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Variant rules and options to create adventures and characters in the MASS EFFECT setting using the Diaspora Role Playing Game.
By M.Gooding (Reaganstorme)
Document Version 1.0, May 2010
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 Hanar Humans Krogan Quarians Salarians Turians Volus New Skills and Stunts Biotics New Skill: Biotic Training New Stunt: Bio Implant Omni-tools New Skill: Tech Training
New Stunt: Military Grade Omni-tool
PAGE 4 5
10 9 9 10 10 11 12 13 13 14 14 15 16 16 17 19 19 20 20 21 21 23 24 25 26 27
Personal Combat Mini-Game Changes Weapon Types Pistols Assault Rifles Shotguns Sniper Rifles Equipment New T3+ Energy Weapon Stunts Spectre Gear Options 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 Mercenary Organisations Rachni Thresher Maws Varren Vorcha Space Combat Mini-Game Changes Spacecraft New T0+ Spacecraft Stunts New T3+ Spacecraft Stunts Sample T4 Mass Effect Spacecraft Variant Rules Quick Sheets Open Game Licence 1.0a Gear Manufacturer Tables Weapon Manufacturers Bio-Amp Manufacturers Omni Tool Manufacturers Armour Manufacturers
PAGE 29 29 29 29 29 29 31 32 34 35 36 39 41 41 43 43 44 44 45 45 47 47 47 48 49 55
New Stunts: Combat Excellence Class Packages Paragon and Renegade Emulation Sample Characters Garrus Vakarian Kaiden Alenko Dr. Liara T’Soni Tali'Zorah nar Rayya Urdnot Wrex
30 31 31 33
Welcome to my first attempt at system hacking, the process of taking an established setting and creating, ignoring or modifying a role playing rules system to be able to game and tell stories in those worlds. Bioware’s Mass Effect and its sequel, Mass Effect 2, were fantastic games that begged to be explored. Countless worlds and star systems linked by a network of mostly understood technology called mass relays that enabled starships to traverse the galactic void; Mass Effect told the story of a group of civilisations about to meet their doom. Assembling a group of champions, the player trekked across the game setting exploring uncharted worlds, rescuing colonists, battling synthetic intelligences, and more. As you can imagine, despite the available scope of the setting, Bioware could only put so much into the game. Some things were hinted at, others left as blank slates. That’s where VSCA Publishing’s Diaspora comes in. Wanting to explore and tell my own stories against this compelling backdrop of impending galactic doom, I first had to find a system that could do it justice, one that had a basis in “Hard Science Fiction”. Introduced to Diaspora by friends on RPG.net, I realised I had found a game system that would suit my needs. What you see here is the culmination of my efforts to blend the two, but if some of the sample aspects, stunts, gear or mods don’t quite suit your game, don’t be afraid to make up your own versions. I hope you find this document useful, and that you undertake and enjoy the adventures that are waiting for you. Matthew Gooding (Reaganstorme) May 2010
I would like to thank the creators of Diaspora, chiefly Brad J. Murray (Halfjack), for allowing me to play with their toys by releasing them under the Open Gaming Licence ver 1.0a (see page 71). Also, fellow RPG.net members Stevenls, James the Dark, prototype00, ChopSockey, Yook, EonTrinity, and Travellingdave for their comments and encouragement. Some text has been taken from the Diaspora System Reference Document, which can be found here: http://www.vsca.ca/Diaspora/diaspora-srd.html. Page references in this document that refer to the Diaspora rulebook are for the 2010 corrected version. I acknowledge that Mass EffectTM and all related races, characters and equipment are Product Identity of EA International (Studio and Publishing) Ltd, and are used in this document with Fair Use intent, and are not meant to challenge ownership of such ideas. Their home page can be found here: http://www.ea.com/. Some text has been taken from the Mass Effect Wikia pages under the Creative Commons Attribution-Share Alike License, and can be found in their fantastic completeness here: http://masseffect.wikia.com/wiki/Mass_Effect_Wiki. Please see the Licence section for further details. For those looking for the font I used for the titles and headings, it’s a freeware font called Slider.TTF.
The DIASPORA Mini-Games
All conflicts in Diaspora are resolved using the FATE mechanics as elaborated in Spirit of the Century and available from the System Reference Document for that game, available on the Internet. You roll your set of four fudge dice, which yields a result between -4 and +4, you add an appropriate skill, and then you compare against some difficulty level, which might be someone else's roll or might be a level imposed by the referee. Diaspora is a set of mini-games. Each of these use fate dice, Aspects, and other elements from the FATE system but the may have other distinctions. These mini-games are: * Cluster Creation * Character Creation * Personal Combat * Space Combat * Platoon Combat
4dF in statistics roll odds % -4 1/81 1.24 -3 4/81 4.95 -2 10/81 12.35 -1 16/81 19.75 0 1 2 3 4 19/81 23.46 16/81 19.75 10/81 12.35 4/81 4.95 1/81 1.24 The system will work with a different probability curve by rolling two different coloured six-sided dice and subtracting the darker from the lighter. Treating the -5 and 5 results as zero keeps the expected range though with better chances for extreme results. The remainder of this document will assume you are familiar with FATE mechanics and at a minimum the Diaspora SRD. Refer to the provided links if you wish further clarification of any rules based information. The Ladder Almost every roll in Diaspora is 4dF: a single roll of four Fudge dice, yielding a range from -4 to +4. A Fudge die is a d6, with two faces marked -, two faces marked +, and two faces blank. You add up the +s, subtract the -s, and you have a total. Without special dice, you could treat 1-2 as -, 3-4 as blank, and 5-6 as +; this is functionally the same as rolling 4d3-8. This yields a particular curve, around which the game is built.
+8: Legendary +7: Epic +6: Fantastic +5: Superb +4: Great +3: Good +2: Decent +1: Average +0: Mediocre -1: Poor -2: Terrible In FATE, successes and difficulties are rated by numbers or by the terms on the Ladder. Our Ladder here is slightly different from the Spirit of the Century Ladder, in that the term Fair is replaced by Decent. The words only applicable directly when a single character acts. Since an apex Skill is at level 5 (as we will see in character generation) and since the best result from a roll of the dice is +4, a result of +9 represents an exceptionally successful attempt at something by a dedicated professional. While higher numbers are possible (through the invocation of Aspects, described below), most numbers in the game, when all things are considered, are single digits. If one is looking for appropriate adjectives to describe an action, it is often the difference between two rolls that might determine the quality of success. So, in an opposed roll (described below, in which a player roll is compared against a referee roll) results of 7 against 5 represent a decent success.
and the usages of their Element Zero based technologies. In anticipation of intelligent life reaching for the stars. Starships still require conventional thrusters (chemical rockets. the idea of technological advancement to the point of collapse is here.000 years ago. the enormous excess energy shed in the form of lethal Cherenkov radiation. With a positive current. This effectively raises the speed of light within the mass effect field. Very massive ships or very high speeds are prohibitively expensive. from generating artificial gravity to manufacturing highstrength construction materials. skilled navigators are able to propel the ships light-years in only a few hours. The stronger the current. were the Reapers. as are limited FTL routes. 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. dubbed the Protheans. An advanced hybrid race of sentient synthetic/organic warships. the greater the magnitude of the dark energy mass effect. The last such galactic extinction event happened approximately 50. all currently discovered uses for element zero based effects generate a heat debt that must be managed. By leaving the mass relays. It is most prominently used to enable faster-than-light space travel. These routes are only able to be navigated using space ships with special Element Zero power cores. emits a dark energy field that raises or lowers the mass of all objects within it. are not in-fact the creators of the mass relays scattered through the galaxy. the last great technological society. and their focus. and the heat debt acquired by interstellar travel. or "eezo". and that the time to feed has come again. with a few catches. a ship has no motive power. slumbering in hibernation. but the latest in a long line of intelligent races to unlock the secrets of their use and discover their purpose. the effects are catastrophic. Navigation is only possible between relays. Using the energy field created by the mass relays. In fact. the Reapers provide the building blocks for their next harvest. mass is decreased. In particular. or military antiproton drive) in addition to the FTL drive core. Mass Effect Fields Element zero can increase or decrease the mass of a volume of space-time when subjected to an electrical current. the Reapers wait thousands of years for sentient races to climb again to the stars before harvesting them in a devastating orgy of extinction. commercial fusion torch. allowing higher rates of acceleration.The MASS EFFECT Premise SETTING BACKGROUND Some of the fundamental basics of the Diaspora setting mesh quite well with Mass Effect. If the field collapses while the ship is moving at faster-than-light speeds. In that time several races have reached the stars and begun to unlock the secrets of the mass relays. They discovered that in the dark spaces between galaxies. FTL Drives Faster-than-light drives use element zero cores to reduce the mass of a ship. ELEMENT ZERO AND THE MASS EFFECT Element Zero ("Eezo") When subjected to an electrical current. the Reapers wait for the coded signal from their keepers that technology is progressing. The ship is snapped back to sublight velocity. With only a core. the rare material dubbed element zero. mass is increased. The Citadel. With a negative current. 6 . allowing high speed travel with negligible relativistic time dilation effects. allowing them to tap into dark energies to reduce their mass. This "mass effect" is used in countless ways. and the passage generates so much heat in the power core that crew and passengers will die unless it is bled off into space. In the Mass Effect setting. economy ion engine. behind them when they again leave for millennia.
driving the Quarians from their homeworld and taking over. Some Biotics' talents are not strong enough to be offensively viable. it's much more efficient to use the mass relays to navigate the galaxy. Even colonists have access to advanced tech. Ubiquitous Technology In the games. low-mass fields permit the creation of evenlyblended alloys. with mass effectutilizing fighting vehicles being standard frontline issue in most military forces. as with regular Diaspora T4 societies. This requires intensive training. It also means that most weaponry will be energy weapons. The Geth are a prime example of the doom that is pending with the development of AIs. this manifests as an occasional static shock when they touch metal or other people. but all Biotics are sensitive to the presence of mass effect fields. the world of Mass Effect is on the brink of imminent collapse. In starship drive cores. whilst limited FTL is possible. sturdy construction materials. personal networks are everywhere. 7 . and plenty of scientific secrets still to be discovered.In space. The military makes extensive use of mobility enhancing technologies. but can produce impressive offensive or defensive effects. low-mass fields allow FTL travel and inexpensive surface-to-orbit transit. In manufacturing. the seeding of the mass relays by the Reapers has effectively pushed the standard technological levels up to T3 or T4 across the board. etc. so the Tech stat for world creation becomes relatively non-variable for gaming purposes. who have jump started their technological creations and exploit Element Zero and mass effects themselves. High-mass fields create artificial gravity and push space debris away from vessels. Mass effect fields are also essential in the creation of shields to protect against enemy fire on the ground. Whilst there are still advances to be made. This reflects back to the Cluster generation mini-game quite easily. either by touching a planet surface or interacting with a planet's geomagnetic field. and protect starships in planetary orbit or during space battles. When the table sits down to create the cluster. The least developed of the races is humanity. and each system can have several planetary systems reachable by ships. So. this charge must be grounded at regular intervals. Static Buildup Extended use of mass effect fields creates a measurable static electrical charge. This still gives us plenty of conflict to game. we see the presence of technology everywhere. the slipstreams become the links between the mass relays. Biotics Many Biotics can also use mass effect fields which are biologically generated and controlled. amongst a variety of other effects. and we never see any nontechnical races competing for resources. to prevent the electricity discharging into the hull and causing catastrophic damage. and cybernetic implants. 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. while high mass compaction creates dense. For Biotics. and both are susceptible to combat hacking.
