HACKING DIASPORA TO

Variant rules and options to create adventures and characters in the MASS EFFECT setting using the Diaspora Role Playing Game.
By M.Gooding (Reaganstorme)

Document Version 2.0.2 MAY 2012

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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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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

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wikia. prototype00. don‘t be afraid to make up your own versions.com/. I first had to find a system that could do it justice. What you see here is the culmination of my efforts to blend the two. Mass Effect 2 and 3. 4 . ignoring or modifying a role playing rules system to be able to game and tell stories in those worlds.TTF. ChopSockey. stunts.0a (see page 90). were fantastic games that begged to be explored.ca/Diaspora/diaspora-srd. chiefly Brad J. and Propagandor for their comments and encouragement.html. Wanting to explore and tell my own stories against this compelling backdrop of impending galactic doom. the player trekked across the game setting exploring uncharted worlds. for allowing me to play with their toys by releasing them under the Open Gaming Licence ver 1. but if some of the sample aspects. Barbacobra. I hope you find this document useful. despite the available scope of the setting. Page references in this document that refer to the Diaspora rulebook are for the 2010 corrected version. As you can imagine. James the Dark. Countless worlds and star systems linked by a network of mostly understood technology called mass relays that enabled starships to traverse the galactic void. battling synthetic intelligences. and are not meant to challenge ownership of such ideas. and can be found in their fantastic completeness here: http://masseffect. Their home page can be found here: http://www. which can be found here: http://www. Bioware could only put so much into the game.Introduction Welcome to the updated version of my first attempt at system hacking. Some text has been taken from the Diaspora System Reference Document. and are used in this document with Fair Use intent. Also. zircher.net. others left as blank slates. fellow RPG. and that you undertake and enjoy the adventures that are waiting for you. EonTrinity. Introduced to Diaspora by friends on RPG. I realised I had found a game system that would suit my needs. That‘s where VSCA Publishing’s Diaspora comes in. PolkaNinja. Mass Effect told the story of a group of civilisations about to meet their doom. Special thanks goes out to my playtesters.net members Stevenls. Travellingdave. rescuing colonists. it‘s a freeware font called Slider. I acknowledge that Mass EffectTM and all related races. and Stacie_gmrgrl. Assembling a group of champions. Some things were hinted at.ea. Silent Wayfarer.vsca. For those looking for the font I used for the titles and headings. Some text has been taken from the Mass Effect Wikia pages under the Creative Commons Attribution-Share Alike License. Bioware’s Mass Effect and its sequels. gear or mods don‘t quite suit your game. and more. HumAnoydd. the process of taking an established setting and creating. Matthew Gooding (Reaganstorme) May 2012 ACKNOWLEGDEMENTS I would like to thank the creators of Diaspora.com/. characters and equipment are Product Identity of EA International (Studio and Publishing) Ltd. Yook. Darth Illithid. Murray (Halfjack). Please see the Licence section for further details.

when all things are considered. and two faces blank. yielding a range from -4 to +4.35 -1 16/81 19.95 1/81 1.75 10/81 12. Since an apex Skill is at level 5. So. in an opposed roll. 5 . A Fudge die is a d6. in that the term Fair is replaced by Decent. are single digits. The remainder of this document will assume you are familiar with FATE mechanics and at a minimum the Diaspora SRD. you could treat 1-2 as -. you add an appropriate skill.75 0 1 2 3 4 19/81 23. around which the game is built. The system will work with a different probability curve by rolling two different coloured six-sided dice and subtracting the darker from the lighter. with better chances for extreme results. and then you compare against some difficulty level.The DIASPORA Mini-Games Diaspora is a set of mini-games.24 Almost every roll in Diaspora is 4dF: a single roll of four Fudge dice. results of 7 against 5 represent a decent success. FUDGE DICE 4dF in statistics roll odds % -4 1/81 1.24 -3 4/81 4. While higher numbers are possible. available on the Internet. 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. Treating the -5 and 5 results as zero keeps the expected range though. and 5-6 as +. this is functionally the same as rolling 4d3-8. it is often the difference between two rolls that might determine the quality of success. through the invocation of Aspects. Our Ladder here is slightly different from the Spirit of the Century Ladder. which might be someone else's roll or might be a level imposed by the referee. subtract the -s. You add up the +s. as per character generation (Diaspora page 31) and since the best result from a roll of the dice is +4. 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. which yields a result between -4 and +4. in which a player roll is compared against a referee roll. successes and difficulties are rated by numbers or by the terms on the Ladder.46 16/81 19. Aspects. with two faces marked -. a result of +9 represents an exceptionally successful attempt at something by a dedicated professional. You roll your set of four fudge dice. Refer to the provided links if you wish further clarification of any rules based information. and other elements from the FATE system but they each have other distinctions. Each of these use fate dice. This yields a particular curve.35 4/81 4. If one is looking for appropriate adjectives to describe an action. and you have a total. Without special dice. most numbers in the game. two faces marked +.95 -2 10/81 12. The words are only applicable directly when a single character acts. 3-4 as blank.

Starships still require conventional thrusters (chemical rockets. with a few catches. as are limited FTL routes.The MASS EFFECT Premise SETTING BACKGROUND Some of the fundamental basics of the Diaspora setting mesh quite well with Mass Effect. ELEMENT ZERO AND THE MASS EFFECT Element Zero ("Eezo") When subjected to an electrical current. allowing higher rates of acceleration. Navigation is only possible between relays. emits a dark energy field that raises or lowers the mass of all objects within it. By leaving the mass relays. Very massive ships or very high speeds are prohibitively expensive. skilled navigators are able to propel the ships light-years in only a few hours. These routes are only able to be navigated using space ships with special Element Zero power cores. With only a core. allowing high speed travel with negligible relativistic time dilation effects. the rare material dubbed element zero. This "mass effect" is used in countless ways. and the heat debt acquired by interstellar travel. In fact. the Reapers wait for the coded signal from their keepers that technology is progressing. In that time several races have reached the stars and begun to unlock the secrets of the mass relays. commercial fusion torch. It is most prominently used to enable faster-than-light space travel. the last great technological society. behind them when they again leave for millennia. In anticipation of intelligent life reaching for the stars. the Reapers provide the building blocks for their next harvest. allowing them to tap into dark energies to reduce their mass. This effectively raises the speed of light within the mass effect field. In the Mass Effect setting. The Citadel. the Reapers wait thousands of years for sentient races to climb again to the stars before harvesting them in a devastating orgy of extinction. dubbed the Protheans. or military antiproton drive) in addition to the FTL drive core. slumbering in hibernation. 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. 6 . and their focus. An advanced hybrid race of sentient synthetic/organic warships. from generating artificial gravity to manufacturing highstrength construction materials. were the Reapers. but the latest in a long line of intelligent races to unlock the secrets of their use and discover their purpose.000 years ago. They discovered that in the dark spaces between galaxies. all currently discovered uses for element zero based effects generate a heat debt that must be managed. Using the energy field created by the mass relays. a ship has no motive power. and that the time to feed has come again. The last such galactic extinction event happened approximately 50. and the passage generates so much heat in the power core that crew and passengers will die unless it is bled off into space. and the usages of their Element Zero based technologies. In particular. economy ion engine. or "eezo". are not in-fact the creators of the mass relays scattered through the galaxy. FTL Drives Faster-than-light drives use element zero cores to reduce the mass of a ship. the idea of technological advancement to the point of collapse is here.

and we never see any nontechnical races competing for resources. With a negative current. and plenty of scientific secrets still to be discovered. 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. it's much more efficient to use the mass relays to navigate the galaxy. this charge must be grounded at regular intervals. Static Buildup Extended use of mass effect fields creates a measurable static electrical charge. Ubiquitous Technology In the games. and protect starships in planetary orbit or during space battles. Mass Effect Fields Element zero can increase or decrease the mass of a volume of space-time when subjected to an electrical current. the seeding of the mass relays by the Reapers has effectively pushed the standard technological levels up to T3 or T4 across the board. This requires intensive training. sturdy construction materials. whilst limited FTL is possible. the effects are catastrophic. the enormous excess energy shed in the form of lethal Cherenkov radiation. amongst a variety of other effects. the slipstreams become the links between the mass relays. In space. and each system can have several planetary systems reachable by ships. and both are susceptible to combat hacking. low-mass fields allow FTL travel and inexpensive surface-to-orbit transit. while high mass compaction creates dense. either by touching a planet surface or interacting with a planet's geomagnetic field. personal networks are everywhere. so the Tech stat for world creation becomes relatively non-variable for gaming purposes. low-mass fields permit the creation of evenlyblended alloys. Mass effect fields are also essential in the creation of shields to protect against enemy fire on the ground. Biotics Called Biotics by the galactic population due to their ability sense and manipulate biologically generated dark energy fields. It also means that most weaponry will be energy weapons. but can produce impressive offensive or defensive effects. Some Biotics' talents are not strong enough to be offensively viable. mass is decreased.If the field collapses while the ship is moving at faster-than-light speeds. The ship is snapped back to sublight velocity. with mass effectutilizing fighting vehicles being standard frontline issue in most military forces. the greater the magnitude of the dark energy mass effect. High-mass fields create artificial gravity and push space debris away from vessels. When the table sits down to create the cluster. who have jump started their technological creations and exploit Element Zero and mass effects themselves. The Geth are a prime example of the doom that is pending with the development of AIs. to prevent the electricity discharging into the hull and causing catastrophic damage. This reflects back to the Cluster generation mini-game quite easily. The stronger the current. 7 . For Biotics. In starship drive cores. we see the presence of technology everywhere. but all Biotics are sensitive to the presence of mass effect fields. This still gives us plenty of conflict to game. In manufacturing. mass is increased. many Biotics can also create and manipulate their own mass effect fields. With a positive current. the world of Mass Effect is on the brink of imminent collapse. Even colonists have access to advanced tech. as with regular Diaspora T4 societies. So. this manifests as an occasional static shock when they touch metal or other people. The military makes extensive use of mobility enhancing technologies. Whilst there are still advances to be made. and cybernetic implants. driving the Quarians from their homeworld and taking over. The least developed of the races is humanity.

Here's how I've established the ratings: O-4: Virtual chaos There are no authority figures that control everything here. Example – The world of Illium. we need a new stat to represent variances between worlds. although there are still those willing and able to rort the system without bringing too much attention to themselves. where slaves. Any sufficiently charismatic or forceful individual can set whatever rules they like. There is a substantial administration system geared towards the issue. 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. those in charge are more concerned with their own power than in serving the public interest. controlled or illegal narcotics. Example – The cartel and mercenary controlled Omega Station O-3: Ad-hoc Rule Most new colonies have these ratings. O+1: Progress Typically touted as a fair system for all. period. verification. weapons. Example – The human colony world of Eden Prime O+3: Institutionalisation There are rules for almost everything. O-1: Corruption Whilst relatively stable. There's plenty of variance in the levels of Order in societies during the missions in the game. licensing and policing of those granted licences are the primary methods of keeping order. Example – Any homeworld of the Council races. O+0: Stability Those employed to look after the public generally do.Cluster Creation Mini-Game Changes NEW SYSTEM STAT: ORDER Due to the universally high level of access to technology. At this level of order. tomorrow's gang leaders may die in a hail of blaster fire. revocation and enforcement of many activities. Example – The Citadel 8 . the rules and restrictions are beginning to pile up. O+2: Licensed At this level of order. or other associate species of the Council. validation. and all manner of other restricted goods are available for sale. Example – The completely corporate and privatised world of Noveria. all exploited by those wanting to work around them. there are multiple layers of bureaucracy. especially if they are creating or studying dangerous or outlawed technology such as full Artificial Intelligences. from the relatively lawless Omega. Example – The Citadel Council‘s elite military and special forces training facility of Pinnacle Station. so whilst today's criminal ganglords might provide some measure of stability. systems and societies. Life is strictly survival-of-the-fittest. Example – Batarian Hegemony controlled worlds O+4: Total Control Places with this rating are typically under direct military control. the Citadel. representing a very minimal structure of a handful of people at most. to the totally controlled centre of galactic politics. and those who commit crime and are caught generally face the appropriate penalties. I've picked ORDER. What started as measures to protect the public good are beginning to become quite restrictive.

These differences form the mechanical description of the race. Here's the relevant text from the authors that I used to help create the following racial outlines: Formulating a non-human race (or converting one from another source) may then be framed in terms of general statements that are applicable when measured against a normal human. Some of the racial backgrounds described on the following pages should not be taken as options for player characters as they are more suitable for use as antagonists or in social interactions. and Stunts that would be more common in the race than in humans. Aspects. Chapter 9 . and Stunts”. Mass Effect also has quite a few variations from the base outlines. There are some suggestions on how to model variances to the Diaspora setting in the SRD.Making it Work. New Concepts Helpfully found under the heading Non-Human Races in the SRD are the suggested ways of introducing non-human races to the Diaspora format. “anything should be able to be modelled with an appropriate balance of Skills. 9 . (Diaspora.Character Creation Mini-Game Changes RACIAL BACKGROUNDS As well as some similarities in premise to Diaspora. After all. Page 221) There are fifteen racial backgrounds in Mass Effect. I‘ve incorporated two of them: new races and special powers. they only describe certain features of the choices one would make within those constraints in order to create a believable alien of that type. They may suggest some Skills should be higher than others. and of those ideas. but are included in this section for completeness. as the SRD states. including baseline humans. or that some should be lower. These differences do not change the number of Stunts or Skills or the shape of the Skill pyramid.

mercenaries. Asari have had a long time to develop many other skills. Asari characters favour a few skills over others. Fortunately. 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. a hunter's eye. and their education 10 . a huntress is practically unbeatable. Reflecting their physical attributes. and Biotic talent. not all develop their skills. and a dancer's grace and alacrity. Asari have been bartenders and dancers. diplomats and warriors. are often considered the most powerful and respected sentient species in the known galaxy. A mono-gender race—distinctly feminine in appearance—the Asari are known for their elegance. Huntresses fight individually or in pairs. possessing profound tactical insight. and to discover and inhabit the Citadel. Biotics are common enough that some capability is a requirement to be trained as a huntress. Whilst they are natural Biotics. Asari can be found in all walks of life. lack of Biotic talent excludes a young Asari from military service. Asari typically have the Agility skill quite high. As such. depending on the tactics preferred in their town. but often have good charm or intimidation ranks.Asari from that point is dedicated to sharpening their mind and body for that sole purpose. This is partly due to the fact the Asari were the first race after the Protheans to achieve interstellar flight. culture/tech. they possess an alarming proficiency for killing. The Asari were instrumental in proposing and founding the Citadel Council. and have been at the heart of galactic society ever since. and some all of them at somepoint in their life. traders. there are not many of them. Asari choose to be warriors at a young age. One-on-one. When they retire. and as such often have the resolve skill. As a popular Turian saying puts it: "The Asari are the finest warriors in the galaxy. develop their stealth and close combat skills as huntresses. and some kind of profession. but taking ranks in Biotic training is optional. Politically minded Asari will have good arts. Out of physical combat. bureaucracy. Regardless of their current phase of life Asari are mindful of their lifespan and take the long view. A very long lived race. and usually have at least one space skill. diplomacy. and when focused on building their martial abilites are fearsome huntresses. native to the planet Thessia." The average Asari huntress is in the maiden stage of her life and has devoted 20-30 years studying the martial arts. Asari characters must take the Natural Biotic stunt. The Asari.

Given the Batarian government's oppressive nature. 11 . is still hostile to the Systems Alliance. The Batarians blame humanity for their troubles and claim they were forced to fend for themselves. and it is currently unknown how the Batarians maintained standing on the Citadel for so long with slavery still actively practised. and in response the Batarians closed their Citadel embassy and severed diplomatic and economic relations. They have a reputation for being shrewd businessmen and merchants. The Terminus Systems are infested with Batarian pirate gangs and slaving rings. they asked the Citadel Council to intervene and declare the Verge an area of "Batarian interest". Batarians are a race of four-eyed bipeds that chose to isolate itself from the rest of the galaxy. The Council refused. and overstepping one's place is frowned upon. though in more lawless regions of the galaxy like Omega. The rest of the galaxy views the Batarians as an ignorable problem. The indoctrination by their govenment and caste systems. Almost universally despised. and related skills such as demolitions and tactics. preferencing vanguard and sentinel packages. Their government. as well as the threat of slavery by their own kind. When humans began to colonise the Skyllian Verge. Batarian characters are largely distrusted for their outspoken supremacist views and despised for ther practice of slavery. Their shock troopers are known to be Biotically talented. Most Batarians prefer profitable pursuits such as drug running and slave grabs to out-and-out warfare. especially among colonists. It should be noted that these criminals do not represent average citizens. Casting aspersions on the monetary worth of a social better is considered a serious insult. but beneath the notice of the powerful Council races. becoming an inward-looking rogue state. Most Batarians at large in the galaxy will therefore be mercenaries or pirates. known as the Batarian Hegemony. a region the Batarians were already actively settling. The custom is so deeply ingrained in Batarian culture that they consider the Council's anti-slavery standing to be prejudicial. It is not known what the average Batarian thinks about their enforced isolation. Batarians strongly believe that species with less than four eyes are less intelligent. and have high combat and intimidation. Rogue Batarian slave rings are feared throughout the galaxy.Batarians Slavery is an integral part of the Batarian caste system. Batarians place an extremely high value on social caste and appearance. make Batarian counter-culture rebels almost impossible to find. as the Department of Information Control ensures that only government-approved news enters or leaves Batarian space. negotiations with a Batarian are likely to be conducted at gunpoint. it is speculated their supreme leadership is autocratic or totalitarian in nature. despite being illegal according to Council law. who are forbidden to leave Batarian space by their omnipresent and paranoid government. despite the fact that their exile is largely self-imposed. fuelling the stereotype of the Batarian thug.

Elcor move slowly. who spend years poring over ancient records of jurisprudence to determine the precedent that should be followed in any given situation. The Drell possess eidetic memory. Any Drell may refuse to serve. extremely slight body movements. Amongst themselves. stamina. 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. an evolved response to an environment where a fall can be lethal. had established a regular trade route to the Citadel. the Drell have remained loyal to the Hanar for their camaraderie and have fit comfortably into galactic civilisation. so many have high ranks in agility. such as combat. within a single lifetime. The Elcor follow the recommendations of their Elders. making them deliberate and conservative. but as being requested to serve is a great honour. The Elcor are native to the high-gravity world Dekuuna. ponderous monotone. The Elcor were just making their first forays into space travel when the Asari made contact with them. and vocalised infrasound convey shades of meaning that make a human smile seem as subtle as a fireworks display. drinkable water and prey migration paths) across vast distances. the Elcor prefix all their dialogue with non-Elcor with an emotive statement to clarify their tone. scent. few turn down the offer.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. The Elders record closely argued and minutely detailed instructions on what course to follow in any theoretical crisis. alertness. as well as all space and combat skills. EVA and repair. resolve. standing on four muscular legs for increased stability. such as demolitions. and survival. Since their subtlety can lead to misunderstandings with other species. Elcor speech is heard by most species as a flat. Since then. With their help. The debt of gratitude that the Drell owe the Hanar is referred to as the Compact. This process can be involuntary. though they still have to share an embassy with the Volus. They are massive creatures. the Elcor discovered the closest mass relay and. This has coloured their psychology. These recalls are so vivid and detailed that some Drell may mistake it for reality. The memories are so strong that an external stimulus can trigger a powerful memory recall. The Elcor quickly became one of the more prominent species in Citadel space. Drell have quite a few physical skills due to their harsh development. but primarily ones that involve physical tasks. Their Compact with the Hanar allows them to develop many other skills. The Drell now thrive co-existing with the Hanar and have been a part of the galactic civilisation for roughly two centuries. These are filed away in huge libraries of data discs 12 .

provided one has done a great deal of research. They don't need to trade for any resource—they have all they require to supply their own needs. lumbering Geth Armatures. They obtained an ultimate goal in this time period. the Quarians attempted to exterminate them. serial killers and actors. 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. These war machines can choose between thousands of gambits developed and polished over centuries by Elcor strategists. Fortunately. Any attempt to embargo their space would be fruitless. to bouncers. recon and repair drones. Elcor make better colonists than sailors. High brokerage. instead choosing to exist in the computer hubs aboard massive space stations. 13 . The slow speed and immense size of the Elcor makes them easy targets. The Geth were created sometime around 1900 CE by the Quarians. The Elcor economy is small. but extremely well developed. Because their slow. This makes Elcor policies very predictable. the Elcor rely on sophisticated VI combat systems. they should not have combat skills. their broad shoulders serve as a stable platform for the same size of weapons typically mounted on Alliance fighting vehicles. their durable hide allows them to shrug off most incoming fire. Elcor occupy all sorts of positions. assault. instead relying on equipment stunts if in military roles. to the gigantic. Over time. and stamina. colonists. They see no point to rushing things. pirates. the Geth have evolved into numerous sub-forms — from the diminutive but highly agile Geth Hoppers. from traders and business operators. conservative psyche is not suitable for making the spur-of-the-moment decisions necessary in combat situations. While they prevented any contact by other races with themselves. bureaucracy. The Geth won the resulting war. Elcor characters must take the stunt "Integral Equipment Toughened Hide" which grants them the benefits equivalent to a bullet proof vest. and trade only in finished goods. Due to their conservative nature. and are fond of making thorough. The Geth continued development of new technology and variations of mobile platforms. as labourers and tools of war. The Geth did not repopulate the now barren Quarian worlds. Elcor warriors don't carry small arms. dubbed the ―Morning War‖ by the Geth.and are consulted when needed. the Geth monitored communications and the Extranet. The Geth also utilise turrets and drones (rocket. which could house every single Geth program.any ships that ventured into Geth space were immediately attacked and destroyed. They adopted an extremely isolationist attitude. separating their technology base from the rest of the galaxy. Little is known about the Geth in the time between the Morning War and the present. Geth The Geth are a race of networked artificial intelligences that reside beyond the Perseus Veil. century-long development plans. When the Geth became sentient and began to question their masters. and reduced the Quarians to a race of nomads. only slightly larger than the Alliance's. specifically).to create a Dyson Sphere. consequently having fewer space related skills.

