krogan as mercenaries due to their savage nature and adaptability to different environments. they tend not to be very violent. but are unlikely to have much in the way of space skills. Known for their unique biology and aggressive behavior. They hail from Irune. Their inability to provide adequate soldiers for themselves and the Citadel is a primary reason for not yet being inducted into the Council. the Vorcha use combat. The rest of galactic civilization regards them as pests and scavengers. In fact. they have never been invited to join the Council. and many. such as Omega. Because they are not physically adept compared to most species. more militant species. resources. The Vorcha are not themselves a space-faring race. as their default form of communication resulting in their communications being primarily non-verbal. as should some profession such as banking. or even other tribe members. both singly and in groups. As a result. Brokerage should be in the top three tiers. if at all. 22 . Culture/tech skills are part of the business ethos. They are comfortable with bureaucracy. Volus culture is dominated by trade. Their adaptability and resilience allows them to flourish in the dark and dirty corners of the places they end up. both against rivals of their own species and against any alien who stands in their way. which possesses a high-pressure greenhouse atmosphere able to support an ammoniabased biochemistry. Volus must develop EVA skills to keep themselves safe. Like the Quarians. whether it be of land. Vorcha society is built around combat. as do oratory and tactics. Volus mostly make their influence felt through trade and commerce. and can even seem overly-pacifistic and cowardly to other. Because the Volus are not physically adept.
Discovered by the Citadel Council in 2125 CE. A group of Yahg will not cooperate until a single leader has attained dominance through either social maneuvering or brute force. Once the leader is established. two large horns and facial markings on their heads. Their hands each have three fingers which include a thumb. as well as three toes on each foot. and two other fingers. the Yahg possess unrivalled perceptiveness and mental adaptability. A keen sensitivity to movement and light allows the Yahg to easily read the body language of any species. The Yahg also possess a muscular. the defeated Yahg do not hold a grudge and former rivals serve their new superior loyally. the Yahg were unceremoniously barred from interaction with Citadel space after massacring the Council's delegation. 23 . each pair designed to track and predict the movements of prey. They have scaly skin ranging from red to brown. a triangular mouth adorned with sharp teeth. Consummate predators. making it almost impossible to lie to a Yahg. known for their violent and aggressive nature. Yahg have four pairs of eyes. Yahg society is built around a pack mentality. large body standing over a Krogan which provides considerable physical strength and agility.Yahg The Yahg evolved to fill the niche of apex predator on Parnack. The Yahg are a sentient race of towering humanoids native to the world of Parnack.
or oratory. Whilst still prevented from taking Biotic Training. and tactics. if at all. they are by no means the only character concepts allowed. should have only one combat skill at tier five. stamina. 24 . intimidation. I came to the realisation that classes are not all that different from non-human races. Soldiers should have at least three or four combat skills. Such specialised fields leave little time to develop combat skills. They lack advanced combat training. Sentinels are Biotics with Tech training. The weapon and combat specialist.CLASS PACKAGES After a bit of tinkering. They should also take ranks in stamina and resolve. The Biotic specialist. they should not have more than three combat skills in total and the highest at a tier one lower than their Biotic Training skill. in that to play as a certain class type some skills should be valued over others. The Tech specialist. Vanguards have the Biotic Training skill at rank two or three and their highest combat skill at tier three. Receiving more combat training than Engineers. such as charm. all ranked relatively highly with one in tier one or two. Receiving more combat training than the Adepts. Engineers should have the Tech Training skill in the first or second tier. and should have no ranks in the Biotic Training skill. so don‘t worry too much if you have an idea for a character that doesn‘t seem to fit with any of the classes presented below. but should have ranks in demolitions. Also. Possessing an unusual combination of skills. They lack advanced combat training. whilst there are only six basic classes in the game. Their apex skill should be non-technical in nature to reflect their dedication to Biotic and Tech Talents. Infiltrators have the Tech Training skill at rank two or three and their highest combat skill at tier three. with one of them at tier two and the other at tier three. and as such. with resolve and stamina also valuable. they should not have more than three combat skills in total and the highest at a tier one lower than their Tech Training skill. with the highest combat skill at tier four. Whilst still prevented from taking Tech Training. Adepts should have the Biotic Training skill in the first or second tier. They should have no ranks in Biotic Training or Tech Training. They should also consider taking advantage of the Combat Excellence stunt. The exhaustive requirements of both sets of training skills prevents them from attaining rank one with either. and should have no ranks in the Tech Training skill. They should also take ranks in agility. stealth and tactics. with the highest combat skill at tier four. and their attendant specialisations.
and as a result many Biotics develop their powers with military application in mind. humans who were exposed in utero. stable Biotic talents that are worth training. if a weapon does not have the ―civilian‖ aspect. or who had defective implants. generate protective barriers or restrain enemies. and thus implanted with their Bio-Amps during the Growing Up phase of character creation. The first one we can do with an appropriate Aspect. they aren't always permanent. as it suits the genre and play style from the games. and the last with a new skill. could also have been influenced by their Biotic Powers. there is no real issue with ignoring that particular rule. Bio-Amps are artificial devices used to increase a Biotic's talent in a particular discipline. developed eezo nodules throughout their nervous system. Finally. which is a long. what now? Who knows the character is a Biotic? To whom do they owe the debt of Implants? Are they on the run.usually at puberty . Players who wish to play Biotic characters should be encouraged to take all three changes for their character. about one in ten exposures will result in a person with moderate. Biotics of other species. Biotics were typically discovered at a very young age. The natural electrical impulses in the body can create mass effect fields from these nodules. though not all choose to develop their abilities. This effectively inverts the function of the "Civilian" weapon stunt. such as terminal cancer. All Biotics are sensitive to mass effect fields. or escaped and became mercenaries.NEW SKILLS AND STUNTS Another of Mass Effect's differences is the presence of Biotic and Tech related powers. the Biotic uses a physical gesture to cause the right neurons and eezo nodules to fire and create the desired effect. are individuals who were exposed to dust-form element zero in utero and. The events leading to their Moment of Crisis. or otherwise went rogue. beating the odds. though some left.to use their talents to any useful degree. In extremely rare cases. Once trained. the second with a stunt. entered military service when they reached their Starting Out phase. With Mass Effect being Space Opera in theme. the expensive procedure is performed by the military. This is done using a technique called 'physical mnemonics'. and even if Biotic talents manifest themselves. and are handled a little more freely here than in the original version of the Diaspora rules. but not all. did not manifest Biotic talents. They were also probably raised away from their parents. and the extent of their training are the core concepts we want to integrate. slow process. and many new stunts are described introducing concepts and abilities from the Mass Effect universe to the Diaspora rules format. reducing it to a dump stunt instead of its previous role as an "all-access" stunt. such as humans. Usually. but each Biotic must first be trained. yet 25 . or gainfully employed? Biotics All Asari are natural Biotics from birth. and so on. Weapons are an important aesthetic from the games. Two new skills are introduced to allow characters to access these abilities. there is a risk the eezo will cause medical complications instead. however if they don't there are still stories that can be told about characters who didn't receive training. then outfitted with a surgically implanted amplifier in the brain . The medical risk to their body. Most. a Biotic can generate and control dark energy to move objects. producing the effects seen as Biotic abilities. the quality of their implant. In humans. However. or after being Sidetracked. Appropriate Biotic Aspect Development All phases of generating character aspects are suitable for themed Biotic Aspects. can develop them in puberty through further exposure to element zero. In the core rules. A Biotic has to essentially develop conscious control of their nervous system. then the character needs a Military Grade weapon stunt to utilize it.
and last until the next turn only unless otherwise specified. Some examples are listed below. and place an appropriate Aspect lasting till the characters next turn. such as crates or pieces of furniture. leaving them floating helplessly and vulnerable to attack. an Asari character with Biotic Training skill at 3 needs no Bio-Amp stunt and may choose three effects. Enemies in Stasis also become impervious to damage. Primary powers are those that most Biotics learn first due to the ease at which their effects are manifested. Powers are available at two levels. rendering them helpless when they land. or until another Biotic effect is used. by either launching them away or knocking them over. If the same target is Warped for two consecutive turns. It can also attract objects from the environment. Thus. and so on. this effect is mostly used to keep opponents at a distance. making them more vulnerable to attack. modified by their BioAmp Implant stunt. Warp This effect lowers the armour on a target. Primary and Advanced. This effect conserves the momentum of its target. freezing the target in place and making them unable to attack. as well as dealing damage over time. Advanced powers usually combine effects and require much more skill and fine control to manifest. In game terms. Barrier Using this effect creates a barrier against the skin to protect against energy weapon attacks. Shift an enemy one zone on a successful activation. Lift Using Lift will cause enemies to float helplessly in the air. increasing the damage the enemy takes. Singularity This gravitational power sucks multiple enemies within a radius to a single area. subtract 2 from the effective armour rating of the target for the purposes of their defensive rolls. Place an appropriate Aspect on the target as you would for a maneuver. or until another Biotic effect is used. This effect lasts 3 turns.New Skill: Biotic Training Mass effect fields are difficult to generate and control without training. During character creation. Place an appropriate Aspect on the target zone as you would for a maneuver. add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. and so on. Throw / Pull In combat. When activated. so a charging enemy will rush over the characters heads. Primary Biotic Effects Stasis This effect causes an enemy to be temporarily locked in a mass effect field. a player may choose a number of effects equal to their Biotic Training skill level. a character with Biotic Training skill at 1 with an L3 BioAmp may choose one effect. This effect lasts 2 turns. Place an appropriate Aspect on the target as you would for a maneuver. the Biotic Training skill allows the character to create various effects. any damage to the target generates one additional shift before consequences are applied to represent the damaging nature of the mass effect field. 26 . These effects all require a successful Biotic Training skill roll to activate. When activated.
That target is unable to act next turn and loses the applied aspect at the end of that turn. To use this Effect. they take a full turn move as per the standard rules (Diaspora page 102). 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. as well as Medicine present in the skill pyramid. Higher pass costs must be eroded with shifts as normal. The power employs mass effect fields to biotically attack the target's nervous or synthetic systems. Dominate is an innate Ardat-Yakshi ability that works almost the same as the Tech Talent Hacking. move or reduce any barrier ratings for their current turn in preparation for their attack. 27 . At the end of the move. Next turn. the player makes an attack against the target. After the attack. After the attack. If the target is no longer valid. but on an organic target instead. place manouvers. less one from this Effect. The character applies the effects of the Throw Effect to the target if they have it.Advanced Biotic Effects These effects have prerequisite conditions that must be met for characters to select them as one of their available powers. the target becomes immune to further domination attempts. Charge Prerequisites: one of either Barrier or Throw Effects. the character may make a Close Combat check. the character loses all benefits and must start again. When the character attacks an unprotected organic. There must be multiple enemies present to activate this talent.2 = +1 to defense. Organic life forms attacked with this talent can be subverted for one round to fire on their own allies by messing with their perception. which does not count toward the next use of this Effect. Place a "Dominated" free tag on the target until the player's next turn. This bonus is equal half the character's ranks in the Medicine skill rounded up (rank 1. place manouvers. attuning themselves to their declared target. move or reduce any barrier ratings for their current turn in preparation for their attack. the character is unable to act for one turn. place an "Immobilised and Helpless" aspect on the target. with the exception that they may ignore any border pass costs equal to 1. the character must not attack. and applied to each separate border/barrier. with a +2 bonus for having one of the required Effects (Barrier or Throw) and a +4 bonus for having both. whilst also giving a temporary defensive bonus when the power is used against unprotected organics. rank 5 = +3 to defense). the character must not attack. as well as Close Combat present in the skill pyramid. Reave Prerequisites: Warp Effect. but only on a successful result against their defense. as well as Resolve present in the skill pyramid. and the benefits of the Barrier Effect to themselves if they have it. Dominate Prerequisites: Stasis Effect. or +2 against armoured or synthetic targets. and if the target is still alive. The following round. Next turn. rank 3. To use this Effect.4 = +2 to defense.
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 target who was lifted is immediately subjected to rapid acceleration straight down into the same zone that they were Lifted from. which can only be tagged by other Biotic skill checks. The following effects are applied to all valid targets along that line. The character draws a straight line across the map. The character applies the effects of the Lift Effect to all unshielded targets if they have it. 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. unlike Lift. If the character has 3 or more ranks in science. The player must decide which scope the aspect belongs to at the time they place the aspect. as well as Tactics present in the skill pyramid. and any shifts are dealt to armour first. The character uses Slam like they would use their Biotic Lift ability. and benefits from Science present in the skill pyramid. the character must not use their free move this turn. The target rolls to defend only. unsecured objects (explosive barrels. etc). placing an appropriate aspect on a target. leaving it on the table for the remainder of the turn.Shockwave Prerequisites: one of either Lift or Singularity Effects. allies and electronic systems along the line are all impacted by an expanding explosive Biotic pulse originating from the character. equal to the number of shifts generated. they may instead choose to Slam the target into a nearby wall or object when the Effect resolves. To use this Effect. However. 28 . If the character has 3 or more ranks in the Science skill. New Option: Biotic Combos As an additional option. the target loses all momentum becoming stationary as the ability takes effect. The Shockwave is present until the start of the next turn. instead of the ground. equal to (Tactics Rank -1) zones in length from their position. To use this Effect. NPC's. and the originating character may not use another Biotic Effect until after the end of the next turn. including airborne targets close to the ground. When Slam resolves. All targets take damage if the check exceeded their defense rating. This ability is unable to be used in consecutive turns. and place a "Biotic Shockwave" aspect along the line if they have the Singularity Effect. The character rolls their Biotic Training skill with a +2 bonus for having one of the required Effects (Lift or Singularity) and a +4 bonus for having both. The target must resist an attack equal to the Biotic character's ranks in Biotic Training +2. Slam Prerequisites: requires Lift and one of either Throw or Pull Effects. the character must not use their free move this turn. which otherwise resolves after all other characters have acted.
the character is unable to manifest any Biotic Effects this scene. Asari have no need to augment their innate abilities with a Bio-amp. this is the effective rating of the skill for the remainder of the scene. The character may not take the Biotic Training skill at any level. but must still invest in the Natural Biotic stunt below. L1 Implant Biotics with an L1 implant can manipulate small objects but aren't strong enough to be offensively viable. If raised above 5. this is the effective rating of the skill for the remainder of the scene. because the L1s were implanted after puberty. and can reduce this damage by taking Consequences like normal. while a few are powerful and stable. See the Bio-Amp Manufactures section on page 39 for some sample manufacturers. but suffer discomfort from their implants. the character is unable to manifest any Biotic Effects this scene. but without the associated drawback aspect. cumulatively. Unstable L2 Implant The maximum rating for the Biotic Training Skill is 3. the character begins to take one composure or health track damage for every successful activation. Non-Asari Biotics harness their abilities through training with their implanted Bio-Amp. 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.New Stunt: Bio-Amp Implant Unless your character is an Asari. also determining 29 . some L2s are hardly stronger than an L1. others are strong but unstable. Geth are unable to be Biotics. Natural Biotic (Asari only) As the only known species that are all natural Biotics. Players choose which track they will apply the damage to each time. being a Biotic is an acquired ability. Roll 3DF before each personal combat scene begins and add to the Biotic Training skill rating. If reduced to zero or below. The purpose of this implant was not to develop combat powers. Their implants are almost universally equivalent to current L4 Bio-Amps. New Bio-Amp Implant Stunts the number of Biotic effects the character can manifest. Krogan characters with Bio-Amps are called Battlemasters. A Biotic with this stunt is in debt to somebody due to the expensive and dangerous nature of the surgery. but to save the life of the character. If reduced to zero or below. Stable L2 Implant The maximum rating for the Biotic Training Skill is 4. L2 Implant The results of this implant vary wildly. but assume any drawbacks associated as well if implanted. also determining the number of Biotic effects the character can manifest. Roll 1DF before each personal combat scene begins and add to the Biotic Training skill rating. The effective rating of the Biotic Training skill varies each time the character begins combat. These implants are rated by their efficiency and have associated effects Asari characters also benefit from these stunts. Asari are only restricted by training to the number of Biotic Effects they can produce.