Here's how I've established the ratings: O-4: Virtual chaos There are no authority figures that control everything here. those in charge are more concerned with their own power than in serving the public interest. although there are still those willing and able to rort the system without bringing too much attention to themselves. especially if they are creating or studying dangerous or outlawed technology such as full Artificial Intelligences. Example – The human colony world of Eden Prime O+3: Institutionalisation There are rules for almost everything. Example – The Citadel Council’s elite military and special forces training facility of Pinnacle Station. Example – The completely corporate and privatised world of Noveria. the rules and restrictions are beginning to pile up. At this level of order. verification. Example – The cartel and mercenary controlled Omega Station O-3: Ad-hoc Rule Most new colonies have these ratings. Example – Batarian Hegemony controlled worlds O+4: Total Control Places with this rating are typically under direct military control. period. to the totally controlled centre of galactic politics. there are multiple layers of bureaucracy. tomorrow's gang leaders may die in a hail of blaster fire. Life is strictly survival-of-the-fittest. O-1: Corruption Whilst relatively stable. we need a new stat to represent variances between worlds. There is a substantial administration system geared towards the issue. or other associate species of the Council. What started as measures to protect the public good are beginning to become quite restrictive. O+0: Stability Those employed to look after the public generally do. representing a very minimal structure of a handful of people at most. and all manner of other restricted goods are available for sale. I've picked ORDER. from the relatively lawless Omega. licensing and policing of those granted licences are the primary methods of keeping order. weapons. all exploited by those wanting to work around them. so whilst today's criminal ganglords might provide some measure of stability. O+1: Progress Typically touted as a fair system for all. Example – Any homeworld of the Council races. and those who commit crime and are caught generally face the appropriate penalties. where slaves. revocation and enforcement of many activities. Example – The Citadel 8 . the Citadel. controlled or illegal narcotics. There's plenty of variance in the levels of Order in societies during the missions in the game. Example – The world of Illium.Cluster Creation Mini-Game Changes NEW SYSTEM STAT: ORDER Due to the universally high level of access to technology. O+2: Licensed At this level of order. Any sufficiently charismatic or forceful individual can set whatever rules they like. validation. systems and societies. 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.
and some all of them at somepoint in their life. Chapter 9 . There are some suggestions on how to model variances to the Diaspora setting in the SRD. and Biotic talent. A very long lived race.Making it Work. Mass Effect also has quite a few variations from the base outlines. including baseline humans. Asari can be found in all walks of life. and Stunts that would be more common in the race than in humans. diplomats and warriors. Asari choose to be warriors at a young age. Asari have been bartenders and dancers. Of the ten non-human racial backgrounds described below. but are included here for completeness. Huntresses fight individually or in pairs. 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. and have been at the heart of galactic society ever since. Fortunately. 9 . (Diaspora. As such. Aspects. Page 221) There are eleven racial backgrounds in Mass Effect. These differences do not change the number of Stunts or Skills or the shape of the Skill pyramid. Biotics are common enough that some capability is a requirement to be trained as a huntress. some should not be taken as options for player characters as they are more suitable for use as antagonists or in social interactions. The Asari were instrumental in proposing and founding the Citadel Council. and to discover and inhabit the Citadel. not all develop their skills. there are not many of them. and when focused on building their martial abilites are fearsome huntresses. or that some should be lower. I’ve incorporated two of them: new races and special powers. are often considered the most powerful and respected sentient species in the known galaxy. and Stunts”. When they retire. and a dancer's grace and alacrity.Character Creation Mini-Game Changes RACIAL BACKGROUNDS As well as some similarities in premise to Diaspora. traders. They may suggest some Skills should be higher than others. and their education from that point is dedicated to sharpening their mind and body for that sole purpose. As a popular Turian saying puts it: "The Asari are the finest warriors in the galaxy. native to the planet Thessia. depending on the tactics preferred in their town. This is partly due to the fact the Asari were the first race after the Protheans to achieve interstellar flight. One-on-one. mercenaries. a hunter's eye. After all. diplomacy. 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. lack of Biotic talent excludes a young Asari from military service. “anything should be able to be modelled with an appropriate balance of Skills. A mono-gender race—distinctly feminine in appearance—the Asari are known for their elegance. a huntress is practically unbeatable. Asari The Asari. they possess an alarming proficiency for killing. as the SRD states. possessing profound tactical insight. they only describe certain features of the choices one would make within those constraints in order to create a believable alien of that type. and of those ideas. Whilst they are natural Biotics." The average Asari huntress is in the maiden stage of her life and has devoted 20-30 years studying the martial arts. 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 region the Batarians were already actively settling. Their government. Casting aspersions on the monetary worth of a social better is considered a serious insult. despite the fact that their exile is largely self-imposed. they asked the Citadel Council to intervene and declare the Verge an area of "Batarian interest". Given the Batarian government's oppressive nature. Rogue Batarian slave rings are feared throughout the galaxy. such as combat. The Batarians blame humanity for their troubles and claim they were forced to fend for themselves. Batarian characters are largely distrusted for their outspoken supremacist views and despised for ther practice of slavery. develop their stealth and close combat skills as huntresses. The Council refused. as well as the threat of slavery by their own kind. It should be noted that these criminals do not represent average citizens. Batarians Almost universally despised. The rest of the galaxy views the Batarians as an ignorable problem. The debt of gratitude that the Drell owe the Hanar is referred to as the Compact. It is not known what the average Batarian thinks about their enforced isolation. bureaucracy. Asari typically have the Agility skill quite high. and overstepping one's place is frowned upon. drinkable water and prey migration paths) 10 . few turn down the offer. Batarians are a race of four-eyed bipeds that chose to isolate itself from the rest of the galaxy. fuelling the stereotype of the Batarian thug. make Batarian counter-culture rebels almost impossible to find. but beneath the notice of the powerful Council races. but as being requested to serve is a great honour. Drell The Drell are a reptile-like race that were rescued from their dying homeworld by the Hanar following first contact between the two. and related skills such as demolitions and tactics. known as the Batarian Hegemony. and usually have at least one space skill. Most Batarians at large in the galaxy will therefore be mercenaries or pirates. Regardless of their current phase of life Asari are mindful of their lifespan and take the long view. the Drell have remained loyal to the Hanar for their camaraderie and have fit comfortably into galactic civilisation. becoming an inward-looking rogue state. Any Drell may refuse to serve. and have high combat and intimidation. The Drell now thrive co-existing with the Hanar and have been a part of the galactic civilisation for roughly two centuries. especially among colonists. The indoctrination by their govenment and caste systems. The custom is so deeply ingrained in Batarian culture that they consider the Council's anti-slavery standing to be prejudicial. Most Batarians prefer profitable pursuits such as drug running and slave grabs to out-and-out warfare. but often have good charm or intimidation ranks. preferencing vanguard and sentinel packages. Reflecting their physical attributes. Asari have had a long time to develop many other skills. 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. and as such often have the resolve skill. Slavery is an integral part of the Batarian caste system. is still hostile to the Systems Alliance. and in response the Batarians closed their Citadel embassy and severed diplomatic and economic relations. who are forbidden to leave Batarian space by their omnipresent and paranoid government. and some kind of profession. and it is currently unknown how the Batarians maintained standing on the Citadel for so long with slavery still actively practised. as the Department of Information Control ensures that only government-approved news enters or leaves Batarian space. culture/tech. Batarians place an extremely high value on social caste and appearance. though in more lawless regions of the galaxy like Omega. Out of physical combat. The Terminus Systems are infested with Batarian pirate gangs and slaving rings. Batarians strongly believe that species with less than four eyes are less intelligent. despite being illegal according to Council law. it is speculated their supreme leadership is autocratic or totalitarian in nature. When humans began to colonise the Skyllian Verge. Their shock troopers are known to be Biotically talented. They have a reputation for being shrewd businessmen and merchants. Politically minded Asari will have good arts. The Drell possess eidetic memory. negotiations with a Batarian are likely to be conducted at gunpoint. Since then.Asari characters favour a few skills over others.