When interacting with mainstream galactic society. Many Drell become unofficial members of the 14 . and their strong religious beliefs regarding the Protheans. have access to Tech Talents. where they integrated into Hanar society with the remaining Drell dying out. Hanar The Hanar are a species resembling Earth's jellyfish and are one of the few non-bipedal Citadel races. they rely on contra-gravitic levitation packs that use mass effect fields. However the invertebrate. however. The Hanar 'stand' slightly taller than a human. the Hanar made contact with the Drell on their nearby homeworld of Rakhana. Drell society was quickly collapsing due to overpopulation and warring over scarce resources. Their limbs can grip tightly. accepted the Reaper‘s help and were henceforth referred to by the mainstream Geth as ―Heretics‖. the reality is very different. deeming it better to accomplish their goal with their own technology rather than be dependent on another race‘s technology. Drell have integrated with every level of Hanar society. but are not strong enough to lift more than a few hundred grams each. Hanar are known for their intense politeness when speaking. Now the Drell serve as a client race of the Hanar. the Geth were approached by the Reapers who offered them technology that would aid them in achieving their goal. water-native Hanar cannot support their own weight in normal gravity. They were allowed to peacefully leave the main Geth network. Geth encountered beyond the Veil will have programs developed equivalent to skills. although most of their height is in their long tentacles which have three fingers at the base.Approximately three centuries after the Morning War. whom they refer to as "the Enkindlers". so the Hanar rescued several hundred thousand Drell and brought them to Kahje. and although to outside observers the relationship can be construed as a form of slavery. and vary according to role. The majority of the Geth dismissed the offer. and most consider it an honour to serve a Hanar family in a tradition referred to as the Compact. A small percentage of Geth. in exchange for their assistance. Several hundred years ago. It should be stressed that practically all Geth encountered outside the Perseus Veil likely belong to the violent faction of Geth Heretics and will react with hostility to any organic not working for the Reapers.

a Hanar known for its cynicism may take a name that means "Illuminates the Folly of the Dancers. Few standard technologies (designed for bipedal and fingered species) are available in their space. Few Hanar are willing to deal with other species. a movie about a Hanar Spectre who has "a gun in every tentacle. Drell servants usually carry out Hanar assassinations." Famous for it's tagline "Enkindle this" followed by a gunshot. and they produce very few goods that are usable by others. and will remain formal even with those it wishes dead. 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) -. The Hanar have two names. Due to this self-imposed isolation and the unique physiology of the race. Even when flustered or angry. so should have some driving Aspects to explain why. As such. and some even earn the privilege to learn their masters' soul names." That said. which occasionally causes clashes with other Citadel races. "This one wonders if the criminal scum considers itself fortunate". frequently appearing in magazines. a Hanar will still maintain exquisite poise. Economic contacts are limited to a handful of trade stations on their borders." The face name is used as a general label for use by strangers and acquaintances." It is only around those who know their soul name that they would ever consider using the first person. and must take special courses to unlearn this tendency if they expect to deal with other species. their economy is small and isolated from the rest of the galaxy. as the Hanar are too cumbersome out of the water to participate in a physical fight. the trailer also shows another key scene where the Hanar says. though they are still capable of strangling someone in favourable conditions. For example. almost to a fault. They never refer to themselves in the first person with someone they know on a face name basis: to do so is considered egotistical. and tend to be poetic. a "face name" and a "soul name. Hanar characters will be exceptional by choosing to associate with non-Hanar races. games and movies such as Blasto: The Jellyfish. The soul name is kept for use among close friends and relations. Hanar are extremely polite.family. The Hanar themselves are known to become vocal if their religious rights appear threatened in any way. Most Hanar take offense at improper language. Instead they refer to themselves as "this one. Hanar characters should have no combat skills at all. The Hanar communicate using sophisticated patterns of bioluminescence -.and speak with scrupulous precision and extreme politeness. One industry that Hanar seem well suited to is the Entertainment Industry. 15 ." or the impersonal "it.

Humans first came to the attention of the galactic community after a brief but intense conflict with the Turians. thus introducing humans to the galactic community. which wasted no time brokering a peace and stoping hostilities before the crisis could escalate into full scale interplanetary war. It has been noted that humans are unusual in the galactic community. the Council's elite operatives. humans expanded to other systems.Humans pelled them from Shanxi. Led by Admiral Kastanie Drescher. They independently discovered a Prothean data cache on Mars in 2148. begun in 2157. Unlike many species in Citadel space. protect their own interests and have a say in the governing of Citadel space. Without alliances or key political positions. though they are trade partners with the Turians and Asari. are the newest sentient species of notable size to enter the galactic stage and are hands-down the most rapidly expanding and developing. the Second Fleet then launched a massive counter-attack. Once humanity does get a seat. from the planet Earth. As a consequence of the Alliance's swift and decisive action during the First Contact War. which caught the Turians by surprise and ex- 16 . as the first step to getting a seat. because they have far greater genetic diversity compared to other species with more peaks and valleys. Humans. a global rush began to decipher the petabytes of data from the outpost. While religions tried to assimilate this discovery into their doctrine. The conflict caught the attention of the Citadel Council. explorers managed to open the Charon Relay and discovered it led to Arcturus. With the help of the fledgling Systems Alliance. Human ambassadors have been pushing to induct a human into the Spectres. they will be able to influence the Council's rulings. the Alliance became the representative and supranational governing body of humanity. opening any mass relays they could find. known by humans as the First Contact War. The Council forced the Turians to pay heavy reparations. humans have rapidly risen in prominence. 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. with a surviving data cache that proved Protheans had studied Cro-Magnon humans millennia ago. Discovering information on a mass relay orbiting Pluto. humans have no close allies among the other races. although the repercussions from the First Contact War are still being felt. This makes human genetic material useful in biological experiments. humans have had to follow the edicts of the Council without having much influence on their decisions. and the mass relay networks shortly thereafter. Human explorers on Mars uncovered a longruined Prothean observation post. Since then.

private armies.Krogan Krogan have always had a tendency to be selfish. though those who do possess the talent typically have strong abilities. They respect strength and self-reliance and are neither surprised nor offended by treachery. the Krogan were 'uplifted' into galactic society. Krogan characters should have the stamina skill in one of the top three tiers. Krogan typically have few social graces. The weak and selfless do not live long. and overabundance of vicious predators. With the help of the Salarians. 17 . As such. Biotic individuals are rare. population. unsympathetic. but due to the overabundance of predators on their home planet. as Krogan society became more technologically advanced so did their weaponry. causing a severe drop in births and. and blunt. 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. after the Rachni were eradicated. This genetic 'infection' dramatically reduced fertility in Krogan females. a world known for its harsh environments. and extreme heat and cold. The most amazing physiological feature of Krogan biology is the multiple instances of major organs. and should also invest in brawling. but actually thrived in the extreme conditions. Many who have left Tuchanka have found employment as professional mercenaries. radiation. ultimately. Their thick hides are virtually impervious to cuts. scarce resources. bodyguards. Unfortunately. perhaps excluding intimidation. "looking out for number one" is simply a matter of course. In their culture. and governments alike. and security enforcers for gangsters. starting the Krogan Rebellions and forcing the Turians to unleash the genophage. and they are highly resistant to environmental hazards. eliminating the Krogan numerical advantage. the rapidly-expanding Krogan became a threat to the galaxy in turn. scrapes or contusions. Ironically. The Krogan managed to not only survive on their unforgiving homeworld. and lent their numbers and military prowess to bring an end to the Rachni Wars (see below). close combat and resolve. including toxins.

this aspect changes to "No substitute for home cooking" or something similar. After being refused aid from the Citadel Council. and assets and brokerage due to their lack of currency based economics in the Migrant Fleet. Since their homeworld Rannoch was conquered. Ever since. the Quarians have devoted all their skills and resources to preserving their species aboard the Migrant Fleet. when the Geth gradually became sentient. 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). As a result. all Quarians habitually dress in highly sophisticated enviro-suits. resolve. the Quarians became terrified of possible consequences and tried to destroy their creations. If they travel on a sterile ship of the Migrant Fleet. and favour MicroG combat or energy weapons. Soon after. Most Quarians focus on two space skills. The Quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. the Council stripped the Quarians of their embassy. some take all six. The most important fact of Quarian biology is their weak immune system. and quickly develop high EVA and medical skills to protect themselves. All Quarian characters should take the Aspect "Life seen through a window". science and survival. Quarian characters are generally prohibited from taking stamina due to their fragile immune systems. a species of rudimentary artificial intelligences. effectively cutting the Quarians out of Citadel politics as a punishment for their actions.Quarians Quarians are trained extensively before they leave on their pilgrimge. to serve as an efficient source of manual labor. However. the Quarians fled in the Migrant Fleet while the Geth took over their systems. a huge collection of starships that travel as a single fleet. Approximately three hundred years ago the Quarians created the Geth. the Quarians live aboard the Migrant Fleet. but they also take ranks in repair. to protect them from disease or infection if they are injured. 18 .

other species seem sluggish and dull-witted.Salarians The second species to join the Citadel. spearheaded in the field by Special Tasks Groups (STG). science. allowed the Krogans the time. The Salarians see information gathering and even spying as a matter of course when dealing with other races. medical. As such they are well respected. demolitions. Many Salarians have high alertness informing their decisions. aggressively claiming formerly allied planets as their own. With this in mind. the Salarians are warm-blooded amphibians with a hyperactive metabolism. especially the Elcor. including a few humans. Also valued are all space based skills. This manifests as an aptitude for research and espionage. 19 . and it is generally accepted that they always know more than they are letting on. The Salarians provided the Krogan with advanced technology and a new. using their brokerage. see the Salarians as manipulators. The Salarians also played a significant role in the evolution of the Krogan species. and tactics. combined with their exceedingly high birth rate. This comparatively easy life. as they did before contact with the Salarians. repair. In order to end these "Krogan Rebellions" the Salarians then provided the Turians with the genophage. and move fast. and as such are well suited as traders and mercenaries. Salarians are currently seen as the premier intelligence and information-gathering arm of the Council. Salarians often have ranks in intellectual skills such as archaeology. preferring to use cutting-edge technology rather than settle for anything less. Salarians are known for their observational capability and non-linear thinking. Unfortunately. a biological weapon that effectively sterilized the Krogan resulting in almost all Krogan pregnancies ending in stillbirth. tranquil home planet (in order to manipulate the Krogan into eradicating the Rachni for the Council). and EVA skills to augment their chosen professions. Salarian Characters excel at invention. talk fast. The peaceful home planet and better technology put less strain on the Krogan as a species. bureaucracy. their metabolic speed leaves them with a relatively short lifespan. To Salarians. Salarians think fast. Salarians over the age of 40 are a rarity. but this is not underhanded: they simply embrace the dictum of 'knowledge is power'. but some races. They are constantly experimenting and inventing. Though their military is nothing special. they no longer had to worry about simply surviving on a dangerous planet with primitive technology. numbers and energy to spread through Citadel space.

The corps of engineers builds and maintains spaceports. To compensate. The Turians deployed a Salarian-created biological weapon called the genophage. oratory. schools. from a construction engineer to a sanitation worker. It is not just an armed force. They gained their Council seat after defeating the hostile Krogan for the Council during the 'Krogan Rebellions'. The merchant marine ensures that all worlds get needed resources. demolitions. All Turians characters should have at least five skills from the combat and space skill sets reflecting time spent in public service. water purification plants. as anything from a soldier to an administrator. It is rare to find one who puts his needs ahead of the group. they accepted the mercantile Volus as a client race. The military police are also the civic police. repair. Known for their militaristic and disciplined culture. The Turian military is the center of their society. and eventually gained a Council seat in recognition of their efforts. the Turians are the most recent of the Citadel races invited to join the Council. Turians are noted for their strong sense of public service. which virtually sterilised the Krogan and sent them into a decline. Turians have a strong inclination toward public service and self-sacrifice. 20 . offering protection in exchange for their fiscal expertise. intimidation. Aspects should also be chosen to reflect their loyalty to the team. The Turians then filled the peacekeeping niche left by the oncecooperative Krogan. The fire brigades serve the civilian population as well as military facilities. stamina and survival. and power stations. Also prominent are bureaucracy. it is an allencompassing public works organisation. Every citizen from age 15 to 30 serves the state in some capacity. so they tend to be poor entrepreneurs.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.

but not the definition. as VIs are only utilised to assist the user and process data (although. like AIs. use VI technology to constantly monitor the Biotic's brain waves and adapt the implant's performance to maximise biotic potential. the L4 iteration. they can still get out of hand). a slow. Manufacturers of the blue box hardware required for the creation of AIs are also similarly restricted. so the onboard computer can optimise the armour‘s combat performance or dispense medi-gel to heal the user. A lot of armour upgrades use VI enhancements. Both the Humans and the Elcor make extensive use of VIs in their military endeavours to process status reports. They are not to be confused with artificial intelligences like the Geth. The Geth serve as a cautionary tale against the dangers of rogue AI. although it is illegal to make VIs based on currently living people. To gain some measure of control over the creation and study of AI. Creation of a conscious AI requires adaptive code. 21 . an AI is no more than data files.I.Virtual Intelligence and A. They argue that continued use of the term "artificial" is institutionalized racism on the part of organic life. An Artificial Intelligence (AI). Though they appear to be intelligent. as variations in the quantum hardware and runtime results create unpredictable variations. and a specialized quantum computer called a "blue box". This is what gives Rogue VI its definition—had the VI simply not worked. that an AI is a living. the term "synthetic" is considered the politically correct alternative. just made with clever programming. expensive education. and in Citadel space they are technically illegal. A virtual intelligence (VI) is a sophisticated program designed to make modern computer systems easier to use. Some VIs have 'personality imprints'. only four corporations have been licensed by the Citadel to develop artificial intelligence for research purposes. An AI cannot be transmitted across a communication channel or computer network. it would be more broken than rogue. The Quarians were even attempting to make their 'ancestor VIs' (virtual intelligences preserving the wisdom and personality of their ancestors) truly intelligent. conscious entity deserving the same rights as organics. with their behaviour parameters. A VI is Rogue when it no longer does what it is intended or instructed to do. to create a kind of virtual immortality.s A VI going ―rogue‖ is akin to software not working correctly—that is in fact the cause. is a selfaware computing system capable of learning and independent decision making. Without its blue box. however. Loading these files into a new blue box will create a new personality. Advocacy groups argue. speech pattern and appearance based on specific individuals. when the Geth rebellion put an end to most of their research into synthetic intelligence. they aren't actually self aware. react faster than organics can or—in the case of the Elcor—choose instantly between millions of gambits designed for any combat situation. however. The newest biotic implants.

trader or accountant. although many have found their way off-world as stowaways on ships visiting their homeworld. Their inability to provide adequate soldiers for themselves and the Citadel is a primary reason for not yet being inducted into the Council. as their default form of communication resulting in their communications being primarily non-verbal. the Vorcha are a primitive race that live among the galaxy's darker and more dangerous locations. When a clan population grows too large. Volus characters should not have any combat skills above tier four. the Volus must wear pressure suits and breathers when dealing with other species. both against rivals of their own species and against any alien who stands in their way. they tend not to be very violent. and they have a long history on the Citadel. In fact. As a result. They hail from Irune. they have never been invited to join the Council. Volus must develop EVA skills to keep themselves safe. Brokerage should be in the top three tiers. resources. and their presence is generally seen as a blight. and most have extensive assets to draw upon. and many. if at all. However. which is a sore point for many Volus individuals. The Vorcha are not themselves a space-faring race. whether it be of land. and can even seem overly-pacifistic and cowardly to other. as should some profession such as banking. Vorcha society is built around combat. both singly and in groups. but are also a client race of the Turians. more militant species. 22 . Like the Quarians. The Volus have a reputation as traders and merchants. "know your customer's need better than they do". the Vorcha use combat. The Vorcha who escaped their hostile homeworld did so by hiding on the ships of space faring races that had the misfortune of visiting their planet. and only two at most. Volus culture is dominated by trade. work as some of the best financial advisers in Citadel space. Because they are not physically adept compared to most species. younger members will depart to start a new clan elsewhere. Their adaptability and resilience allows them to flourish in the dark and dirty corners of the places they end up. They are extremely aggressive. Volus mostly make their influence felt through trade and commerce. Known for their unique biology and aggressive behavior. Culture/tech skills are part of the business ethos. or even other tribe members. which possesses a high-pressure greenhouse atmosphere able to support an ammoniabased biochemistry. Vorcha who have managed to escape their homeworld have a tendency to occupy uninhabited areas of space stations or larger spaceships. They are comfortable with bureaucracy. but are unlikely to have much in the way of space skills. as do oratory and tactics.Volus Vorcha The Volus are an associate race on the Citadel with their own embassy. such as Omega. The rest of galactic civilization regards them as pests and scavengers. Many Vorcha are trained by the Krogan as mercenaries due to their savage nature and adaptability to different environments. Because the Volus are not physically adept. The Vorcha are a clan based people who prefer living in communal environments with others of their species to living alone or in the company of alien races.

large body standing over a Krogan which provides considerable physical strength and agility. A group of Yahg will not cooperate until a single leader has attained dominance through either social maneuvering or brute force. making it almost impossible to lie to a Yahg. The Yahg also possess a muscular. Yahg have four pairs of eyes. The Yahg are a sentient race of towering humanoids native to the world of Parnack. They have scaly skin ranging from red to brown.Yahg The Yahg evolved to fill the niche of apex predator on Parnack. A keen sensitivity to movement and light allows the Yahg to easily read the body language of any species. Consummate predators. Their hands each have three fingers which include a thumb. the Yahg were unceremoniously barred from interaction with Citadel space after massacring the Council's delegation. and two other fingers. 23 . each pair designed to track and predict the movements of prey. two large horns and facial markings on their heads. Once the leader is established. Discovered by the Citadel Council in 2125 CE. a triangular mouth adorned with sharp teeth. as well as three toes on each foot. known for their violent and aggressive nature. the defeated Yahg do not hold a grudge and former rivals serve their new superior loyally. the Yahg possess unrivalled perceptiveness and mental adaptability. Yahg society is built around a pack mentality.