Krogan Biotics older than 300 years of age have the equivalent of L4 implants without the associated aspect. and force police or military personnel to kill them to stop the devastating rampage. this Bio-Amp restricts the maximum rating of the Biotic Training skill to 3. if they could ever be convinced to do so. There are no officially acknowledged side effects. the character's Composure Track is 1 less than normal reflecting the fragile nature of their psyche. before eventually going insane with the agony. 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. There is no restriction to the maximum rating of the Biotic Training skill. this is an L1 or L2 who has undergone extremely dangerous brain surgery to replace their implant with a newer model. L3-R Implant Short for 'L3-retrofit'. with the Krogan organ redundancy and biological fortitude the only reason they don‘t die for many years. stable implant. with many Battlemasters still alive today. although the nature and personality of the Virtual Intelligence is highly variable due to their experimental nature. 30 . 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. Krogan Biotics younger than 300 years of age are slowly dying due to the cancers destroying their bodies. They spend those years in increasing levels of pain. L4 Implant These implants use Biotic amplifiers with inbuilt VI interfaces to allow for monitoring and improved performance. Characters with this stunt permanently have the Aspect "Occasionally distracted by internal dialogue with VI".L3 Implant A good. They may choose one additional Biotic Effect than their Biotic Training skill would allow to reflect their previous abilities.
and must cool down until the end of their next turn. 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. including weapons and armour. Versatile and reliable. reusable industrial plastics. the target's weapon is too hot from the sudden draining to be used immediately. unless otherwise stated below. The amount of energy drained in this manner will never exceed the storage capacity of the character's own gun. All primary Tech Talents last for one turn and must affect targets in the same or an adjacent zone to the character. or the target of elite Special Forces themselves. or offensively by placing a "Suppressed by Tech" aspect on an appropriate target no more than 1 zone away. such as hacking. sensor analysis pack. Energy Drain Sophisticated circuitry allows the user to drain energy from an enemy‘s energy weapon for use in their own. as a combat action (this prevents an opponent using the aspect to your ally‘s disadvantage). and can be used to disrupt Biotics. Due to the highly technical nature of most devices. most common energy weapons. This allows for field repairs and modifications to most standard items. Remove the characters tagged ―Overheated‖ aspect and tag an untagged ―Overheated‖ aspect on an enemy. It is also recommended that they invest in the Computer skill due to its requirement for the advanced Tech Talents. and even starship systems. but a character with training and access to a military grade omni-tool becomes a true threat in a high tech environment. 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. 31 . Electronics New Skill: Tech Training Anyone can play games or watch news clips on their omni-tool. Decryption Used to unlock sealed doors. an omni-tool can be used to analyse and adjust the functionality of most standard equipment. Characters may take a number of Tech Talents equal to the number of ranks they have in the Tech Training skill. They're either elite military. Primary Tech Talents Damping This application of the Military Grade Omni-tool (see below) causes disruptions and suppression of mass effect fields. and minifacturing fabricator. or repair. and even enemy weapons malfunction on command.Omni-tools Omni-tools are multipurpose diagnostic and manufacturing tools used for a variety of battlefield tasks. Systems crash at the blink of their eye. ceramics. and light alloys. 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. The fabrication module can rapidly assemble small three-dimensional objects from common. They are handheld devices that combine a computer microframe. bypass security alarms. preventing them from firing for one turn. as well as the reuse of salvaged equipment. Use this Talent defensively to make Biotic Training checks contested when used on the character or allies in the same zone. it can also be used to augment another character's Computer (space) check. After a successful attack in this manner. decryption. no codes are safe from their access. from a distance.
during combat the character can control a tech drone that draws enemy fire and can electronically stun targets while damaging their shields. or other appropriate point in play. your Hacks to disrupt an artificial or synthetic life form‘s targeting systems are able to be repeated against the same target. as well as their linked Primary talent. the Combat Drone is unavailable until the next refresh phase. Combat Drone Prerequisites: Hacking Talent. as a combat action (this prevents an opponent using the Consequence to your ally‘s disadvantage). 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. NonLethal. The character must have at least one rank in the repair skill to use this talent. This effect lasts 2 turns when activated. The character must have at least one rank in the medicine skill to use this talent. By investing in this talent and the linked Stunt. Penetration 2. 32 . Place a "system rebooting" free tag on the target until the player's next turn. Harm 2. 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. Place a "disoriented and confused" free tag on the target until the player's next turn. Advanced Hacking Prerequisite Talent: Hacking. There must be multiple enemies present to activate this talent.Have-aThing (Combat Drone) Stunt. Place a "targeting malfunction" free tag on the target until the player's next turn. granting a cumulative penalty to alertness checks. Through superior technique or inspired creativity. The character must have at least one rank in the medicine skill to use this talent. 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. Have-a-Thing: Combat Drone Range: 0/1. causing a -2 penalty to alertness checks. 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. the target becomes immune to further overload attempts. 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. and also can also be attempted against lone targets. The following round. the target becomes immune to further hacking attempts.First Aid Used in this way. 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. Jamming Broadcasting a signal that mimics the properties of solar interference. Once destroyed. this talent allows the user to reduce the effectiveness of enemy scanners.
Tech Armour Prerequisites: Hacking Talent. or else immediately end their turn. New Stunt: Military Grade Omni-tool Whilst personal omni-tools are common. 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. Attacks made against the character reduce the bonus by 1 for every shift. mercenaries. excluding the user. the highest capabilities come from having and training with military grade omni-tools. or removed by ablation. which can only be tagged by other Tech Training skill checks. and when neutralised through any means except voluntary deactivation. 33 . or one adjacent zone. all targets within. and make a Tech Talent roll against a difficulty of 2. place a ―Frozen and Immobilized‖ aspect on the zone for one turn. See the Omni-tool Manufacturers section on page 39 for sample manufacturers. Tactical Cloak Prerequisite Talent: Jamming. Target the zone you are in. that zone must make a Stamina check against the number of shifts you rolled. causes a detonation that disrupts the zone the character is in. On a success. This talent is unable to be used in successive turns on the same enemy. When activated. Tech talents can only be used with such an omni-tool due to their specialised nature. 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. This Talent interfaces with the Shields stunt on armour and generates an additional layer of protection when activated. 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. causing Health stress equal to the number of shifts. This talent is unable to be used in successive turns. the weapon detonates. serving member of a military organisation or affiliate. 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. many MG Omni-tools find their way onto the black market and into the hands of criminals. Armour with Shields Stunt. New Option: Tech Combos As an additional option. Your base Jamming duration is extended by one additional turn. Advanced Overload Prerequisite Talent: Overload. absorbed by armour as usual. Target an enemy with a tagged ―Overheated‖ aspect and roll your Tech Talent against a difficulty of 1. boosting the user's shields by +3 until deactivated. Incinerate Prerequisite Talent: Energy Drain.Cryo Blast Prerequisite Talent: Neural Shock. The player must decide which scope the aspect belongs to at the time they place the aspect. Illegal to have without being a current. 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. and others. On a success. Until the aspect expires. All shielded targets in the same zone when the Tech Armour detonates have their ―Shields Down!‖ aspect tagged. and unshielded targets must resist 3 shifts of Composure damage.
but must meet all other prerequisites and possess an appropriate weapon to use them. Characters with this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill. Use of this stunt may not be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. and is not able to be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. the character has an instinctual awareness of the flow of a battle allowing them to better protect themselves in the heat of battle. 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. 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‖. Once per scene. many hours of experience under heavy fire. that is without doing any other action. 34 . and regain their balance and protection. It then immediately activates the free ―Overheated‖ tag on the weapon. 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‖.New Stunt: Combat Excellence Extensive weapon training has opened up many more options in combat for characters who take this stunt. This ability may only be used on a weapon with a minimum range equal to or greater than three zones. the weapon immediately activates the free ―Overheated‖ tag. the player doubles the Harm rating of the weapon for their next turn. Once the shot is taken. Military Grade Immunity (CombatExcellence) Representing many. and no ranks in either Biotic Training or Tech Training skills. Combat Excellence Prerequisites: Energy Weapon skill at Rank 3 or greater. although there are limitations on what is required to take it. this stunt allows the player to double the Harm rating of one of their weapons for one turn. Tactics skill present in the pyramid. Once per scene. The character must meet all requirements to use this stunt. With one round of focus. Characters who are unable to take the Combat Excellence Stunt itself are able to take the individual Abilities as stunts like normal. The character must not do anything for that turn except shoot.
Fortification reinforces armour when struck. You also gain +2 shifts to damage for any attacks until the beginning of your next turn. You may not change out variant ammunition for other variant ammunition without first switching to normal rounds. 35 . As a combat action. allowing them to rejoin the scene. you may change out the ammunition used by your weapon. the character takes enough stress to be Taken Out again. This ability only effects variant ammunition that inflict penalties of -1 or greater to Harm ratings. or the end of the scene occurs. Adrenaline Rush (Combat Excellence) Additional Prerequisite: Alertness and Agility in the skill pyramid. Once per scene. Disruptive Shot (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. You take a penalty to all rolls equal to the consequence rating that was granted for the next round only. You may remove any current variant ammunition for normal rounds. You may continue to pay a FP each round until the end of the scene to continue this effect. Add +1 to the effective harm rating of weapons before applying penalties from the ammunition. Concussive Shot (Combat Excellence) Additional Prerequisite: Science in the skill pyramid. You may spend a Fate Point to confer a +4 bonus to the armour rating granted by your shields until the end of your next turn. The character resumes their Taken Out status and the consequence is removed when any of the following conditions are met: no FP are spent to keep the character active. or replace normal rounds for a variant ammunition type. armour with the Shields stunt. huge bonus through overcharging. Your tinkering has allowed you to reduce the penalties imposed on weapon Harm ratings by variant ammunition. when it then activates the ―Shields are Down!‖ tag on the armour. you may pay a Fate Point to temporarily grant a consequence on an ally that has been Taken Out. Assign an aspect to the temporary consequence as usual. and may be at any rating. As a full round action. granting them more time to refine their actions. Until the ―Overheated‖ aspect is tagged. This consequence is additional to any that the character already possesses. providing a brief.Advanced Combat Excellence Abilities The following advanced Abilities have additional prerequisites that must be met. You may not use this ability in consecutive turns. 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. The finely tuned senses of the user seem to slow down time around them. Advanced applied scientific techniques enable you to replicate the effects of Sledgehammer rounds by spending a Fate Point. you may pay a Fate Point to activate this ability and gain a +3 to your next roll. the weapon has the effect of Sledgehammer rounds in addition to any other effects from other variant ammunition. Fortification (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. Hot-Swap Ammunition (Combat Excellence) Additional Prerequisite: Agility in the skill pyramid. Unity (Combat Excellence) Additional Prerequisite: Resolve and Oratory in skill pyramid.
In this option.PARAGON AND RENEGADE EMULATION In the Mass Effect games. Option 1: Skill Progression To emulate the progression of the character's path towards Paragon and Renegade. Even though he used charm twice last session. as he used it more times than he used Intimidate and more times than he currently has ranks in it. Later in the same session. John's Turian Spectre now has Intimidate 3. If they used either skill the number of times that they have ranks in it. John has the option during the next refresh to promote the Intimidation skill up the skill pyramid as he used it twice. Swapping with his rank 3 Arts skill. If he wants to promote the skill further. the one they should move is the one they used the most out of charm and intimidate. 36 . Now. John's character managed to successfully use his intimidation skills to resolve the hostage situation without it resulting in combat. the character now has Intimidation 3. 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. Swapping with his Arts skill again. A good action will not make up for an evil one. During the next refresh. John's character forces them to keep the deal. characters should take both the charm and intimidation skills at tier five at character creation. To promote either skill further. By threatening to follow through himself if they break the deal with another successful intimidation check. once he promoted it. After an exciting session of combat. before successfully charming the information out of her. His first assignment is to find the location of a smuggler base from an inside source in the cartel. A few sessions later. 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. the Turian manages destroy the smuggler's base whilst saving the informant in the process. but nor will the occasional brutal action significantly damage the reputation of an otherwise upstanding soldier. Arts 2 and Charm 1. John's Turian has been accepted into the ranks of Spectre agents. Sent to recover an important member of the finance ministry. He manages to charm her into revealing the location of the fallback position for the cartel by offering to protect her. and Intimidate with Renegade choices. when the player has the option to promote a skill up the skill pyramid. and they must be used more than the other. John now has the option to promote the Charm skill up the pyramid. Charm is linked with Paragon actions. players are tracked with respect to how they treat other characters in social situations. the new rank of the intimidation skill. He intimidates his way into the club where he is to meet her. then in the refresh phase. he must start counting again. therefore. then he'd have to successfully use it three times. Charm 2. being nice occasionally will not stop people from fearing a killer or remove the reputation of an unsympathetic heel. Here are some examples: John is playing a Turian Spectre candidate character with rank 2 Intimidation and rank 1 Charm. and Arts 1. Mass Effect keeps track of the Paragon and Renegade points on separate scales. During play. he must use intimidate at least three times or charm twice. If they do so.
one Minor (+1). they may choose to spend that +1 Spin bonus to add one to an appropriate Status track. Both tracks start empty at character creation. When a character that has a full Status track gets more Spin. You are able to bank an extra Minor (+1) consequence in addition to the existing three you can bank. but may still be spent as normal instead. The track must be raised to full again before more Consequences can be generated. one Moderate (+2). It is the exceptional events that raise the status of Paragons and Renegades above those of their peers. Increase the Paragon track for good or positive actions that benefit others. Perhaps it is something in your voice. NPCs may also attempt to compel the aspect on the consequence as they would a normal aspect. and are 6 boxes in length. Status Consequences are recorded separately from consequences generated on normal stress tracks. the player can begin to generate Status Consequences for that track. an additional +1 bonus to your action or an ally‘s action that must be used before the beginning of your next turn. and do not count against the maximum number of consequences allowed for stress taken on the original Health. 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. Characters are only able to take three Status Consequences at any one time regardless of which Status track generated them. the other for Renegade status. Composure and Wealth stress tracks. players may take one of the following stunts during character creation. Additionally. The Consequence may be tagged by the player for the rated bonus outside of combat. that Spin cannot be used to raise a Status Track. In Diaspora. self-interest or gossip. one for tracking Paragon status. Status Consequences are rated 2/3/4 instead of 1/2/4. Status consequences are removed from the character once tagged by the player.Option 2: Status Stress Tracks This style of play adds two new Status Stress tracks to each PC character. In the event that the roll generates Spin when a Status Consequence was tagged. You may reduce one Status track to 5 boxes instead of the normal 6. When a track is full. Cult of Personality Others spread words of your deeds and misdeeds far and wide. the effect on you is that you can leverage your status more effectively than others. allowing you to generate Status Consequences sooner than others. and one Severe (+4). 37 . Lasting Reputation Events that you are a part of are particularly memorable for those involved. representing the preceding reputation of the character. the player can choose to generate one Status Consequence. You may only take this stunt once. Whenever a character would generate spin outside of a direct combat situation. or the way your gaze seems to have a particular intensity. Give the Consequence a descriptive Aspect appropriate to the situation and reduce the number of hits on the full Status tack by the chosen consequence rating. Whether it‘s due to admiration or fear. for good or ill. and the Renegade track for conduct that is selfish or callous. This option uses the generation of Spin to increase your Status tracks. beating your opponent in an opposed roll by three or more shifts generates Spin.