Elcor speech is heard by most species as a flat. and trade only in finished goods. an evolved response to an environment where a fall can be lethal. colonists. They are massive creatures. EVA and repair. Elcor The Elcor are native to the high-gravity world Dekuuna. They don't need to trade for any resource—they have all they require to supply their own needs. to bouncers. The Elders record closely argued and minutely detailed instructions on what course to follow in any theoretical crisis. Their Compact with the Hanar allows them to develop many other skills. within a single lifetime. The Hanar 'stand' slightly taller than a human.across vast distances. and stamina. This process can be involuntary. they rely on contra-gravitic levitation packs that use mass effect fields. stamina. although most of their height is in their long tentacles which have three fingers at the base. The Elcor follow the recommendations of their Elders. extremely slight body movements. ponderous monotone. Elcor occupy all sorts of positions. These are filed away in huge libraries of data discs and are consulted when needed. conservative psyche is not suitable for making the spur-of-the-moment decisions necessary in combat situations. such as demolitions. water-native Hanar cannot support their own weight in normal gravity. resolve. However the invertebrate. standing on four muscular legs for increased stability. Amongst themselves. but are not strong enough to lift more than a few hundred grams each. consequently having fewer space related skills. Fortunately. provided one has done a great deal of research. The Elcor quickly became one of the more prominent species in Citadel space. With their help. When interacting with mainstream galactic society. Their limbs can grip tightly. High brokerage. bureaucracy. Any attempt to embargo their space would be fruitless. but primarily ones that involve physical tasks. Hanar are known for their intense politeness when speaking. scent. Elcor warriors don't carry small arms. The Elcor were just making their first forays into space travel when the Asari made contact with them. so many have high ranks in agility. and are fond of making thorough. Elcor move slowly. The Elcor economy is small. the Elcor discovered the closest mass relay and. the Elcor prefix all their dialogue with non-Elcor with an emotive statement to clarify their tone. This makes Elcor policies very predictable. had established a regular trade route to the Citadel. This has coloured their psychology. 11 . as well as all space and combat skills. pirates. and their strong religious beliefs regarding the Protheans. instead relying on equipment stunts if in military roles. The slow speed and immense size of the Elcor makes them easy targets. though they still have to share an embassy with the Volus. Because their slow. alertness. Elcor characters should also have the stunt "Integral Equipment . who spend years poring over ancient records of jurisprudence to determine the precedent that should be followed in any given situation. Due to their conservative nature. whom they refer to as "the Enkindlers". The memories are so strong that an external stimulus can trigger a powerful memory recall. their durable hide allows them to shrug off most incoming fire. Elcor make better colonists than sailors.Toughened Hide" which grants them the benefits equivalent to a bullet proof vest. Since their subtlety can lead to misunderstandings with other species. only slightly larger than the Alliance's. they should not have combat skills. and vocalised infrasound convey shades of meaning that make a human smile seem as subtle as a fireworks display. well developed. their broad shoulders serve as a stable platform for the same size of weapons typically mounted on Alliance fighting vehicles. These war machines can choose between thousands of gambits developed and polished over centuries by Elcor strategists. and survival. the Elcor rely on sophisticated VI combat systems. Drell have quite a few physical skills due to their harsh development. but extremely Hanar The Hanar are a species resembling Earth's jellyfish and are one of the few non-bipedal Citadel races. These recalls are so vivid and detailed that some Drell may mistake it for reality. century-long development plans. making them deliberate and conservative. They see no point to rushing things. serial killers and actors. from traders and business operators.
the Hanar made contact with the Drell on their nearby homeworld of Rakhana. The Hanar have two names. explorers managed to open the Charon Relay and discovered it led to Arcturus. Drell have integrated with every level of Hanar society. Hanar characters will be exceptional by choosing to associate with non-Hanar races. Few Hanar are willing to deal with other species. As such. and the mass relay networks shortly thereafter. Drell society was quickly collapsing due to overpopulation and warring over scarce resources. They never refer to themselves in the first person with someone they know on a face name basis: to do so is considered egotistical. frequently appearing in magazines. For example. Hanar are extremely polite. Humans Humans. and tend to be poetic. a movie about a Hanar Spectre who has "a gun in every tentacle. games and movies such as Blasto: The Jellyfish. and must take special courses to unlearn this tendency if they expect to deal with other species. Drell servants usually carry out Hanar assassinations. and although to outside observers the relationship can be construed as a form of slavery. and some even earn the privilege to learn their masters' soul names. with a surviving data cache that proved Protheans had studied Cro-Magnon humans millennia ago.Several hundred years ago. the reality is very different. They independently discovered a Prothean data cache on Mars in 2148. One industry that Hanar seem well suited to is the Entertainment Industry." or the impersonal "it. their economy is small and isolated from the rest of the galaxy." That said.and speak with scrupulous precision and extreme politeness. Many Drell become unofficial members of the family. and most consider it an honour to serve a Hanar family in a tradition referred to as the Compact. are the newest sentient species of notable size to enter the galactic stage and are hands-down the most rapidly expanding and developing. possibly as a homage to the Human detective that the Hanar character is based on. a "face name" and a "soul name. While religions tried to assimilate this discovery into their doctrine.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) -. Instead they refer to themselves as "this one. 12 . where they integrated into Hanar society with the remaining Drell dying out. a Hanar will still maintain exquisite poise. The Hanar communicate using sophisticated patterns of bioluminescence -. The Hanar themselves are known to become vocal if their religious rights appear threatened in any way. Most Hanar take offense at improper language. though they are still capable of strangling someone in favourable conditions. a global rush began to decipher the petabytes of data from the outpost. Due to this self-imposed isolation and the unique phy- siology of the race. and will remain formal even with those it wishes dead. from the planet Earth." The face name is used as a general label for use by strangers and acquaintances. Economic contacts are limited to a handful of trade stations on their borders. Now the Drell serve as a client race of the Hanar. a Hanar known for its cynicism may take a name that means "Illuminates the Folly of the Dancers. so the Hanar rescued several hundred thousand Drell and brought them to Kahje. and they produce very few goods that are usable by others. which occasionally causes clashes with other Citadel races. Few standard technologies (designed for bipedal and fingered species) are available in their space. the trailer also shows another key scene where the Hanar says." It is only around those who know their soul name that they would ever consider using the first person. so should have some driving Aspects to explain why. Human explorers on Mars uncovered a longruined Prothean observation post. as the Hanar are too cumbersome out of the water to participate in a physical fight. almost to a fault. Discovering information on a mass relay orbiting Pluto." Famous for it's tagline "Enkindle this" followed by a gunshot. The soul name is kept for use among close friends and relations. Hanar characters should have no combat skills at all. "This one wonders if the criminal scum considers itself fortunate". Even when flustered or angry.
a huge collection of starships that travel as a single fleet. though they are trade partners with the Turians and Asari. perhaps excluding intimidation. the Second Fleet then launched a massive counter-attack. humans have no close allies among the other races. Ironically. Human ambassadors have been pushing to induct a human into the Spectres. and extreme heat and cold. known by humans as the First Contact War. as a control. private armies. scarce resources. The weak and selfless do not live long. The Council forced the Turians to pay heavy reparations. and lent their numbers and military prowess to bring an end to the Rachni Wars (see below). begun in 2157. Krogan have always had a tendency to be selfish. though those who do possess the talent typically have strong abilities. which wasted no time brokering a peace and stoping hostilities before the crisis could escalate into full scale interplanetary war. as the first step to getting a seat. a species of Krogan The Krogan are a species of large reptilian bipeds native to the planet Tuchanka. Led by Admiral Kastanie Drescher.With the help of the fledgling Systems Alliance. close combat and resolve. As a consequence of the Alliance's swift and decisive action during the First Contact War. Once humanity does get a seat. humans expanded to other systems. 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. Biotic individuals are rare. and blunt. Humans first came to the attention of the galactic community after a brief but intense conflict with the Turians. humans have had to follow the edicts of the Council without having much influence on their decisions. This genetic 'infection' dramatically reduced fertility in Krogan females. on their unforgiving homeworld. humans have rapidly risen in prominence. and governments alike. opening any mass relays they could find. and overabundance of vicious predators. Quarians The Quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. the Council's elite operatives. Approximately three hundred years ago the Quarians created the Geth. The conflict caught the attention of the Citadel Council. they will be able to influence the Council's rulings. Krogan typically have few social graces. starting the Krogan Rebellions and forcing the Turians to unleash the genophage. unsympathetic. As such. The most amazing physiological feature of Krogan biology is the multiple instances of major organs. and should also invest in brawling. and security enforcers for gangsters. but due to the overabundance of predators on their home planet. although the repercussions from the First Contact War are still being felt. the Quarians live aboard the Migrant Fleet. thus introducing humans to the galactic community. bodyguards. as Krogan society became more technologically advanced so did their weaponry. after the Rachni were eradicated. the Krogan were 'uplifted' into galactic society. but actually thrived in the extreme conditions. which caught the Turians by surprise and expelled them from Shanxi. Their thick hides are virtually impervious to cuts. They respect strength and self-reliance and are neither surprised nor offended by treachery. In their culture. This makes human genetic material useful in biological experiments. It has been noted that humans are unusual in the galactic community. "looking out for number one" is simply a matter of course. and they are highly resistant to environmental hazards. eliminating the Krogan numerical advantage. Unlike many species in Citadel space. causing a severe drop in births and. the Alliance became the representative and supranational governing body of humanity. Many who have left Tuchanka have found employment as professional mercenaries. With the help of the Salarians. a world known for its harsh environments. because they have far greater genetic diversity compared to other species with more peaks and valleys. Krogan characters should have the stamina skill in one of the top three tiers. protect their own interests and have a say in the governing of Citadel space. Without alliances or key political positions. Unfortunately. scrapes or contusions. The Krogan managed to not only survive 13 . Since their homeworld Rannoch was conquered. population. the animal handler and survival skills nicely complement the Krogan love of combat skills in general. the rapidlyexpanding Krogan became a threat to the galaxy in turn. including toxins. ultimately. radiation. Since then.