They should also take ranks in agility. intimidation. Whilst still prevented from taking Tech Training. Their apex skill should be non-technical in nature to reflect their dedication to Biotic and Tech Talents. and their attendant specialisations. and tactics. all ranked relatively highly with one in tier one or two. and as such. should have only one combat skill at tier five. with resolve and stamina also valuable. but should have ranks in demolitions. The Tech specialist. Adepts should have the Biotic Training skill in the first or second tier. so don‘t worry too much if you have an idea for a character that doesn‘t seem to fit with any of the classes presented below.CLASS PACKAGES After a bit of tinkering. they should not have more than three combat skills in total and the highest at a tier one lower than their Biotic Training skill. The exhaustive requirements of both sets of training skills prevents them from attaining rank one with either. Sentinels are Biotics with Tech training. Also. if at all. Infiltrators have the Tech Training skill at rank two or three and their highest combat skill at tier three. Engineers should have the Tech Training skill in the first or second tier. with one of them at tier two and the other at tier three. Receiving more combat training than the Adepts. in that to play as a certain class type some skills should be valued over others. They lack advanced combat training. they should not have more than three combat skills in total and the highest at a tier one lower than their Tech Training skill. They should have no ranks in Biotic Training or Tech Training. such as charm. and should have no ranks in the Biotic Training skill. Receiving more combat training than Engineers. They lack advanced combat training. with the highest combat skill at tier four. Possessing an unusual combination of skills. Such specialised fields leave little time to develop combat skills. Soldiers should have at least three or four combat skills. with the highest combat skill at tier four. The Biotic specialist. stealth and tactics. or oratory. Whilst still prevented from taking Biotic Training. 24 . They should also consider taking advantage of the Combat Excellence stunt. I came to the realisation that classes are not all that different from non-human races. stamina. whilst there are only six basic classes in the game. Vanguards have the Biotic Training skill at rank two or three and their highest combat skill at tier three. The weapon and combat specialist. and should have no ranks in the Tech Training skill. they are by no means the only character concepts allowed. They should also take ranks in stamina and resolve.

All Biotics are sensitive to mass effect fields. entered military service when they reached their Starting Out phase. or gainfully employed? Biotics All Asari are natural Biotics from birth. if a weapon does not have the ―civilian‖ aspect. producing the effects seen as Biotic abilities. what now? Who knows the character is a Biotic? To whom do they owe the debt of Implants? Are they on the run. humans who were exposed in utero. the Biotic uses a physical gesture to cause the right neurons and eezo nodules to fire and create the desired effect. and so on. and many new stunts are described introducing concepts and abilities from the Mass Effect universe to the Diaspora rules format. Finally. and are handled a little more freely here than in the original version of the Diaspora rules. there is no real issue with ignoring that particular rule. then outfitted with a surgically implanted amplifier in the brain . are individuals who were exposed to dust-form element zero in utero and.to use their talents to any useful degree. such as terminal cancer. however if they don't there are still stories that can be told about characters who didn't receive training. such as humans. there is a risk the eezo will cause medical complications instead. In extremely rare cases.NEW SKILLS AND STUNTS Another of Mass Effect's differences is the presence of Biotic and Tech related powers.usually at puberty . This is done using a technique called 'physical mnemonics'. In the core rules. then the character needs a Military Grade weapon stunt to utilize it. about one in ten exposures will result in a person with moderate. Weapons are an important aesthetic from the games. the second with a stunt. but each Biotic must first be trained. and even if Biotic talents manifest themselves. the expensive procedure is performed by the military. Most. could also have been influenced by their Biotic Powers. reducing it to a dump stunt instead of its previous role as an "all-access" stunt. Usually. which is a long. stable Biotic talents that are worth training. yet 25 . The medical risk to their body. However. a Biotic can generate and control dark energy to move objects. or who had defective implants. can develop them in puberty through further exposure to element zero. generate protective barriers or restrain enemies. Bio-Amps are artificial devices used to increase a Biotic's talent in a particular discipline. they aren't always permanent. A Biotic has to essentially develop conscious control of their nervous system. Biotics of other species. With Mass Effect being Space Opera in theme. This effectively inverts the function of the "Civilian" weapon stunt. but not all. They were also probably raised away from their parents. and thus implanted with their Bio-Amps during the Growing Up phase of character creation. though not all choose to develop their abilities. or after being Sidetracked. though some left. Once trained. did not manifest Biotic talents. and as a result many Biotics develop their powers with military application in mind. Two new skills are introduced to allow characters to access these abilities. Biotics were typically discovered at a very young age. The natural electrical impulses in the body can create mass effect fields from these nodules. Appropriate Biotic Aspect Development All phases of generating character aspects are suitable for themed Biotic Aspects. and the extent of their training are the core concepts we want to integrate. The first one we can do with an appropriate Aspect. In humans. slow process. or escaped and became mercenaries. Players who wish to play Biotic characters should be encouraged to take all three changes for their character. and the last with a new skill. developed eezo nodules throughout their nervous system. the quality of their implant. beating the odds. or otherwise went rogue. The events leading to their Moment of Crisis. as it suits the genre and play style from the games.

leaving them floating helplessly and vulnerable to attack. making them more vulnerable to attack. These effects all require a successful Biotic Training skill roll to activate. If the same target is Warped for two consecutive turns. Primary Biotic Effects Stasis This effect causes an enemy to be temporarily locked in a mass effect field. During character creation. such as crates or pieces of furniture. or until another Biotic effect is used. increasing the damage the enemy takes. Throw / Pull In combat. Enemies in Stasis also become impervious to damage. When activated. rendering them helpless when they land. Some examples are listed below. Place an appropriate Aspect on the target zone as you would for a maneuver. Place an appropriate Aspect on the target as you would for a maneuver. this effect is mostly used to keep opponents at a distance. This effect lasts 2 turns. Warp This effect lowers the armour on a target. modified by their BioAmp Implant stunt. and last until the next turn only unless otherwise specified. so a charging enemy will rush over the characters heads. Primary and Advanced. Primary powers are those that most Biotics learn first due to the ease at which their effects are manifested. or until another Biotic effect is used. and place an appropriate Aspect lasting till the characters next turn. subtract 2 from the effective armour rating of the target for the purposes of their defensive rolls. When activated. Singularity This gravitational power sucks multiple enemies within a radius to a single area. Shift an enemy one zone on a successful activation. 26 . Thus.New Skill: Biotic Training Mass effect fields are difficult to generate and control without training. Lift Using Lift will cause enemies to float helplessly in the air. This effect conserves the momentum of its target. a player may choose a number of effects equal to their Biotic Training skill level. and so on. In game terms. an Asari character with Biotic Training skill at 3 needs no Bio-Amp stunt and may choose three effects. add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. as well as dealing damage over time. Place an appropriate Aspect on the target as you would for a maneuver. It can also attract objects from the environment. the Biotic Training skill allows the character to create various effects. Powers are available at two levels. any damage to the target generates one additional shift before consequences are applied to represent the damaging nature of the mass effect field. a character with Biotic Training skill at 1 with an L3 BioAmp may choose one effect. Advanced powers usually combine effects and require much more skill and fine control to manifest. freezing the target in place and making them unable to attack. Barrier Using this effect creates a barrier against the skin to protect against energy weapon attacks. This effect lasts 3 turns. and so on. by either launching them away or knocking them over.

as well as Close Combat present in the skill pyramid. The following round. the character is unable to act for one turn. Charge Prerequisites: one of either Barrier or Throw Effects.Advanced Biotic Effects These effects have prerequisite conditions that must be met for characters to select them as one of their available powers. the character must not attack. and applied to each separate border/barrier. Organic life forms attacked with this talent can be subverted for one round to fire on their own allies by messing with their perception. attuning themselves to their declared target. which does not count toward the next use of this Effect. To use this Effect. After the attack. Place a "Dominated" free tag on the target until the player's next turn. move or reduce any barrier ratings for their current turn in preparation for their attack. as well as Resolve present in the skill pyramid. To use this Effect. with a +2 bonus for having one of the required Effects (Barrier or Throw) and a +4 bonus for having both. If the target is no longer valid. The character applies the effects of the Throw Effect to the target if they have it. This bonus is equal half the character's ranks in the Medicine skill rounded up (rank 1.2 = +1 to defense. the target becomes immune to further domination attempts. When the character attacks an unprotected organic. the character may make a Close Combat check. or +2 against armoured or synthetic targets. place manouvers. whilst also giving a temporary defensive bonus when the power is used against unprotected organics. as well as Medicine present in the skill pyramid. the character loses all benefits and must start again. There must be multiple enemies present to activate this talent. place an "Immobilised and Helpless" aspect on the target. less one from this Effect. the player makes an attack against the target. and the benefits of the Barrier Effect to themselves if they have it. they take a full turn move as per the standard rules (Diaspora page 102). rank 5 = +3 to defense). Dominate Prerequisites: Stasis Effect.4 = +2 to defense. the character can spend 1 FP to gain a bonus to their defense against attacks from other organics. Next turn. but only on a successful result against their defense. with a bonus of +4 against unarmoured biological targets. Next turn. 27 . Dominate is an innate Ardat-Yakshi ability that works almost the same as the Tech Talent Hacking. rank 3. with the exception that they may ignore any border pass costs equal to 1. After the attack. the character must not attack. move or reduce any barrier ratings for their current turn in preparation for their attack. Reave Prerequisites: Warp Effect. and if the target is still alive. The power employs mass effect fields to biotically attack the target's nervous or synthetic systems. place manouvers. At the end of the move. Higher pass costs must be eroded with shifts as normal. That target is unable to act next turn and loses the applied aspect at the end of that turn. but on an organic target instead.

instead of the ground. the character must not use their free move this turn. the character must not use their free move this turn. any character that gets a Superb (+5) or better result on their Biotic Training skill check may spend a FATE point to apply a "Residual Biotic Charge" aspect on either the target or the zone the target is in for the usual bonuses. and place a "Biotic Shockwave" aspect along the line if they have the Singularity Effect. 28 . The player must decide which scope the aspect belongs to at the time they place the aspect. The character uses Slam like they would use their Biotic Lift ability. leaving it on the table for the remainder of the turn. Targets with the Shielding armour stunt that are hit are unable to move next turn. equal to the number of shifts generated. If the character has 3 or more ranks in the Science skill. as well as Tactics present in the skill pyramid. and benefits from Science present in the skill pyramid. To use this Effect. which otherwise resolves after all other characters have acted. including airborne targets close to the ground. However. This ability is unable to be used in consecutive turns. New Option: Biotic Combos As an additional option. they may pay 1 FP to immediately resolve the following effect. they may instead choose to Slam the target into a nearby wall or object when the Effect resolves. etc). The Shockwave is present until the start of the next turn. To use this Effect. The target rolls to defend only. and the originating character may not use another Biotic Effect until after the end of the next turn.Shockwave Prerequisites: one of either Lift or Singularity Effects. which can only be tagged by other Biotic skill checks. When Slam resolves. and any shifts are dealt to armour first. unlike Lift. The following effects are applied to all valid targets along that line. Slam Prerequisites: requires Lift and one of either Throw or Pull Effects. 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. the target loses all momentum becoming stationary as the ability takes effect. placing an appropriate aspect on a target. unsecured objects (explosive barrels. allies and electronic systems along the line are all impacted by an expanding explosive Biotic pulse originating from the character. the target who was lifted is immediately subjected to rapid acceleration straight down into the same zone that they were Lifted from. All targets take damage if the check exceeded their defense rating. The character draws a straight line across the map. NPC's. If the character has 3 or more ranks in science. The character applies the effects of the Lift Effect to all unshielded targets if they have it. equal to (Tactics Rank -1) zones in length from their position.

Asari are only restricted by training to the number of Biotic Effects they can produce. Stable L2 Implant The maximum rating for the Biotic Training Skill is 4. Players choose which track they will apply the damage to each time. Natural Biotic (Asari only) As the only known species that are all natural Biotics. See the Bio-Amp Manufactures section on page 39 for some sample manufacturers. If reduced to zero or below. Unstable L2 Implant The maximum rating for the Biotic Training Skill is 3.New Stunt: Bio-Amp Implant Unless your character is an Asari. cumulatively. Roll 3DF before each personal combat scene begins and add to the Biotic Training skill rating. New Bio-Amp Implant Stunts the number of Biotic effects the character can manifest. Asari have no need to augment their innate abilities with a Bio-amp. but to save the life of the character. Geth are unable to be Biotics. but must still invest in the Natural Biotic stunt below. others are strong but unstable. some L2s are hardly stronger than an L1. also determining the number of Biotic effects the character can manifest. also determining 29 . and can reduce this damage by taking Consequences like normal. If raised above 5. The character may not take the Biotic Training skill at any level. but without the associated drawback aspect. because the L1s were implanted after puberty. L1 Implant Biotics with an L1 implant can manipulate small objects but aren't strong enough to be offensively viable. The effective rating of the Biotic Training skill varies each time the character begins combat. the character begins to take one composure or health track damage for every successful activation. A Biotic with this stunt is in debt to somebody due to the expensive and dangerous nature of the surgery. The purpose of this implant was not to develop combat powers. the character is unable to manifest any Biotic Effects this scene. being a Biotic is an acquired ability. L2 Implant The results of this implant vary wildly. These implants are rated by their efficiency and have associated effects Asari characters also benefit from these stunts. 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. If reduced to zero or below. Krogan characters with Bio-Amps are called Battlemasters. this is the effective rating of the skill for the remainder of the scene. while a few are powerful and stable. Their implants are almost universally equivalent to current L4 Bio-Amps. this is the effective rating of the skill for the remainder of the scene. Non-Asari Biotics harness their abilities through training with their implanted Bio-Amp. the character is unable to manifest any Biotic Effects this scene. but assume any drawbacks associated as well if implanted. but suffer discomfort from their implants. Roll 1DF before each personal combat scene begins and add to the Biotic Training skill rating.

the character's Composure Track is 1 less than normal reflecting the fragile nature of their psyche. if they could ever be convinced to do so. before eventually going insane with the agony. There is no restriction to the maximum rating of the Biotic Training skill. and force police or military personnel to kill them to stop the devastating rampage. They would make good candidates for L1 implants.L3 Implant A good. although the nature and personality of the Virtual Intelligence is highly variable due to their experimental nature. with many Battlemasters still alive today. this is an L1 or L2 who has undergone extremely dangerous brain surgery to replace their implant with a newer model. Characters with this stunt permanently have the Aspect "Occasionally distracted by internal dialogue with VI". stable implant. They spend those years in increasing levels of pain. 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. 30 . Krogan Biotics older than 300 years of age have the equivalent of L4 implants without the associated aspect. L4 Implant These implants use Biotic amplifiers with inbuilt VI interfaces to allow for monitoring and improved performance. They may choose one additional Biotic Effect than their Biotic Training skill would allow to reflect their previous abilities. There are no officially acknowledged side effects. 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. implantation was commonplace prior to and during the Krogan Rebellions over three hundred years ago. Krogan Biotics younger than 300 years of age are slowly dying due to the cancers destroying their bodies. this Bio-Amp restricts the maximum rating of the Biotic Training skill to 3. Also restricted to a maximum rating of the Biotic Training skill to 3.

an omni-tool can be used to analyse and adjust the functionality of most standard equipment. and even starship systems. Versatile and reliable. Remove the characters tagged ―Overheated‖ aspect and tag an untagged ―Overheated‖ aspect on an enemy. Apex: a character who has invested this much time and effort to raise their skill to this level has almost limitless options when they use them. Multiple Redundancy: use your Tech Training to grant a +1 bonus to an ally on their Computer skill check during the damage control phase of space combat. and access secure systems. It is also recommended that they invest in the Computer skill due to its requirement for the advanced Tech Talents. including weapons and armour. The fabrication module can rapidly assemble small three-dimensional objects from common. and can be used to disrupt Biotics. Due to the highly technical nature of most devices. bypass security alarms. or the target of elite Special Forces themselves. 31 . Primary Tech Talents Damping This application of the Military Grade Omni-tool (see below) causes disruptions and suppression of mass effect fields. and even enemy weapons malfunction on command. unless otherwise stated below. no codes are safe from their access. All primary Tech Talents last for one turn and must affect targets in the same or an adjacent zone to the character. it can also be used to augment another character's Computer (space) check. After a successful attack in this manner. but a character with training and access to a military grade omni-tool becomes a true threat in a high tech environment. Electronics New Skill: Tech Training Anyone can play games or watch news clips on their omni-tool.Omni-tools Omni-tools are multipurpose diagnostic and manufacturing tools used for a variety of battlefield tasks. and light alloys. from a distance. The amount of energy drained in this manner will never exceed the storage capacity of the character's own gun. sensor analysis pack. such as hacking. They're either elite military. as well as the reuse of salvaged equipment. Energy Drain Sophisticated circuitry allows the user to drain energy from an enemy‘s energy weapon for use in their own. and minifacturing fabricator. ceramics. and must cool down until the end of their next turn. preventing them from firing for one turn. reusable industrial plastics. decryption. or repair. as a combat action (this prevents an opponent using the aspect to your ally‘s disadvantage). Use this Talent defensively to make Biotic Training checks contested when used on the character or allies in the same zone. or offensively by placing a "Suppressed by Tech" aspect on an appropriate target no more than 1 zone away. They are handheld devices that combine a computer microframe. the target's weapon is too hot from the sudden draining to be used immediately. Characters may take a number of Tech Talents equal to the number of ranks they have in the Tech Training skill. Systems crash at the blink of their eye. This allows for field repairs and modifications to most standard items. Decryption Used to unlock sealed doors. 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. most common energy weapons.

causing a -2 penalty to alertness checks. the Combat Drone is unavailable until the next refresh phase. or other appropriate point in play. 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.First Aid Used in this way. this talent allows the user to reduce the effectiveness of enemy scanners. This talent may be taken multiple times. The character must have at least one rank in the medicine skill to use this talent. There must be multiple enemies present to activate this talent. Once destroyed. and also can also be attempted against lone targets. 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. as a combat action (this prevents an opponent using the Consequence to your ally‘s disadvantage). during combat the character can control a tech drone that draws enemy fire and can electronically stun targets while damaging their shields. Overload Artificial or synthetic lifeforms attacked with this talent can be shut down for one round by overloading their power systems. 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. Through superior technique or inspired creativity. The following round. By investing in this talent and the linked Stunt. Place a "disoriented and confused" free tag on the target until the player's next turn. as well as their linked Primary talent. The following round. Place a "system rebooting" free tag on the target until the player's next turn. granting a cumulative penalty to alertness checks. Have-a-Thing: Combat Drone Range: 0/1. Advanced Tech Talents All advanced Tech Talents require the Computer (space) skill to be present in the pyramid. 32 . The character must have at least one rank in the medicine skill to use this talent. the target becomes immune to further hacking attempts. the target becomes immune to further overload attempts. The character must have at least one rank in the repair skill to use this talent. Jamming Broadcasting a signal that mimics the properties of solar interference. Penetration 2. NonLethal. Place a "targeting malfunction" free tag on the target until the player's next turn. Repair The diagnostic tools in a MG Omni-tool allow a character with ranks in repair to substitute their ranks in tech training to the skill roll instead. This effect lasts 2 turns when activated. 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 Hacking Prerequisite Talent: Hacking. Harm 2.Have-aThing (Combat Drone) Stunt. your Hacks to disrupt an artificial or synthetic life form‘s targeting systems are able to be repeated against the same target. Combat Drone Prerequisites: Hacking Talent.

and unshielded targets must resist 3 shifts of Composure damage. On a success. that zone must make a Stamina check against the number of shifts you rolled. and others. On a success. the user's Omni-Tool fires a mass of super-cooled subatomic particles capable of snap-freezing targets within a certain radius. All shielded targets in the same zone when the Tech Armour detonates have their ―Shields Down!‖ aspect tagged. serving member of a military organisation or affiliate. place a ―Frozen and Immobilized‖ aspect on the zone for one turn. 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. Your base Jamming duration is extended by one additional turn. and make a Tech Talent roll against a difficulty of 2. This talent is unable to be used in successive turns on the same enemy. Tech Armour Prerequisites: Hacking Talent. Until the aspect expires. 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. Tactical Cloak Prerequisite Talent: Jamming. many MG Omni-tools find their way onto the black market and into the hands of criminals.Cryo Blast Prerequisite Talent: Neural Shock. Attacks made against the character reduce the bonus by 1 for every shift. This Talent interfaces with the Shields stunt on armour and generates an additional layer of protection when activated. causes a detonation that disrupts the zone the character is in. 33 . the weapon detonates. causing Health stress equal to the number of shifts. Armour with Shields Stunt. which can only be tagged by other Tech Training skill checks. Illegal to have without being a current. absorbed by armour as usual. excluding the user. or else immediately end their turn. When activated. Advanced Overload Prerequisite Talent: Overload. 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. boosting the user's shields by +3 until deactivated. 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. New Option: Tech Combos As an additional option. Target an enemy with a tagged ―Overheated‖ aspect and roll your Tech Talent against a difficulty of 1. This talent is unable to be used in successive turns. the highest capabilities come from having and training with military grade omni-tools. New Stunt: Military Grade Omni-tool Whilst personal omni-tools are common. Tech talents can only be used with such an omni-tool due to their specialised nature. or removed by ablation. See the Omni-tool Manufacturers section on page 39 for sample manufacturers. all targets within. Incinerate Prerequisite Talent: Energy Drain. The player must decide which scope the aspect belongs to at the time they place the aspect. or passing through. mercenaries. or one adjacent zone. Target the zone you are in. and when neutralised through any means except voluntary deactivation.