and were already as good as dead. Commander Shepard frequently put his thoughts under new lights forcing him to openly consider his beliefs. he has strong Tech Training skills. and that he had a very by-the-book father. including his decision to accept his father's wishes in not taking Spectre training. who was a well known CSec investigator whose mantra was "Do things right or don't do them at all. shown to be able to headshot an enemy under difficult conditions. aka CSec. and being a former C-Sec Investigator. However. culminating in a disasterous situation.SAMPLE CHARACTERS Garrus Vakarian Initial Concept: Garrus Vakarian is a Turian Investigator working on the citadel for Citadel Security." We'll take these for our aspects. and new Spectre. Garrus is forced to admit that he has no proof. also becoming an Investigator. • "Breaks the Rules When He Has To" • "My Commander / Alternate Father Figure" Choosing Skills Garrus is a superior marksman.On Your Own Released from his obligations to others. One of a thousand potential candidates for the Citadel's elite Spectre training. • "Palaven was hot" • "Do it right or don't do it at all" Phase Two .Moment of Crisis Passionate about his job. despite Garrus desperately trying to convince his superiors that the hostages were only going to be used in horrific experiments as test subjects. Garrus is told to drop the investigation. but does have a lead he needs more time to follow. Garrus frequently got into heated arguments with his superiors over his methods. Garrus is now free to do things his way. Using the Choosing Aspects Phase One . 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. He attends the ship's landing craft as an engineer. • "Military Training" • "Father knows best" Phase Three . This fresh perspective frequently contrasts against things his father demanded of him. and also uses his C-Sec issue Omni-tool in an offensive capacity as an Infiltrator. Commander Shepard and the crew of the SSV Normandy. • "More to life than C-Sec" • "Finish the job once started" Phase Five . described as a hot head who still thinks he can change the world and should 38 . Palaven. A fleeing Salarian suspect holding hostages was allowed to escape the citadel in a ship instead of being fired upon and destroyed. as being hot. He displays exceptional weapon skills. Garrus meets the humans assigned to the case.Starting Out Garrus entered the Turian military at the age of 15 like all young Turians do at that age.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. Garrus begins to become disillusioned with the abundance of restrictions and regulations C-Sec agents must enforce. as he despised the freedoms the Spectres had in working around and ignoring the rules he had spent a lifetime enforcing. Denied. • "Idealistic and Hot Headed" • "The one that got away" Phase Four . He does refer to the world of his birth.Growing Up Not a lot is known of Garrus' past from the game. have more respect for the law. Garrus' father intervened to prevent him going. Garrus later left the military and followed in his father's footsteps by joining C-Sec himself. Under extreme time pressure. Due to his military training.
and head of the SSV Normandy's Marine detail. so I stuck close to them.Moment of Crisis Realising their mistakes. By taking the Tech Training skill. This represents Garrus' commitment to finish a job once started. The Citadel). Decryption. scarred from his childhood training. Kaidan's mother was exposed to Element Zero dust after a transport crash in Singapore. • "Training caused super men and/or wrecks" • "Don't you touch her!" Phase Three . with Damping. Overload. and First Aid Tech Talents. he aghast 39 . The fourth is another mild Consequence. Kaidan and his friend drifted apart. Conatix quietly shut down the program and had the records sealed. Resolve(track). • "Proud family history of Military Service" • "Whisked away from family to 'Brain Camp'" Phase Two . breaking the trainer's neck. conducted at Gagarin Station and nicknamed 'Brain Camp' by the children sent there. Engineering(space). • Resilient: The player may use four Consequences instead of three. and Kaidan's retorts singled him out for punishing lessons. Choosing Aspects Phase One . Vehicle Garrus has a combination of five combat and space skills like most Turians. The Mass Effect game gives us a few guidelines on the priority and types of Talents Garrus possesses. Intimidation. 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. Tactics • Rank 2: Gunnery(space). Kaidan immediately jumped to the rescue of his closest friend and lost it. other skills as befit a military background. He beat the odds of getting cancer and was identified by Conatix Industries as a potential candidate for their Biotic Acclimation and Temperance Training. Choosing Stunts • MG Omni-tool: Garrus retains his MG Omnitool when he leaves C-Sec.Racial Background and Class Package options as guides. unleashing a full Biotic charge. Tech Training • Rank 3: Agility. Medicine.Growing Up The son of a serving Alliance military man. 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. no matter the cost.Starting Out Attempting to accelerate the training. we now have to choose some Tech Talents as part of the stunts. I picked Garrus' skills as follows: • Rank 5: Energy Weapons(combat) • Rank 4: Computer(space). Electronics. and the guts to do things his way. • MG Tech Training: Working so long as an Infiltrator has given Garrus time to learn one additional Tech Talent. Stealth • Rank 1: Culture/Tech(Turian Hierarchy. Brawling(combat). a veteran of the First Contact war between humans and Turians. Repair. Conatix hired an ex-military Turian. The Turian used aggressive and provocative tactics.
Sidetracked Serving in the human Systems Alliance military. and she fearful that he would lose control again. Distracting and occasionally debilitating migraines from his implants served to spur Kaidan to push his nonBiotic abilities further. and Throw. He trained extensively with Omni-tools. Medicine Forced to his limits and beyond. Stamina(track). he also has the skills to function on the ship he serves on. Dropping off the radar awhile. Tech Training • Rank 2: Agility. By having both Biotic Training and Tech Training skills. Lift. Kaiden focused on other ways of being useful without necessarily using his Biotic powers. and First Aid. be in control" • "There's got to be another way" Phase Four . Energy Weaons(combat). and give him an edge if he is to pay back the Geth for his friend's death. he attempted to figure out what to do with his life. Stealth • Rank 3: Alertness. Keeping his squads alive through alternatives to open firefights. Receiving several commendations for his actions. EVA. Kaidan has extraordinary staying power for a human. as he is familiar with Decryption. • "Alliance Marines . Choosing Stunts • Stable L2 Biotic Implant: Kaidan has taken his Biotic skills as far as they can go. Kaiden has added the Medicine Talent to his Tech Training options. as his father did before him. • "Be cautious. • MG Omni-tool: Kaidan has a few surprises up his sleeve for those expecting Biotic attacks. and learnt how to keep his squad alive through the tough missions. • MG Tech Training: Always searching for ways to keep his squad alive. and has trained to use a military grade Omnitool to keep his squad alive.Ooh Rah!" • "Implant Migraines" Phase Five . He knows Barrier. Turian Hierarchy).On Your Own After being saved by his new First officer. Kaidan rose through the ranks eventually being assigned to the prestigious post on the SSV Normandy as head of its Marine detail. • "The Geth must pay!" • "Biotics give me an edge" Choosing Skills Kaidan has a range of useful Biotic effects. before deciding to return to the Alliance and join the military. I picked his skills as follows: • Rank 5: Resolve(track) • Rank 4: Biotic Training. Tracks • Health: OOO O • Composure: OOO OOO • Wealth: OOO 40 . Stasis. Kaidan stayed on when the commander was inducted into the ranks of the Citadel Council's Spectres.at what he was capable of. Electronics. and rolls 1DF and adds 4 before each personal combat scene to determine his current effective skill level. Computer(space). Refusing the risky surgery to upgrade his L2 implant. we now need to pick his Biotic Effects and Tech Talents. Commander Shepard. Communications(space). Tactics • Rank 1: Culture/Tech(Systems Alliance. Discussions with Commander Shepard have made Kaidan realise that his Biotic powers are important to keep up. Kaidan explored alternatives to using his Biotic powers. Demolitions. sought ways of completing missions without raising alarm. from a Geth attack that killed his best friend. Using the Racial Background and Class Package options as guides.
by the first human Spectre. After Shepard reveals the information gained from a Prothean Beacon that transmits information directly into the brain of the recipient. Deciding to avoid the issue altogether. Liara also has exceptional Biotic abilities and other technical skills.On Your Own Peeling back the mystery. she is initially jealous that her decades of research seem to have been for nothing.Sidetracked She is discovered. Liara began studying what little was known about the last great space-faring race before the Asari. Liara begins to feel the pull of attraction towards her new commander. and has spent a significant part of her 107years-young life in pursuit of answers to the Prothean riddle. due to the almost entire lack of actual ruins to investigate. but look at that over there!" Choosing Skills A pre-eminent Archaeologist.Moment of Crisis Spending much of her time alone on strange and often dangerous planets. a great insult among contemporary Asari. are the only way to help Shepard to interpret the vision.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 her ability to meld using Biotics. The results of such unions are occasionally referred to as "purebloods". • "My Mother the politician" • "Feared Pureblood shame" Phase Two . Liara has no idea who her father is. • "Fascinated by Commander Shepard" • "We Must Save the Galaxy. but evidence is anecdotal. slavers and other dregs of the galaxy. however. Science Choosing Aspects Phase One . Using the Racial Background and Class Package options as guides. With all this unexpected time spent with the team. one Commander Shepard. so it's considered wasteful for Asari to reproduce together. Liara has honed her natural Biotic abilities to protect herself from pirates. • "Escape the present" • "Obsessive about Protheans" Phase Three .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. • "I miss working alone" • "Time to grow up and be part of the team" Phase Five . and joins the squad to help in the upcoming battles. They frown upon intra-species conception. • "Think. She chose a career in archaeology to escape the pressures of being the daughter of such a prominent figure. I picked Liara's skills as follows: • Rank 5: Archaeology • Rank 4: Biotic Training.Growing Up Daughter of prominent politician Matriarch Benezia. and relishes the time spent getting to know each other. an ancient Prothean defence that she triggered by accident. Liara and the crew of the SSV Normandy realise the extent of the danger facing the galaxy with the return of the Reapers. since genetic traits and cultural insight is gained from mating outside their species. Liara earned her Doctorate and has become the foremost authority on Prothean ruins. Liara. She eventually uncovers a major discovery before she is attacked and trapped in some sort of energy bubble. Raised alone by her mother. she has very little practical knowledge about them to go on. Asari believe that their offspring acquire the best qualities of the "father" from the melded genes. which in the current cultural times is considered taboo. the Protheans. She begins to calm down when she realises that her expertise. 41 . Think!" • "What does this button do?" Phase Four . Liara suspects that "he" was another Asari. and then rescued from the newly rampant Geth.
• 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.
and Warp effects. adding +2 penetration to Brawling attacks. Animal Handling. This emulates the Krogan biological redundancy. He has the words to diffuse a situation. Survival. Tactics • Rank 1 Skills: Agility. and the four quads to see it through. Equivilent to a current L4 generation BioAmp without the VI interface. Using the Racial Background and Class Package options as guides. Alertness. Close Combat. • Lucky: player uses the Consequence progression 2/3/4 instead of the usual 1/2/4. it grants Wrex the Barrier. Mercenary Groups). Choosing Stunts • Krogan Battlemaster: His Biotic amp was implanted before the Krogan Rebellions. and +1 to Brawling rolls in defense. Profession (Mercenary) • Rank 3 Skills: Brawling. or incite one. Oratory Wrex has excellent combat skills. Stasis. Resolve(track). Throw. Energy Weapons • Rank 2 Skills: Intimidation. • Military Grade Brawling: used to represent a lifetime of mercenary work. but better Biotic skills. Tracks • Health: OOO OOO • Composure: OOO O • Wealth: OOO 45 . The blood of a thousand battles runs through his two hearts and four lungs. Culture/Tech (Krogans. I picked his skills as follows: • Rank 5 Skill: Stamina(track) • Rank 4 Skills: Biotic Training.Choosing Skills Wrex is a combat powerhouse with the brains and Biotics to put them to effective use. This applies to Consequences mitigating hits to any track.
Cost 1bp. Cost -1bp. Note 1: Due to the Rechargeable (Diaspora page 234) and Thermal Clip stunts being functionally identical. naming conventions should be considered. Here‘s a brief set of guidelines to help you design your own. Cost 1bp. and keep some consistency as the table creates their own weapons. Time for some fun with equipment. I decided to have all weapon and armour gear at T3 across the board. Advanced Optics2 Transfer Aspect. we have a pretty good idea of the expected differences between different types of weapons. shotguns should have a range of 0/2 and take the Limited Range stunt.Personal Combat Mini-Game Changes WEAPON TYPES To aid narration. Assault Rifles Awkward at close range. Sub-Machine Guns Designed for rapid fire. They should not have much penetration power. They should have the Dispersed Fire and High Capacity stunts. offset by their clip size and rate of fire. Cost -1bp. They benefit from both the Double Tap and Advanced Optics stunts. A high penetration is valuable. They benefit from the Dispersed Fire. Double Tap and High Recoil stunts are all appropriate. Pistols Designed for use over short to middle distances. Double Tap. Both Barrels/Double Tap Transfer Aspect. Limited Range2 Transfer Aspect. and Advanced Optics stunts. it is not recommended to have both stunts on the same weapon Note 2: Advanced Optics and Limited Range are incompatible stunts. and a low penetration of 1 or 2. which then clears at the end of the players next turn. this weapon is unable to be used for ranges other than those specified. sniper rifles should not have a minimum range below 3. Sniper Rifles The ultimate long range weapon. SMGs often have similar ranges to pistols (0/2). Shotguns The ultimate close range weapon. Clears at the beginning of the player‘s next turn unless otherwise affected by another stunt or mod. assault rifles should have a range of 1/3. "Overheated" tag must be free to use this stunt. Thermal Clip1 Weapon has the aspect "Overheated" which may be compelled to prevent firing. generally have low accuracy and damage per shot. pistols should have a range of 0/2. EQUIPMENT In creating the gear below. but the Both Barrels and Dispersed Fire stunts should be considered. allows weapon to be fired with a reduced penalty for firing inside its minimum or outside its maximum range. doubles Harm rating of the weapon for the next shot only and tags "Overheated" from Thermal Clip Aspect. New T3+ Energy Weapon Stunts The following stunts may be taken on any energy weapon unless noted below. and cannot both be placed on the same weapon. and that all weapons should take the Thermal Clip stunt. 46 . Penalty reduced from -2 to -1. After all. and the Advanced Optics. I began by deciding at what level to set for the purposes of equipment design.