combined with their exceedingly high birth rate. other species seem sluggish and dull-witted. The peaceful home planet and better technology put less strain on the Krogan as a species. order to manipulate the Krogan into eradicating the Rachni for the Council). when the Geth gradually became sentient. their metabolic speed leaves them with a relatively short lifespan. the Council stripped the Quarians of their embassy. preferring to use cutting-edge technology rather than settle for anything less. Salarians are known for their observational capability and non-linear thinking. talk fast. Quarians are trained extensively before they leave on their pilgrimge. the Turians are the most recent of the Citadel races invited to join the Council. this aspect changes to "No substitute for home cooking" or something similar. Most Quarians focus on two space skills. As a result. demolitions. As such they are well respected. some take all six. the Salarians are warm-blooded amphibians with a hyperactive metabolism. they no longer had to worry about simply surviving on a dangerous planet with primitive technology. spearheaded in the field by Special Tasks Groups (STG). Unfortunately. and as such are well suited as traders and mercenaries. aggressively claiming formerly allied planets as their own. to serve as an efficient source of manual labor. repair. resolve. Salarians are currently seen as the premier intelligence and information-gathering arm of the Council. The Salarians see information gathering and even spying as a matter of course when dealing with other races. the Quarians fled in the Migrant Fleet while the Geth took over their systems. see the Salarians as manipulators. and favour MicroG combat or energy weapons. Salarians The second species to join the Citadel. Soon after. If they travel on a sterile ship of the Migrant Fleet. and assets and brokerage due to their lack of currency based economics in the Migrant Fleet. With this in mind. However. The Salarians also played a significant role in the evolution of the Krogan species. and quickly develop high EVA and medical skills to protect themselves. and it is generally accepted that they always know more than they are letting on. In order to end these "Krogan Rebellions" the Salarians then provided the Turians with the genophage. Quarian characters are generally prohibited from taking stamina due to their fragile immune systems. the Quarians have devoted all their skills and resources to preserving their species aboard the Migrant Fleet. They are constantly experimenting and inventing. a biological weapon that effectively sterilized the Krogan resulting in almost all Krogan pregnancies ending in stillbirth. The Turians deployed a 14 . To Salarians. allowed the Krogans the time. Also valued are all space based skills. science and survival. Salarians over the age of 40 are a rarity. Though their military is nothing special. Salarian Characters excel at invention. science. bureaucracy. but this is not underhanded: they simply embrace the dictum of 'knowledge is power'. as they did before contact with the Salarians. and move fast. medical. Ever since. especially the Elcor. Salarians often have ranks in intellectual skills such as archaeology. Their suits can be compartmentalised in the event of a tear or similar breach to prevent the spread of contaminants (similar to a ship sealing off bulkheads in the event of a hull breach). to protect them from disease or infection if they are injured. using their brokerage.rudimentary artificial intelligences. and EVA skills to augment their chosen professions. Salarians think fast. The most important fact of Quarian biology is their weak immune system. all Quarians habitually dress in highly sophisticated enviro-suits. This manifests as an aptitude for research and espionage. but some races. numbers and energy to spread through Citadel space. effectively cutting the Quarians out of Citadel politics as a punishment for their actions. and tactics. the Quarians became terrified of possible consequences and tried to destroy their creations. tranquil home planet (in Turians Known for their militaristic and disciplined culture. Many Salarians have high alertness informing their decisions. They gained their Council seat after defeating the hostile Krogan for the Council during the 'Krogan Rebellions'. This comparatively easy life. The Salarians provided the Krogan with advanced technology and a new. but they also take ranks in repair. After being refused aid from the Citadel Council. including a few humans. All Quarian characters should take the Aspect "Life seen through a window".
as should some profession such as banking. All Turians characters should have at least five skills from the combat and space skill sets reflecting time spent in public service. and they have a long history on the Citadel. They are comfortable with bureaucracy. Volus culture is dominated by trade. It is not just an armed force. The Turian military is the center of their society. but are also a client race of the Turians. Turians are noted for their strong sense of public service. they tend not to be very violent. repair. They hail from Irune. Volus characters should not have any combat skills above tier four. Also prominent are bureaucracy. merce. It is rare to find one who puts his needs ahead of the group. Volus The Volus are an associate race on the Citadel with their own embassy. they accepted the mercantile Volus as a client race. as do oratory and tactics. Aspects should also be chosen to reflect their loyalty to the team. demolitions. The Turians then filled the peacekeeping niche left by the once-cooperative Krogan. and many. and eventually gained a Council seat in recognition of their efforts.Salarian-created biological weapon called the genophage. water purification plants. offering protection in exchange for their fiscal expertise. they have never been invited to join the Council. Because they are not physically adept compared to most species. The military police are also the civic police. Their inability to provide adequate soldiers for themselves and the Citadel is a primary reason for not yet being inducted into the Council. the Volus must wear pressure suits and breathers when dealing with other species. whether it be of land. work as some of the best financial advisers in Citadel space. Turians are generally prohibited from taking either assets or brokerage reflecting their racial propensity towards bettering the group rather than lining their own pockets. oratory. Every citizen from age 15 to 30 serves the state in some capacity. resources. which possesses a high-pressure greenhouse atmosphere able to support an ammoniabased biochemistry. However. To compensate. As a result. and most have extensive assets to draw upon. The Volus have a reputation as traders and merchants. Volus must develop EVA skills to keep themselves safe. Turians have a strong inclination toward public service and self-sacrifice. "know your customer's need better than they do". The corps of engineers builds and maintains spaceports. but are unlikely to have much in the way of space skills. The fire brigades serve the civilian population as well as military facilities. or even other tribe members. from a construction engineer to a sanitation worker. Like the Quarians. it is an allencompassing public works organisation. which virtually sterilised the Krogan and sent them into a decline. and power stations. stamina and survival. and can even seem overly-pacifistic and cowardly to other. intimidation. as anything from a soldier to an administrator. so they tend to be poor entrepreneurs. trader or accountant. and only two at most. Culture/tech skills are part of the business ethos. schools. Volus mostly make their influence felt through trade and com- 15 . The merchant marine ensures that all worlds get needed resources. more militant species. Brokerage should be in the top three tiers. which is a sore point for many Volus individuals. Because the Volus are not physically adept. if at all.
then outfitted with a surgically implanted amplifier in the brain . Biotics of other species. a Biotic can generate and control dark energy to move objects. the expensive procedure was performed by the military. however if they don't there are still stories that can be told about characters who didn't receive training. they aren't always permanent. such as humans. Finally. The events leading to their Moment of Crisis. In game terms.to use their talents to any useful degree. yet did not manifest Biotic talents. However. but each Biotic must first be trained. This is New Skill: Biotic Training Mass effect fields are difficult to generate and control without training. In humans. or who had defective implants. A character with "Biotic Training 1" with an L3 Bio-Amp may choose one effect. from hacking locks to open sealed doors. which is a long. to crashing the central nervous systems of their enemies. being Sidetracked. though some left or escaped and became mercenaries or otherwise went rogue. the Biotic uses a physical gesture to cause the right neurons and eezo nodules to fire and create the desired effect. generate protective barriers or restrain enemies. producing the effects seen as Biotic abilities. 16 . In extremely rare cases. Players who wish to play Biotic characters should be encouraged to take all three changes for their character. the second with a stunt. The medical risk to their body. or after. on the other hand. The various realisations range from the ability to knock adversaries over or lift them helplessly into the air. Bio-Amps are artificial devices used to increase a Biotic's talent in a particular discipline. During character creation. there is a risk the eezo will cause medical complications instead. All Biotics are sensitive to mass effect fields. slow process. a player may choose a number of effects equal to their Biotic Training skill level. or gainfully employed? Biotics All Asari are natural Biotics from birth. and thus were trained in developing their powers with military application in mind. the Biotic Training skill allows the character to create various effects. and the extent of their training are the core concepts we want to integrate. The first one we can do with an appropriate Aspect. and so on. Once trained. can develop them in puberty through further exposure to element zero.NEW SKILLS AND STUNTS Another of Mass Effect's differences is the presence of Biotic and Tech related powers. what now? Who knows the character is a Biotic? To whom do they owe the debt of Implants? Are they on the run. allows others to utilise the abilities of an Omni-tool for a myriad of effects. humans who were exposed in utero. developed eezo nodules throughout their nervous system. The effects are produced through biological manipulation of dark energy. stable Biotic talents that are worth training. or users thereof. an Asari character with "Biotic Training 3" and no Bio-Amp may choose three effects. are individuals who were exposed to dust-form element zero in utero and. the quality of their implant.usually at puberty . though not all choose to develop their abilities. and so on. The term Biotics refers to powers that are accessed and augmented by using Bio-Amps. A Biotic has to essentially develop conscious control of their nervous system. entered military service when they reached their Starting Out phase. Most. done using a technique called 'physical mnemonics'. create barriers impervious to enemy fire. and the last with a new skill. beating the odds. and thus implanted with their Bio-Amps during the Growing Up phase of character creation. but not all. or even unleash small gravitational vortices that draw in enemies and environmental debris. such as terminal cancer. Specialist technical training coupled with highly modified equipment. The natural electrical impulses in the body can create mass effect fields from these nodules. Some examples are listed below. Usually. Appropriate Biotic Aspect Development All phases of generating character aspects are suitable for themed Biotic Aspects. Biotics were typically discovered at a very young age. about one in ten exposures will result in a person with moderate. modified by their Bio-Amp Implant stunt. They were also probably raised away from their parents. and even if Biotic talents manifest themselves. could also have been influenced by their Biotic Powers.
Non-Asari Biotics harness their abilities through training with their implanted Bio-Amp. These implants are rated by their efficiency and have associated effects. 17 . 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. Their implants are almost universally equivalent to current L4 Bio-Amps. The character may not take the Biotic Training skill at any level. freezing the target in place and making them unable to attack. by either launching them away or knocking them over. The purpose of this implant was not to develop combat powers. as well as dealing damage over time. any damage to the target generates one additional shift before consequences are applied to represent the damaging nature of the mass effect field. If the same target is Warped for two consecutive turns. being a Biotic is an acquired ability. Asari have no need to augment their innate abilities. so a charging enemy will rush over the characters heads. but to save the life of the character. such as crates or pieces of furniture. but assume any drawbacks associated as well if implanted. Shift an enemy one zone on a successful activation. Lift Using Lift will cause enemies to float helplessly in the air.Sample Biotic Effects Barrier Using this effect creates a barrier against the skin to protect against energy weapon attacks. When activated. Sample Bio-Amp Implant Stunts L1 Implant Biotics with an L1 implant can manipulate small objects but aren't strong enough to be offensively viable. Geth are unable to be Biotics. Place an appropriate Aspect on the target as you would for a maneuver. increasing the damage the enemy takes. A Biotic with this stunt is in debt to somebody due to the expensive and dangerous nature of the surgery. making them more vulnerable to attack. rendering them helpless when they land. New Stunt: Bio-Amp Implant Unless your character is an Asari. Place an appropriate Aspect on the target zone as you would for a maneuver. Throw In combat. Singularity This gravitational power sucks multiple enemies within a radius to a single area. because the L1s were implanted after puberty. and last until the next turn only unless otherwise specified. Asari characters also benefit from these stunts. leaving them floating helplessly and vulnerable to attack. When activated. This effect lasts 2 turns. See the Bio-Amp Manufactures section on page 39 for some sample manufacturers. 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. add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. or until another Biotic effect is used. and so on. This effect lasts 3 turns. This effect conserves the momentum of its target. Enemies in Stasis also become impervious to damage. and thus are only restricted by training to the number of Biotic Effects they can produce. Stasis This effect causes an enemy to be temporarily locked in a mass effect field. It can also attract objects from the environment. Warp This effect lowers the armour on a target. this effect is mostly used to keep opponents at a distance. but without the associated drawback aspect. Krogan characters with Bio-Amps are called Battlemasters. or until another Biotic effect is used. These effects all require a successful Biotic Training skill roll to activate. Place an appropriate Aspect on the target as you would for a maneuver.