Military Grade Carnage (Combat Excellence) Extensive training with Energy Weapons has given the character the ability to duplicate the effects of the Weapon Modification ―Double Tap‖. the character has an instinctual awareness of the flow of a battle allowing them to better protect themselves in the heat of battle. The character must not do anything for that turn except shoot. Once the shot is taken. and is not able to be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. 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. Once per scene. this stunt allows the player to double the Harm rating of one of their weapons for one turn. This ability may only be used on a weapon with a minimum range equal to or greater than three zones. Characters who are unable to take the Combat Excellence Stunt itself are able to take the individual Abilities as stunts like normal. Tactics skill present in the pyramid. Once per scene. the weapon immediately activates the free ―Overheated‖ tag. although there are limitations on what is required to take it. With one round of focus. 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‖. Military Grade Immunity (CombatExcellence) Representing many.New Stunt: Combat Excellence Extensive weapon training has opened up many more options in combat for characters who take this stunt. the player doubles the Harm rating of the weapon for their next turn. Use of this stunt may not be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. many hours of experience under heavy fire. Combat Excellence Prerequisites: Energy Weapon skill at Rank 3 or greater. and no ranks in either Biotic Training or Tech Training skills. Characters with this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill. The character must meet all requirements to use this stunt. that is without doing any other action. and regain their balance and protection. It then immediately activates the free ―Overheated‖ tag on the weapon. but must meet all other prerequisites and possess an appropriate weapon to use them. 34 .

As a combat action. You take a penalty to all rolls equal to the consequence rating that was granted for the next round only. Until the ―Overheated‖ aspect is tagged. The finely tuned senses of the user seem to slow down time around them. 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. Assign an aspect to the temporary consequence as usual. Advanced applied scientific techniques enable you to replicate the effects of Sledgehammer rounds by spending a Fate Point. Fortification reinforces armour when struck. Add +1 to the effective harm rating of weapons before applying penalties from the ammunition. 35 . or replace normal rounds for a variant ammunition type. you may pay a Fate Point to temporarily grant a consequence on an ally that has been Taken Out. Concussive Shot (Combat Excellence) Additional Prerequisite: Science in the skill pyramid. The character resumes their Taken Out status and the consequence is removed when any of the following conditions are met: no FP are spent to keep the character active. Once per scene. when it then activates the ―Shields are Down!‖ tag on the armour. huge bonus through overcharging. the character takes enough stress to be Taken Out again. This consequence is additional to any that the character already possesses. As a full round action. You may remove any current variant ammunition for normal rounds. or the end of the scene occurs. you may change out the ammunition used by your weapon. allowing them to rejoin the scene. Disruptive Shot (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid.Advanced Combat Excellence Abilities The following advanced Abilities have additional prerequisites that must be met. Unity (Combat Excellence) Additional Prerequisite: Resolve and Oratory in skill pyramid. 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. providing a brief. Your tinkering has allowed you to reduce the penalties imposed on weapon Harm ratings by variant ammunition. You may continue to pay a FP each round until the end of the scene to continue this effect. and may be at any rating. This ability only effects variant ammunition that inflict penalties of -1 or greater to Harm ratings. you may pay a Fate Point to activate this ability and gain a +3 to your next roll. granting them more time to refine their actions. You may not use this ability in consecutive turns. Adrenaline Rush (Combat Excellence) Additional Prerequisite: Alertness and Agility in the skill pyramid. Hot-Swap Ammunition (Combat Excellence) Additional Prerequisite: Agility in the skill pyramid. You also gain +2 shifts to damage for any attacks until the beginning of your next turn. armour with the Shields stunt. You may not change out variant ammunition for other variant ammunition without first switching to normal rounds. You may spend a Fate Point to confer a +4 bonus to the armour rating granted by your shields until the end of your next turn.

John's character managed to successfully use his intimidation skills to resolve the hostage situation without it resulting in combat. In this option. then in the refresh phase. Swapping with his Arts skill again. the same number of times as the number of ranks his character has in the skill. Arts 2 and Charm 1. A few sessions later. During play. John has the option during the next refresh to promote the Intimidation skill up the skill pyramid as he used it twice. His first assignment is to find the location of a smuggler base from an inside source in the cartel. He intimidates his way into the club where he is to meet her. Sent to recover an important member of the finance ministry. Here are some examples: John is playing a Turian Spectre candidate character with rank 2 Intimidation and rank 1 Charm. By threatening to follow through himself if they break the deal with another successful intimidation check. John's Turian Spectre now has Intimidate 3. John's Turian has been accepted into the ranks of Spectre agents. Even though he used charm twice last session. If they used either skill the number of times that they have ranks in it. John now has the option to promote the Charm skill up the pyramid. To promote either skill further. as he used it more times than he used Intimidate and more times than he currently has ranks in it. During the next refresh. before successfully charming the information out of her. he must use intimidate at least three times or charm twice. but nor will the occasional brutal action significantly damage the reputation of an otherwise upstanding soldier. therefore. then he'd have to successfully use it three times. the Turian manages destroy the smuggler's base whilst saving the informant in the process. Charm is linked with Paragon actions. and they must be used more than the other. the new rank of the intimidation skill. the one they should move is the one they used the most out of charm and intimidate. If he wants to promote the skill further. 36 . characters should take both the charm and intimidation skills at tier five at character creation. players are tracked with respect to how they treat other characters in social situations. he must start counting again. After an exciting session of combat. John's character has the opportunity to sway his superior's actions when he discovers that they are planning to renege on the deal he brokered with the hostage takers. Mass Effect keeps track of the Paragon and Renegade points on separate scales. Later in the same session. Charm 2. Swapping with his rank 3 Arts skill. A good action will not make up for an evil one. John's character forces them to keep the deal. the player should record the number of times they use them. Now. the character now has Intimidation 3.PARAGON AND RENEGADE EMULATION In the Mass Effect games. being nice occasionally will not stop people from fearing a killer or remove the reputation of an unsympathetic heel. Option 1: Skill Progression To emulate the progression of the character's path towards Paragon and Renegade. He manages to charm her into revealing the location of the fallback position for the cartel by offering to protect her. and Arts 1. and Intimidate with Renegade choices. once he promoted it. If they do so. when the player has the option to promote a skill up the skill pyramid. they must count their usages for both skills from this point.

You are able to bank an extra Minor (+1) consequence in addition to the existing three you can bank. Lasting Reputation Events that you are a part of are particularly memorable for those involved. Increase the Paragon track for good or positive actions that benefit others. Status consequences are removed from the character once tagged by the player. the other for Renegade status. players may take one of the following stunts during character creation. for good or ill. and the Renegade track for conduct that is selfish or callous. Status Consequences are rated 2/3/4 instead of 1/2/4. Additionally. In Diaspora. an additional +1 bonus to your action or an ally‘s action that must be used before the beginning of your next turn. they may choose to spend that +1 Spin bonus to add one to an appropriate Status track. The track must be raised to full again before more Consequences can be generated. the effect on you is that you can leverage your status more effectively than others. allowing you to generate Status Consequences sooner than others. 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. This option uses the generation of Spin to increase your Status tracks. Status Consequences are recorded separately from consequences generated on normal stress tracks. Cult of Personality Others spread words of your deeds and misdeeds far and wide. and do not count against the maximum number of consequences allowed for stress taken on the original Health. When a character that has a full Status track gets more Spin. Whenever a character would generate spin outside of a direct combat situation. 37 . one Moderate (+2). representing the preceding reputation of the character. NPCs may also attempt to compel the aspect on the consequence as they would a normal aspect. You may reduce one Status track to 5 boxes instead of the normal 6. one for tracking Paragon status. Perhaps it is something in your voice. The Consequence may be tagged by the player for the rated bonus outside of combat. the player can choose to generate one Status Consequence. beating your opponent in an opposed roll by three or more shifts generates Spin. When a track is full. the player can begin to generate Status Consequences for that track. one Minor (+1). Characters are only able to take three Status Consequences at any one time regardless of which Status track generated them. Whether it‘s due to admiration or fear. but may still be spent as normal instead. and are 6 boxes in length. Composure and Wealth stress tracks. self-interest or gossip. that Spin cannot be used to raise a Status Track. You may only take this stunt once. In the event that the roll generates Spin when a Status Consequence was tagged.Option 2: Status Stress Tracks This style of play adds two new Status Stress tracks to each PC character. It is the exceptional events that raise the status of Paragons and Renegades above those of their peers. 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. Both tracks start empty at character creation. and one Severe (+4).

• "Palaven was hot" • "Do it right or don't do it at all" Phase Two . Due to his military training. and being a former C-Sec Investigator. and new Spectre. as being hot. He does refer to the world of his birth. Using the Choosing Aspects Phase One . • "Idealistic and Hot Headed" • "The one that got away" Phase Four . including his decision to accept his father's wishes in not taking Spectre training. described as a hot head who still thinks he can change the world and should 38 . and is at home on starships having useful gunnery skills. and were already as good as dead.Growing Up Not a lot is known of Garrus' past from the game. Garrus meets the humans assigned to the case.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. shown to be able to headshot an enemy under difficult conditions. and that he had a very by-the-book father.Moment of Crisis Passionate about his job. but does have a lead he needs more time to follow.Starting Out Garrus entered the Turian military at the age of 15 like all young Turians do at that age. • "Breaks the Rules When He Has To" • "My Commander / Alternate Father Figure" Choosing Skills Garrus is a superior marksman. Garrus' father intervened to prevent him going. have more respect for the law. Denied. One of a thousand potential candidates for the Citadel's elite Spectre training. Under extreme time pressure. Commander Shepard and the crew of the SSV Normandy. 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. However.On Your Own Released from his obligations to others. A fleeing Salarian suspect holding hostages was allowed to escape the citadel in a ship instead of being fired upon and destroyed. Garrus is forced to admit that he has no proof. who was a well known CSec investigator whose mantra was "Do things right or don't do them at all. he has strong Tech Training skills." We'll take these for our aspects. • "Military Training" • "Father knows best" Phase Three . culminating in a disasterous situation. Garrus is now free to do things his way. Garrus begins to become disillusioned with the abundance of restrictions and regulations C-Sec agents must enforce. despite Garrus desperately trying to convince his superiors that the hostages were only going to be used in horrific experiments as test subjects. discussions with his new friend.SAMPLE CHARACTERS Garrus Vakarian Initial Concept: Garrus Vakarian is a Turian Investigator working on the citadel for Citadel Security. Garrus frequently got into heated arguments with his superiors over his methods. Garrus later left the military and followed in his father's footsteps by joining C-Sec himself. • "More to life than C-Sec" • "Finish the job once started" Phase Five . aka CSec. He attends the ship's landing craft as an engineer. He displays exceptional weapon skills. and also uses his C-Sec issue Omni-tool in an offensive capacity as an Infiltrator. also becoming an Investigator. This fresh perspective frequently contrasts against things his father demanded of him. Garrus is told to drop the investigation. Palaven. Commander Shepard frequently put his thoughts under new lights forcing him to openly consider his beliefs. as he despised the freedoms the Spectres had in working around and ignoring the rules he had spent a lifetime enforcing.

Vehicle Garrus has a combination of five combat and space skills like most Turians.Moment of Crisis Realising their mistakes. The Mass Effect game gives us a few guidelines on the priority and types of Talents Garrus possesses. Repair. Tactics • Rank 2: Gunnery(space). Tech Training • Rank 3: Agility. Kaidan and his friend drifted apart. • Resilient: The player may use four Consequences instead of three. and First Aid Tech Talents. Engineering(space).Starting Out Attempting to accelerate the training. He beat the odds of getting cancer and was identified by Conatix Industries as a potential candidate for their Biotic Acclimation and Temperance Training. This represents Garrus' commitment to finish a job once started. conducted at Gagarin Station and nicknamed 'Brain Camp' by the children sent there. The Turian used aggressive and provocative tactics. Kaidan immediately jumped to the rescue of his closest friend and lost it. Brawling(combat). and the guts to do things his way. he aghast 39 . and head of the SSV Normandy's Marine detail. Intimidation. a veteran of the First Contact war between humans and Turians. Conatix hired an ex-military Turian. Kaidan's mother was exposed to Element Zero dust after a transport crash in Singapore. Electronics. • MG Tech Training: Working so long as an Infiltrator has given Garrus time to learn one additional Tech Talent. The fourth is another mild Consequence. Overload. 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. Choosing Aspects Phase One . • "Proud family history of Military Service" • "Whisked away from family to 'Brain Camp'" Phase Two . 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. unleashing a full Biotic charge. we now have to choose some Tech Talents as part of the stunts. Decryption. I picked Garrus' skills as follows: • Rank 5: Energy Weapons(combat) • Rank 4: Computer(space). Medicine.Growing Up The son of a serving Alliance military man. other skills as befit a military background. with Damping.Racial Background and Class Package options as guides. so I stuck close to them. • "Training caused super men and/or wrecks" • "Don't you touch her!" Phase Three . breaking the trainer's neck. Choosing Stunts • MG Omni-tool: Garrus retains his MG Omnitool when he leaves C-Sec. The Citadel). Resolve(track). By taking the Tech Training skill. and Kaidan's retorts singled him out for punishing lessons. no matter the cost. Stealth • Rank 1: Culture/Tech(Turian Hierarchy. scarred from his childhood training. Conatix quietly shut down the program and had the records sealed.

On Your Own After being saved by his new First officer. Computer(space). Kaidan rose through the ranks eventually being assigned to the prestigious post on the SSV Normandy as head of its Marine detail. and learnt how to keep his squad alive through the tough missions. Demolitions. Tracks • Health: OOO O • Composure: OOO OOO • Wealth: OOO 40 . By having both Biotic Training and Tech Training skills. Medicine Forced to his limits and beyond. Electronics. and give him an edge if he is to pay back the Geth for his friend's death. Kaiden has added the Medicine Talent to his Tech Training options. before deciding to return to the Alliance and join the military. Refusing the risky surgery to upgrade his L2 implant. Lift. and First Aid. Tactics • Rank 1: Culture/Tech(Systems Alliance. • "Alliance Marines . Communications(space). He knows Barrier.Sidetracked Serving in the human Systems Alliance military. he attempted to figure out what to do with his life. as his father did before him. we now need to pick his Biotic Effects and Tech Talents. Tech Training • Rank 2: Agility. I picked his skills as follows: • Rank 5: Resolve(track) • Rank 4: Biotic Training. Kaidan explored alternatives to using his Biotic powers. Keeping his squads alive through alternatives to open firefights. Stamina(track). and rolls 1DF and adds 4 before each personal combat scene to determine his current effective skill level.Ooh Rah!" • "Implant Migraines" Phase Five . Commander Shepard. Energy Weaons(combat). • "Be cautious. EVA. sought ways of completing missions without raising alarm. Using the Racial Background and Class Package options as guides. Kaiden focused on other ways of being useful without necessarily using his Biotic powers. be in control" • "There's got to be another way" Phase Four . he also has the skills to function on the ship he serves on. Stealth • Rank 3: Alertness. from a Geth attack that killed his best friend. Receiving several commendations for his actions. • MG Omni-tool: Kaidan has a few surprises up his sleeve for those expecting Biotic attacks. Distracting and occasionally debilitating migraines from his implants served to spur Kaidan to push his nonBiotic abilities further. Dropping off the radar awhile. Stasis.at what he was capable of. Turian Hierarchy). Kaidan has extraordinary staying power for a human. as he is familiar with Decryption. • MG Tech Training: Always searching for ways to keep his squad alive. Discussions with Commander Shepard have made Kaidan realise that his Biotic powers are important to keep up. • "The Geth must pay!" • "Biotics give me an edge" Choosing Skills Kaidan has a range of useful Biotic effects. and she fearful that he would lose control again. and has trained to use a military grade Omnitool to keep his squad alive. Kaidan stayed on when the commander was inducted into the ranks of the Citadel Council's Spectres. and Throw. Choosing Stunts • Stable L2 Biotic Implant: Kaidan has taken his Biotic skills as far as they can go. He trained extensively with Omni-tools.

After Shepard reveals the information gained from a Prothean Beacon that transmits information directly into the brain of the recipient. Liara also has exceptional Biotic abilities and other technical skills. but evidence is anecdotal. Liara has honed her natural Biotic abilities to protect herself from pirates. Using the Racial Background and Class Package options as guides. which in the current cultural times is considered taboo. due to the almost entire lack of actual ruins to investigate. She eventually uncovers a major discovery before she is attacked and trapped in some sort of energy bubble. Liara and the crew of the SSV Normandy realise the extent of the danger facing the galaxy with the return of the Reapers. Liara began studying what little was known about the last great space-faring race before the Asari. and has spent a significant part of her 107years-young life in pursuit of answers to the Prothean riddle. are the only way to help Shepard to interpret the vision. since genetic traits and cultural insight is gained from mating outside their species.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. an ancient Prothean defence that she triggered by accident. • "Think. and then rescued from the newly rampant Geth. She chose a career in archaeology to escape the pressures of being the daughter of such a prominent figure. however.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. Deciding to avoid the issue altogether.Growing Up Daughter of prominent politician Matriarch Benezia. but look at that over there!" Choosing Skills A pre-eminent Archaeologist. The results of such unions are occasionally referred to as "purebloods". Science Choosing Aspects Phase One . Liara. • "Fascinated by Commander Shepard" • "We Must Save the Galaxy. With all this unexpected time spent with the team. I picked Liara's skills as follows: • Rank 5: Archaeology • Rank 4: Biotic Training. • "Escape the present" • "Obsessive about Protheans" Phase Three . Liara has no idea who her father is. Liara earned her Doctorate and has become the foremost authority on Prothean ruins. Liara begins to feel the pull of attraction towards her new commander. a great insult among contemporary Asari. so it's considered wasteful for Asari to reproduce together. 41 . by the first human Spectre. and her ability to meld using Biotics. and relishes the time spent getting to know each other. the Protheans. She begins to calm down when she realises that her expertise. and joins the squad to help in the upcoming battles. They frown upon intra-species conception.Moment of Crisis Spending much of her time alone on strange and often dangerous planets. she is initially jealous that her decades of research seem to have been for nothing. one Commander Shepard. slavers and other dregs of the galaxy. • "My Mother the politician" • "Feared Pureblood shame" Phase Two . Liara suspects that "he" was another Asari. Think!" • "What does this button do?" Phase Four .On Your Own Peeling back the mystery. Asari believe that their offspring acquire the best qualities of the "father" from the melded genes. • "I miss working alone" • "Time to grow up and be part of the team" Phase Five . Raised alone by her mother.Sidetracked She is discovered. she has very little practical knowledge about them to go on.

• 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"

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• "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

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Urdnot Wrex
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.

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adding +2 penetration to Brawling attacks. Tracks • Health: OOO OOO • Composure: OOO O • Wealth: OOO 45 . Alertness. • Military Grade Brawling: used to represent a lifetime of mercenary work. Animal Handling. The blood of a thousand battles runs through his two hearts and four lungs. Using the Racial Background and Class Package options as guides. • Lucky: player uses the Consequence progression 2/3/4 instead of the usual 1/2/4. it grants Wrex the Barrier. Survival. Oratory Wrex has excellent combat skills. Close Combat. Stasis. This emulates the Krogan biological redundancy. and +1 to Brawling rolls in defense. Equivilent to a current L4 generation BioAmp without the VI interface. Resolve(track). Energy Weapons • Rank 2 Skills: Intimidation. Tactics • Rank 1 Skills: Agility. Throw. This applies to Consequences mitigating hits to any track. Choosing Stunts • Krogan Battlemaster: His Biotic amp was implanted before the Krogan Rebellions. He has the words to diffuse a situation. Profession (Mercenary) • Rank 3 Skills: Brawling. but better Biotic skills. I picked his skills as follows: • Rank 5 Skill: Stamina(track) • Rank 4 Skills: Biotic Training. and the four quads to see it through. and Warp effects. or incite one. Culture/Tech (Krogans. Mercenary Groups).Choosing Skills Wrex is a combat powerhouse with the brains and Biotics to put them to effective use.

doubles Harm rating of the weapon for the next shot only and tags "Overheated" from Thermal Clip Aspect. After all. naming conventions should be considered. They should have the Dispersed Fire and High Capacity stunts. Cost -1bp. Cost 1bp. and the Advanced Optics. New T3+ Energy Weapon Stunts The following stunts may be taken on any energy weapon unless noted below. shotguns should have a range of 0/2 and take the Limited Range stunt. Advanced Optics2 Transfer Aspect. Double Tap and High Recoil stunts are all appropriate. Time for some fun with equipment. and a low penetration of 1 or 2. Note 1: Due to the Rechargeable (Diaspora page 234) and Thermal Clip stunts being functionally identical. Clears at the beginning of the player‘s next turn unless otherwise affected by another stunt or mod. Thermal Clip1 Weapon has the aspect "Overheated" which may be compelled to prevent firing. "Overheated" tag must be free to use this stunt.Personal Combat Mini-Game Changes WEAPON TYPES To aid narration. Limited Range2 Transfer Aspect. SMGs often have similar ranges to pistols (0/2). They benefit from the Dispersed Fire. I began by deciding at what level to set for the purposes of equipment design. allows weapon to be fired with a reduced penalty for firing inside its minimum or outside its maximum range. this weapon is unable to be used for ranges other than those specified. 46 . Double Tap. and cannot both be placed on the same weapon. A high penetration is valuable. sniper rifles should not have a minimum range below 3. but the Both Barrels and Dispersed Fire stunts should be considered. offset by their clip size and rate of fire. Cost 1bp. Cost -1bp. and that all weapons should take the Thermal Clip stunt. and Advanced Optics stunts. Shotguns The ultimate close range weapon. assault rifles should have a range of 1/3. EQUIPMENT In creating the gear below. Pistols Designed for use over short to middle distances. we have a pretty good idea of the expected differences between different types of weapons. They benefit from both the Double Tap and Advanced Optics stunts. Sub-Machine Guns Designed for rapid fire. and keep some consistency as the table creates their own weapons. Both Barrels/Double Tap Transfer Aspect. which then clears at the end of the players next turn. Penalty reduced from -2 to -1. Sniper Rifles The ultimate long range weapon. it is not recommended to have both stunts on the same weapon Note 2: Advanced Optics and Limited Range are incompatible stunts. generally have low accuracy and damage per shot. Here‘s a brief set of guidelines to help you design your own. pistols should have a range of 0/2. Assault Rifles Awkward at close range. I decided to have all weapon and armour gear at T3 across the board. They should not have much penetration power.