Manufacturer: Elanus Risk Control Equipment: Banshee class Assault Rifle Stats: Range: 1/3 Harm: 4 Penetration: 2 Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip Cost: 4 Standard issue to Turian military personnel.Sample Weapons Manufacturer: Hahne-Kedar Equipment: Kessler class Pistol Stats: Range: 0/2 Harm: 3 Penetration: 1 Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip Civilian (Makes the weapon available to those without the Military-grade Stunt for energy weapons) Cost: 3 This is your basic mass effect driven pistol. This shotgun has been rigged to take an extra shot for massive damage at the expense of immediately requiring cool down time. this is a basic assault rifle. applying its offensive roll to each target in a zone. and is available extensively.) Thermal Clip Advanced Optics Cost: 4 The weapon of choice for fire-support missions. 47 . Manufacturer: Haliat Armoury Equipment: Equalizer class Sniper Rifle Stats: Range: 3/5 Harm: 4 Penetration: 3 Aspects: High Recoil (can only be fired every other round unless the firer is prone. Cannot be Civilian) Both Barrels Limited Range Cost: 4 Cerberus produce their own hardware for black-ops wetwork. this is a typical sniper rifle with advanced optics reducing the penalties for firing inside and outside it's designated ranges. Manufacturer: 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.
48 . but rarely differs substantially from other weapons of the same type. Instead. Note 2: See the Spectre Gear Options section on page 49. but may be retrieved from defeated Geth. 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. Sample Weapon Manufacturers Assault Rifles Tsunami Crossfire Terminator Gorgon Raptor Banshee Pulse Lancer Diamond Back Thunder Torrent Breaker Kovalyov Avenger HMWA Basic HMWA Adv HMWA Master Pistols Raikou Brawler Judgement Harpy Stinger Striker Kessler Stiletto Pinnacle Razer Karpov Edge HMWP Basic HMWP Adv HMWP Master Sniper Rifles Naginata Punisher Lightning Strike Titan Striker Hammer Sniper Rifle Avenger Python Equalizer Helix Harpoon Volkov Reaper HMWSR Basic HMWSR Adv HMWSR Master Shotguns Katana Avalanche Executioner Hydra Firestorm Hurricane Shotgun Storm Viper Tornado Savage Armageddon Sokolov Scimitar HMWSG Basic HMWSG Adv HMWSG Master Note 1: Geth Armoury weapons are never available for purchase. but for gaming purposes there is little need to differentiate one manufacturer from another due to the variability of weapons able to be created with the Manufacturer Ariake Technologies Armax Arsenal Batarian State Arms Cerberus Skunkworks Devlon Industries Elanus Risk Control Services Geth Armoury1 Hahne-Kedar Hahne-Kedar Shadow Works Haliat Armoury Jormangund Technology Kassa Fabrication Rosenkov Materials Elkoss Combine Spectre Gear2 Spectre Gear2 Spectre Gear2 energy weapon creation rules on page 233 of the Diaspora rulebook.Weapon Manufacturers There are a large number of weapon producers in the Mass Effect setting. This weaponry is always in demand for research purposes.
Spectres may authorise squadmates to purchase and use such gear. Advanced Spectre Bio-Amps augment two Effect variables. This may be a further +1 bonus to the effective armour defense rating of the character. an additional -1 penalty to the armour defense rating of an enemy. This may be a further +1 increase to a skill bonus. one additional zone able to be reached by a talent. and Master Spectre weapons are built with a +2bp bonus. Basic Spectre Bio-Amps augment one Effect numerical value. or extending the effect by one additional turn.Spectre Gear Options High tech Spectre gear is very distinctive and fabricated by a variety of manufactures. Alternatively. Advanced Spectre gear costs 6. Duration based effects must cool down between uses by one turn per increase. and Master Spectre gear costs 7. Advanced Spectre Omni-tools augment two Talent variables. Some examples are below: 49 . and Master Spectre Omni-tools augment three Talent variables. There are no Spectre armour manufacturers. and cannot be changed afterward. lasting 4 turns or until another Biotic effect is used. and Master Spectre Bio-Amps augment three Effect variables. Bio-Amps Spectre-grade Bio-Amps increase the numerical values of known Biotic Effects. for use solely by the Citadel Council‘s elite Spectre units. lasting 3 turns or until another Biotic effect is used. Tracking down unauthorised shipments of such gear is a good mission for a team of rookie Spectres. they can choose to add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. They can choose to add 3 Omni-tools Spectre-grade Omni-tools increase the numerical values of known Tech Talents. Costs Basic Spectre gear costs 5. so there is no Spectre rated armour available for purchase. The changes to Biotic Effect variables must be chosen when the Spectre rated Bio-Amp is purchased. but any nonauthorised users will be tracked down by other Spectre agents for item retrieval. 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. Creation Basic Spectre weapons should be created with a +1bp bonus. or an extension by one additional turn of an effect. For example: A character that knows the BarrierBiotic Effect with a HMBA Basic Bio-Amp has two choices. Basic Spectre Omni-tools augment one Talent numerical value. an additional -1 penalty to enemy skill checks. to the effective armour of the character for the purposes of the defense roll against energy weapons. Advanced Spectre weapons also have a +1bp bonus and have the Advanced Optics stunt for free.
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. Alternatively. and not augment any other known Talent. and place a "disoriented and confused" free tag on a target for three turns instead of the usual one turn. character histories. Bribery. blackmail. and corruption are all viable tactics for underhanded characters to use. there are other ways of obtaining these items. Bio-Amp and Omni-tool Manufacturers In the highly competitive Bio-Amp and Omnitool markets. 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. Use the lists below to inspire aspects. Characters that knows both the Hacking and Overload Tech Talents with a HMOT Advanced Omni-tool can place a "targeting malfunction" free tag on a target for its next two turns instead of the usual one turn. instead of the standard +1 bonus. a character that knows the Neural Shock Tech Talent with a HMOT Advanced Omni-tool may instead choose boost the effect by two. and all lead to potentially interesting stories of obligation and debt. theft. Whilst such advanced gear would seem to favour characters with a high assets skill rank. The changes to Tech Talent variables must be chosen when the Spectre rated Omni-tool is purchased. and cannot be changed afterward. The character must now wait two turns after using this Talent before being able to use it again. there are plenty of corporations out there to choose from. 50 . or place a "system rebooting" free tag on a target for its next two turns instead of the usual one turn. infiltrating manufacturers warehouses. or to assist in narration. Both of these Talents now require one turn of cool-down between uses of the same Talent. being hunted. and the place of law and order in the galaxy.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.
confers the taggable aspect "Taking Cover!". Cost -1bp. Anytime the ―Out of Juice‖ aspect from the powered armour stunt is tagged. using a mass effect field to protect the wearer. 51 . 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. If available. Recharge Booster Transfer Aspect. but cannot be spent on the same turn that "Shields are Down!" has been tagged. ―Out of Juice‖ taggable aspect) Servos (removes agility penalty) Sensors (Alertness checks at +1) Shields Recharge Booster Cost: 4 An example of Turian standard light military armour. Transfer Aspect. Provides a +2 bonus to agility checks. they gain a further +2 bonus on their armour the turn after "Taking Cover!" was tagged. doing so clears the "Shields are Down!" tag automatically at the cost of having no movement actions at all for the turn. Cost 1bp. armour with this aspect confers a taggable aspect "Shields are Down!" which may be compelled for a -2 to Armour defense. Shields require spending a fate point to recharge. the benefit of this stunt is also negated. but until they do. Booster Power Pack Transfer Aspect. Requires the "Shields" stunt also. Cannot be tagged unless "Shields are Down!" has been tagged or if the character has already moved this turn. this stunt provides more energy to run any systems that draw their power from the armour.New T3+ Powered Armour Stunts The following stunts require the "Powered Armour" stunt as a prerequisite. Cost 1bp. "Taking Cover!" is cleared when the character moves.
Armour Manufacturers Not all armour manufacturers produce a line of armour that is suitable for all body shapes. Manufacturer1. and is here purely for reference and inspiration for aspects or plots. Instead.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. such as ―Life saved by my Guardian armour‖ or ―Go anywhere in an Explorer suit‖. and are not available to other races. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. will manufacture for all races. like Devlon Industries. use this table as inspiration to describe or inspire character aspects. and Hanar all produce their own armour. Some. 52 . Elcor. 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. whereas others like the Serrice Council produce solely for one race.
High Explosive Rounds Designed to shred flesh and other organic matter. 1dF zones away (yes. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. activates the weapon's "Overheated" tag and extends it for one additional round. high explosive rounds have one major drawback: a massive increase in weapon overheating. these rounds are particularly effective against synthetic targets. and places a free taggable aspect "Massive Fireball!" on the target until the player's next turn.) • if used in two successive rounds. Ammunition must be purchased separately from weapons.capable of snap-freezing impacted objects. • +1 Harm to targets with a 0 armour defense rating. • causes 2 additional shifts on a successful hit. They are similar in construction to hollow point rounds. and provide +2 shifts if tagged by another player who successfully hits. All variant ammunition costs 3 to purchase. • If installed on a weapon with a maximum range not exceeding 2. Chemical Rounds Designed to detonate on impact. +2 Pen to targets with an uncompelled Shields stunt. removes the Thermal Clip stunt. With nine different ammo types. • -1 Harm. places a free taggable aspect "Massive Fireball!" around the target.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. • -1 Penetration to targets with an armour defense rating greater than or equal to 2. Armour Piercing Rounds Specifically designed to puncture metal. these rounds are coated with a highly toxic compound. 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. these rounds are particularly effective against living targets. 53 . Popular with pirates.a mass of super-cooled subatomic particles . and can only be installed or removed from the weapon during the refresh phase of the game. • Harm of the weapon is reduced to 0. this could mean back in the attacking character's zone. • on an unsuccessful attack. criminals and mercenaries. • +1 Harm and +1 Penetration to synthetic targets such as the Geth. there's plenty of opportunity for customisation.
Harm 4. inducing low levels of radiation sickness in targets. Sledgehammer Rounds These rounds hit with incredible force. knocks the target over and confers the free taggable aspect "Knocked prone". causes +1 shift to all subsequent successful attacks against target until player's next turn. which is greater than maximum of 2 zones required for the ability to take effect. if Cryo Rounds were installed into the sample Assault rifle listed on page 31 (Range 1/3. usually one that occurs between scenes. 54 . • +1 Harm to targets with one or both Biotic Training and Tech Training skills. Phasic Rounds Instead of projectiles. This sickness makes it more difficult for Biotic or Tech abilities to be deployed. as due to their Dispersed Fire stunt. • -2 Harm. This makes them perfect for shotguns. +3 Penetration to targets with an uncompelled Shield aspect "Shields are Down!" • -2 Harm to targets without the shields stunt. upgraded weapons release charged particle bolts that can bypass kinetic barrier shields. a weapon's Harm and Penetration are as per listed normally for the weapon. • on a successful hit. then it would have an effective Harm of 3 and a Penetration of 4 against targets with the Shield stunt on their armour. • extends the "Overheated" tag for one additional turn after being compelled. However. or disappears after a short rest. This consequence can be removed by a character with the First Aid Tech Talent. the actual damage done to the target is typically less than what's done by a standard round. Raise all target difficulty levels by 2 for Biotic Training and Tech Training skills in characters who currently have the "Radiation Poisoning" consequence. It would have its base stats against any other target. Thermal Clip). • A character who has taken damage from Radioactive rounds also gains the Mild consequence "Radiation Poisoning". For example. Penetration 2. • on a successful hit. and would not remove the Thermal Clip aspect as the maximum range of the weapon is 3 zones. or with a tagged Shield aspect "Shields are Down!" These rounds are stamped with a minuscule amount of radioactive material. Low Recoil. knocking opponents completely off their feet. a hit will place the tag on all targeted enemies.Incendiary Rounds Radioactive Rounds Incendiary rounds are powerful rounds that can melt or burn through nearly any known substance. For situations not discussed in the details of the Ammunition stunts.
Frictionless Materials Increases the damage of the weapon at a cost of increased recoil. High Caliber Barrel New Weapon Mods Combat Scanner Designed to interface with the Sensor packages installed on powered armour. • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. For example. Improved Heat Sink Improves the thermal efficiency of the weapon at the cost of reduced accuracy. if it would normally clear at the beginning of their next turn. it instead clears at the end of the players current turn. • Replaces "Low Recoil" aspect with "High Recoil" aspect (weapon can only be fired every other round unless the firer is prone). Agility checks now at -3 if no "Servo" stunt on armour. the player rolls 1dF. If weapon and armour are separated. and cannot be applied to weapons with the "Civilian" aspect. Kinetic Coil Frictionless Materials give rounds more power at impact. • +2 to Penetration. this mod ceases to provide its bonuses and penalties. Combat Scanners increase the chance of detecting enemies. This comes at a cost of decreasing the agility bonus as the Combat Sensor draws off some of the power intended to run the armour servos. • After every turn in which the weapon is fired. Weapons can only accept two Weapon Mods at any time. • -1 to Agility checks. All weapon mods cost 3 to purchase. Stacks with Alertness bonus from Powered Armour "Sensors" aspect. Weapon Mods must be purchased separately from weapons. • +1 to Alertness when operated by an individual in powered armour. Users already prone still receive the free taggable aspect. • -1 to Harm. • +4 to Penetration. When you want to get that edge back. • Cost of this mod is 4. and can be installed or removed from the weapon during the refresh phase of the game. that's when you need to go and upgrade your guns. This allows it to be compelled again before the player's next turn. This mod increases projectile acceleration for improved penetration but causes a high chance of knocking the user prone. On anything other than a +1 result the weapon automatically knocks the user over and confers the free taggable aspect "Knocked prone". this mod cannot be applied. and must be installed on higher quality weapons. If "High Recoil" is already present. variant ammunition isn't enough to give you an edge over your enemies. • +2 to Harm. 55 .New T3+ Energy Weapon Modifications Sometimes. They are more expensive to obtain than other weapon mods.
• Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. Armour Plating This prototype upgrade greatly increases damage. • +3 to Harm. and each armour can be modified to take a maximum of two Armour Mods. the player rolls 1dF. such as Cryo Rounds or the Improved Heat Sink weapon mod.Kinetic Stabiliser New T3+ Powered Armour Modifications With all those lethal variant ammunition and weapon mods out there. 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. Advanced VI functionality reduces weapon kickback to improve accuracy. and which may be compelled for all sorts of scene effects. increasing their effectiveness. • Armour gains the "Very Heavy" aspect. Recoil Damper Ablative Coating Reduces kickback to improve accuracy at the cost of decreased power. but causes a greater chance of weapon overheating. Hardened ceramic plates can be applied to body armour suits. it‘s a good thing that there are plenty of Armour Mods out there to increase the protection you receive. • Confers the free taggable aspect "Cracked Plates" which may only tagged after the first turn of combat. • -1 to Harm. Scram Rail Ablative coating is designed to chip away when impacted. resistance to weapons force and resistance to Biotic and tech attacks. negating the benefits of the "Lightweight" aspect. • Any shifts generated against the armour reduces the bonus by 1 for every two shifts. • . • +1 to Harm. redirecting the energy of incoming projectiles away from the body. All Armour Mods cost 3 to purchase unless otherwise stated. element zero microcores and firewall technology to give the wearer brute strength. • +4 bonus to Defense rating of armour. • -1 to Harm. until the bonus is reduced to a minimum of +0 for the remainder of the scene. this mod cannot be applied. it now becomes more difficult to move due to its awkwardness. Rail Extension New Armour Mods Modifies the length of the barrel to increase damage. These mods may only be installed or removed from the armour during the refresh phase of the game. Comes at a cost of reduced power. Combat Exoskeleton This prototype armour upgrade combines mechanical augmentation. • Replaces "High Recoil" aspect with "Low Recoil" aspect.1 to Agility checks. All mods require the aspect "Powered Armour" to be installed. 56 . • After every turn in which the weapon is fired. If "Low Recoil" is already present. • +2 bonus to Defense rating of Armour. This effect overrides any benefit that improves a weapon‘s Thermal Clip aspect.