cumulatively. Characters with this stunt permanently have the Aspect "Occasionally distracted by internal dialogue with VI". There is no restriction to the maximum rating of the Biotic Training skill. sensor analysis pack. this is the effective rating of the skill for the remainder of the scene. Krogan Biotics older than 300 years of age have the equivalent of L4 implants without the associated aspect. If reduced to zero or below. If raised above 5. Versatile and reliable. decryption. including weapons and armour. some L2s are hardly stronger than an L1. from a distance. L3-R Implant Short for 'L3-retrofit'. They would make good candidates for L1 implants. They spend those years in increasing levels of pain. the character's Composure Track is 1 less than normal reflecting the fragile nature of their psyche. while a few are powerful and stable. Unstable L2 Implant The maximum rating for the Biotic Training Skill is 3. They are handheld devices that combine a computer microframe. the character is unable to manifest any Biotic Effects this scene. also determining the number of Biotic effects the character can manifest. If reduced to zero or below. the character is unable to manifest any Biotic Effects this scene. the character begins to take one composure or health track damage for every successful activation. such as hacking. Krogan Battlemaster Implants Whilst the implant surgery to create Battlemasters is currently deemed too risky due to the fragile nature of the current Krogan population levels. also determining the number of Biotic effects the character can manifest. and can reduce this damage by taking Consequences like normal. this is an L1 or L2 who has undergone extremely dangerous brain surgery to replace their implant with a newer model. this Bio-Amp restricts the maximum rating of the Biotic Training skill to 3. and force police or military personnel to kill them to stop the devastating rampage. and minifacturing fabricator.L2 Implant The results of this implant vary wildly. L4 Implant These implants use Biotic amplifiers with inbuilt VI interfaces to allow for monitoring and improved performance. others are strong but unstable. or repair. L3 Implant A good. Omni-tools Omni-tools are multipurpose diagnostic and manufacturing tools used for a variety of battlefield tasks. Players choose which track they will apply the damage to each time. Also restricted to a maximum rating of the Biotic Training skill to 3. Stable L2 Implant The maximum rating for the Biotic Training Skill is 4. with many Battlemasters still alive today. They may choose one additional Biotic Effect than their Biotic Training skill would allow to reflect their previous abilities. although the nature and personality of the Virtual Intelligence is highly variable due to their experimental nature. this is the effective rating of the skill for the remainder of the scene. implantation was commonplace prior to and during the Krogan Rebellions over three hundred years ago. if they could ever be convinced to do so. Roll 3DF before each personal combat scene begins and add to the Biotic Training skill rating. before eventually going insane with the agony. Roll 1DF before each personal combat scene begins and add to the Biotic Training skill rating. but suffer discomfort from their implants. Krogan Biotics younger than 300 years of age are slowly dying due to the cancers destroying their bodies. an omni-tool can be used to analyse and adjust the functionality of most standard equipment. with the Krogan organ redundancy and biological fortitude the only reason they don’t die for many years. stable implant. 18 . There are no officially acknowledged side effects. The effective rating of the Biotic Training skill varies each time the character begins combat.
or offensively by placing a "Suppressed by Tech" aspect on an appropriate target no more than 1 zone away. bypass security alarms. The amount of energy drained in this manner will never exceed the storage capacity of the character's gun. 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. Jamming Broadcasting a signal that mimics the properties of solar interference. granting a cumulative penalty to alertness checks. reusable industrial plastics. Sample Tech Talents Damping This application of the Military Grade Omni-tool (see below) causes disruptions and suppression of mass effect fields. Place a "targeting malfunction" free tag on the target until the player's next turn. Multiple Redundancy: use my Tech Training to gain a +1 on computer skill checks during the damage control phase of space combat. this talent allows the user to reduce the effectiveness of enemy scanners. 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. Systems crash at the blink of their eye. and must cool down till their next turn. 19 . This talent may be taken multiple times. Duplicate characters tagged “Overheated” aspect and place on an enemy. Characters may take a number of Tech Talents equal to the lower of ranks they have in Tech Training and Computer. and even starship systems. Electronics Due to the highly technical nature of most devices. There must be multiple enemies present to activate this talent. causing a 1 penalty to alertness checks. the target becomes immune to further hacking attempts. and light alloys. and can be used to disrupt Biotics. Decryption Used to unlock sealed doors. as a combat action (this prevents an opponent using the aspect to your ally’s disadvantage). Hacking Artificial or synthetic lifeforms attacked with this talent can be subverted for one round to fire on their own allies by messing with their targeting systems. The character must have at least one rank in the medicine skill to use this talent. ceramics. The following round. After a successful attack in this manner. most common energy weapons. preventing them from firing till the start of their next turn. and access secure systems. but a character with training and access to a military grade omni-tool becomes a true threat in a high tech environment. it can also be used to augment another character's computer(space) check. no codes are safe from their access. 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. New Skill: Tech Training Anyone can play games or watch news clips on their omni-tool. or the target of elite special forces themselves. They're either elite military.The fabrication module can rapidly assemble small three-dimensional objects from common. as a combat action (this prevents an opponent using the Consequence to your ally’s disadvantage). Energy Drain Sophisticated circuitry allows the user to drain energy from an enemy’s energy weapon for use in their own. A character with computer 4 and tech training 3 may take three Tech Talents. Use this Talent defensively to make Biotic Training checks contested when used on the character or allies in the same zone. and so on. This allows for field repairs and modifications to most standard items. as well as the reuse of salvaged equipment. one with computer 2 and tech training 4 may only take two Tech Talents. First Aid Used in this way. and even enemy weapons malfunction on command. the character's weapon is too hot from the sudden charging to be used immediately.
See the Omni-tool Manufacturers section on page 39 for sample manufacturers. serving member of a military organisation or affiliate. 20 . Tech talents can only be used with such an omni-tool due to their specialised nature. the weapon immediately activates the free “Overheated” tag. 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. Once the shot is taken. New Stunts: Combat Excellence Characters are able to take the following stunts like normal. Neural Shock Biological lifeforms attacked with this talent can be paralysed for one round by disrupting their central nervous systems. and regain their balance and protection. Once per scene. Illegal to have without being a current. Overload Artificial or synthetic lifeforms attacked with this talent can be shut down for one round by overloading their power systems. Once per scene. 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”. All Tech Talents last for one turn and must be in the same or adjacent zone to the character. New Stunt: Military Grade Omni-tool Whilst personal omni-tools are common. The character must have at least one rank in the medicine skill to use this talent. Place a "disoriented and confused" free tag on the target until the player's next turn.Medicine The advanced scanners in a MG Omnitool allow a character with ranks in medicine to substitute their ranks in tech training to the skill roll instead. The character must have at least one rank in the repair skill to use this talent. and others. the highest capabilities come from having and training with military grade omni-tools. This ability may only be used on a weapon with a minimum range equal to or greater than three zones. that is without doing any other action. but must have the linked skill in their skill pyramid and must possess an appropriate weapon to use them. the character has an instinctual awareness of the flow of a battle allowing them to better protect themselves in the heat of battle. and is not able to be stacked with a weapon that already possesses either the “Both Barrels” or “Double Tap” aspects. With one round of focus. The character must meet all requirements to use this stunt. Use of this stunt may not be stacked with a weapon that already possesses either the “Both Barrels” or “Double Tap” aspects. Military Grade Immunity (Combat Excellence) Representing many. The character must not do anything for that turn except shoot. unless otherwise stated above. the target becomes immune to further overload attempts. many MG Omni-tools find their way onto the black market and into the hands of criminals. a character with this stunt whose “Shields are Down!” aspect has been compelled gains a +4 bonus to armour defense if they activate their Recharge Booster aspect "Taking Cover!" in addition to the bonus granted by that aspect. this stunt allows the player to double the Harm rating of one of their weapons for one turn. Place a "system rebooting" free tag on the target until the player's next turn. It then immediately activates the free “Overheated” tag on the weapon. Military Grade Carnage (Combat Excellence) Extensive training with Energy Weapons has given the character the ability to duplicate the effects of the Weapon Modification “Double Tap”. The following round. the player doubles the Harm rating of the weapon for their next turn. mercenaries. many hours of experience under heavy fire.
and should have no ranks in the Biotic Training skill. stamina. The exhaustive requirements of both sets of training skills 21 . Adept The Biotic specialist. Engineer The Tech specialist. Infiltrator Receiving more combat training than Engineers. If they do so. I came to the realisation that classes are not all that different from nonhuman races. Sent to recover an important member of the finance ministry. They should also take ranks in agility. If they used either skill the number of times that they have ranks in it. Vanguard Receiving more combat training than the Adepts. and should have no ranks in the Tech Training skill. with one of them at tier two and the other at tier three. with the highest combat skill at tier four. They lack advanced combat training. To emulate the progression of the character's path towards Paragon and Renegade. but should have ranks in demolitions. Vanguards have the Biotic Training skill at rank two or three and their highest combat skill at tier three. and tactics. with the highest combat skill at tier four. the player should record the number of times they use them. if at all. in that to play as a certain class type some skills should be valued over others. Such specialised fields leave little time to develop combat skills. charm. Soldiers should have at least three or four combat skills. John's character managed to successfully use his intimidation skills to resolve the hostage situation without it resulting in combat. Sentinel Possessing an unusual combination of skills. they should not have more than three combat skills in total and the highest at a tier one lower than their Biotic Training skill. all ranked relatively highly with one in tier one or two. culture/tech. Whilst still prevented from taking Biotic Training. Their apex skill should be non-technical in nature to reflect their dedication to Biotic and Tech Talents. should have only one combat skill at tier five. then in the refresh phase. They should have no ranks in Biotic Training or Tech Training. prevents them from attaining rank one with either. Sentinels are Biotics with Tech training. stealth and tactics. or oratory. and as such. They should also take ranks in stamina and resolve. they are by no means the only character concepts allowed. Infiltrators have the Tech Training skill at rank two or three and their highest combat skill at tier three. when the player has the option to promote a skill up the skill pyramid. PARAGON AND RENEGADE EMULATION In the Mass Effect games. characters should take both the charm and intimidation skills at tier five at character creation. Also. they must count their usages for both skills from this point. They lack advanced combat training. intimidation. whilst there are only six basic classes in the game. with resolve and stamina also valuable. Adepts should have the Biotic Training skill in the first or second tier. such as arts. Soldier The weapon and combat specialist.CLASS PACKAGES After a bit of tinkering. Whilst still prevented from taking Tech Training. the one they should move is the one they used the most out of charm and intimidate. Engineers should have the Tech Training skill in the first or second tier. players are tracked with respect to how they treat other characters in social situations. Here are some examples: John is playing a Turian spectre candidate character with rank 2 Intimidation and rank 1 Charm. During play. they should not have more than three combat skills in total and the highest at a tier one lower than their Tech Training skill. and their attendant specialisations.