) Thermal Clip Advanced Optics Cost: 4 The weapon of choice for fire-support missions. Manufacturer: Haliat Armoury Equipment: Equalizer class Sniper Rifle Stats: Range: 3/5 Harm: 4 Penetration: 3 Aspects: High Recoil (can only be fired every other round unless the firer is prone. applying its offensive roll to each target in a zone.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. 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. and is available extensively. Manufacturer: Cerberus Skunkworks Equipment: Hydra class Shotgun Stats: Range: 0/2 Harm: 4 (8 when using Both Barrels) Penetration: 0 Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip Dispersed Fire (weapon can fire as an Area of Effect weapon. this is a basic assault rifle. 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. This shotgun has been rigged to take an extra shot for massive damage at the expense of immediately requiring cool down time. 47 .

Instead. Note 2: See the Spectre Gear Options section on page 49. use them to provide inspiration for colourful aspects such as ―Never been let down by an Armax‖ or ―As cool as Devlon Industries gear‖ and so on. 48 . This weaponry is always in demand for research purposes.Weapon Manufacturers There are a large number of weapon producers in the Mass Effect setting. but rarely differs substantially from other weapons of the same type. but may be retrieved from defeated Geth. but for gaming purposes there is little need to differentiate one manufacturer from another due to the variability of weapons able to be created with the Manufacturer Ariake Technologies Armax Arsenal Batarian State Arms Cerberus Skunkworks Devlon Industries Elanus Risk Control Services Geth Armoury1 Hahne-Kedar Hahne-Kedar Shadow Works Haliat Armoury Jormangund Technology Kassa Fabrication Rosenkov Materials Elkoss Combine Spectre Gear2 Spectre Gear2 Spectre Gear2 energy weapon creation rules on page 233 of the Diaspora rulebook. 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.

Basic Spectre Omni-tools augment one Talent numerical value. and cannot be changed afterward. for use solely by the Citadel Council‘s elite Spectre units. Spectres may authorise squadmates to purchase and use such gear. For example: A character that knows the BarrierBiotic Effect with a HMBA Basic Bio-Amp has two choices. lasting 4 turns or until another Biotic effect is used. and Master Spectre Bio-Amps augment three Effect variables.Spectre Gear Options High tech Spectre gear is very distinctive and fabricated by a variety of manufactures. There are no Spectre armour manufacturers. Alternatively. Basic Spectre Bio-Amps augment one Effect numerical value. This may be a further +1 increase to a skill bonus. Bio-Amps Spectre-grade Bio-Amps increase the numerical values of known Biotic Effects. Costs Basic Spectre gear costs 5. Advanced Spectre Bio-Amps augment two Effect variables. Duration based effects must cool down between uses by one turn per increase. The changes to Biotic Effect variables must be chosen when the Spectre rated Bio-Amp is purchased. Advanced Spectre gear costs 6. they can choose to add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. Some examples are below: 49 . but any nonauthorised users will be tracked down by other Spectre agents for item retrieval. so there is no Spectre rated armour available for purchase. Advanced Spectre Omni-tools augment two Talent variables. They cannot choose to increase both the armour bonus and extend the duration of effect unless they buy a HMBA Advanced or HMBA Master Spectre BioAmp. and Master Spectre Omni-tools augment three Talent variables. Tracking down unauthorised shipments of such gear is a good mission for a team of rookie Spectres. or an extension by one additional turn of an effect. This may be a further +1 bonus to the effective armour defense rating of the character. to the effective armour of the character for the purposes of the defense roll against energy weapons. or extending the effect by one additional turn. one additional zone able to be reached by a talent. lasting 3 turns or until another Biotic effect is used. Creation Basic Spectre weapons should be created with a +1bp bonus. Advanced Spectre weapons also have a +1bp bonus and have the Advanced Optics stunt for free. and Master Spectre weapons are built with a +2bp bonus. an additional -1 penalty to the armour defense rating of an enemy. an additional -1 penalty to enemy skill checks. They can choose to add 3 Omni-tools Spectre-grade Omni-tools increase the numerical values of known Tech Talents. and Master Spectre gear costs 7.

Sample Bio-Amp Manufacturers Manufacturer Aldrin Labs Armali Council Armax Arsenal Kassa Fabrication Serrice Council Sirta Foundation Spectre Gear1 Spectre Gear1 Spectre Gear1 Bio-Amp Solaris Amp Prodigy Gemini Polaris Savant Unity Amp HMBA Basic HMBA Adv HMBA Master Note 1: See the Spectre Gear Options section above. and place a "disoriented and confused" free tag on a target for three turns instead of the usual one turn. Both of these Talents now require one turn of cool-down between uses of the same Talent. and all lead to potentially interesting stories of obligation and debt. infiltrating manufacturers warehouses. and the place of law and order in the galaxy. theft. or place a "system rebooting" free tag on a target for its next two turns instead of the usual one turn. Alternatively. there are plenty of corporations out there to choose from. blackmail. and not augment any other known Talent. a character that knows the Neural Shock Tech Talent with a HMOT Advanced Omni-tool may instead choose boost the effect by two. character histories. and corruption are all viable tactics for underhanded characters to use. Characters that knows both the Hacking and Overload Tech Talents with a HMOT Advanced Omni-tool can place a "targeting malfunction" free tag on a target for its next two turns instead of the usual one turn. there are other ways of obtaining these items. 50 .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. The changes to Tech Talent variables must be chosen when the Spectre rated Omni-tool is purchased. instead of the standard +1 bonus. The character must now wait two turns after using this Talent before being able to use it again. and cannot be changed afterward. or to assist in narration. being hunted. Use the lists below to inspire aspects. Bribery. 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. Whilst such advanced gear would seem to favour characters with a high assets skill rank. Bio-Amp and Omni-tool Manufacturers In the highly competitive Bio-Amp and Omnitool markets.

Shields require spending a fate point to recharge. Requires the "Shields" stunt also. but cannot be spent on the same turn that "Shields are Down!" has been tagged. Cannot be tagged unless "Shields are Down!" has been tagged or if the character has already moved this turn. using a mass effect field to protect the wearer. confers the taggable aspect "Taking Cover!". Cost -1bp. Booster Power Pack Transfer Aspect. they gain a further +2 bonus on their armour the turn after "Taking Cover!" was tagged. Cost 1bp. 51 . armour with this aspect confers a taggable aspect "Shields are Down!" which may be compelled for a -2 to Armour defense.New T3+ Powered Armour Stunts The following stunts require the "Powered Armour" stunt as a prerequisite. Transfer Aspect. Provides a +2 bonus to agility checks. If available. 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. Cost 1bp. the benefit of this stunt is also negated. "Taking Cover!" is cleared when the character moves. doing so clears the "Shields are Down!" tag automatically at the cost of having no movement actions at all for the turn. Anytime the ―Out of Juice‖ aspect from the powered armour stunt is tagged. but until they do. Recharge Booster Transfer Aspect. this stunt provides more energy to run any systems that draw their power from the armour. ―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.

Instead. like Devlon Industries. 52 . Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. Manufacturer1. such as ―Life saved by my Guardian armour‖ or ―Go anywhere in an Explorer suit‖. will manufacture for all races. Elcor.2 Aldrin Labs Aldrin Labs Aldrin Labs Ariake Technologies Armax Arsenal Devlon Industries Devlon Industries Devlon Industries Devlon Industries Elanus Risk Control Elanus Risk Control Elanus Risk Control Elkoss Combine Elkoss Combine Geth Armoury3 Geth Armoury3 Geth Armoury3 Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Kassa Fabrication Rosenkov Materials Serrice Council Sirta Foundation Sample Armour Manufacturers Armour Agent Hydra Onyx Mercenary Predator X Explorer Liberator Survivor Thermal Duelist Guardian Warlord Assassin Gladiator Battlemaster Berserker Rage Mantis Predator Scorpion Silverback Ursa Colossus Titan Phantom Phoenix Asari No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Drell No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Human No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Salarian No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Krogan No No Yes Yes Yes Yes Yes Yes No No Yes Yes No No Yes Yes Yes Yes Yes Yes No Yes Yes Yes No Yes Quarian No Yes Yes No No Yes Yes Yes No No No No No No No No No No No No No No Yes No No Yes Turian Yes No Yes Yes Yes Yes Yes Yes Yes Yes Yes No Yes No No No No Yes Yes Yes Yes Yes Yes Yes Yes Yes Note 1: Volus. and are not available to other races. 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. and Hanar all produce their own armour.Armour Manufacturers Not all armour manufacturers produce a line of armour that is suitable for all body shapes. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. and is here purely for reference and inspiration for aspects or plots. whereas others like the Serrice Council produce solely for one race. use this table as inspiration to describe or inspire character aspects. Some.

Ammunition must be purchased separately from weapons. criminals and mercenaries. activates the weapon's "Overheated" tag and extends it for one additional round. and places a free taggable aspect "Massive Fireball!" on the target until the player's next turn. • -1 Harm. high explosive rounds have one major drawback: a massive increase in weapon overheating.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. They are similar in construction to hollow point rounds. • +1 Harm and +1 Penetration to synthetic targets such as the Geth. High Explosive Rounds Designed to shred flesh and other organic matter. these rounds are particularly effective against living targets. and can only be installed or removed from the weapon during the refresh phase of the game. All variant ammunition costs 3 to purchase. Chemical Rounds Designed to detonate on impact. places a free taggable aspect "Massive Fireball!" around the target. this could mean back in the attacking character's zone. these rounds are coated with a highly toxic compound. • causes 2 additional shifts on a successful hit. Armour Piercing Rounds Specifically designed to puncture metal. +2 Pen to targets with an uncompelled Shields stunt. 1dF zones away (yes.capable of snap-freezing impacted objects. Cryo Rounds New Variant Ammunition: Anti-Personnel Rounds Cooling lasers collapse ammunition into small Bose-Einstein condensate .a mass of super-cooled subatomic particles . Successful hits confer the free taggable aspect "Toxic Shock" to the target. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. these rounds are particularly effective against synthetic targets. • +1 Harm to targets with a 0 armour defense rating. 53 . there's plenty of opportunity for customisation. and provide +2 shifts if tagged by another player who successfully hits. With nine different ammo types. Popular with pirates.) • if used in two successive rounds. • on an unsuccessful attack. • Harm of the weapon is reduced to 0. • -1 Penetration to targets with an armour defense rating greater than or equal to 2. removes the Thermal Clip stunt. • If installed on a weapon with a maximum range not exceeding 2.

the actual damage done to the target is typically less than what's done by a standard round. This makes them perfect for shotguns. or disappears after a short rest. as due to their Dispersed Fire stunt. • +1 Harm to targets with one or both Biotic Training and Tech Training skills. Thermal Clip). For example. Sledgehammer Rounds These rounds hit with incredible force. 54 . Penetration 2. This consequence can be removed by a character with the First Aid Tech Talent. • on a successful hit. if Cryo Rounds were installed into the sample Assault rifle listed on page 31 (Range 1/3. which is greater than maximum of 2 zones required for the ability to take effect.Incendiary Rounds Radioactive Rounds Incendiary rounds are powerful rounds that can melt or burn through nearly any known substance. • A character who has taken damage from Radioactive rounds also gains the Mild consequence "Radiation Poisoning". upgraded weapons release charged particle bolts that can bypass kinetic barrier shields. Harm 4. For situations not discussed in the details of the Ammunition stunts. a hit will place the tag on all targeted enemies. knocks the target over and confers the free taggable aspect "Knocked prone". This sickness makes it more difficult for Biotic or Tech abilities to be deployed. Phasic Rounds Instead of projectiles. inducing low levels of radiation sickness in targets. Raise all target difficulty levels by 2 for Biotic Training and Tech Training skills in characters who currently have the "Radiation Poisoning" consequence. +3 Penetration to targets with an uncompelled Shield aspect "Shields are Down!" • -2 Harm to targets without the shields stunt. and would not remove the Thermal Clip aspect as the maximum range of the weapon is 3 zones. • 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. Low Recoil. causes +1 shift to all subsequent successful attacks against target until player's next turn. a weapon's Harm and Penetration are as per listed normally for the weapon. It would have its base stats against any other target. • -2 Harm. or with a tagged Shield aspect "Shields are Down!" These rounds are stamped with a minuscule amount of radioactive material. • extends the "Overheated" tag for one additional turn after being compelled. usually one that occurs between scenes. knocking opponents completely off their feet. However.

New T3+ Energy Weapon Modifications Sometimes. it instead clears at the end of the players current turn. If "High Recoil" is already present. Agility checks now at -3 if no "Servo" stunt on armour. Stacks with Alertness bonus from Powered Armour "Sensors" aspect. • Replaces "Low Recoil" aspect with "High Recoil" aspect (weapon can only be fired every other round unless the firer is prone). Users already prone still receive the free taggable aspect. 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. Improved Heat Sink Improves the thermal efficiency of the weapon at the cost of reduced accuracy. and must be installed on higher quality weapons. This mod increases projectile acceleration for improved penetration but causes a high chance of knocking the user prone. variant ammunition isn't enough to give you an edge over your enemies. and can be installed or removed from the weapon during the refresh phase of the game. • +4 to Penetration. • +2 to Harm. When you want to get that edge back. All weapon mods cost 3 to purchase. this mod cannot be applied. • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. • +2 to Penetration. Weapon Mods must be purchased separately from weapons. For example. Weapons can only accept two Weapon Mods at any time. • +1 to Alertness when operated by an individual in powered armour. Frictionless Materials Increases the damage of the weapon at a cost of increased recoil. the player rolls 1dF. Combat Scanners increase the chance of detecting enemies. that's when you need to go and upgrade your guns. High Caliber Barrel New Weapon Mods Combat Scanner Designed to interface with the Sensor packages installed on powered armour. • -1 to Harm. and cannot be applied to weapons with the "Civilian" aspect. • -1 to Agility checks. If weapon and armour are separated. They are more expensive to obtain than other weapon mods. if it would normally clear at the beginning of their next turn. • After every turn in which the weapon is fired. 55 . Kinetic Coil Frictionless Materials give rounds more power at impact. This allows it to be compelled again before the player's next turn. On anything other than a +1 result the weapon automatically knocks the user over and confers the free taggable aspect "Knocked prone". this mod ceases to provide its bonuses and penalties. • Cost of this mod is 4.

All mods require the aspect "Powered Armour" to be installed. element zero microcores and firewall technology to give the wearer brute strength. If "Low Recoil" is already present. 56 . Recoil Damper Ablative Coating Reduces kickback to improve accuracy at the cost of decreased power. Advanced VI functionality reduces weapon kickback to improve accuracy. such as Cryo Rounds or the Improved Heat Sink weapon mod. Rail Extension New Armour Mods Modifies the length of the barrel to increase damage.Kinetic Stabiliser New T3+ Powered Armour Modifications With all those lethal variant ammunition and weapon mods out there. this mod cannot be applied. and which may be compelled for all sorts of scene effects. Armour Plating This prototype upgrade greatly increases damage. • After every turn in which the weapon is fired. redirecting the energy of incoming projectiles away from the body. • Any shifts generated against the armour reduces the bonus by 1 for every two shifts. All Armour Mods cost 3 to purchase unless otherwise stated. • +3 to Harm. • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. until the bonus is reduced to a minimum of +0 for the remainder of the scene. Combat Exoskeleton This prototype armour upgrade combines mechanical augmentation. negating the benefits of the "Lightweight" aspect. 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. These mods may only be installed or removed from the armour during the refresh phase of the game. Scram Rail Ablative coating is designed to chip away when impacted. • Confers the free taggable aspect "Cracked Plates" which may only tagged after the first turn of combat. • -1 to Harm. • Replaces "High Recoil" aspect with "Low Recoil" aspect. • +1 to Harm. it now becomes more difficult to move due to its awkwardness. • -1 to Harm. and each armour can be modified to take a maximum of two Armour Mods. This effect overrides any benefit that improves a weapon‘s Thermal Clip aspect.1 to Agility checks. the player rolls 1dF. • . resistance to weapons force and resistance to Biotic and tech attacks. • Armour gains the "Very Heavy" aspect. increasing their effectiveness. but causes a greater chance of weapon overheating. it‘s a good thing that there are plenty of Armour Mods out there to increase the protection you receive. Comes at a cost of reduced power. Hardened ceramic plates can be applied to body armour suits. • +4 bonus to Defense rating of armour. • +2 bonus to Defense rating of Armour.

Hardened Weave A prototype armour with a complex filament network of element zero microcores combined with advanced firewall technology provides protection against both Biotic and tech attacks. • 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. • Confers the free taggable aspect "Power Glitches" which may be compelled to remove the Defense bonus and remove the agility penalty. Exoskeleton • +4 bonus to Defense rating of armour. Energized Weave Microprocessors wired into a combat suit can monitor vital functions and release small. • +6 bonus to Defense rating of armour. • Grants a +2 bonus to Close Combat checks. localised doses of medi-gel to accelerate the healing process. and counts as two Armour mods. 57 . • This armour costs 4 to purchase. • 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). • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +2. • -2 to Agility checks as the mod draws power from the system intended for the servos. and counts as two Armour mods. and counts as two Armour mods. and also remove the Defense and agility penalties. • -2 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour. allowing them to deliver powerful blows when rifle butting or pistol whipping opponents. it provides maximum protection for the user. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +4. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. • -2 to Agility checks as the mod draws power from the system intended for the servos. Designed for heavy combat use. First Aid Interface A prototype upgrade designed specifically for heavy combat use. this armour provides maximum protection for the user.Biotic Effects and Tech Talents. Energised Plating Mechanical augmentation increases the brute strength of the wearer. • -1 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour. • This armour costs 4 to purchase.

• Any time the "Shields are Down!" tag is activated. combat suits rely on capacitors to store energy from a generator. • Any time the "Shields are Down!" tag is activated. • This armour costs 4 to purchase. • +3 to Defense rating of armour. • -1 to Stamina checks (this does not confer any changes to the Health stress track). the shield bonus from this mod is also negated. • This bulky armour mod decreases the power available to run other systems. causing a -2 to Agility checks. the shield bonus from this mod is also negated. • +1 to Agility checks. localised doses of medigel to accelerate the healing process. Requires the Shield aspect on the armour to be installed. • +2 Shield bonus to Defense rating of armour. • Confers the free taggable aspect "Servo Lockup" which may be compelled to prevent the user from applying any manouver aspects on the scene. • This very bulky armour mod decreases the power available to run other systems. Shield Battery A prototype upgrade combining numerous advanced medical technologies to monitor and regulate all vital systems. Medical Interface This mod draws on the user's stamina to boost their agility. • +2 Shield bonus to the Defense rating of the armour. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. the more potent the barrier. Kinetic Exoskeleton This prototype armour upgrade combines multiple Technologies to improve shield regeneration and maximize the wearer's physical abilities and athletic prowess. The greater the capacitor storage.Kinetic Buffer (this prevents an opponent using the Consequence to your disadvantage). • +1 to agility checks. • The armour disables the first two free tags gained from the Health stress track of the wearer as combat actions To generate kinetic barriers. • 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. This interface also provides resistance to toxic attacks. causing a -1 to Agility checks. • The armour disables the first free tag gained from the Health stress track of the wearer as a combat action (this prevents an opponent using the Consequence to your disadvantage). and counts as two Armour mods. • This armour costs 4 to purchase. and counts as two Armour mods. • Chemical rounds are unable to confer the "Toxic Shock" aspect. maximising healing and minimising recovery times for the user. Requires the Shield aspect on the armour to be installed. 58 . Medical Exoskeleton Specialised microprocessors wired into a combat suit monitor vital functions and release small.