• This armour costs 4 to purchase. • -1 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. Exoskeleton • +4 bonus to Defense rating of armour. and counts as two Armour mods. this armour provides maximum protection for the user. • Grants a +2 bonus to Close Combat checks. Energised Plating Mechanical augmentation increases the brute strength of the wearer. Designed for heavy combat use. • +6 bonus to Defense rating of armour.Biotic Effects and Tech Talents. • -2 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +4. • 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). Energized Weave Microprocessors wired into a combat suit can monitor vital functions and release small. • Confers the free taggable aspect "Power Glitches" which may be compelled to remove the Defense bonus and remove the agility penalty. • -2 to Agility checks as the mod draws power from the system intended for the servos. First Aid Interface A prototype upgrade designed specifically for heavy combat use. Hardened Weave A prototype armour with a complex filament network of element zero microcores combined with advanced firewall technology provides protection against both Biotic and tech attacks. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +2. and counts as two Armour mods. and also remove the Defense and agility penalties. • -2 to Agility checks as the mod draws power from the system intended for the servos. it provides maximum protection for the user. • This armour costs 4 to purchase. • Confers the free taggable aspect "Power Glitches" which may be compelled to remove the bonus against A complex filament network of element zero microcores combined with advanced firewall technology provides protection against both Biotic and tech attacks. • This armour costs 4 to purchase. allowing them to deliver powerful blows when rifle butting or pistol whipping opponents. localised doses of medi-gel to accelerate the healing process. 57 .
• +2 Shield bonus to the Defense rating of the armour. and counts as two Armour mods. combat suits rely on capacitors to store energy from a generator. and counts as two Armour mods. • Any time the "Shields are Down!" tag is activated.Kinetic Buffer (this prevents an opponent using the Consequence to your disadvantage). the shield bonus from this mod is also negated. • This very bulky armour mod decreases the power available to run other systems. Medical Interface This mod draws on the user's stamina to boost their agility. causing a -2 to Agility checks. • -1 to Stamina checks (this does not confer any changes to the Health stress track). The greater the capacitor storage. • This armour costs 4 to purchase. • +3 to Defense rating of armour. Requires the Shield aspect on the armour to be installed. maximising healing and minimising recovery times for the user. the shield bonus from this mod is also negated. • The armour disables the first two free tags gained from the Health stress track of the wearer as combat actions To generate kinetic barriers. • +1 to agility checks. • Chemical rounds are unable to confer the "Toxic Shock" aspect. • 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. 58 . • Confers the free taggable aspect "Servo Lockup" which may be compelled to prevent the user from applying any manouver aspects on the scene. Requires the Shield aspect on the armour to be installed. • 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 Agility checks. • +2 Shield bonus to Defense rating of armour. the more potent the barrier. • This armour costs 4 to purchase. causing a -1 to Agility checks. Kinetic Exoskeleton This prototype armour upgrade combines multiple Technologies to improve shield regeneration and maximize the wearer's physical abilities and athletic prowess. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. • This bulky armour mod decreases the power available to run other systems. Medical Exoskeleton Specialised microprocessors wired into a combat suit monitor vital functions and release small. localised doses of medigel to accelerate the healing process. This interface also provides resistance to toxic attacks. Shield Battery A prototype upgrade combining numerous advanced medical technologies to monitor and regulate all vital systems. • Any time the "Shields are Down!" tag is activated.
Here's a look at some of the possibilities. Tali chose this brand of pistol due to the manufacturer‘s experience dealing with environmental extremes. The prototype armour mods provide some of the better bonuses. • Aspects on the scene relating to environmental effects are unable to be tagged against the user of this armour mod. • 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. Tali'Zorah's Pistol Manufacturer: Devlon Industries Equipment: Stinger class Pistol Base Stats: • Range: 0/2 • Harm: 4 • Penetration: 1 Aspects: • Low Recoil • Thermal Clip Cryo Rounds: • -1 Harm. and that penetrating those shields is paramount. Cryo Rounds 3. +2 Penetration to targets with an uncompelled Shields stunt. Costs: Pistol 4. Armour equipped with stim packs releases targeted shots of adrenaline to speed up recovery and recharge times. 59 .Stimulant Pack Advanced Gear All weapon and armour gear starts at T3 across the board. Relying primarily on her Tech Training. May not be compelled two turns in a row. 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. • If installed on a weapon with a maximum range not exceeding 2. and become unreliable when dramatically necessary. Kinetic Stabiliser: • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. and causes a -2 penalty to Agility checks. and a host of other toxins.) • 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. gases. • -1 to Harm. She also added the ammunition mod at the same time so that the weapon will never overheat. removes the Thermal Clip stunt. Toxic Seals Sample Advanced Gear Specially-sealed body armour provides increased protection against radiation. Tali needs a weapon that she can rely upon if the battle gets too close. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. though they count as two mods instead of just one. Tali knows that the Geth nearly always have shielded systems. Although it has reduced stopping power. • +1 to Biotic Training and Tech Training skill checks. • Chemical rounds are unable to confer the "Toxic Shock" aspect.
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. may be compelled for all sorts of scene effects. and clears"Shields are Down!" tag automatically.1 to Agility checks • High Recoil (weapon can only be fired every other round unless the firer is prone. and cannot be applied to weapons with the "Civilian" aspect. Urdnot Wrex’ Armour Manufacturer: Kassa Fabrication Equipment: Colossus Krogan Armour Base Stats: • Defense: 6 • Stamina Mod: +2 • Agility Mod: 0 Aspects: • Powered Armour (Sta +2) • Servos (removes agility penalty) • Shields • Recharge Booster Combat Exoskeleton: • Armour gains the "Very Heavy" aspect. • . Rail Extension: • +1 to Harm. No movement required to activate. Wrex becomes a battlefield juggernaught. With enough protection to allow him to get up close and personal in a fight. • +4 bonus to Defense rating of armour. Frictionless Materials: • +2 to Penetration. unstoppable warrior. have helped him survive more than 300 years of mercenary work and have added to his fame as an elite. Penalty reduced from -2 to -1) Garrus' military background and training has honed his sniping skills to fearsome levels.) • 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 knows that with correct field placement. and counts as two Armour mods. AP Rounds 3. Frictionless Materials 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. Rail Extension 3. Final Armour Stats: • Defense: 10 • Stamina Mod: +2 • Agility Mod: 0 • Powered Armour (Stamina +2. Fate point to recharge after current turn) • Recharge Booster (taggable aspect "Taking Cover!". • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. • This armour costs 4 to purchase. Costs: Rifle 4. the awkwardness of his modified rifle should never become a deciding factor.1 to Agility checks. +2 bonus on armour defense the turn after "Taking Cover!". • Cost of this mod is 4. like the defense against Biotic Effects and Tech Talents. ―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. Assisting this was his access to some of the best mods available. He appreciates the ability to take down highly armoured foes from great distances. 60 . Combat Exoskeleton 4. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. a Krogan Battlemaster running in at a charge is terrifying beyond belief. Costs: Armour 4. negating the benefits of the "Lightweight" aspect. Final Weapon Stats: • Range: 3/5 • Harm: 5 (6 against Synthetics) • Penetration: 5 (6 against Synthetics/ Armour >=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. Sledgehammer Rounds 3. Frictionless Materials: • +2 to Penetration. Frictionless Materials 4. Improved Heat Sink: • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. and apply that to every target in an area. Costs: Rifle 4. knocks targets over and confers "Knocked Prone" free tag. • -1 to Harm. Cerberus believes they have created a weapon that truly represents the awesomeness of a multi-headed Hydra. clears at the start of the players next turn if Both Barrels stunt used) • Dispersed Fire (can fire as an Area of Effect weapon. knocking them all prone in the process. and cannot be applied to weapons with the "Civilian" aspect. This shotgun is able to double its Harm rating every turn. • Cost of this mod is 4. Improved Heat Sink 3.Cerberus Defender Modified Shotgun Manufacturer: Cerberus Skunkworks Equipment: Hydra class Shotgun Base Stats: • Range: 0/2 • Harm: 4 (8 when using Both Barrels) • Penetration: 0 Aspects: • Low Recoil • Thermal Clip • Dispersed Fire • Both Barrels (doubles Harm for next shot and tags ―Overheated‖ aspect until end of next round) • Limited Range Sledgehammer Rounds: • On a successful hit. applying its offensive roll to each target in a zone). knocks the target over and confers the free taggable aspect "Knocked prone". 61 . • Both Barrels • Limited Range • On a hit.
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. these snipers find cover and hit with Assassination. They have also been described as a pro-humanity terrorist or paramilitary group. highly armoured. there are other races. Information on at least two of their known planets in the astronomical database is described as "surprisingly sparse. ranging from political to scientific but all united under the common goal of advancing humanity. Husks. and that the Alliance is too hamstrung by law and public opinion to stand up effectively to the Citadel races. Their core belief is that humans deserve a greater role in the galactic community. and colony in the galaxy. Each cell is led by an operative who reports directly to the Illusive Man. destroying Batarian pirate and slaving rings. they are rapidly deployed. The agency is divided into numerous different and independent cells which have no knowledge of their counterparts. Spending trends indicate that Cerberus has a reliable income running up to several billion credits per year. creatures and organisations out there for the characters to encounter. Cerberus has no knowledge of what goes on in uncharted systems and the Migrant Fleet. terrorist activities. Cerberus operatives accept that these methods are brutal. thus rendering the Illusive Man blind in those areas. or other dangerous nasties. They have several suppliers and contributors within the Alliance military-industrial complex who trust the Illusive Man to make the right decisions. they use powerful Throw attacks. Cerberus operates many other kinds of cells than purely para-military focused ones. Cerberus also runs several front corporations meant to fund and support their operations. sabotage and assassination. collecting bounties on escaped Tech criminals. though unarmoured. major trade stop. or hunting rogue psychotic Asari purebred Biotics. but which has now gone rogue. Cerberus effectively has access to almost every settled system. 62 .ADVERSARIES Apart from chasing after rogue Spectre agents. • Cerberus Defenders: Found protecting research technicians. Cerberus Cerberus is the codename for a black ops organization that was formerly part of the Alliance military. but believe history will vindicate them. This ensures that should one cell be compromised. the others would not be captured. The bases also contain whatever dangerous experimental subjects Cerberus is currently working on." and may have been edited by Cerberus agents to discourage casual explorers. Any methods of advancing humanity's ascension are justified. • Cerberus Snipers: Often found indoors. There is also some indication that Cerberus protects its bases from being found by hacking the Alliance database. Due to their widespread network. due to their activities. which includes Rachni (soldiers and workers). and use modified shotguns (page 61). including illegal or dangerous experimentation. • Research Technicians: The technicians are normally Biotics. Cerberus has operatives all over Citadel space and the Terminus Systems. reporting regularly. However. Cerberus bases are usually guarded by the following forces: • Cerberus Commandos: Highly trained shock troops armed with assault rifles or pistols. which they don‘t just use against vehicles such as the M35 Mako. Cerberus is very well-funded.
and Toxic rounds. Resilient to gunfire. Improves combat skills of nearby Geth (+1 to attack rolls of Geth in same or adjacent zone). • Geth Juggernaut: Similar to Geth Destroyers. and thus immune to effects that target only organics. and Jamming. capable of using Tech Talents selected from Sabotage (Geth equivalent to Damping). • Geth Trooper: Standard Geth troops equipped with Geth pulse rifles. 63 . has the ability to charge. Geth barriers and capable of recharging shields. Also possesses shields. • Geth Dropship: Standard troop transport and Geth equivalent to a frigate. • Geth Shock Trooper: Advanced Geth troopers armed with the Geth Pulse Rifle. Heavily shielded and very resilient with shield rechargers. Carnage (see page 20) and the ability to recharge shields. • Geth Sniper: Armed with Geth sniper rifles and shielding. Capable of Radar Jamming but no shield recharging. practically all Geth encountered outside the Perseus Veil likely belong to the violent faction of Geth Heretics and will react with hostility to any organic not working for the Reapers.Geth As described in the Racial Backgrounds section. • Geth Hopper: Cyberwarfare and ambush platform. such as the Neural Shock Tech Talent. Very strong shields and extremely resilient with shield recharger. • Geth Colossus: Geth heavy walker capable of launching devastating siege pulse attacks and machine gun attacks. barriers. Some have a stunt that grants them the equivalent abilities of an Omni-tool. shielding and rocket launchers. have access to Tech Talents. • Geth Prime: Elite Geth unit equipped with Geth pulse rifle and rocket launcher or siege pulse. Geth encountered beyond the Veil will have programs developed equivalent to skills. specialised for long-range combat. Capable of using Assassination (see page 20). and vary according to role. Specialised for close quarters combat. Some of the known Geth variants include: • Geth Armature: Anti-personnel light walkers capable of launching Geth siege pulses. • Geth Rocket Trooper: Equipped with Geth pulse rifles. Has shielding but no rechargers. and can utilise Carnage. Overload. Equipped with Geth pulse rifles and rocket launchers. The Geth are entirely synthetic creatures. with the number of Talents equal to the skill rating. Utilize both disruptor and scram rockets heavy weapons platforms. • Geth Destroyer: Equipped with Geth pulse rifle and strong shielding. Attacks using the Geth sniper beam. Extremely strong armour and shields with recharger. Extremely resilient to small arms and ground vehicle fire. Has the Geth Shield Boost ability (treat as Ablative Armour).