John's character has the opportunity to sway his superior's actions when he discovers that they are planning to renege on the deal he brokered with the hostage takers. the same number of times as the number of ranks his character has in the skill. John's Turian has been accepted into the ranks of spectre agents. If he wants to promote the skill further. Swapping with his rank 3 Arts skill. His first assignment is to find the location of a smuggler base from an inside source in the cartel. Charm 2. before successfully charming the information out of her. he must use intimidate at least three times or charm twice. Even though he used charm twice last session. Arts 2 and Charm 1. John's Turian spectre now has Intimidate 3. then he'd have to successfully use it three times. Swapping with his Arts skill again. and they must be used more than the other. as he used it more times than he used Intimidate and more times than he currently has ranks in it. he must start counting again. the new rank of the intimidation skill. To promote either skill further. After an exciting session of combat. the character now has Intimidation 3. John now has the option to promote the Charm skill up the pyramid. He intimidates his way into the club where he is to meet her. He manages to charm her into revealing the location of the fallback position for the cartel by offering to protect her. Now. once he promoted it. By threatening to follow through himself if they break the deal with another successful intimidation check. and Arts 1. During the next refresh. the Turian manages destroy the smuggler's base whilst saving the informant in the process. John has the option during the next refresh to promote the Intimidation skill up the skill pyramid as he used it twice. 22 .Later in the same session. John's character forces them to keep the deal. A few sessions later.
" We'll take these for our aspects. Tech Training • Rank 3: Agility. Choosing Aspects Phase One . Garrus begins to become disillusioned with the abundance of restrictions and regulations C-Sec agents must enforce. • "Military Training" • "Father knows best" Phase Three . • "More to life than C-Sec" • "Finish the job once started" Phase Five . Under extreme time pressure. and the guts to do things his way. but does have a lead he needs more time to follow. other skills as befit a military background. and being a former C-Sec Investigator. Garrus meets the humans assigned to the case. Repair. 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. Using the Racial Background and Class Package options as guides.On Your Own Released from his obligations to others.Growing Up Not a lot is known of Garrus' past from the game. Tactics • Rank 2: Gunnery(space). and also uses his C-Sec issue Omni-tool in an offensive capacity as an Infiltrator. and that he had a very by-the-book father. who was a well known CSec investigator whose mantra was "Do things right or don't do them at all. shown to be able to headshot an enemy under difficult conditions. he has strong Tech Training skills. By taking the Tech Training skill. • "Palaven was hot" • "Do it right or don't do it at all" Phase Two . Stealth • Rank 1: Culture/Tech(Turian Hierarchy. as being hot. Garrus is now free to do things his way. Engineering(space). also becoming an Investigator. despite Garrus desperately trying to convince his superiors that the hostages were only going to be used in horrific experiments as test subjects. Medicine. Garrus frequently got into heated arguments with his superiors over his methods. One of a thousand potential candidates for the Citadel's elite spectre training. I picked Garrus' skills as follows: • Rank 5: Energy Weapons(combat) • Rank 4: Computer(space). Garrus is told to drop the investigation. we now have to choose some Tech Talents as part of the stunts. as he despised the freedoms the spectres had in working around and ignoring the rules he had spent a lifetime enforcing. Commander Shepard and the crew of the SSV Normandy. Vehicle Garrus has a combination of five combat and space skills like most Turians. Due to his military training. Garrus' father intervened to prevent him going. He displays exceptional weapon skills. and were already as good as dead. aka CSec. described as a hot head who still thinks he can change the world and should have more respect for the law. He does refer to the world of his birth. Palaven. He attends the ship's landing craft as an engineer. This fresh perspective frequently contrasts against things his father demanded of him. and new spectre. • "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. 23 .SAMPLE CHARACTERS Garrus Vakarian Initial Concept: Garrus Vakarian is a Turian Investigator working on the citadel for Citadel Security. Garrus later left the military and followed in his father's footsteps by joining C-Sec himself. Intimidation. A fleeing Salarian suspect holding hostages was allowed to escape the citadel in a ship instead of being fired upon and destroyed.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.Starting Out Garrus entered the Turian military at the age of 15 like all young Turians do at that age. Denied. Commander Shepard frequently put his thoughts under new lights forcing him to openly consider his beliefs. Resolve(track). • "Breaks the Rules When He Has To" • "My Commander / Alternate Father Figure" Choosing Skills Garrus is a superior marksman.Moment of Crisis Passionate about his job. culminating in a disasterous situation. discussions with his new friend. The Citadel). However. Brawling(combat). and is at home on starships having useful gunnery skills. Garrus is forced to admit that he has no proof.
Eventually the Turian went too far and broke a young girl's arm for reaching for a glass of water instead of using her Biotic talents to do it. no matter the cost.Moment of Crisis Realising their mistakes.Growing Up The son of a serving Alliance military man. and Kaidan's retorts singled him out for punishing lessons. Decryption.Ooh Rah!" • "Implant Migraines" Phase Five . Receiving several commendations for his actions. Kaidan immediately jumped to the rescue of his closest friend and lost it. be in control" • "There's got to be another way" Phase Four . he aghast at what he was capable of. Using the Racial Background and Class Package options as guides. with Damping. Commander Shepard. scarred from his childhood training. Tracks • Health: OOO • Composure: OOO O • Wealth: OOO • "Training caused super men and/or wrecks" • "Don't you touch her!" Phase Three . from a Geth attack that killed his best friend.Sidetracked Serving in the human Systems Alliance military. Dropping off the radar awhile. Conatix quietly shut down the program and had the records sealed. He beat the odds of getting cancer and was identified by Conatix Industries as a potential candidate for their Biotic Acclimation and Temperance Training. Kaiden focused on other ways of being useful without necessarily using his Biotic powers. • "Be cautious. he attempted to figure out what to do with his life. conducted at Gagarin Station and nicknamed 'Brain Camp' by the children sent there. and head of the SSV Normandy's Marine detail. Distracting and occasionally debilitating migraines from his implants served to spur Kaidan to push his nonBiotic abilities further. This represents Garrus' commitment to finish a job once started. Refusing the risky surgery to upgrade his L2 implant. and has trained to use a military grade Omnitool to keep his squad alive.Starting Out Attempting to accelerate the training. Choosing Aspects Phase One . and she fearful that he would lose control again. The Turian used aggressive and provocative tactics. • "Proud family history of Military Service" • "Whisked away from family to 'Brain Camp'" Phase Two .On Your Own After being saved by his new First officer. before deciding to return to the Alliance and join the military. 24 . Kaidan explored alternatives to using his Biotic powers. and give him an edge if he is to pay back the Geth for his friend's death. unleashing a full Biotic charge. Electronics. Kaidan's mother was exposed to Element Zero dust after a transport crash in Singapore. Conatix hired an ex-military Turian. as his father did before him. Overload. breaking the trainer's neck. He trained extensively with Omni-tools. sought ways of completing missions without raising alarm. a veteran of the First Contact war between humans and Turians. Kaidan rose through the ranks eventually being assigned to the prestigious post on the SSV Normandy as head of its Marine detail. The fourth is another mild Consequence. Discussions with Commander Shepard have made Kaidan realise that his Biotic powers are important to keep up. and learnt how to keep his squad alive through the tough missions. and First Aid Tech Talents. • Resilient: The player may use four Consequences instead of three. • "The Geth must pay!" • "Biotics give me an edge" Choosing Skills Kaidan has a range of useful Biotic effects.Choosing Stunts • MG Omni-tool: Garrus retains his MG Omnitool when he leaves C-Sec. • MG Tech Training: Working so long as an Infiltrator has given Garrus time to learn one additional Tech Talent. The Mass Effect game gives us a few guidelines on the priority and types of Talents Garrus possesses. I picked his skills as follows: Kaidan Alenko Initial Concept Kaidan Alenko is a human Systems Alliance Biotic sentinel with a stable L2 implant. Kaidan and his friend drifted apart. Kaidan stayed on when the commander was inducted into the ranks of the Citadel Council's spectres. • "Alliance Marines . so I stuck close to them.