Relying primarily on her Tech Training. Costs: Pistol 4. Tali chose this brand of pistol due to the manufacturer‘s experience dealing with environmental extremes. Toxic Seals Sample Advanced Gear Specially-sealed body armour provides increased protection against radiation.) • 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. removes the Thermal Clip stunt. Kinetic Stabiliser: • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. • +1 to Biotic Training and Tech Training skill checks. • 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. gases. May not be compelled two turns in a row. Tali knows that the Geth nearly always have shielded systems. Although it has reduced stopping power. and that penetrating those shields is paramount. Armour equipped with stim packs releases targeted shots of adrenaline to speed up recovery and recharge times. • Aspects on the scene relating to environmental effects are unable to be tagged against the user of this armour mod.Stimulant Pack Advanced Gear All weapon and armour gear starts at T3 across the board. and become unreliable when dramatically necessary. though they count as two mods instead of just one. She also added the ammunition mod at the same time so that the weapon will never overheat. and causes a -2 penalty to Agility 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. Tali needs a weapon that she can rely upon if the battle gets too close. +2 Penetration to targets with an uncompelled Shields stunt. • Chemical rounds are unable to confer the "Toxic Shock" aspect. 59 . The prototype armour mods provide some of the better bonuses. Cryo Rounds 3. • If installed on a weapon with a maximum range not exceeding 2. and a host of other toxins. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. Kinetic Stabiliser 3 Final Weapon Stats: • Range: 0/2 (Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. Here's a look at some of the possibilities. • -1 to Harm.

60 . AP Rounds 3. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. Frictionless Materials: • +2 to Penetration. • +4 bonus to Defense rating of armour. Final Weapon Stats: • Range: 3/5 • Harm: 5 (6 against Synthetics) • Penetration: 5 (6 against Synthetics/ Armour >=4) • . Penalty reduced from -2 to -1) Garrus' military background and training has honed his sniping skills to fearsome levels.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. have helped him survive more than 300 years of mercenary work and have added to his fame as an elite. +2 bonus on armour defense the turn after "Taking Cover!". Urdnot Wrex’ Armour Manufacturer: Kassa Fabrication Equipment: Colossus Krogan Armour Base Stats: • Defense: 6 • Stamina Mod: +2 • Agility Mod: 0 Aspects: • Powered Armour (Sta +2) • Servos (removes agility penalty) • Shields • Recharge Booster Combat Exoskeleton: • Armour gains the "Very Heavy" aspect. • . unstoppable warrior. No movement required to activate. • This armour costs 4 to purchase.1 to Agility checks • High Recoil (weapon can only be fired every other round unless the firer is prone. Fate point to recharge after current turn) • Recharge Booster (taggable aspect "Taking Cover!". Little tricks. With enough protection to allow him to get up close and personal in a fight. and counts as two Armour mods. and knows that with correct field placement. and clears"Shields are Down!" tag automatically. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. may be compelled for all sorts of scene effects. Final Armour Stats: • Defense: 10 • Stamina Mod: +2 • Agility Mod: 0 • Powered Armour (Stamina +2.1 to Agility checks. and cannot be applied to weapons with the "Civilian" aspect. He appreciates the ability to take down highly armoured foes from great distances. Rail Extension 3. Costs: Armour 4. a Krogan Battlemaster running in at a charge is terrifying beyond belief. Wrex becomes a battlefield juggernaught. • Cost of this mod is 4. Rail Extension: • +1 to Harm. Costs: Rifle 4. like the defense against Biotic Effects and Tech Talents. negating the benefits of the "Lightweight" aspect. Assisting this was his access to some of the best mods available. the awkwardness of his modified rifle should never become a deciding factor. 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. Combat Exoskeleton 4. ―Out of Juice‖ taggable aspect) • Servos (removes agility penalty) • Shields (taggable aspect "Shields are Down!" which may be compelled for a -2 to Armour defense.) • 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. Frictionless Materials 4.

Sledgehammer Rounds 3. knocks targets over and confers "Knocked Prone" free tag. • Cost of this mod is 4. Frictionless Materials 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. • Both Barrels • Limited Range • On a hit. knocking them all prone in the process. and cannot be applied to weapons with the "Civilian" aspect. knocks the target over and confers the free taggable aspect "Knocked prone". Cerberus believes they have created a weapon that truly represents the awesomeness of a multi-headed Hydra. Frictionless Materials: • +2 to Penetration. clears at the start of the players next turn if Both Barrels stunt used) • Dispersed Fire (can fire as an Area of Effect weapon. and apply that to every target in an area. Improved Heat Sink: • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. Costs: Rifle 4. applying its offensive roll to each target in a zone). • -1 to Harm. 61 . 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. This shotgun is able to double its Harm rating every turn.

though unarmoured. due to their activities. The agency is divided into numerous different and independent cells which have no knowledge of their counterparts. Cerberus has operatives all over Citadel space and the Terminus Systems. This ensures that should one cell be compromised. and that the Alliance is too hamstrung by law and public opinion to stand up effectively to the Citadel races. 62 . Spending trends indicate that Cerberus has a reliable income running up to several billion credits per year. However. and colony in the galaxy. highly armoured. Information on at least two of their known planets in the astronomical database is described as "surprisingly sparse. Each cell is led by an operative who reports directly to the Illusive Man. including illegal or dangerous experimentation. or hunting rogue psychotic Asari purebred Biotics. • Cerberus Anti-Tank: These units are on patrol outside their base and are armed with rocket launchers. • Cerberus Defenders: Found protecting research technicians. but which has now gone rogue. creatures and organisations out there for the characters to encounter. Cerberus operates many other kinds of cells than purely para-military focused ones. Due to their widespread network. or other dangerous nasties. sabotage and assassination. reporting regularly. Cerberus operatives accept that these methods are brutal. collecting bounties on escaped Tech criminals. the others would not be captured. Cerberus bases are usually guarded by the following forces: • Cerberus Commandos: Highly trained shock troops armed with assault rifles or pistols. • Research Technicians: The technicians are normally Biotics. these snipers find cover and hit with Assassination. destroying Batarian pirate and slaving rings. Any methods of advancing humanity's ascension are justified. There is also some indication that Cerberus protects its bases from being found by hacking the Alliance database. there are other races. Cerberus also runs several front corporations meant to fund and support their operations. major trade stop. Cerberus Cerberus is the codename for a black ops organization that was formerly part of the Alliance military. Cerberus effectively has access to almost every settled system. but believe history will vindicate them. • Cerberus Snipers: Often found indoors. and use modified shotguns (page 61).ADVERSARIES Apart from chasing after rogue Spectre agents. which they don‘t just use against vehicles such as the M35 Mako. they are rapidly deployed. Led by a mysterious figure known only as the Illusive Man. terrorist activities. They have several suppliers and contributors within the Alliance military-industrial complex who trust the Illusive Man to make the right decisions. The bases also contain whatever dangerous experimental subjects Cerberus is currently working on. ranging from political to scientific but all united under the common goal of advancing humanity. they use powerful Throw attacks." and may have been edited by Cerberus agents to discourage casual explorers. Cerberus is very well-funded. which includes Rachni (soldiers and workers). Husks. Their core belief is that humans deserve a greater role in the galactic community. They have also been described as a pro-humanity terrorist or paramilitary group. Cerberus has no knowledge of what goes on in uncharted systems and the Migrant Fleet. thus rendering the Illusive Man blind in those areas.

• Geth Shock Trooper: Advanced Geth troopers armed with the Geth Pulse Rifle. 63 . and can utilise Carnage. • Geth Trooper: Standard Geth troops equipped with Geth pulse rifles. and Toxic rounds. and Jamming. shielding and rocket launchers. Improves combat skills of nearby Geth (+1 to attack rolls of Geth in same or adjacent zone). Very strong shields and extremely resilient with shield recharger. Has the Geth Shield Boost ability (treat as Ablative Armour). • Geth Destroyer: Equipped with Geth pulse rifle and strong shielding. • Geth Colossus: Geth heavy walker capable of launching devastating siege pulse attacks and machine gun attacks. barriers. capable of using Tech Talents selected from Sabotage (Geth equivalent to Damping). • Geth Dropship: Standard troop transport and Geth equivalent to a frigate. The Geth are entirely synthetic creatures. Utilize both disruptor and scram rockets heavy weapons platforms. Has shielding but no rechargers. • Geth Prime: Elite Geth unit equipped with Geth pulse rifle and rocket launcher or siege pulse. Capable of Radar Jamming but no shield recharging. has the ability to charge. Some have a stunt that grants them the equivalent abilities of an Omni-tool. Capable of using Assassination (see page 20). Extremely strong armour and shields with recharger. Extremely resilient to small arms and ground vehicle fire. Geth barriers and capable of recharging shields. • Geth Hopper: Cyberwarfare and ambush platform. Carnage (see page 20) and the ability to recharge shields. Resilient to gunfire. with the number of Talents equal to the skill rating. Equipped with Geth pulse rifles and rocket launchers. Some of the known Geth variants include: • Geth Armature: Anti-personnel light walkers capable of launching Geth siege pulses. • Geth Juggernaut: Similar to Geth Destroyers. • Geth Rocket Trooper: Equipped with Geth pulse rifles. Overload. and thus immune to effects that target only organics. Also possesses shields. Heavily shielded and very resilient with shield rechargers. Geth encountered beyond the Veil will have programs developed equivalent to skills. have access to Tech Talents. Attacks using the Geth sniper beam. such as the Neural Shock Tech Talent. • Geth Sniper: Armed with Geth sniper rifles and shielding. 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. Specialised for close quarters combat.Geth As described in the Racial Backgrounds section. specialised for long-range combat.

Originally used by the Alliance for colony guard duty. The Geth used a ship full of Husks. and can be equipped with any of numerous weapon systems — both lethal and non-lethal — as circumstances dictate. and the body generates an electrical charge. LOKI Mechs are incapable of any complex tactics. and their civiliangrade firewalls are insufficient to deal with modern hacking. MECHs Earth based weapons manufacturer HahneKedar has become a major supplier to the Systems Alliance military. never seek cover during a firefight. Many mercenary groups make extensive use of them. once close enough. or where the use of organics for "around the clock" shifts is unfeasible. though it is effective psychological warfare to make soldiers fight their own dead. commonly called MECHs. Over time the body's organs. if marines try to recover their dead comrades – the Husks are released and attack. blood is changed to a sickly green fluid. husks attack with a brawling skill level of rank 2. When the spikes are approached – say. allowing their programs to be easily overridden and turned upon their owners. and YMIR classes of mechanical infantry units. They have an inbuilt level of equivalent armour with a defense rating of 2. A LOKI Mech that switches to its security protocols is easily identified. there is never only one husk around. partly as a trap and partly as a warning to other organic races not to enter their space. Unfortunately for those that encounter them. prior to determining whether the effects of the blast generate composure track shifts. LOKI. The husks will charge at their enemies and. • 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.Husks Husks are synthetic "zombies" created by the Geth. This immediately causes any effected characters with the shields stunt on their armour to have their ―Shields are Down‖ aspect activated. Thereafter. No one knows why the Geth do this to their captives: it seems like a lot of effort for a small result. they have also seen use in groups on the shiftier side of the law when raw manpower is needed. skin and water content are converted into cybernetic materials. When a human is captured they are placed on impaling devices. the MSV Cornucopia. Husks that reach the same zone as any character attack first with an electrical blast. typically as expendable assault units. huge spikes that Alliance marines have nicknamed "dragon's teeth". variant weapon ammunition. with an equivalent skill level of 3 ranks. give off a powerful electrical blast which disables shields and causes massive damage. 64 . as an individual husk can only generate one electrical blast. and is also the manufacturer of the FENRIS. and so on. They possess a basic personality suite and are easily programmed for various security tasks. They count as both biological and synthetic creatures for the purposes of Tech Talents. the dual "eye" on the unit turns from white to red. often fielded by the Alliance.

the YMIR Mech has better firewalls than other models. Whilst it can fire its twin Cannons on the move however. As a military model. In order to fire either weapon. To protect the workings of the weapon arms from small arms fire. bringing the target down with its front legs in an animalistic pounce-like motion. the mech will explode. Heavily armoured and shielded. limiting its movements to a slow. the FENRIS Mechs are viewed as the mechanical analogs of "attack dogs" and mimic dog-like behavior when they attack a target. used in the same manner bomb. noisy. it must pause to fire rockets to ensure a stable launching platform. they are stunned by a taser device embedded in the 'head' of the FENRIS. they are identifiable by their white armor and red lights. FENRIS Mechs possess advanced sensory equipment allowing them to detect weapons and narcotics. a FENRIS Mech will accelerate to a set speed and jump with its rear legs. After the target is struck. but is still vulnerable to hacking by dedicated hackers. as they tend to constantly advance on enemies to engage at point-blank range.• FENRIS Mech: Like other mechs produced by Hahne-Kedar. is a massive killing machine designed for anti-infantry purposes. and indeed to all mechs. • YMIR Mech: The Battle YMIR Mech. altered. and have been seen deployed alongside LOKI Mechs. 65 . They possess high shielding and armour and do not have any other defensive capabilities or defensive strategies. walk and cannot attempt to climb steps. the YMIR does have a few limitations. they are fitted with protective actuated shield covers. Despite its fearsome weaponry.and drugsniffing dogs would. these covers must open. or Model 34-A. Kinaesthetic programming is limited due to the complexity of the design. When a FENRIS Mech is severely damaged. and FENRIS Mechs can be turned against those they are tasked with serving. If shot while in this deactivated state. FENRIS Mechs are deployed in packs and make a habit of 'swarming' enemy positions. When attacking. For many humans. the mech will deactivate and remain stationary. or overridden by an experienced hacker. A major disadvantage to FENRIS Mechs. giving warning to those able to see the mech. YMIR Mechs possess twin automatic mass accelerator cannons concealed in the right arm and a rocket launcher in the left. is that their software programming can be hacked.

Krogan mercenaries regenerate their shields particularly quickly in a fight.a Turian group based on Omega. Sometimes euphemistically referring to themselves as 'private security organisations'. they are usually lightly armoured.Mercenary Organisations Mercenary bands operate throughout the Attican Traverse and the Terminus Systems. a biotic can be found amongst mercenary bands.a 'private security' firm and one of the most powerful groups in the Terminus Systems. Mercenaries are usually found at their bases on remote worlds. and focus on vehicles such as the M35 Mako. but they are lightly armed and armoured.a pirate group that acts as the"muscle" of Omega. • The Talons. Given that their occupation requires them to be efficient and capable.a minor mercenary band. mostly wiped out by Council Spectre agent Saren Arterius. They control 20% of Omega. • Mercenary Turret: Some mercenary bases are protected by turrets that fire rockets at intruders. They are usually hired by criminal organisations that require "heavy muscle". • Mercenary Adept: Very occasionally. • The Grim Skulls. 66 .a major mercenary corporation active in the Terminus systems. though are most commonly Turians. Mercenaries hail from all races and backgrounds. • Mercenary Sniper: Mercenary Snipers take cover or wait in sniper towers. • Blue Suns. Their use of Throw and Warp makes them dangerous. most fill one of the following roles: • Mercenary: The standard mercenary. or protecting their employer's investments or operations. mercenaries will commonly raid remote outposts or unprotected starships when unemployed. mercenaries tend to use superior weapons and armour. Batarians or Krogan. Able to field a variety of personnel to fulfil their contract. usually equipped with an assault rifle or a shotgun. They often have the ability to use Immunity. which prefer to select equipment from a single company). Notable Mercenary organisations • Blood Pack. or by individuals who want protection or assassination services. meaning their equipment is usually produced by a variety of manufacturers (unlike military forces. consisting exclusively of Krogan and Vorcha. smuggling tainted element zero. • Mercenary Anti-Tank: Some mercenaries carry a rocket launcher. • Eclipse. and line up for an Assassination shot. Humans.

with thin tentacles ending in little pods. Rachni Soldiers are slower. then its highly likely that other governments have as well. the spacefaring Rachni were driven to expand and defend their territory. Rachni Queens are capable of possessing the minds of other Biotics. Should their territory be invaded on purpose or even by accident. They can also spit acid. It is also unique among Rachni in that it possesses some Biotic ability. 67 . have encountered them. These tentacles are used to impale enemies . They are the only sapient arthropods known to exist in the galaxy (the citadel keepers not being known to be sapient). who had been groomed by the Salarians to effectively do the Council's dirty work during the Rachni Wars. although its attacks inflict more damage. they rush up to the squad and explode in suicide attacks. if ever. Rachni Brood Warriors are Rachni who are much larger and stronger than normal Rachni Soldiers. and other hidden locations. Rachni soldiers are cunning and like to ambush their enemies. There are several Rachni subtypes: Rachni Workers are tiny green Rachni (similar to aphids) which usually act as a first wave for Rachni Soldiers. Given their name. and rarely. they are effectively giant sized locusts intent on death and destruction of all sentient life around them. tending to the needs of the queen. on difficult to terraform worlds. Bred in captivity away from a brood queen. the humans. It is said that they only attack when the hive is particularly strained for warriors. The accidental discovery of the Rachni led to the Citadel races to curb their rapid expansion. causing heavy toxic damage. Acting in swarms. They are the controllers behind the hive-mind intelligence linking all Rachni from the same brood mother. The Rachni aren't as extinct as the galaxy had been led to believe. but much larger creatures than Rachni Workers. able to survive environments that kill most sentient species. they respond with brutal force. Intelligent but highly aggressive. causing heavy toxic damage which ignores shields. Best handled at a distance. using them as proxies to translate and communicate when necessary. They are the 'elder males' of the hive that usually mate with the queen. Defended by Brood Warriors who will die to protect them. They are most at home in vents and tunnels. seen. in fear of being plunged into another galactic war. They were eventually defeated and completely eradicated by the Krogan. Several human organisations discovered dormant Rachni eggs on ancient derelict space hulks. They normally inhabit extremely hazardous worlds.the Rachni can use weapons but prefer to use these tentacles to impale their victims. Rachni Queens are the largest and most intelligent of the species. The Brood Warrior has abilities comparable to a standard Rachni Soldier. determined to remain isolated from the rest of the galaxy. they are quite fragile. It stands to reason that if the galaxy‘s newest spacefaring race. The Rachni are territorial.Rachni The Rachni are a supposedly extinct insectlike species that threatened to defeat and overthrow the Citadel Council roughly two thousand years ago. it will occasionally place a squad member in Stasis and appears to use a form of Barrier. they likely fill the niche occupied by drones in other hive species.

Owing to the nature of their attacks. but there are some "stray" nests. thresher maw spores appear on many worlds. asteroids or moons with little or no atmosphere. 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. and instead have an extended health track of 3dF+9 Thresher maws are solitary creatures. Due to their size. They also have rank 4 skills agility. and are immobile when they raise up to attack. and move if shifts are successfully generated against them. Fortunately. They are enormous. mountains. they can reach one additional zone with their claws when using their natural weapons.Thresher Maws Thresher Maws are subterranean carnivores that spend their entire lives eating or searching for something to eat. only the head and tentacles erupt from the earth to attack. or valleys. 68 . They can grow to be in excess of 30 metres tall above the ground. 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 reproduce via spores that lie dormant for millennia. and must wait one round between attacks to recharge their spit. penetration 6. with a body nearly twice that size beneath the surface. burrowing up from beneath their prey. thresher maws are immobile above ground. and smashing with their claws in close range while emitting infrasound. the Thresher Maw cannot be targeted. thresher maws usually live in large flat open spaces on uninhabited planets. • Dauntless: Thresher Maws have no composure or wealth tracks. they completely ignore shields. violent creatures that burst up from the ground without warning when disturbed. Treat Thresher Maws as having an armour defense rating of 6. Aggressive and highly territorial. They have Natural Weapons as an apex skill. As a result. and their burrowing style of movement. which is a combined combat skill and weapon. They always attack the closest target. thresher maws feed by absorbing huge amounts of solar radiation and survive best on planets. They can take a lot of damage and can be very hard to kill. and a new skill called Acid Spit. or they may take an additional zone of movement when they take their free move when fully underground. They live alone in nests spanning large areas underground. with a range of 2/5. spread by previous generations of space travelers. They may use their one free move to rise up or drop back underground. harm 8. Give them the following stunts: • Extended Reach: Due to their immense size. yet are robust enough to survive prolonged periods in deep space and atmospheric reentry. such as a crashed probe to draw unwary scavengers. and their acid attacks as though the shields stunts don‘t exist. The body of an adult thresher maw never entirely leaves the ground. with a harm rating of 8 and must wait one round between attacks due to their size. identifiable only by their landscape profiles. and are a menace to any structures or vehicles in their nesting area. but can move incredibly quickly below. Threshers commonly have some sort of "lure" in their nest. Their attacks consist of spitting powerful viscous acid that splashes on contact. and do not inhabit rolling hills.