A LOKI Mech that switches to its security protocols is easily identified. The husks will charge at their enemies and.Husks Husks are synthetic "zombies" created by the Geth. MECHs Earth based weapons manufacturer HahneKedar has become a major supplier to the Systems Alliance military. • 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. Originally used by the Alliance for colony guard duty. with an equivalent skill level of 3 ranks. 64 . typically as expendable assault units. there is never only one husk around. Over time the body's organs. the MSV Cornucopia. and the body generates an electrical charge. though it is effective psychological warfare to make soldiers fight their own dead. allowing their programs to be easily overridden and turned upon their owners. LOKI Mechs are incapable of any complex tactics. blood is changed to a sickly green fluid. The Geth used a ship full of Husks. huge spikes that Alliance marines have nicknamed "dragon's teeth". Many mercenary groups make extensive use of them. They have an inbuilt level of equivalent armour with a defense rating of 2. They count as both biological and synthetic creatures for the purposes of Tech Talents. never seek cover during a firefight. and can be equipped with any of numerous weapon systems — both lethal and non-lethal — as circumstances dictate. and YMIR classes of mechanical infantry units. they have also seen use in groups on the shiftier side of the law when raw manpower is needed. variant weapon ammunition. once close enough. When a human is captured they are placed on impaling devices. often fielded by the Alliance. if marines try to recover their dead comrades – the Husks are released and attack. husks attack with a brawling skill level of rank 2. or where the use of organics for "around the clock" shifts is unfeasible. as an individual husk can only generate one electrical blast. and so on. Thereafter. and is also the manufacturer of the FENRIS. commonly called MECHs. They possess a basic personality suite and are easily programmed for various security tasks. Husks that reach the same zone as any character attack first with an electrical blast. skin and water content are converted into cybernetic materials. Unfortunately for those that encounter them. partly as a trap and partly as a warning to other organic races not to enter their space. No one knows why the Geth do this to their captives: it seems like a lot of effort for a small result. prior to determining whether the effects of the blast generate composure track shifts. give off a powerful electrical blast which disables shields and causes massive damage. and their civiliangrade firewalls are insufficient to deal with modern hacking. When the spikes are approached – say. This immediately causes any effected characters with the shields stunt on their armour to have their ―Shields are Down‖ aspect activated. the dual "eye" on the unit turns from white to red.
noisy. After the target is struck. They possess high shielding and armour and do not have any other defensive capabilities or defensive strategies. giving warning to those able to see the mech. a FENRIS Mech will accelerate to a set speed and jump with its rear legs. the FENRIS Mechs are viewed as the mechanical analogs of "attack dogs" and mimic dog-like behavior when they attack a target. altered. they are identifiable by their white armor and red lights. and have been seen deployed alongside LOKI Mechs. the YMIR does have a few limitations. or Model 34-A. used in the same manner bomb. Whilst it can fire its twin Cannons on the move however. they are fitted with protective actuated shield covers.• FENRIS Mech: Like other mechs produced by Hahne-Kedar. or overridden by an experienced hacker. Despite its fearsome weaponry. 65 . limiting its movements to a slow. FENRIS Mechs are deployed in packs and make a habit of 'swarming' enemy positions. • YMIR Mech: The Battle YMIR Mech. For many humans. the mech will deactivate and remain stationary. Heavily armoured and shielded. is that their software programming can be hacked. If shot while in this deactivated state. they are stunned by a taser device embedded in the 'head' of the FENRIS. In order to fire either weapon. but is still vulnerable to hacking by dedicated hackers. and indeed to all mechs. YMIR Mechs possess twin automatic mass accelerator cannons concealed in the right arm and a rocket launcher in the left. As a military model. these covers must open. When a FENRIS Mech is severely damaged. walk and cannot attempt to climb steps. Kinaesthetic programming is limited due to the complexity of the design. When attacking. FENRIS Mechs possess advanced sensory equipment allowing them to detect weapons and narcotics. and FENRIS Mechs can be turned against those they are tasked with serving. is a massive killing machine designed for anti-infantry purposes. the mech will explode. as they tend to constantly advance on enemies to engage at point-blank range. it must pause to fire rockets to ensure a stable launching platform. bringing the target down with its front legs in an animalistic pounce-like motion. the YMIR Mech has better firewalls than other models.and drugsniffing dogs would. A major disadvantage to FENRIS Mechs. To protect the workings of the weapon arms from small arms fire.
• Blue Suns. or by individuals who want protection or assassination services. • The Grim Skulls. They control 20% of Omega. smuggling tainted element zero. 66 . • Mercenary Anti-Tank: Some mercenaries carry a rocket launcher. Humans. Sometimes euphemistically referring to themselves as 'private security organisations'. mercenaries will commonly raid remote outposts or unprotected starships when unemployed. usually equipped with an assault rifle or a shotgun. Their use of Throw and Warp makes them dangerous. most fill one of the following roles: • Mercenary: The standard mercenary. Mercenaries hail from all races and backgrounds. They are usually hired by criminal organisations that require "heavy muscle".a 'private security' firm and one of the most powerful groups in the Terminus Systems. consisting exclusively of Krogan and Vorcha. • Mercenary Turret: Some mercenary bases are protected by turrets that fire rockets at intruders. Batarians or Krogan. meaning their equipment is usually produced by a variety of manufacturers (unlike military forces.a Turian group based on Omega. • Mercenary Adept: Very occasionally. mostly wiped out by Council Spectre agent Saren Arterius. Mercenaries are usually found at their bases on remote worlds.a major mercenary corporation active in the Terminus systems. a biotic can be found amongst mercenary bands. and line up for an Assassination shot.a pirate group that acts as the"muscle" of Omega. though are most commonly Turians. which prefer to select equipment from a single company). but they are lightly armed and armoured. or protecting their employer's investments or operations. mercenaries tend to use superior weapons and armour. They often have the ability to use Immunity. • Eclipse. and focus on vehicles such as the M35 Mako. they are usually lightly armoured. Krogan mercenaries regenerate their shields particularly quickly in a fight. • The Talons. Able to field a variety of personnel to fulfil their contract.Mercenary Organisations Mercenary bands operate throughout the Attican Traverse and the Terminus Systems. Given that their occupation requires them to be efficient and capable. Notable Mercenary organisations • Blood Pack. • Mercenary Sniper: Mercenary Snipers take cover or wait in sniper towers.a minor mercenary band.
Defended by Brood Warriors who will die to protect them. then its highly likely that other governments have as well. There are several Rachni subtypes: Rachni Workers are tiny green Rachni (similar to aphids) which usually act as a first wave for Rachni Soldiers. and other hidden locations. the spacefaring Rachni were driven to expand and defend their territory. These tentacles are used to impale enemies . using them as proxies to translate and communicate when necessary. They are the only sapient arthropods known to exist in the galaxy (the citadel keepers not being known to be sapient). determined to remain isolated from the rest of the galaxy. Several human organisations discovered dormant Rachni eggs on ancient derelict space hulks. with thin tentacles ending in little pods. and rarely. They are most at home in vents and tunnels. able to survive environments that kill most sentient species. They can also spit acid. they respond with brutal force. they are effectively giant sized locusts intent on death and destruction of all sentient life around them. Given their name.the Rachni can use weapons but prefer to use these tentacles to impale their victims. Rachni Queens are capable of possessing the minds of other Biotics. in fear of being plunged into another galactic war. The Rachni aren't as extinct as the galaxy had been led to believe.Rachni The Rachni are a supposedly extinct insectlike species that threatened to defeat and overthrow the Citadel Council roughly two thousand years ago. Bred in captivity away from a brood queen. The Rachni are territorial. It is also unique among Rachni in that it possesses some Biotic ability. The accidental discovery of the Rachni led to the Citadel races to curb their rapid expansion. It is said that they only attack when the hive is particularly strained for warriors. tending to the needs of the queen. on difficult to terraform worlds. they are quite fragile. Acting in swarms. They are the controllers behind the hive-mind intelligence linking all Rachni from the same brood mother. causing heavy toxic damage. have encountered them. Rachni Brood Warriors are Rachni who are much larger and stronger than normal Rachni Soldiers. who had been groomed by the Salarians to effectively do the Council's dirty work during the Rachni Wars. They were eventually defeated and completely eradicated by the Krogan. Intelligent but highly aggressive. Should their territory be invaded on purpose or even by accident. They are the 'elder males' of the hive that usually mate with the queen. Rachni soldiers are cunning and like to ambush their enemies. they rush up to the squad and explode in suicide attacks. Rachni Queens are the largest and most intelligent of the species. causing heavy toxic damage which ignores shields. Rachni Soldiers are slower. if ever. it will occasionally place a squad member in Stasis and appears to use a form of Barrier. seen. they likely fill the niche occupied by drones in other hive species. the humans. although its attacks inflict more damage. but much larger creatures than Rachni Workers. It stands to reason that if the galaxy‘s newest spacefaring race. The Brood Warrior has abilities comparable to a standard Rachni Soldier. 67 . Best handled at a distance. They normally inhabit extremely hazardous worlds.
which is a combined combat skill and weapon. They can take a lot of damage and can be very hard to kill. with a harm rating of 8 and must wait one round between attacks due to their size. harm 8. Aggressive and highly territorial. They live alone in nests spanning large areas underground. thresher maws are immobile above ground. asteroids or moons with little or no atmosphere. They always attack the closest target. They also consume minerals and ores from the ground itself and use an odd form of photosynthesis to combine solar radiation and minerals into energy they can use to fuel their significant mass. They are enormous. and a new skill called Acid Spit. They have Natural Weapons as an apex skill. such as a crashed probe to draw unwary scavengers. mountains. but can move incredibly quickly below. Their attacks consist of spitting powerful viscous acid that splashes on contact. they completely ignore shields. and move if shifts are successfully generated against them. and must wait one round between attacks to recharge their spit. spread by previous generations of space travelers. The body of an adult thresher maw never entirely leaves the ground. but there are some "stray" nests. the Thresher Maw cannot be targeted. or they may take an additional zone of movement when they take their free move when fully underground. or valleys. thresher maw spores appear on many worlds. and smashing with their claws in close range while emitting infrasound. violent creatures that burst up from the ground without warning when disturbed. identifiable only by their landscape profiles. thresher maws usually live in large flat open spaces on uninhabited planets. penetration 6. and are immobile when they raise up to attack. They can grow to be in excess of 30 metres tall above the ground. yet are robust enough to survive prolonged periods in deep space and atmospheric reentry.Thresher Maws Thresher Maws are subterranean carnivores that spend their entire lives eating or searching for something to eat. and are a menace to any structures or vehicles in their nesting area. with a body nearly twice that size beneath the surface. and do not inhabit rolling hills. and instead have an extended health track of 3dF+9 Thresher maws are solitary creatures. burrowing up from beneath their prey. thresher maws feed by absorbing huge amounts of solar radiation and survive best on planets. They reproduce via spores that lie dormant for millennia. with a range of 2/5. Give them the following stunts: • Extended Reach: Due to their immense size. They also have rank 4 skills agility. Threshers commonly have some sort of "lure" in their nest. • Dauntless: Thresher Maws have no composure or wealth tracks. two or three at most can be found on a single planet. When moving underground. • Native Burrower: Thresher Maws never fully leave the ground they live in. they can reach one additional zone with their claws when using their natural weapons. Owing to the nature of their attacks. As a result. Fortunately. Treat Thresher Maws as having an armour defense rating of 6. only the head and tentacles erupt from the earth to attack. Due to their size. and their burrowing style of movement. and their acid attacks as though the shields stunts don‘t exist. 68 . They may use their one free move to rise up or drop back underground.
their continual lack of resources have kept Vorcha society extremely primitive. including Batarians – raise them as beasts of war. Vorcha ―trained‖ by this ordeal are stronger. Vorcha The Vorcha originate from a small. Krogan Blood Pack mercenaries often sweep pockets of Vorcha. and more resilient than other members of the race. vicious demeanor and rapid breeding cycle have made them ubiquitous and dangerous pests on many worlds. alternately fighting them for territory and embracing them as treasured companions. gathering them up and literally beating them into soldiers. smarter. Gaining even a few Vorcha gives a mercenary band a formidable advantage. However. wild varren hunt in packs and are so vicious they'll even take on the Geth.Varren Varren are omnivores with a preference for living prey. They are pack hunters when vulnerable prey is readily available and become scavengers when outnumbered or outclassed. This incessant warfare has made each generation of Vorcha stronger and more aggressive than that which preceeded it. each additional Vorcha magnifies the gang‘s combat ferocity exponentially. Originally native to the Krogan homeworld of Tuchanka. they are – like most life from Tuchanka – savage. and consummate survivors. Virtually everywhere the Krogan have been. Krogan – and some other species. leading to the rather unusual nickname 'fishdogs'. The Krogan have had a love-hate relationship with varren for millennia. varren infestations have followed. clannish. With jaw articulation similar to that of a snake and massive fangs that protrude up from the lower jaw. Their supreme adaptability. Even as their population grows. wreaking havoc with the native ecology. 69 . 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. hostile. A common subgenus of varren has metallic silver scales. the Vorcha constantly fight each other in fierce competition over basic necessities. faster. Seeing the potential of the Vorcha's individual adaptability. overcrowded planet which has been largely stripped of natural resources by successive generations of this fast-breeding. To this day. savage species.
Using this idea. so that instead of limiting ships build points by technology. with severe consequences for variation from those limits so imposed. Geth dropships are classed as Frigates. depending on the individual size and age. All ships of this type must take the Civilian stunt. Carriers. • Carriers are usually the same size as Cruisers at T3. • Cruisers are firmly in the realm of T3 (23bp) ships. • Dreadnaughts are the largest vessels in Council space. Crew must adhere to the standard operating procedures of the government. Spacecraft must take the aspect "Government Owned and Operated" as well as one of the following Aspects (or similar). we can begin to assign where the different classes are assembled on the Technology table: • Civilian ships. All ships in the Mass Effect universe must have the Mass Effect Drive stunt below to access the mass relay system. and have access to shipyard facilities that supply dedicated repair engineers. we have a quick and easy way to define and differentiate our ships. one man ships. assigned a dedicated crew to operate all systems. Cruisers. or at T3 with a few sink stunts. The mass accelerator cannons used by all races in Citadel space are represented by the Beam stat. so are well represented by the T1 (11 bp) level. • Reapers are sentient ships. and are limited in number to only a few operated by each member race. but use the optional rules for Fighters on page 228 of the main rules. These terrors of the black are built at T5 (35 bp) or T6 (41 bp). who use magneto-hydrodynamics to power them. for a hard sci-fi genre. larger than anything else built by the council races. Warships in Mass Effect are classified in one of four weight classes: Frigates. We can adjust this for our game. thus Technology is the difference between ships. such as luxury cruisers. and built with 8bp. cargo freighters and colony ships usually sport minimal or no weaponry. With this small tweak. New T0+ Spacecraft Stunts Government Subsidy Spacecraft with this stunt are officially part of the navy of the government. usually fielded by carriers. • • • • • "Antagonistic Crew‖ "Control System Bugs‖ "Design Flaw" "Ex-Civilian Retrofit" "Experimental Design" 70 . spacecraft may not take the T4 Stunt "Dumps heat into another dimension". The only ones who use an actual Beam weapon are the Reapers. These behemoths are built at T4 (29 bp).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. is not important. or T2 level for the larger designs. • Frigates are designed at a level of T2 (17bp). we just say that they are limited by size. Spacecraft and Tech Levels Diaspora made the design decision that ship size. and Dreadnaughts. • Fighters are small. New Spacecraft Stunts Due to the jump start given by access to the Element Zero based mass relays left behind by the Reapers.
See Diaspora page 69 for standard travel times. a Mass Effect Drive is required to access the mass relay system. New T1+ Spacecraft Stunts Mass Effect Drive The pinnacle of interstellar drive design. Cost: -1bp. Spacecraft can go to 'silent running' for around 2-3 hours.• • • • • • • • • • • • • • • • • • "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. or drift passively through a system for days before having to vent and give away her position. Kinetic Barriers Kinetic barriers are repulsive mass effect fields projected from emitters on the hull of the ship. Cost 2bp. This stunt also provides a +2 bonus to maintenance checks when at government facilities. 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. except when such consequences were gained when the aspect chosen above was tagged. Cost 4bp. Internal Emissions Sink This stealth system is able to temporarily "store" heat generated by routine shipboard operations in lithium heat sinks deep within the hull. Cost 1bp. Cost 1bp. or it will build up to levels capable of cooking the crew alive. torpedos. and allows ships to move ten times faster between their destinations for the same reaction mass. and mass effect accelerated projectiles. and thus reserved for critical operations. and provides a +1 bonus to V-Shift. then divide those by ten. Tantalus Drive Core This advanced drive core boosts the effective V-Shift of the spacecraft. Requires the Tantalus Core Stunt. whilst also powering the Internal Emissions Sink. These shields safely deflect small objects traveling at rapid velocities. This experimental system may only be installed on spacecraft with a 71 . but the stored heat must eventually be radiated. This system does not operate during mass relay travel as the heat generated is too much to absorb. Grants the ―Shields Down!‖ aspect that may be compelled for a +2 bonus to Beam or Torpedo attacks. and a +2 bonus to repair checks to remove consequences. This affords protection from micro-meteorites. Requires the Internal Emissions Sink stunt (or similar bp cost high energy usage system).