so it's considered wasteful for Asari to reproduce together. she has very little practical knowledge about them to go on. • MG Tech Training: Always searching for ways to keep his squad alive. and her ability to meld using Biotics. which in the current cultural times is considered taboo. and rolls 1DF and adds 4 before each personal combat scene to determine his current effective skill level. since genetic traits 25 . Liara began studying what little was known about the last great space-faring race before the Asari.Starting Out Liara does not relish her role as Benezia's daughter and has shied away from her mother's life as an important figure in galactic affairs. are the only way to help Shepard to interpret the vision. • "I miss working alone" • "Time to grow up and be part of the team" 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. however. Tech Training • Rank 2: Agility. Stasis. Stealth • Rank 3: Alertness. Keeping his squads alive through alternatives to open firefights. She begins to calm down when she realises that her expertise. EVA. She eventually uncovers a major discovery before she is attacked and trapped in some sort of energy bubble. as he is familiar with Decryption. Lift.• Rank 5: Resolve(track) • Rank 4: Biotic Training. Liara suspects that "he" was another Asari. he also has the skills to function on the ship he serves on. an ancient Prothean defence that she triggered by accident. They frown upon intra-species conception. She chose a career in archaeology to escape the pressures of being the daughter of such a prominent figure. a great insult among contemporary Asari. one Commander Shepard. and Throw. we now need to pick his Biotic Effects and Tech Talents. the Protheans. Energy Weaons(combat). Raised alone by her mother. Communications(space). Asari believe that their offspring acquire the best qualities of the "father" from the melded genes. Electronics. but evidence is anecdotal. • MG Omni-tool: Kaidan has a few surprises up his sleeve for those expecting Biotic attacks.Growing Up Daughter of prominent politician Matriarch Benezia. Liara has no idea who her father is. Think!" • "What does this button do?" Phase Four . Liara. Liara earned her Doctorate and has become the foremost authority on Prothean ruins.Moment of Crisis Spending much of her time alone on strange and often dangerous planets. slavers and other dregs of the galaxy. Kaiden has added the Medicine Talent to his Tech Training options. • "Think. Tracks • Health: OOO O • Composure: OOO OOO • Wealth: OOO and cultural insight is gained from mating outside their species. He knows Barrier. Liara has honed her natural Biotic abilities to protect herself from pirates.Sidetracked She is discovered. • "My Mother the politician" • "Feared Pureblood shame" Phase Two . Turian Hierarchy). Computer(space). Choosing Stunts • Stable L2 Biotic Implant: Kaidan has taken his Biotic skills as far as they can go. • "Escape the present" • "Obsessive about Protheans" Phase Three . Kaidan has extraordinary staying power for a human. Medicine Forced to his limits and beyond. she is initially jealous that her decades of research seem to have been for nothing. The results of such unions are occasionally referred to as "purebloods". Demolitions. After Shepard reveals the information gained from a Prothean Beacon that transmits information directly into the brain of the recipient. Tactics • Rank 1: Culture/Tech(Systems Alliance. Deciding to avoid the issue altogether. and First Aid. due to the almost entire lack of actual ruins to investigate. and has spent a significant part of her 107years-young life in pursuit of answers to the Prothean riddle. and joins the squad to help in the upcoming battles. and then rescued from the newly rampant Geth. Choosing Aspects Phase One . by the first human spectre. Stamina(track). By having both Biotic Training and Tech Training skills.
Tech Training • Rank 1: Assets. Tali's pilgrimage drove her to track down the Geth after hearing reports of their return from beyond the Perseus Veil. • Military Grade Omni-tool: taken from slavers who thought they could handle her. Lift. but look at that over there!" Choosing Skills A pre-eminent Archaeologist. • Versatile Biotic: By spending one combat turn doing nothing else. Survival • Rank 2: Charm. • "Fascinated by Commander Shepard" • "We Must Save the Galaxy. Liara has developed skills to help her obsession. the highest authority in the flotilla. giving them space to grow and learn from their own mistakes without risking their precious ships. Isolating and disabling one.Phase Five .000 years ago. hopes were high for a young Quarian about to embark on her pilgrimage. computers and anything else that fascinated her. with Quarian young adults exploring and discovering important information and technical discoveries that would be of use to the entirely shipbound population left behind. Life on the Rayya. A rite of passage for all Quarians. • "Mechanical Genius" • "Never trust an AI" Phase Two . living the shame of a people outcast from their own worlds and removed from galactic politics due to their own hubris. Tali learnt the history of her people. Warp. Medicine.Moment of Crisis Curious. Stasis. and relishes the time spent getting to know each other. she attempted to sell the file in exchange for a hiding place before being ambushed by agents of the one behind the Geth attacks. Liara begins to feel the pull of attraction towards her new commander. Bureaucracy. • "Family Expectations" • "Wanting to be valued" Phase Three . Liara and the crew of the SSV Normandy realise the extent of the danger facing the galaxy with the return of the Reapers. with all her shipmates also her family. Communications(space). Protheans). and knows the Biotic Talents Throw. Liara has added its capabilities to her own. Computer(space). 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. Secondly. and to protect herself from those who think her an easy target just because she's alone. tinkering. Liara is able to swap out one Biotic Talent she hasn't used this scene for one of those listed here: Barrier. it provides an outlet for the energy of youth. and playing with engines. 26 . A mechanical genius. Tali spent hours learning.Culture/Tech(Asari Republics. the pilgrimage serves a few important services to the flotilla. Choosing Aspects Phase One . whilst also reducing the number of people the taxed shipboard environment systems must support. 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. learning First Aid and Electronics. With all this unexpected time spent with the team. Choosing Stunts • Natural Biotic: Liara has spent considerable time on her Biotic abilities. Using the Racial Background and Class Package options as guides.Starting Out As the daughter of the head of the Admiralty Board.Growing Up Growing up on the Migrant Fleet. Stealth Spending several decades looking for the faintest traces of a civilisation that vanished more than 50.On Your Own Peeling back the mystery. I picked Liara's skills as follows: • Rank 5: Archaeology • Rank 4: Biotic Training. Science • Rank 3: Agility. Foremost is to keep the fleet in contact with the rest of the galaxy. whilst cramped and noisy was a happy time for the young girl. Navigation(Space). searching for a suitable gift to return to the Migrant Fleet. Liara also has exceptional Biotic abilities and other technical skills. and Singularity. Fleeing to the Citadel.
Tech Training • Rank 3: EVA. Geth). Warlord Jarrod. I picked her skills as follows: • Rank 5: Engineering(space) • Rank 4: Computer(space). Wrex quickly gained fame for his prowess in battle. Spending her time aboard ship with Engineer Adams discussing technical specifications and performance curves. What does it say about me if I turn my back on this?". She knows Damping. and Energy Drain. Using the Racial Background and Class Package options as guides. • "Born Battle Champion" • "Lead by Example" 27 . and most vocal of those was Wrex's father. and called for other tribes to follow. and even if they did the genophage ensured they couldn't replenish their numbers quickly enough. he led his tribe to focus on breeding. Whilst in the game she never needs to use her boot knife. • "Must Prove Myself" • "Stop the Geth" Choosing Skills Tali has a lot of technical skills. She may always act as though she has a pressure suit on. Stealth • Rank 1: Art. Science. Tracks • Health: OOO • Composure: OOO O • Wealth: OOO Urdnot Wrex Initial Concept: Urdnot Wrex is a Krogan mercenary. Demolitions. Tali gratefully plays the audio file in exchange for joining the Commander's team and stopping the Geth. Choosing Aspects Phase One . 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. After the Krogan Rebellions ended. Electronics. granting her the Hacking Tech Talent. Decryption. Returning to the flotilla to hide is no option when the entire fate of the galaxy is hanging by a thread. though does not gain the armour effects. and her love of art lets her appreciate the beauty in all things. Survival As suits her mechanical aptitude. Wrex had different ideas. Tali possesses a pressure suit to protect her immune system and consequently has onboard equipment to help breathe. it stands to reason that she probably knows how to use it. Tali shows a strong sense of duty. and has been trained in skills useful to her whilst on her Pilgrimage. Instead of battle. all of her top six skills are engineering or space related. stating "Our Pilgrimage proves we are willing to give of ourselves for the greater good.On Your Own Integrated into the team of experts that Commander Shepard has been assembling. Repair • Rank 2: Close Combat(combat). Twice Shy" Phase Four .Rescued by Commander Shepard. • "Rage Against The Machines" • "Once Burned. she quickly becomes unnerved by how quiet the ship is compared to the Flotilla ships. a malfunctioning air filter and that it's like half the crew is missing. Pilot(space). for at least one generation. Tali never-the-less feels very young and inexperienced and hopes that she can prove herself worthy of such an important task. Culture/Tech (Quarian Migrant Fleet. She comments that to a Quarian. most remaining Krogan tribes wanted to continue fighting. Choosing Stunts • MG Omni-tool: Playing with spaceship engines and other systems almost from birth. The rest of her skills reinforce her technical focus. a quiet ship means a dead engine or worse. especially music and brand new tech. so the Geth must be stopped at all costs. • "Talkative when nervous" • "The Greater Good" Phase Five . Energy Weapons(combat). • Integral Equipment . He believed that the Krogan didn't have the numbers to go to war. Resolve(track). As the true extent of the mission she has joined is revealed. • Quarian Machinist: Her Quarian background has given her special insight into Artificial Intelligences. 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. who has been trying to track down the information she was trying to sell. Tali was given a Military Grade Omni-tool to take her skills to the next level.Sidetracked Taken aboard the SSV Normandy.Growing Up Born into Clan Urdnot. a feared Battlemaster who blends Biotic powers with devastating firepower.Pressure Suit: Like all Quarians away from the Migrant Fleet.
he signalled his men. He doesn't speak often.Phase Two . Wrex was deemed suitable for the surgery necessary for the program.Starting Out Gradually. as Shepard is also looking for him. The mere threat of his anger is usually enough to get what he wants. Science Wrex has excellent combat skills. working as a bodyguard. and bounty hunter. Tracks • Health: OOO OOO • Composure: OOO O • Wealth: OOO 28 . Wrex. Throw. Culture/Tech (Krogans. This applies to Consequences mitigating hits to any track. a holy place among the Krogan where violence is forbidden. Wrex managed to escape the ambush.Moment of Crisis Realising the proud warrior culture that once valued courage. This angered the Warlord Jarrod. As a Battlemaster. Oratory. Survival. and +1 to Brawling rolls in defense. and the four quads to see it through. adding +2 penetration to Brawling attacks. • Lucky: player uses the Consequence progression 2/3/4 instead of the usual 1/2/4. soldier of fortune. but not before sinking his knife deep into Jarrod's chest. mercenary. Energy Weapons • Rank 2 Skills: Intimidation." Phase Four . Choosing Stunts • Krogan Battlemaster: His Biotic amp was implanted before the Krogan Rebellions. cutting them down. Despite his brutish appearance. • Military Grade Brawling: used to represent a lifetime of mercenary work. When his fury is unleashed. he has served no master but himself. and honour – values embodied by the Krogan Monument – had now been reduced to glorifying pointless violence. Mercenary Groups). Wrex is interested in the team of specialists he's assembled. Tactics • Rank 1 Skills: Alertness. This emulates the Krogan biological redundancy. feeling that a storm's coming. and feels that given time there is even some hope for his people. I picked his skills as follows: • Rank 5 Skill: Stamina(track) • Rank 4 Skills: Biotic Training. it is a truly terrifying sight. Close Combat. Keen to test himself against the biggest threat to the galaxy since the Rachni Wars. reluctantly agreed. sensing it was a trap. Wrex feels that there is no challenge he can't beat. Over the past three centuries. • "Consummate Professional" • "Taste for Adventure" Phase Five . Sensing some deeper aspects to Shepard's case. Stasis. Wrex initially teams up with Commander Shepard to get closer to his target. Wrex decides to offer his services full time. Done That. but when he does his words are direct and often shockingly blunt — that tends to get people to listen. so is respectful of their abilities. • "Biotic Battlemaster" • "Hope For The Future" Choosing Skills Wrex is a combat powerhouse with the brains and Biotics to put them to effective use. Wrex and his best warriors met with Jarrod's group in the Krogan ancestral burial grounds called the Hollows. however. Wrex rarely loses his temper. but better Biotic skills. Using the Racial Background and Class Package options as guides.On Your Own Now part of Shepard's crew on a mission to save the galaxy. it grants Wrex the Barrier. He has the words to diffuse a situation. and Warp effects. Wrex appreciates his sense of professionalism. Tales of his exploits have even made it as far as the Quarian Flotilla. " • "Words Win Battles Too. Profession (Mercenary) • Rank 3 Skills: Brawling. other Krogan tribes began to come around to Wrex's ideas.Sidetracked Hired to kill someone named Fist on the Citadel. Animal Handling. Once Wrex and Shepard deal with Fist. especially the other Biotics. Resolve(track). or incite one. The blood of a thousand battles runs through his two hearts and four lungs. They leapt from their hiding places and ambushed Wrex's warriors. • "Been There. When it became clear to Jarrod that Wrex wouldn't agree with him. Wrex turned his back on the rest of the Krogan and left. strength. and Shepard and his target right in the middle of it. Equivilent to a current L4 generation BioAmp without the VI interface. who decided to arrange a Crush (a meeting on neutral ground) with all of the tribes. • "Instinct for Traps" • "Last Krogan Standing" Phase Three .