Krogan Blood Pack mercenaries often sweep pockets of Vorcha. Even as their population grows. However. 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. gathering them up and literally beating them into soldiers. With jaw articulation similar to that of a snake and massive fangs that protrude up from the lower jaw. and more resilient than other members of the race. smarter. This incessant warfare has made each generation of Vorcha stronger and more aggressive than that which preceeded it. Gaining even a few Vorcha gives a mercenary band a formidable advantage. leading to the rather unusual nickname 'fishdogs'. To this day. Their supreme adaptability. faster. alternately fighting them for territory and embracing them as treasured companions. hostile. Seeing the potential of the Vorcha's individual adaptability. Originally native to the Krogan homeworld of Tuchanka. they are – like most life from Tuchanka – savage. including Batarians – raise them as beasts of war. A common subgenus of varren has metallic silver scales. each additional Vorcha magnifies the gang‘s combat ferocity exponentially. varren infestations have followed. their continual lack of resources have kept Vorcha society extremely primitive. Krogan – and some other species. wild varren hunt in packs and are so vicious they'll even take on the Geth. savage species. 69 . The Krogan have had a love-hate relationship with varren for millennia. Virtually everywhere the Krogan have been. They are pack hunters when vulnerable prey is readily available and become scavengers when outnumbered or outclassed. Vorcha The Vorcha originate from a small. wreaking havoc with the native ecology.Varren Varren are omnivores with a preference for living prey. and consummate survivors. overcrowded planet which has been largely stripped of natural resources by successive generations of this fast-breeding. Vorcha ―trained‖ by this ordeal are stronger. clannish. the Vorcha constantly fight each other in fierce competition over basic necessities. vicious demeanor and rapid breeding cycle have made them ubiquitous and dangerous pests on many worlds.

These terrors of the black are built at T5 (35 bp) or T6 (41 bp). All ships in the Mass Effect universe must have the Mass Effect Drive stunt below to access the mass relay system. one man ships. • Cruisers are firmly in the realm of T3 (23bp) ships. so are well represented by the T1 (11 bp) level. • Reapers are sentient ships. we can begin to assign where the different classes are assembled on the Technology table: • Civilian ships.Space Combat Mini-Game Changes SPACECRAFT Knowing that Mass Effect is not set in the hard sci-fi genre allows us to tweak the Diaspora starship creation rules to align with the Space Opera ideas that big ships with lots of people and weapons are possible. Spacecraft and Tech Levels Diaspora made the design decision that ship size. who use magneto-hydrodynamics to power them. but use the optional rules for Fighters on page 228 of the main rules. or T2 level for the larger designs. Warships in Mass Effect are classified in one of four weight classes: Frigates. we have a quick and easy way to define and differentiate our ships. Geth dropships are classed as Frigates. thus Technology is the difference between ships. larger than anything else built by the council races. is not important. depending on the individual size and age. • Carriers are usually the same size as Cruisers at T3. so that instead of limiting ships build points by technology. The only ones who use an actual Beam weapon are the Reapers. we just say that they are limited by size. • Frigates are designed at a level of T2 (17bp). with severe consequences for variation from those limits so imposed. These behemoths are built at T4 (29 bp). cargo freighters and colony ships usually sport minimal or no weaponry. and Dreadnaughts. Crew must adhere to the standard operating procedures of the government. for a hard sci-fi genre. Cruisers. Spacecraft must take the aspect "Government Owned and Operated" as well as one of the following Aspects (or similar). assigned a dedicated crew to operate all systems. and built with 8bp. Using this idea. New Spacecraft Stunts Due to the jump start given by access to the Element Zero based mass relays left behind by the Reapers. usually fielded by carriers. and are limited in number to only a few operated by each member race. such as luxury cruisers. spacecraft may not take the T4 Stunt "Dumps heat into another dimension". and have access to shipyard facilities that supply dedicated repair engineers. With this small tweak. All ships of this type must take the Civilian stunt. • • • • • "Antagonistic Crew‖ "Control System Bugs‖ "Design Flaw" "Ex-Civilian Retrofit" "Experimental Design" 70 . We can adjust this for our game. • Dreadnaughts are the largest vessels in Council space. • Fighters are small. The mass accelerator cannons used by all races in Citadel space are represented by the Beam stat. or at T3 with a few sink stunts. Carriers. New T0+ Spacecraft Stunts Government Subsidy Spacecraft with this stunt are officially part of the navy of the government.

except when such consequences were gained when the aspect chosen above was tagged. Spacecraft can go to 'silent running' for around 2-3 hours. and provides a +1 bonus to V-Shift. torpedos. and allows ships to move ten times faster between their destinations for the same reaction mass. New T1+ Spacecraft Stunts Mass Effect Drive The pinnacle of interstellar drive design. Cost 1bp. whilst also powering the Internal Emissions Sink. or it will build up to levels capable of cooking the crew alive. 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. Tantalus Drive Core This advanced drive core boosts the effective V-Shift of the spacecraft. Cost 1bp. This affords protection from micro-meteorites.• • • • • • • • • • • • • • • • • • "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. This stunt also provides a +2 bonus to maintenance checks when at government facilities. Requires the Tantalus Core Stunt. Cost: -1bp. and a +2 bonus to repair checks to remove consequences. a Mass Effect Drive is required to access the mass relay system. then divide those by ten. Requires the Internal Emissions Sink stunt (or similar bp cost high energy usage system). Cost 2bp. This experimental system may only be installed on spacecraft with a 71 . Cost 4bp. and thus reserved for critical operations. These shields safely deflect small objects traveling at rapid velocities. 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. 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. Kinetic Barriers Kinetic barriers are repulsive mass effect fields projected from emitters on the hull of the ship. Grants the ―Shields Down!‖ aspect that may be compelled for a +2 bonus to Beam or Torpedo attacks. or drift passively through a system for days before having to vent and give away her position. See Diaspora page 69 for standard travel times. and mass effect accelerated projectiles.

+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. she is optimised for solo reconnaissance missions deep within unstable regions. 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. fully described as the Systems Alliance Space Vehicle Stealth Reconnaissance 1. it is expected that a follow-up class incorporating "lessons learned" will be produced. is a prototype "deep scout" frigate. 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.Sample Mass Effect Spacecraft SSV Normandy SR-1 (T3) Manufacturer: Systems Alliance. nimble. using state-ofthe-art stealth technology powered by an experimental drive core. codeveloped with the Turian Hierarchy. 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. but strangely balanced • Experienced Crew • Shields Down! • Out of Ammo (Torpedos) The SSV Normandy SR-1. 72 .

these fighter craft work as a unit to jam the comms of any intruding vessels. Designed with killing much larger ships in mind. The Oversize Drive Core stunt provides a +1 bonus to the Heat track. A mix-up during the cruiser's construction left it with an unusually large drive core and engineers redesigned the ship around the excessive power source. bring down their kinetic barriers. explosive style. The Cybaen's unusually robust engines provide enough energy to generate kinetic barriers normally reserved for dreadnoughts. 73 . Cerberus Fighter/Bombers Manufacturer: Cord-Hislop Aerospace Ship Class: Fighter Spacecraft Stats: • V-Shift: 5 • Beam: 1 • Torpedo: 3 • EW: 3 • Trade: 0 • Frame Track: O • Data Track: O • Heat Track: OO Stunts: • Vector Randomiser: Base defense 2 against Beams • Kinetic Barriers Cost: 7 Aspects • Missileer Formation Tactics • Out of Ammo (Torpedos) • Shields Down! Manufactured in secrecy. and +2 to to V-Shift for 4bp. and then cause them to catastrophically vent their atmosphere. 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.Asari Cruiser “Cybaen” (T3) Manufacturer: Asari Republics Ship Class: Frontline War Cruiser Spacecraft Stats: • V-Shift: 4 • Beam: 4 • Torpedo: 2 • EW: 0 • Trade: 0 • Frame Track: OOO OOO • Data Track: OOO O • Heat Track: OOO OOO Stunts: • Mass Effect Drive (All travel times reduced by factor of 10) • Government Subsidy (+2 to consequence removal. Cerberus fields its own defense ships around their secret research stations.

Additionally. Biotic Specialist (Infantry) As fearsome as they are in direct combat. colloquially called "shields". The unit receives +2 to this skill when used defensively. there are a few ways Mass Effect characters can augment their assigned platoon. 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. offensive Biotic abilities are unfortunately visually flashy and distinctive. This stunt provides a +1 to Hand-toHand. change the ―Out of Ammo‖ aspect assigned to all platoons to the more thematically accurate ―Overheated Weapons‖ aspect. All normal rules for character association with units apply as per Diaspora page 192. there is an opportunity to explore larger scale events through multiple squads in the Platoon level combat minigame. At platoon level. this stunt grants +1 to the Signals skill of the unit. the infiltrators gain an extra aspect ―Power Drained‖. as well as +1 to one of the Signals or Camouflage skills. Whether on a starship or a soldier's suit of armour. Command. though. Anti-Air. Characters with the Biotic Training skill can amplify one of the following platoon skills when assigned to units: Hand-to-Hand. Direct Fire. the Defenders gain an extra aspect ―Power Drained‖. or Armour. There are no new platoon skills added in this section. They also receive a -1 penalty to Camouflage for the turn after defending with the chosen skill. the Tech Training skill can be used to amplify one of the following platoon skills by characters assigned to the unit: Signals. the basic principle remains the same. At creation choose one of Armour or Hand-to-Hand. Additionally. Tech Specialist (Infantry) Seizing control of the electronic battlespace. However. or Direct Fire. Shield Projector Kinetic barriers. determined at creation. New Platoon Stunts The following stunts may be taken by any unit that meets the type restriction (if any). while no less potent to their unit. Similarly. Tech Infiltrator (Infantry) Using their jamming skills to great effect. At the gaming table. as well as +1 to one of the Observation or Armour skills. and receive a -1 penalty to Camouflage next turn. Platoon Creation Changes When constructing platoons. as well the ability to try to use a manouver to remove a free tag on an ally that is currently within Command range. provide protection against most mass accelerator weapons. 74 . Biotic Defender (Infantry) Biotic shielding abilities are much less overt than their offensive equivalents. the Specialists 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. this stunt grants +1 to the Armour skill of the unit as enemies find it harder to hit accurately. and +1 to one of Direct Fire or Anti Air. Tech Defender (Infantry) Superior information control grants this unit a +1 to the Command skill. Additionally.

Direct Fire 3. allowing it to take off vertically and hover in place using minimum fuel. Anti-Air 2. the M35 Mako. the Alliance Mobile Infantry utilised the M29 Grizzly IFV to great effect. taking out support units and delivering marines to weak points in the enemy formations. Command 1. disrupting communications. Alliance Marines (T3 Infantry) Direct Fire 3. Morale OOO O Engineer: improved Aspect usage Highly Trained: Morale +1 Long Range: ignore 1 range on attacks Zone Effect: -2 to attack zone. or even a single-stage-to-orbit spaceplane that can engage enemy craft around a planet or a space station. Its modular construction means that the versatile Mantis can be reconfigured as a low-altitude gunship. a high-altitude bomber. advancing deep into enemy territory for cutting supply lines and harassment of other units from unexpected directions. The only role the Mantis cannot perform is that of a true deep-space fighter. Signals 2. Morale O Command Range: 3 Infantry Carrier: able to transport Infantry Shield Projector: Armour +1 75 . 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. Armour 1. Morale OO Command Range: 2 Max Move: 3 zones Cavalry: undersized and overpowered. First rolled off the assembly lines in 2170. Movement 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. The Mantis houses an element zero core which lightens the engines with a mass effect field. the Grizzly has had a long career protecting its troops well. This also gives it far greater range and speed than the helicopters and jump-jet aircraft that once filled its niche. the Mantis remains in service in dozens of armies across the galaxy. Hand-to-Hand 2. and was a bane against the Turians during the First Contact War. 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. Whilst slower and bulkier than its successor. Movement 1.Example Platoons All platoons are created at tech level T3. Direct Fire 3. Observation 2. as it has no FTL drive. 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. Movement 1. a fighter.

Ground Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. depending on the tactics preferred in their town. a huntress is practically unbeatable. possessing profound tactical insight. Armour 2. Like an army of ninja. and their education from that point is dedicated to sharpening their mind and body for that sole purpose. Armour 2.Air Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Anti-Air 4. Direct Fire 2 Morale OO Interceptor: able to respond and act to enemy aircraft if on LAUNCH box 76 . and assassination. and a dancer's grace and alacrity. Observation 2 Morale OO Scatterable Mine Payload: can deliver areadenial ordnance (mines) Shield Projector (TE): Armour +1 Mass Accelerator (TE): Direct Fire +1 Highly Trained: Morale +1 Suddenly. Observation 2 Morale OO VTOL: Able to stay on map and move 1 zone Shield Projector (TE): Armour +1 Mass Accelerator (TE): Direct Fire +1 Highly Trained: Morale +1 Agile and Aggressive Overheated Weapons A61 Mantis Gunship . Movement 3.Shield Projector (TE): Armour +1 Boosters (TE): Movement +1 Highly Trained: Morale +1 Surprise! I'm Back! Overheated Weapons A61 Mantis Gunship – Bomber Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. Movement 4.Infantry Carrier Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. infiltration. a hunter's eye. Huntresses fight individually or in pairs. Movement 3. 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 . they are adept at ambush. Movement 3. One-on-one. A61 Mantis Gunship . Bombing Run From Nowhere! Out of Ammunition (prevent Mine laying) Overheated Weapons (prevent Direct Fire) Asari Huntress Platoon (Asari Republics) • 2x Asari Commandos • 1x Asari Huntresses • 1x Asari Bodyguards • 1x Asari Matriarch • Platoon Fate: 6 FP Asari choose to be warriors at a young age. demoralizing and defeating their enemies through intense. Armour 2. Armour 2. focused guerrilla strikes.

shutting down their power sources to stay undetected. Veteran 1. Armour 1. Morale OOO Command Range: 1 Biotic Defender: +2 to Armour when used defensively.Biotic Specialist: +1 to Hand-to-Hand. Command 1. they don't make noise. +1 to Direct Fire. Movement 2. Movement 1. Veteran 1. +1 spot marker and -1 to Camouflage after attacking Guerrilla Tactics: attacks from this unit never generate spin for the defender. Camouflage 1. -1 to Camouflage after defending Special Forces: not automatically spotted when it shares a zone with an enemy unit. Direct Fire 1. Geth Infantry Platoon • 4x Geth Troopers • 1x Geth Juggernaught • Platoon Fate: 6 FP Geth Heavy Weapons Platoon • 2x Geth Troopers • 2x Geth Rocket Troopers • 1x Geth Destroyer • Platoon Fate: 6 FP 77 . Morale OOO OOO O Geth Platoons All Geth are networked to each other. +1 to Anti-Air. +1 to Direct Fire. Direct Fire 3. This makes them extremely efficient in battlefield conditions. 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. Direct Fire 2. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. Movement 3. Camouflage 1. Anti-Air 2. A tactic particularly favoured by the Geth is to set 'distress signals' and then ambush the rescuers. Wireless: Command Range +1 Elite Biotic Abilities Overheated Weapons Asari Huntresses (T3 Infantry) Hand-to-Hand 3. Geth can even be packed tightly into crates and left in storage. +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. they may communicate their exact thoughts and ideas at the speed of light. Wireless: Command Range +1 Hard to Pin Down Overheated Weapons Asari Bodyguards (T3 Infantry) Hand-to-Hand 3. Armour 2. The Geth make perfect ambushers—"they don't move. Direct Fire 2. The key element of Geth warfare is surprise." Their freedom from the need to eat or sleep allows the Geth to leave dormant garrison units in ambush at key positions. Veteran 1. +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. Armour 1. Hand-to-Hand 3. they don't even breathe. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. and the fact they don't feel pain allows them to literally drop units from overhead out of nowhere. Observation 2. Wireless: Command Range +1 Protect the Matriarch Overheated Weapons Asari Matriarch (T3 Infantry Leader) Veteran 3. 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. Armour 1. Signals 2. or reduce its mass for limited evasive or positioning manouvers. Movement 2. which varies depending on which Leader is assigned to a Platoon.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. 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.Air2. which can be used to increase mass and provide greater traction. Movement 1. 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. Observation 1. Signals 2. Observation 1. Geth Anti-Armour Platoon • 4x Geth Rocket Troopers • 1x Geth Destroyer • Platoon Fate: 6 FP Be sure when assembling Geth Platoons to adjust them for the Leadership Stunt bonus. 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 . 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. Anti-Air 2. an M35 is small enough to be carried in the cargo bay and easily deployed on virtually any world. fell short of accomplishing. the M29 Grizzly. Movement 2. Armour 3. Armour 2. and that they are extensively reliant on digital communication for interaction. Direct Fire 2. Though the interior is cramped. It is designed to fulfill the role of rapid deployment that its predecessor. Anti. Armour 2. Geth repair their morale using Signals instead of Command. Movement 1. M35 “Mako” Infantry Fighting Vehicle (Alliance / Cerberus) The M35 Mako infantry fighting vehicle was designed for the Systems Alliance's frigates. Direct Fire 2. Observation 1. Observation 1. Geth Troopers (T3 Infantry) Hand-to-Hand 3. It is equipped with microthrusters and a small element zero core.

Movement 1. infiltration. assassination. devoted to accomplishing their mission regardless of the cost involved to others or themselves. Direct Fire 1. Hand-to-Hand 2 Armour 1. a mobile air defense platform. Hand-to-Hand 2. These include a recon drone controller. STG operators are brutally practical. 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. STG operators work in independent cells. Signals 1. Armour 3. +1 to Observation. and the M38 military ambulance nicknamed "Moby" because it is painted white during peacekeeping operations. 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. 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. Morale OO Command Range: 1 Engineer: improved Aspect usage Tech Specialists: +1 to Signals. Observation 2. 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.Several combat support vehicles using the Mako's basic chassis are manufactured for Alliance surface garrisons. usually deployed by the Citadel Council. reconnaissance. Wireless: Command Range +1 We Were Never Here Overheated Weapons STG Combat Engineers (T3 Infantry) Signals 4. Movement 1. Observation 3. Wireless: Command Range +1 Find It – Kill It Overheated Weapons Power Drained 79 . performing dangerous missions such as counterterrorism. Direct Fire 3. STG Recon Unit (T3 Infantry) Camoflage 3. additional aspect ―Power Drained‖ to remove these bonuses. and sabotage. Armour 1.