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. first of the eponymous Normandy class Co-developed by the Alliance and the Turian Hierarchy with the sponsorship of the Citadel Council. Should the Normandy‘s design prove useful in field tests. but strangely balanced • Experienced Crew • Shields Down! • Out of Ammo (Torpedos) The SSV Normandy SR-1. it is expected that a follow-up class incorporating "lessons learned" will be produced. +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.Sample Mass Effect Spacecraft SSV Normandy SR-1 (T3) Manufacturer: Systems Alliance. 72 . fully described as the Systems Alliance Space Vehicle Stealth Reconnaissance 1. she is optimised for solo reconnaissance missions deep within unstable regions. except when "Experimental Design" was tagged) • Tantalus Drive Core • Internal Emissions Sink (+2 bonus to Nav check in detection phase) • Kinetic Barriers • Interface Vehicle (M35 Mako Infantry Fighting Vehicle) Aspects • Government Owned and Operated (Systems Alliance) • Experimental Design • Tough Little Spacecraft • Fast. is a prototype "deep scout" frigate. using state-ofthe-art stealth technology powered by an experimental drive core. codeveloped with the Turian Hierarchy. nimble.
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. explosive style. 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. these fighter craft work as a unit to jam the comms of any intruding vessels. Designed with killing much larger ships in mind. 73 . The Cybaen's unusually robust engines provide enough energy to generate kinetic barriers normally reserved for dreadnoughts. The Oversize Drive Core stunt provides a +1 bonus to the Heat track. and then cause them to catastrophically vent their atmosphere. Cerberus Fighter/Bombers Manufacturer: Cord-Hislop Aerospace Ship Class: Fighter Spacecraft Stats: • V-Shift: 5 • Beam: 1 • Torpedo: 3 • EW: 3 • Trade: 0 • Frame Track: O • Data Track: O • Heat Track: OO Stunts: • Vector Randomiser: Base defense 2 against Beams • Kinetic Barriers Cost: 7 Aspects • Missileer Formation Tactics • Out of Ammo (Torpedos) • Shields Down! Manufactured in secrecy. except when "NonStandard Design" was tagged) • Oversize Drive Core • Kinetic Barriers Cost: 8 Aspects • Government Owned and Operated (Asari Republics) • Non-standard Design • Shields Down! • Oversize Drive Core • As Graceful as she is Deadly • Shields as tough as a Dreadnaught’s The Cybaen is an Asari cruiser-class warship. Cerberus fields its own defense ships around their secret research stations. and +2 to to V-Shift for 4bp. bring down their kinetic barriers.
Biotic Defender (Infantry) Biotic shielding abilities are much less overt than their offensive equivalents. the Defenders gain an extra aspect ―Power Drained‖. determined at creation. offensive Biotic abilities are unfortunately visually flashy and distinctive. The unit receives +2 to this skill when used defensively. the infiltrators gain an extra aspect ―Power Drained‖. Biotic Specialist units who attack with either of the two chosen skills immediately gain +1 spot markers after attacking. there are a few ways Mass Effect characters can augment their assigned platoon. There are no new platoon skills added in this section. while no less potent to their unit. Anti-Air. Command. Additionally. provide protection against most mass accelerator weapons. the Specialists 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. and receive a -1 penalty to Camouflage next turn. At platoon level. the Tech Training skill can be used to amplify one of the following platoon skills by characters assigned to the unit: Signals. as well as +1 to one of the Observation or Armour skills. Direct Fire. Biotic Specialist (Infantry) As fearsome as they are in direct combat. Tech Specialist (Infantry) Seizing control of the electronic battlespace. Similarly. They also receive a -1 penalty to Camouflage for the turn after defending with the chosen skill. as well the ability to try to use a manouver to remove a free tag on an ally that is currently within Command range. Tech Defender (Infantry) Superior information control grants this unit a +1 to the Command skill. or Armour. the basic principle remains the same. All normal rules for character association with units apply as per Diaspora page 192. Whether on a starship or a soldier's suit of armour. the Shield Projector stunt provides a +1 Tech Enhancement bonus to Armour.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. This stunt provides a +1 to Hand-toHand. and +1 to one of Direct Fire or Anti Air. However. as well as +1 to one of the Signals or Camouflage skills. 74 . colloquially called "shields". or Direct Fire. change the ―Out of Ammo‖ aspect assigned to all platoons to the more thematically accurate ―Overheated Weapons‖ aspect. Additionally. this stunt grants +1 to the Signals skill of the unit. though. At creation choose one of Armour or Hand-to-Hand. Shield Projector Kinetic barriers. At the gaming table. Additionally. Characters with the Biotic Training skill can amplify one of the following platoon skills when assigned to units: Hand-to-Hand. Platoon Creation Changes When constructing platoons. New Platoon Stunts The following stunts may be taken by any unit that meets the type restriction (if any). Tech Infiltrator (Infantry) Using their jamming skills to great effect. there is an opportunity to explore larger scale events through multiple squads in the Platoon level combat minigame.
the Mantis remains in service in dozens of armies across the galaxy. This also gives it far greater range and speed than the helicopters and jump-jet aircraft that once filled its niche. Movement 1. Its modular construction means that the versatile Mantis can be reconfigured as a low-altitude gunship. First rolled off the assembly lines in 2170. The Mantis houses an element zero core which lightens the engines with a mass effect field. The only role the Mantis cannot perform is that of a true deep-space fighter. Movement 1. Signals 2. Direct Fire 3. advancing deep into enemy territory for cutting supply lines and harassment of other units from unexpected directions. as it has no FTL drive. Morale OOO O Engineer: improved Aspect usage Highly Trained: Morale +1 Long Range: ignore 1 range on attacks Zone Effect: -2 to attack zone. and was a bane against the Turians during the First Contact War. Morale O Command Range: 3 Infantry Carrier: able to transport Infantry Shield Projector: Armour +1 75 . Whilst slower and bulkier than its successor. allowing it to take off vertically and hover in place using minimum fuel. a high-altitude bomber. the M35 Mako.Example Platoons All platoons are created at tech level T3. the Grizzly has had a long career protecting its troops well. Direct Fire 3. or even a single-stage-to-orbit spaceplane that can engage enemy craft around a planet or a space station. 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. Hand-to-Hand 2. Wireless: Command Range +1 Wireless: Command Range +1 (command range is 2) Proven Battle Taxi Overheated Weapons Alliance M29C Grizzly Command IFV (T3 Armour Leader) Armour 4. Alliance Marines (T3 Infantry) Direct Fire 3. Command 1. “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. Armour 1. Movement 1. Observation 2. Morale OO Command Range: 2 Max Move: 3 zones Cavalry: undersized and overpowered. a fighter. disrupting communications. Anti-Air 2. taking out support units and delivering marines to weak points in the enemy formations. the Alliance Mobile Infantry utilised the M29 Grizzly IFV to great effect. 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.
they are adept at ambush. possessing profound tactical insight. a hunter's eye. Huntresses fight individually or in pairs.Air Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Anti-Air 4. 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. 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 . Armour 2. and their education from that point is dedicated to sharpening their mind and body for that sole purpose. Armour 2. demoralizing and defeating their enemies through intense. and a dancer's grace and alacrity.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. a huntress is practically unbeatable. 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. 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 . infiltration. Movement 3. Movement 3. Armour 2. focused guerrilla strikes.Ground Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. One-on-one. and assassination. Movement 4. Movement 3. Armour 2. 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. Direct Fire 2 Morale OO Interceptor: able to respond and act to enemy aircraft if on LAUNCH box 76 . Like an army of ninja.
+1 to Direct Fire. Veteran 1. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. Wireless: Command Range +1 Protect the Matriarch Overheated Weapons Asari Matriarch (T3 Infantry Leader) Veteran 3. Armour 1. Geth can even be packed tightly into crates and left in storage. +1 to Direct Fire. -1 to Camouflage after defending Special Forces: not automatically spotted when it shares a zone with an enemy unit. Direct Fire 3. Movement 2. Veteran 1. shutting down their power sources to stay undetected. Hand-to-Hand 3. Veteran 1. and the fact they don't feel pain allows them to literally drop units from overhead out of nowhere. 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. Movement 1. The key element of Geth warfare is surprise. 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 . Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand." Their freedom from the need to eat or sleep allows the Geth to leave dormant garrison units in ambush at key positions. +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. they don't even breathe. Movement 3. Wireless: Command Range +1 Hard to Pin Down Overheated Weapons Asari Bodyguards (T3 Infantry) Hand-to-Hand 3. Morale OOO OOO O Geth Platoons All Geth are networked to each other. they don't make noise. Direct Fire 1. The Geth make perfect ambushers—"they don't move. Direct Fire 2. Morale OOO Command Range: 1 Biotic Defender: +2 to Armour when used defensively. Armour 1. Camouflage 1. This makes them extremely efficient in battlefield conditions. Command 1. A tactic particularly favoured by the Geth is to set 'distress signals' and then ambush the rescuers. Direct Fire 2. +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. Anti-Air 2. Armour 2. they may communicate their exact thoughts and ideas at the speed of light.Biotic Specialist: +1 to Hand-to-Hand. +1 spot marker and -1 to Camouflage after attacking Guerrilla Tactics: attacks from this unit never generate spin for the defender. Wireless: Command Range +1 Elite Biotic Abilities Overheated Weapons Asari Huntresses (T3 Infantry) Hand-to-Hand 3. Movement 2. +1 to Anti-Air. Camouflage 1. Observation 2.
Anti-Air 2. Signals 2. Movement 2.Air2. 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. 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. Geth Troopers (T3 Infantry) Hand-to-Hand 3. 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. It is designed to fulfill the role of rapid deployment that its predecessor. Observation 1. and that they are extensively reliant on digital communication for interaction. Though the interior is cramped.Geth Network: able to use Signals in place of Command Battlefield Genius: platoon units gain Command Range +1 Rocket Salvo Ready Out of Ammo Intimidating Bipedal Walker Geth Destroyer (T3 Infantry Leader) Hand-to-Hand 3. Movement 1. Direct Fire 2. Signals 1 Morale OOO O Long Range: ignore 1 extra zone of range when attacking Long Range: ignore 1 extra zone of range when attacking 78 . Observation 1. fell short of accomplishing. Armour 2. or reduce its mass for limited evasive or positioning manouvers. Observation 1. Armour 3. M35 “Mako” Infantry Fighting Vehicle (Alliance / Cerberus) The M35 Mako infantry fighting vehicle was designed for the Systems Alliance's frigates. Armour 2. Anti. It is equipped with microthrusters and a small element zero core. Observation 1. which varies depending on which Leader is assigned to a Platoon. Movement 1. Geth repair their morale using Signals instead of Command. which can be used to increase mass and provide greater traction. Movement 2. Signals 1 Morale OOO O Carnage (TE): Direct Fire +1 Shield Projector (TE): Armour +1 Geth Network: able to use Signals in place of Command. 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. Armour 1. the M29 Grizzly. Direct Fire 2. an M35 is small enough to be carried in the cargo bay and easily deployed on virtually any world. Signals 2.
STG Recon Unit (T3 Infantry) Camoflage 3. Movement 1. 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. and sabotage. 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. devoted to accomplishing their mission regardless of the cost involved to others or themselves. infiltration. Hand-to-Hand 2. and the M38 military ambulance nicknamed "Moby" because it is painted white during peacekeeping operations. Armour 3. assassination. 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. Observation 2. STG operators are brutally practical. Morale OO Command Range: 1 Engineer: improved Aspect usage Tech Specialists: +1 to Signals. Direct Fire 1. Observation 3. a mobile air defense platform. These include a recon drone controller. 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. Signals 1.Several combat support vehicles using the Mako's basic chassis are manufactured for Alliance surface garrisons. +1 to Observation. STG operators work in independent cells. usually deployed by the Citadel Council. Direct Fire 3. performing dangerous missions such as counterterrorism. reconnaissance. Wireless: Command Range +1 Find It – Kill It Overheated Weapons Power Drained 79 . Movement 1. Armour 1. additional aspect ―Power Drained‖ to remove these bonuses. Wireless: Command Range +1 We Were Never Here Overheated Weapons STG Combat Engineers (T3 Infantry) Signals 4.
Hand-to-Hand 1. Movement 2. additional aspect ―Power Drained‖ to remove these bonuses. I encourage you to create your own versions of these units. Movement 3. +1 to Camouflage. Wireless: Command Range +1 Never Where You Thought They Were Overheated Weapons Power Drained Other Platoons and Units These are just a small sample of the potential types of units that can be created for the Platoon mini-game. Tech Infiltrator: +1 to Armour. additional aspect ―Power Drained‖ to remove these bonuses. Tech Defender: +1 to Command.STG Infiltrators (T3 Infantry) Camouflage 3. Armour 2. Signals 1. Direct Fire 2. able to use manouver to remove free tag on ally in command. 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 . Armour 1. Hand-to-Hand 2. Indirect Fire 1. Morale OO Command Range: 1 Special Forces: not automatically spotted when it shares a zone with an enemy unit. 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. 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.