Armour 2. additional aspect ―Power Drained‖ to remove these bonuses. Movement 3. Hand-to-Hand 2. additional aspect ―Power Drained‖ to remove these bonuses. Indirect Fire 1. Logistics Genius: units in platoon do not have the ―Overheated Weapons‖ Aspect Always Has a Plan Overheated Weapons Command of the Airwaves Power Drained 80 . able to use manouver to remove free tag on ally in command. Signals 1. 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. +1 to Camouflage. Tech Defender: +1 to Command. or perhaps some of the ones on the list below: • • • • • • • • • • • • • • • • • • • Batarian Slavers Blood Pack Mercenaries Blue Suns Mercenaries Cerberus Mobile Infantry Council Spectres Drell Assassination Squad Eclipse Mercenaries Elcor Heavy Weapons Geth Armatures Husk Zombies Krogan Beserkers Krogan Biotic Battlemasters Mass Driver Orbital Artillery Quarian Commandos Quarian Engineers Rachni Swarms Thresher Maws Vorcha Irregulars Wild Varren Pack STG Cell Leader (T3 Infantry Leader) Command 4. I encourage you to create your own versions of these units. Tech Infiltrator: +1 to Armour. Armour 1. Movement 2.STG Infiltrators (T3 Infantry) Camouflage 3. Direct Fire 2. 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. Hand-to-Hand 1. Morale OO Command Range: 1 Special Forces: not automatically spotted when it shares a zone with an enemy unit.

which in turn can seem daunting as you go ―Where do we start?!‖ But don‘t worry. permitting instantaneous passage across thousands of light-years. Cluster creation is intended for each player to suggest themes they‘d like to explore. unlocking faster-than-light travel. Many races have petitioned for elevation to this status for a long time. by its very nature as programmed entertainment. battling aliens and making allies (and vice versa). Hoping to expand their territory and driven by immense curiosity about the galaxy. individualistic and thus. highly adaptable. as well as how individuals choose to operate within. Humans are still discovering what it takes to survive on these newly discovered worlds. Whilst the Citadel is seen as the primary location of galactic rule. humanity learned the secrets of mass effect physics and element zero. abnormally ambitious. Salarians. Humans also discovered the mass relay network that threaded the galaxy. moving from planet to planet on your quest to protect the known races from an unknown enemy from deep space. Humans are new to the galaxy A little over 35 years ago. unpredictable. 35 years after humans discovered the ruins of an ancient spacefaring race called the Protheans on Mars. exploring ancient ruins and fabulous cities alike. as the structure of the Diaspora RPG cluster and character creation is designed to help you. beginning the First Contact War. At the time of the first game. encountering various alien races and establishing itself on the galactic stage. such as 81 . Character creation works in a similar way. creating hooks for potential plots on these worlds in the creation of aspects and their interaction with the system attributes. and some members of those races resent the appearance that humans are going to jump the queue ahead of them. Whilst you can explore hundreds of worlds across the series. as well as confronting the prevailing opinions of humans as intelligent. humans have an active role in galactic commerce and settlement.Campaigns and Themes Mass Effect is set in the year 2183 CE. with steps designed to help link your characters to each other. Law and Order The Mass Effect games place strong emphasis on the theme of law and order in the galaxy. there are hard limits on what you can do and where you can go. At the gaming table. They are the newest sentient species of notable size to enter the galactic stage and are the most rapidly expanding and developing. This is the setting history established in the first Mass Effect game. With the technology from these ruins. 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. you get the chance to explore the galaxy. Their independent discovery of a Prothean data cache on Mars and their activation of the Charon Mass Relay thrust them into politics of the existing races and upset many delicate balances. or outside. there are many places that the reach of the council doesn‘t extend. those confines. to join the Asari. and are heavily petitioning for full member status in the Citadel Council. they began activating every mass relay they could find. In this section. This recklessness was what trigged the Turians to attack as they attempted to activate a dormant Relay. Humanity began its journey among the stars. and Turians in the decision making process. Taking control of a pivotal character in the events of the game. our options are not so limited. no one in the wider galactic community had ever heard of humans.

Adversaries and NPCs‖ is full of characters from across the breadth of the Mass Effect universe. 82 . notably Blue Suns and Eclipse. give ‗em that race. C-Sec is a volunteer organisation. The Quarian peoples are adrift in space.the iron fisted rule of the Asari crime lord Aria on Omega. to provide protection to interests not necessarily desired by the Council. aspect. you have probably noted things of interest you‘d like to explore. they are all you need to begin to create a character. The Citadel Council heavily controls all research into synthetic intelligences. Tying into the first theme of humans being new to the galaxy. you can always begin by using one of those characters as a starting point to developing your own. there is much appeal to playing highly competent beings breaking heads and taking names. When you are unsure what kind of aspects. or even the elite Council Spectres. the law. "all organics must destroy or control synthetic life forms". However. Just choose one. Along these lines. an ability or race. The companion document to this rules hack. these potentially disastrous outcomes are neither certain. 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. ―Hacking Diaspora: Threats. With only one skill at the Superb (+5) level. when other inspiration is taking a while to surface. the Geth. and Elite special operations groups are one place to develop them. or circumvent. and you‘re good to go. Whether they are the biotic powerhouse Asari Huntresses. a stunt or two. banning AI research almost entirely. The introduction of both a Geth character. lest the same mistakes get made. with them making up the largest of the minorities. take some time to decide why your character is so good at that particular skill. nor impossible to work around. Special Operations and Apex Skills When there are dangerous missions to perform. the Reapers possess no such inclination to deal with organics in any other way except consumption or extinction. so too is the nature of how organics deal with synthetic intelligences. name them. from a synthetic point of view. exiled from their home planet by their own creations. replacing the Technology attribute in the Cluster creation mini-game with the Order attribute allows players to decide for themselves how this theme impacts their characters. and is always happy to take new recruits. Organics vs Synthetics In the large scale. The apex skill represents a significant investment in time. so they have no need to trade resources or information with them. skills or abilities your character needs. They have successfully incorporated humans into their structure to help with policing and patrol duties. the covert and clandestine Salarian Special Tasks Group. Sometimes. the imminent return of the organo-synthetic Reapers coming to absorb all sentient organic life in an orgy of destruction is a key issue behind the plot of the Mass Effect games. You can always fill in the rest as you play. there are those who are sent in to do them. this can be explored in the ways humans protect. resources and attitude for the character. Conversely. 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. Diaspora supports this style of play with its pyramid skill structure. An AI gives the view from the other side of the fence when it says that. or stunt that interested you. Unfortunately for the council races. Partial Characters and Cool Stuff As you have read through this book. many mercenary groups employ humans as hired muscle. or the corporate control of Noveria. At the personal level.

0 83 .HACKING DIASPORA TO Name Race Homeworld Class/Concept Rank 5 Skill Rank 4 Skills Rank 3 Skills Cluster Known Biotic Effects Tech Talents Or Combat Excellence Abilities Health Rank 1 Skills Composure Wealth Aspects Mild Consequence Medium Consequence Severe Consequence Weapon Range Stunts Rank 2 Skills / Harm Pen Stunt Stunt Stunt Gear Armour Stunts Defense Rating Ammunition Effects HD2ME Character Sheet Ver 2.

Stasis Target unable to move and takes no damage. emotive prefix declared when speaking Polite religious jellyfish who revere the Protheans as gods Newest race to join the galaxy. client race of the Turians Aggressive. Tech specialist. the Quarians Reptilian mercs and enforcers. Zone aspect. New Skill: Biotic Training (Page 26) Alliance Network News A galactic news network founded by Humans and broadcast through Citadel space. Biotic and Combat skills not higher than rank 4. now militantly serve the Hanar Ponderous giants. Three or four combat skills. Biotic and Tech Training skills not higher than rank 4. Effects last until the next turn only unless otherwise specified. If used two turns in a row. direct and forthright Synthetic lifeforms living in computers or starships Traders and merchants. Primary Biotic Effects: Barrier +2 to own armour defense rating.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. no Biotic or Tech Training. Lasts two turns. target takes one additional damage shift from any successful attacks. Hate humans Rescued from their dying world. admired and distrusted equally Synthetic AI race created by. Conserves momentum. Tech and Combat skills not higher than rank 4. Non-technical apex skill. Place aspect on target. adaptive predators loyal only to the strongest Engineer Vanguard Sentinel Infiltrator Biotic specialist. Lift Target floats helplessly. combat skills not higher than rank 3. reliable and affordable equipment such as armour. Place aspect on target. adept at sneaky and subtle Public service peacekeepers. Throw Shift enemy one zone. Minimal combat training. clannish primitives used as cannon fodder by mercs Towering. Lasts three turns. 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. Number of effects equal to skill training level. home is where the flotilla is. Ariake Technologies An Earth-based electronics concern best known for their high grade omni-tools and armour. other combat skills not higher than rank 3. Combat specialist. no Tech Training. no Biotic Training. mono-gendered race of female appearance Pirates. no combat skills. Place aspect on target. omnitools and bio-amps. modified by Bio-Amp Implant stunt. no Biotic Training. slavers. and overthrew. Singularity Gravity sink. Combat Excellence stunt available with ranks in Tactics. Amphibious information seekers. Warp -2 to enemy armour defense. no Tech Training. Broken by the genophage Evicted by own AI creations. 84 . Minimal combat training.

Effects = 0 Stable L2 Implant Max skill rank = 4. Krogan Battlemaster Older than 300: implant equivalent to current L4 without aspect. If target is invalid. Next. have no implant and cannot take skill. or +4 for both. then next turn gain a +2 bonus to armoured or synthetic target. apply Barrier to self. Their weapons and armour are high quality. no effects avail. reducing any pass costs by 1. Dominate Requires: Stasis effect and Resolve skill. Unstable L2 Implant Max skill rank = 3. L3 Implant Max skill rank = 3 Effects = Skill rank. L4 Implant Aspect: ―Occasionally Distracted by VI‖. Shockwave Requires: Lift or Singularity effect and Tactics skill. you are unable to act the following turn. then next turn make a full turn move. may spend a FP to gain a defense bonus equal to half Medicine ranks. Then. If >5. Armax Arsenal Supplier of elite Turian military units. Effects = Skill rank. or +4 for having both. Spend one turn preparing this effect. or both if you possess both effects. Younger than 300: are dying. Asari Biotic No implant required. No max skill rank. 28): Charge Requires: Barrier or Throw effect and Close Combat skill. Must not take free move. If 0. one composure or health damage cumulative per use.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. Place ―Biotic Shockwave‖ aspect if have Singularity. or Throw to target. Unable to use another Biotic effect next turn. or a +4 bonus to unarmed biological target. Place ―Slammed‖ aspect on target. otherwise resolves at the end of turn. Finally. must start again. Slam Requires: Lift effect and one of Throw or Pull effects. Advanced Biotic Effects (pages 27. 85 . They must then resist an attack equal to Biotic Training +2. Place ―Dominated‖ taggable aspect on biological target when multiple enemy targets present. New Stunt: Bio-Amp Implant (Page 29) Modifies number of effects. Effects = Skill rank. If target was unarmoured biological. Effects = Skill rank L1 Implant Cannot take skill. Add 3dF to skill rank before combat to determine skill level. May pay a FP to resolve the effect immediately. Effects = Skill rank +1. rounding up against other biologicals. Add 1dF to skill rank before combat to determine skill level. Effected targets with the Shielding stunt are unable to move next round. Effects = Skill rank. L3-R Implant Max skill rank = 3 -1 to composure track. That target becomes immune to further Domination next turn. Spend one turn focussing on a target. All zones affected must resist this attack. make a Close Combat check at +2 bonus for having one of the required effects. Finally. high priced and very difficult to acquire for most non-Turians. Draw line on map from character (Tactics -1) zones in length. Reave Requires: Warp effect and Medicine skill. you are unable to act the following turn. Make a Biotic check at +2 for one effect. those without Shielding have the Lifted effect applied to them. Unable to use this effect in consecutive turns.

and to hack lone targets. Substitute ranks in Tech Training for Medicine skill rolls. access secure systems. to weapons and armour. Jamming -2 penalty to enemy alertness checks. Target becomes immune to further Overloads next turn. Drone Stats: Range 0/1. First Aid Disable a free tag on Health track of you or ally in same zone as a combat action. starships. Must have at least 1 rank in Medicine skill. That target becomes immune to further Hacking next turn. Harm 2. Advanced Tech Talents: Must also have Computer (space) skill. etc. Combat Requires: Hacking Talent. Advanced Requires: Hacking talent. bypass alarms. 86 . Multiple Redundancy: Use my Tech Training. May be taken multiple times to stack penalty. Primary Tech Talents: Damping Use defensively to contest Biotic Effects. +1 to computer skill checks during damage control phase Electronics Disable free tag on own or ally equipment in same zone as combat action. or passing through must roll their Stamina skill against the number of shifts. 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. A mobile weapon platform at your command. Place ―Disorientated and Confused‖ taggable aspect on biological target. heat or toxic exposure. place ―Suppressed by Tech‖ aspect on appropriate target. Decryption Unlock doors. All Tech Talents last for one turn. All targets in the zone. in same or adjacent zone to the character unless otherwise noted below. Offensively. Target the zone you are in or an adjacent zone and roll Tech Training against a difficulty of 2. place a ―Frozen and immobilised‖ aspect on the zone for one turn. Substitute ranks in Tech Training for Repair skill rolls. including Biotics.VARIANT RULES QUICK SHEETS Devlon Industries Best known for basic armour that can withstand a variety of environmental extremes such as cold. On a success. ending their turn if they fail. Hacking Restrictions removed to allow repeated Hacking attempts on same target. Energy Drain Move own tagged ―Overheated‖ aspect and place on an enemy with an untagged ―Overheated‖ aspect. 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. Must have at least 1 rank in Repair skill. Place ―System Rebooting‖ taggable aspect on synthetic target. and lasts 2 turns when activated. Drone and Have-a-Thing: Combat Drone stunt. professional mercs. Pen 2. NonLethal. Hacking Place ―Targeting Malfunction‖ taggable aspect on synthetic target when multiple enemy targets present. Must have at least 1 rank in Medicine skill. Elanus Risk Control Services A private security corp that can provide event security. Transfer Aspect ―Combat Hover Drone” Cryo Blast Requires: Neural Shock talent.

Their weapons are stock quality at best. Combat Excellence Requires: Energy Weapon skill of at least Rank 3. 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. and unshielded targets must resist 3 shifts of Composure damage. causing all Shielded targets in same zone to have their ―Shields Down!‖ stunt tagged. 89) Hahne-Kedar Earth-based major supplier to the Systems Alliance military. 87 . Base Jamming talent duration extends by 1 turn. excluding the user. Overload Restriction removed to allow repeated Overload attempts on same target. target takes Health damage of number of shifts. MG Immunity Once per scene. Omni-Tool Manufacturers Manufacturer Aldrin Labs Ariake Technologies Armali Council Kassa Fabrication Serrice Council Sirta Foundation Elkoss Combine Spectre Gear1 Spectre Gear1 Spectre Gear1 (Page 50) Omni-Tool Bluewire Tool Logic Arrest Tool Nexus Polaris Savant Chameleon Tool Cipher Tool HMOT Basic HMOT Adv HMOT Master Note 1: See the Spectre Gear Options (page 49. Characters unable to meet those prerequisites to take the base stunt may instead take the individual abilities as Stunts like normal. Can pay a FP once per scene to place a ―Comprehensively Compromised‖ aspect on a target that you have successfully overloaded twice. though their armour lines are generally recognized as above average. after ―Shields are Down!‖ compelled. and Armour with Shields stunt. absorbed by armour. gain a +4 bonus to armour defense when "Taking Cover!" in addition to the bonus granted by that aspect. including possessing an appropriate weapon. Attacks reduce this bonus by 1 per shift. the Tech Armour detonates. Primary Combat Excellence Abilities: MG Focus for one turn to dupliAssassination cate effect of ―Double Tap‖ weapon stunt with Sniper Rifles. When neutralised. MG Carnage Duplicate effect of ―Double Tap‖ weapon stunt once per scene. Elkoss Combine A Volus manufacturer that produces less expensive versions of items carried by high-end manufacturers. Armour bonus granted by Shields boosted by +3 when this talent is activated. but must still meet all other prerequisites. Advanced Requires: Overload talent. Characters who take this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill rank.VARIANT RULES QUICK SHEETS Advanced Tech Talents (cont’d): Incinerate Requires: Energy Drain talent. New Stunt: Combat Excellence (Page 34) This stunt grants access to a number of weapon based abilities as long as the prerequisites are met. and no ranks in either Biotic Training or Tech Training. Tech Armour Requires: Hacking talent. Unable to be used on successive turns against the same enemy. On a success. New Stunt: MG Omni-tool (Page 33) MG Omni-tool A Military Grade Omni-tool is required to use Tech Talents. Target an enemy with a tagged ―Overheated‖ aspect and roll Tech Training against a difficulty of 1. Tactical Cloak Requires: Jamming talent. any level of Tactics skill.

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

(Page 36)

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
(Page 37)

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.

88

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
(Page 53)

New T3+ Energy Weapon Stunts
Thermal Clip
(Page 46)

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

(Page 49)

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
(Page 51)

Shields

Recharge Booster

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.

89

VARIANT RULES QUICK SHEETS
New T3+ Energy Weapon Mods
(Page 55)

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.

Medical Exoskeleton

Medical Interface

New T3+ Powered Armour Mods
(Page 56)

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

Toxic Seals

90

Humans. 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. Mechanical robots used as supplementary guards. +2 to Heat Track. or T6 (41 BP) Allows access to mass relay network. Batarians or Krogan. Synthetic AI race.VARIANT RULES QUICK SHEETS Serrice Council An Asari consortium that manufactures the highest quality omni-tools and bioamps which are considered incredibly rare – and highly prized – items on the galactic market. sometimes used by Krogan Blood Pack mercenaries. Mostly Turians. 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). except when aspect was tagged. Stealth system gives +2 bonus to Nav check in detection phase. Intelligent arachnid race with hive mind. and all travel times reduced by factor of 10. +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. Huge solitary burrowing monsters with acid spit. +2 bonus to repair checks to remove consequences. Cost 1bp. Cybernetic zombies created by Geth from captured Biological races. Sirta Foundation A biomedical firm renowned for its humanitarian efforts and groundbreaking research into genetics. Cost 4bp. 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). "Government Owned and Operated" aspect. Adaptable dangerous pests that hunt in packs. +1 to V-Shift. Cost 2bp. Violent primitive race usually found in forgotten corners of dark places. Must also have one other high energy usage system (IES). Crew must adhere to SOPs. Additional aspect from list below (or similar). 91 . They offer basic protective or utilitarian items ranging from armour to omni-tools to bio-amps.

VARIANT RULES QUICK SHEETS New Platoon Stunts Shield Projector Biotic Defender (Infantry) (Page 74) Biotic Specialist (Infantry) +1 Tech Enhancement to Armour Choose one of Armour or Hand-to-Hand: +2 bonus when chosen skill is used defensively. +1 to Hand-to-Hand. Tech Defender (Infantry) Tech Specialist (Infantry) Tech Infiltrator (Infantry) Geth Network +1 to Command and ―Power Drained‖ aspect. +1 to one of Camouflage or Signals. +1 to Armour and ―Power Drained‖ aspect. and get a -1 penalty to Camouflage next turn. 92 . +1 to Signals. and ―Power Drained‖ aspect. +1 to one of Armour or Observation. Ability to try to use a manuover to remove a free tag on an ally that is within command range. which causes a -1 penalty to Camouflage the following turn. +1 bonus to one of Direct Fire or Anti-Air. Geth repair their morale with Signals instead of Command. Gain +1 spot marker after attacking with either of the two chosen skills.

93 . but may be retrieved from defeated Geth. This weaponry is always in demand for research purposes. and Hanar all produce their own armour. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. and is here purely for reference and inspiration for aspects or plots. Note 2: See the Spectre Gear Options section on pages 49 or 89. and are not available to other races. Armour Manufacturers (Page 52) Manufacturer Aldrin Labs Aldrin Labs Aldrin Labs Ariake Technologies Armax Arsenal Devlon Industries Devlon Industries Devlon Industries Devlon Industries Elanus Risk Control Elanus Risk Control Elanus Risk Control Elkoss Combine Elkoss Combine Geth Armoury3 Geth Armoury3 Geth Armoury3 Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Kassa Fabrication Rosenkov Materials Serrice Council Sirta Foundation 1. but rarely differs substantially from other weapons of the same type.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. Elcor.VARIANT RULES QUICK SHEETS Manufacturer Ariake Technologies Armax Arsenal Batarian State Arms Cerberus Shunkworks Devlon Industries Elanus Risk Control Services Geth Armoury1 Hahne-Kedar Hahne-Kedar Shadow Works Haliat Armoury Jormangund Technology Kassa Fabrication Rosenkov Materials Elkoss Combine Spectre Gear2 Spectre Gear2 Spectre Gear2 Assault Rifles Tsunami Crossfire Terminator Gorgon Raptor Banshee Pulse Lancer Diamond Back Thunder Torrent Breaker Kovalyov Avenger HMWA Basic HMWA Adv HMWA Master Pistols Raikou Brawler Judgement Harpy Stinger Striker Kessler Stiletto Pinnacle Razer Karpov Edge HMWP Basic HMWP Adv HMWP Master Weapon Manufacturers (Page 48) Sniper Rifles Naginata Punisher Lightning Strike Titan Striker Hammer Sniper Rifle Avenger Python Equalizer Helix Harpoon Volkov Reaper HMWSR Basic HMWSR Adv HMWSR Master Shotguns Katana Avalanche Executioner Hydra Firestorm Hurricane Shotgun Storm Viper Tornado Savage Armageddon Sokolov Scimitar HMWSG Basic HMWSG Adv HMWSG Master Note 1: Geth Armoury weapons are never available for purchase. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races.

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