Campaigns and Themes Mass Effect is set in the year 2183 CE. This is the setting history established in the first Mass Effect game. unpredictable. humans have an active role in galactic commerce and settlement. Character creation works in a similar way. those confines. to join the Asari. you get the chance to explore the galaxy. At the time of the first game. and are heavily petitioning for full member status in the Citadel Council. or outside. Many races have petitioned for elevation to this status for a long time. and Turians in the decision making process. 35 years after humans discovered the ruins of an ancient spacefaring race called the Protheans on Mars. as the structure of the Diaspora RPG cluster and character creation is designed to help you. Humans are new to the galaxy A little over 35 years ago. Hoping to expand their territory and driven by immense curiosity about the galaxy. and some members of those races resent the appearance that humans are going to jump the queue ahead of them. Humans are still discovering what it takes to survive on these newly discovered worlds. as well as how individuals choose to operate within. by its very nature as programmed entertainment. Humanity began its journey among the stars. At the gaming table. This recklessness was what trigged the Turians to attack as they attempted to activate a dormant Relay. In this section. They are the newest sentient species of notable size to enter the galactic stage and are the most rapidly expanding and developing. Cluster creation is intended for each player to suggest themes they‘d like to explore. no one in the wider galactic community had ever heard of humans. encountering various alien races and establishing itself on the galactic stage. moving from planet to planet on your quest to protect the known races from an unknown enemy from deep space. battling aliens and making allies (and vice versa). 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. individualistic and thus. Salarians. Taking control of a pivotal character in the events of the game. permitting instantaneous passage across thousands of light-years. which in turn can seem daunting as you go ―Where do we start?!‖ But don‘t worry. there are hard limits on what you can do and where you can go. our options are not so limited. beginning the First Contact War. highly adaptable. With the technology from these ruins. there are many places that the reach of the council doesn‘t extend. 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. Humans also discovered the mass relay network that threaded the galaxy. abnormally ambitious. Whilst you can explore hundreds of worlds across the series. creating hooks for potential plots on these worlds in the creation of aspects and their interaction with the system attributes. Whilst the Citadel is seen as the primary location of galactic rule. unlocking faster-than-light travel. they began activating every mass relay they could find. such as 81 . 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. humanity learned the secrets of mass effect physics and element zero. as well as confronting the prevailing opinions of humans as intelligent. with steps designed to help link your characters to each other.
so they have no need to trade resources or information with them. The Citadel Council heavily controls all research into synthetic intelligences. You can always fill in the rest as you play. resources and attitude for the character. to provide protection to interests not necessarily desired by the Council. notably Blue Suns and Eclipse. and is always happy to take new recruits. and you‘re good to go. or even the elite Council Spectres. an ability or race. nor impossible to work around. skills or abilities your character needs. At the personal level. and Elite special operations groups are one place to develop them. 82 . The companion document to this rules hack. this can be explored in the ways humans protect. When you are unsure what kind of aspects. banning AI research almost entirely. 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. Along these lines. you can always begin by using one of those characters as a starting point to developing your own. Diaspora supports this style of play with its pyramid skill structure. there is much appeal to playing highly competent beings breaking heads and taking names. The Quarian peoples are adrift in space. with them making up the largest of the minorities. there are those who are sent in to do them. They have successfully incorporated humans into their structure to help with policing and patrol duties. An AI gives the view from the other side of the fence when it says that. "all organics must destroy or control synthetic life forms". Partial Characters and Cool Stuff As you have read through this book. the Reapers possess no such inclination to deal with organics in any other way except consumption or extinction. Whether they are the biotic powerhouse Asari Huntresses. aspect. C-Sec is a volunteer organisation. The introduction of both a Geth character. Special Operations and Apex Skills When there are dangerous missions to perform. so too is the nature of how organics deal with synthetic intelligences. you have probably noted things of interest you‘d like to explore. lest the same mistakes get made. exiled from their home planet by their own creations. With only one skill at the Superb (+5) level. the law. However. name them. Organics vs Synthetics In the large scale. 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. ―Hacking Diaspora: Threats. 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. give ‗em that race. the covert and clandestine Salarian Special Tasks Group. from a synthetic point of view. take some time to decide why your character is so good at that particular skill. many mercenary groups employ humans as hired muscle. Adversaries and NPCs‖ is full of characters from across the breadth of the Mass Effect universe. Tying into the first theme of humans being new to the galaxy. the Geth. Sometimes. these potentially disastrous outcomes are neither certain. Conversely. a stunt or two. when other inspiration is taking a while to surface. Unfortunately for the council races. The apex skill represents a significant investment in time. or stunt that interested you. they are all you need to begin to create a character. and an Artificial Intelligence character as allies of the player in the second and third game shows that there is much that can be learned by both sides when working towards the same goals.the iron fisted rule of the Asari crime lord Aria on Omega. or circumvent. Just choose one. or the corporate control of Noveria.
HACKING DIASPORA TO Name Race Homeworld Class/Concept Rank 5 Skill Rank 4 Skills Rank 3 Skills Cluster Known Biotic Effects Tech Talents Or Combat Excellence Abilities Health Rank 1 Skills Composure Wealth Aspects Mild Consequence Medium Consequence Severe Consequence Weapon Range Stunts Rank 2 Skills / Harm Pen Stunt Stunt Stunt Gear Armour Stunts Defense Rating Ammunition Effects HD2ME Character Sheet Ver 2.0 83 .
reliable and affordable equipment such as armour. Biotic and Combat skills not higher than rank 4. Primary Biotic Effects: Barrier +2 to own armour defense rating. Lasts two turns. Singularity Gravity sink. home is where the flotilla is. Effects last until the next turn only unless otherwise specified. no Tech Training. Place aspect on target. no Tech Training. combat skills not higher than rank 3. Lasts three turns. client race of the Turians Aggressive. Combat specialist. Amphibious information seekers.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. Tech and Combat skills not higher than rank 4. slavers. the Quarians Reptilian mercs and enforcers. Number of effects equal to skill training level. clannish primitives used as cannon fodder by mercs Towering. Throw Shift enemy one zone. adept at sneaky and subtle Public service peacekeepers. no Biotic or Tech Training. Biotic and Tech Training skills not higher than rank 4. direct and forthright Synthetic lifeforms living in computers or starships Traders and merchants. no Biotic Training. emotive prefix declared when speaking Polite religious jellyfish who revere the Protheans as gods Newest race to join the galaxy. Place aspect on target. Zone aspect. Minimal combat training. mono-gendered race of female appearance Pirates. Combat Excellence stunt available with ranks in Tactics. Place aspect on target. 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. and overthrew. New Skill: Biotic Training (Page 26) Alliance Network News A galactic news network founded by Humans and broadcast through Citadel space. Minimal combat training. modified by Bio-Amp Implant stunt. target takes one additional damage shift from any successful attacks. Stasis Target unable to move and takes no damage. now militantly serve the Hanar Ponderous giants. Conserves momentum. Lift Target floats helplessly. If used two turns in a row. no combat skills. Warp -2 to enemy armour defense. 84 . other combat skills not higher than rank 3. Tech specialist. no Biotic Training. Non-technical apex skill. Ariake Technologies An Earth-based electronics concern best known for their high grade omni-tools and armour. omnitools and bio-amps. Three or four combat skills. admired and distrusted equally Synthetic AI race created by. adaptive predators loyal only to the strongest Engineer Vanguard Sentinel Infiltrator Biotic specialist. Hate humans Rescued from their dying world. Broken by the genophage Evicted by own AI creations.
No max skill rank. New Stunt: Bio-Amp Implant (Page 29) Modifies number of effects. Then. Shockwave Requires: Lift or Singularity effect and Tactics skill. Reave Requires: Warp effect and Medicine skill. Effects = Skill rank. L3-R Implant Max skill rank = 3 -1 to composure track. All zones affected must resist this attack. or a +4 bonus to unarmed biological target. Add 1dF to skill rank before combat to determine skill level. Advanced Biotic Effects (pages 27. you are unable to act the following turn. If target was unarmoured biological. 28): Charge Requires: Barrier or Throw effect and Close Combat skill. or both if you possess both effects. otherwise resolves at the end of turn. 85 . then next turn gain a +2 bonus to armoured or synthetic target. Dominate Requires: Stasis effect and Resolve skill. May pay a FP to resolve the effect immediately. or Throw to target. Asari Biotic No implant required. those without Shielding have the Lifted effect applied to them. Draw line on map from character (Tactics -1) zones in length. Effects = Skill rank. Next. If >5. high priced and very difficult to acquire for most non-Turians. Place ―Slammed‖ aspect on target. Effects = Skill rank. Add 3dF to skill rank before combat to determine skill level. Effected targets with the Shielding stunt are unable to move next round. or +4 for having both. Make a Biotic check at +2 for one effect. Armax Arsenal Supplier of elite Turian military units. Unable to use this effect in consecutive turns. Spend one turn preparing this effect. Slam Requires: Lift effect and one of Throw or Pull effects. Must not take free move. then next turn make a full turn move. must start again. or +4 for both. apply Barrier to self. Their weapons and armour are high quality. rounding up against other biologicals. Effects = Skill rank L1 Implant Cannot take skill. no effects avail. make a Close Combat check at +2 bonus for having one of the required effects. reducing any pass costs by 1. They must then resist an attack equal to Biotic Training +2. Place ―Biotic Shockwave‖ aspect if have Singularity. If 0. Effects = Skill rank +1. may spend a FP to gain a defense bonus equal to half Medicine ranks. If target is invalid. Spend one turn focussing on a target. L4 Implant Aspect: ―Occasionally Distracted by VI‖. Krogan Battlemaster Older than 300: implant equivalent to current L4 without aspect. Unstable L2 Implant Max skill rank = 3. Younger than 300: are dying.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. That target becomes immune to further Domination next turn. Finally. you are unable to act the following turn. one composure or health damage cumulative per use. Unable to use another Biotic effect next turn. Finally. L3 Implant Max skill rank = 3 Effects = Skill rank. have no implant and cannot take skill. Place ―Dominated‖ taggable aspect on biological target when multiple enemy targets present. Effects = 0 Stable L2 Implant Max skill rank = 4.
Primary Tech Talents: Damping Use defensively to contest Biotic Effects. bypass alarms. +1 to computer skill checks during damage control phase Electronics Disable free tag on own or ally equipment in same zone as combat action. 86 . including Biotics. Elanus Risk Control Services A private security corp that can provide event security. Target the zone you are in or an adjacent zone and roll Tech Training against a difficulty of 2. Substitute ranks in Tech Training for Medicine skill rolls. Offensively. 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. Drone Stats: Range 0/1. professional mercs. Transfer Aspect ―Combat Hover Drone” Cryo Blast Requires: Neural Shock talent. access secure systems. May be taken multiple times to stack penalty. Place ―Disorientated and Confused‖ taggable aspect on biological target. or passing through must roll their Stamina skill against the number of shifts. All targets in the zone. place ―Suppressed by Tech‖ aspect on appropriate target. That target becomes immune to further Hacking next turn. A mobile weapon platform at your command. starships. All Tech Talents last for one turn. 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. Substitute ranks in Tech Training for Repair skill rolls. Decryption Unlock doors. Combat Requires: Hacking Talent. Must have at least 1 rank in Medicine skill. Advanced Tech Talents: Must also have Computer (space) skill. NonLethal. and to hack lone targets. in same or adjacent zone to the character unless otherwise noted below. Hacking Restrictions removed to allow repeated Hacking attempts on same target. Multiple Redundancy: Use my Tech Training.VARIANT RULES QUICK SHEETS Devlon Industries Best known for basic armour that can withstand a variety of environmental extremes such as cold. Advanced Requires: Hacking talent. Place ―System Rebooting‖ taggable aspect on synthetic target. etc. ending their turn if they fail. and lasts 2 turns when activated. Must have at least 1 rank in Medicine skill. Harm 2. On a success. place a ―Frozen and immobilised‖ aspect on the zone for one turn. First Aid Disable a free tag on Health track of you or ally in same zone as a combat action. Target becomes immune to further Overloads next turn. Must have at least 1 rank in Repair skill. to weapons and armour. Hacking Place ―Targeting Malfunction‖ taggable aspect on synthetic target when multiple enemy targets present. Pen 2. heat or toxic exposure. Jamming -2 penalty to enemy alertness checks. Drone and Have-a-Thing: Combat Drone stunt. Energy Drain Move own tagged ―Overheated‖ aspect and place on an enemy with an untagged ―Overheated‖ aspect.
Elkoss Combine A Volus manufacturer that produces less expensive versions of items carried by high-end manufacturers. Combat Excellence Requires: Energy Weapon skill of at least Rank 3. Base Jamming talent duration extends by 1 turn. though their armour lines are generally recognized as above average. including possessing an appropriate weapon. Omni-Tool Manufacturers Manufacturer Aldrin Labs Ariake Technologies Armali Council Kassa Fabrication Serrice Council Sirta Foundation Elkoss Combine Spectre Gear1 Spectre Gear1 Spectre Gear1 (Page 50) Omni-Tool Bluewire Tool Logic Arrest Tool Nexus Polaris Savant Chameleon Tool Cipher Tool HMOT Basic HMOT Adv HMOT Master Note 1: See the Spectre Gear Options (page 49. New Stunt: Combat Excellence (Page 34) This stunt grants access to a number of weapon based abilities as long as the prerequisites are met. Their weapons are stock quality at best. but must still meet all other prerequisites. 87 . the Tech Armour detonates. On a success. Characters who take this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill rank. Armour bonus granted by Shields boosted by +3 when this talent is activated. MG Carnage Duplicate effect of ―Double Tap‖ weapon stunt once per scene. absorbed by armour. Primary Combat Excellence Abilities: MG Focus for one turn to dupliAssassination cate effect of ―Double Tap‖ weapon stunt with Sniper Rifles. Unable to be used on successive turns against the same enemy. Can pay a FP once per scene to place a ―Comprehensively Compromised‖ aspect on a target that you have successfully overloaded twice. Advanced Requires: Overload talent. and unshielded targets must resist 3 shifts of Composure damage. and no ranks in either Biotic Training or Tech Training. 89) Hahne-Kedar Earth-based major supplier to the Systems Alliance military. any level of Tactics skill.VARIANT RULES QUICK SHEETS Advanced Tech Talents (cont’d): Incinerate Requires: Energy Drain talent. Target an enemy with a tagged ―Overheated‖ aspect and roll Tech Training against a difficulty of 1. Overload Restriction removed to allow repeated Overload attempts on same target. Tech Armour Requires: Hacking talent. after ―Shields are Down!‖ compelled. New Stunt: MG Omni-tool (Page 33) MG Omni-tool A Military Grade Omni-tool is required to use Tech Talents. gain a +4 bonus to armour defense when "Taking Cover!" in addition to the bonus granted by that aspect. Characters unable to meet those prerequisites to take the base stunt may instead take the individual abilities as Stunts like normal. and Armour with Shields stunt. Tactical Cloak Requires: Jamming talent. 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. excluding the user. When neutralised. target takes Health damage of number of shifts. Attacks reduce this bonus by 1 per shift. MG Immunity Once per scene. causing all Shielded targets in same zone to have their ―Shields Down!‖ stunt tagged.
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
Cost 4bp. 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). 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. Mostly Turians. +2 to Heat Track.VARIANT RULES QUICK SHEETS Serrice Council An Asari consortium that manufactures the highest quality omni-tools and bioamps which are considered incredibly rare – and highly prized – items on the galactic market. Violent primitive race usually found in forgotten corners of dark places. Cost 2bp. Sirta Foundation A biomedical firm renowned for its humanitarian efforts and groundbreaking research into genetics. Synthetic AI race. They offer basic protective or utilitarian items ranging from armour to omni-tools to bio-amps. sometimes used by Krogan Blood Pack mercenaries. 91 . Additional aspect from list below (or similar). "Government Owned and Operated" aspect. Intelligent arachnid race with hive mind. +2 bonus to repair checks to remove consequences. Stealth system gives +2 bonus to Nav check in detection phase. Batarians or Krogan. +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. 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). Cybernetic zombies created by Geth from captured Biological races. Mechanical robots used as supplementary guards. Huge solitary burrowing monsters with acid spit. or T6 (41 BP) Allows access to mass relay network. Humans. Crew must adhere to SOPs. and all travel times reduced by factor of 10. +1 to V-Shift. Cost 1bp. Must also have one other high energy usage system (IES). except when aspect was tagged. Adaptable dangerous pests that hunt in packs.
+1 to Signals. Ability to try to use a manuover to remove a free tag on an ally that is within command range. Gain +1 spot marker after attacking with either of the two chosen skills. Tech Defender (Infantry) Tech Specialist (Infantry) Tech Infiltrator (Infantry) Geth Network +1 to Command and ―Power Drained‖ aspect. +1 to one of Armour or Observation. +1 to Hand-to-Hand. 92 . +1 to one of Camouflage or Signals. and get a -1 penalty to Camouflage next turn. which causes a -1 penalty to Camouflage the following turn. +1 to Armour and ―Power Drained‖ aspect. Geth repair their morale with Signals instead of Command.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. and ―Power Drained‖ aspect. +1 bonus to one of Direct Fire or Anti-Air.
Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. and is here purely for reference and inspiration for aspects or plots. but may be retrieved from defeated Geth. but rarely differs substantially from other weapons of the same type. and are not available to other races.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. This weaponry is always in demand for research purposes. and Hanar all produce their own armour. 93 .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 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. Elcor. 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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