like all other additions. just go with what feels right. shotguns. I decided to have all weapon and armour gear at T3 across the board. They should not have much penetration power. Cost 1bp. this weapon is unable to be used for ranges other than those specified. and keep some consistency as the table creates their own weapons. pistols should have a range of 0/2. Double Tap. Assault Rifles Awkward at close range. Cost -1bp. They benefit from the Dispersed Fire. Double Tap and High Recoil stunts are all appropriate. I began by deciding at what level to set for the purposes of equipment design. this is a basic assault rifle. assault rifles. Limited Range2 Transfer Aspect. Cost 1bp. Advanced Optics2 Transfer Aspect. Sample Weapons 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. Both Barrels/Double Tap Transfer Aspect. Cost -1bp. "Overheated" tag must be free to use this stunt. If a weapon seems to fit more than one of these general guidelines.Personal Combat Mini-Game Changes WEAPON TYPES To aid narration. New T3+ Energy Weapon Stunts The following stunts may be taken on any energy weapon unless noted below. Pistols Designed for use of the short to middle distance. 29 . naming conventions should be considered. and sniper rifles. Thermal Clip1 Weapon has the aspect "Overheated" which may be compelled to prevent firing. Note 1: Due to the Rechargeable (Diaspora page 234) and Thermal Clip stunts being functionally identical. and the Advanced Optics. doubles Harm rating of weapon for the next shot only and tags "Overheated" from Thermal Clip Aspect preventing it from firing next turn. They benefit from both the Double Tap and Advanced Optics stunts. but the Both Barrels and Dispersed Fire stunts should be considered. sniper rifles should not have a minimum range below 3. Penalty reduced from -2 to -1. Shotguns The ultimate close range weapon. such as racial backgrounds and character class. Automatically clears at the beginning of the player’s next turn. it is not recommended to have both stunts on the same weapon Note 2: Advanced Optics and Limited Range are incompatible stunts. assault rifles should have a range of 1/3. we have a pretty good idea of the expected differences between pistols. and cannot both be placed on the same weapon. Sniper Rifles The ultimate long range weapon. A high penetration is valuable. and Advanced Optics stunts. so it makes good sense to describe these items using a set of guidelines. and that all weapons should take the Thermal Clip stunt. Time for some fun with equipment. shotguns should have a range of 0/2 and take the Limited Range stunt. EQUIPMENT In creating the gear below. After all. and a low penetration of 1 or 2. allows weapon to be fired with a reduced penalty for firing inside its minimum or outside its maximum range.
30 . 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. Note 2: See the Spectre Gear Options section on page 33. This shotgun has been rigged to take an extra shot for massive damage at the expense of immediately requiring cool down time. this is a typical sniper rifle with advanced optics reducing the penalties for firing inside and outside it's designated ranges. This weaponry is always in demand for research purposes. Cannot be Civilian) Both Barrels Limited Range Cost: 4 Cerberus produce their own hardware for black-ops wetwork. 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 energy weapon creation rules on page 233 of the Diaspora rulebook. applying its offensive roll to each target in a zone.) Thermal Clip Advanced Optics Cost: 4 The weapon of choice for fire-support missions. and is available extensively. 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. 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. but may be retrieved from defeated Geth. Instead.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. 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 Sample Weapon Manufacturers 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 Assault Rifles Tsunami Crossfire Terminator Gorgon Raptor Banshee Pulse Lancer Diamond Back Thunder Torrent Breaker Kovalyov Avenger HMWA Basic HMWA Adv HMWA Master Note 1: Geth Armoury weapons are never available for purchase. 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.
lasting 3 turns or until another Biotic effect is used. 31 . Basic spectre Bio-Amps augment one Effect numerical value. There are no spectre armour manufacturers. Spectre Gear Options High tech Spectre gear is very distinctive and fabricated by a variety of manufactures. or to assist in narration. Advanced spectre weapons also have a +1bp bonus and have the Advanced Optics stunt for free.Bio-Amp and Omni-tool Manufacturers In the highly competitive Bio-Amp and Omnitool markets. and cannot be changed afterward. For example: A character that knows the Barrier Biotic Effect with a HMBA Basic BioAmp has two choices. for use solely by the Citadel Council’s elite Spectre units. Costs Basic spectre gear costs 5. 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 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 section below. and Master spectre gear costs 7. an additional -1 penalty to the armour defense rating of an enemy. and Master spectre weapons are built with a +2bp bonus. 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. Advanced spectre Bio-Amps augment two Effect variables. They can choose to add 3 to the effective armour of the character for the purposes of the defense roll against energy weapons. Tracking down unauthorised shipments of such gear is a good mission for a team of rookie spectres. Note 1: See the Spectre Gear Options section below. Spectres may authorise squadmates to purchase and use such gear. 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 Creation Basic spectre weapons should be created with a +1bp bonus. The changes to Biotic Effect variables must be chosen when the spectre rated Bio-Amp is purchased. Alternatively. character histories. lasting 4 turns or until another Biotic effect is used. 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. but any nonauthorised users will be tracked down by other spectre agents for item retrieval. Use the lists below to inspire aspects. and Master spectre BioAmps augment three Effect variables. so no spectre rated armour available for purchase. there are plenty of corporations out there to choose from. 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. Bio-Amps Spectre-grade Bio-Amps increase the numerical values of known Biotic Effects.
Requires the "Shields" stunt also. and place a "disoriented and confused" free tag on a target for three turns instead of the usual one turn. Booster Power Pack Transfer Aspect. and corruption are all viable tactics for underhanded characters to use. Anytime the “Out of Juice” aspect from the powered armour stunt is tagged. and cannot be changed afterward. Duration based effects must cool down between uses by one turn per increase. confers the taggable aspect "Taking Cover!". Cannot be tagged unless "Shields are Down!" has been tagged or if the character has already moved this turn. a character that knows the Neural Shock Tech Talent with a HMOT Advanced Omni-tool may instead choose boost the effect by two. Basic spectre Omni-tools augment one Talent numerical value.Omni-tools Spectre-grade Omni-tools increase the numerical values of known Tech Talents. This may be a further +1 increase to a skill bonus. "Taking Cover!" is cleared when the character moves. Cost -1bp. Cost 1bp. 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. an additional -1 penalty to enemy skill checks. but cannot be spent on the same turn that "Shields are Down!" has been tagged. Shields require spending a fate point to recharge. Provides a +2 bonus to agility checks. Shields Transfer Aspect. If available. but until they do. armour with this aspect confers a taggable aspect "Shields are Down!" which may be compelled for a -2 to Armour defense. doing so clears the "Shields are Down!" tag automatically at the cost of having no movement actions at all for the turn. and the place of law and order in the galaxy. the benefit of this stunt is also negated. Cost 1bp. Some examples are below: 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. this stunt provides more energy to run any systems that draw their power from the armour. being hunted. infiltrating manufac- turers warehouses. Recharge Booster Transfer Aspect. theft. and Master spectre Omni-tools augment three Talent variables. they gain a further +2 bonus on their armour the turn after "Taking Cover!" was tagged. instead of the standard +1 bonus. blackmail. 32 . using a mass effect field to protect the wearer. Both of these Talents now require one turn of cool-down between uses of the same Talent. one additional zone able to be reached by a talent. New T3+ Powered Armour Stunts The following stunts require the "Powered Armour" stunt as a prerequisite. Advanced spectre Omni-tools augment two Talent variables. The character must now wait two turns after using this Talent before being able to use it again. or place a "system rebooting" free tag on a target for its next two turns instead of the usual one turn. and not augment any other known Talent. Alternatively. there are other ways of obtaining these items. or extending the effect by one additional turn. Bribery. Whilst such advanced gear would seem to favour characters with a high assets skill rank. The changes to Tech Talent variables must be chosen when the spectre rated Omni-tool is purchased. and all lead to potentially interesting stories of obligation and debt.
33 . Armour Manufacturers Not all armour manufacturers produce a line of armour that is suitable for all body shapes. Instead. and Hanar all produce their own armour. Elcor. “Out of Juice” taggable aspect) Servos (removes agility penalty) Sensors (Alertness checks at +1) Shields Recharge Booster Cost: 4 An example of standard human Systems Alliance military armour. will manufacture for all races. Sample Armour Manufacturers Manufacturer1. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. Some. and are not available to other races. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. whereas others like the Serrice Council produce solely for one race. such as “Life saved by my Guardian armour” or “Go anywhere in an Explorer suit”. like Devlon Industries. and is here purely for reference and inspiration for aspects or plots. use this table as inspiration to describe or inspire character aspects.Sample Armour Manufacturer: Aldrin Labs Equipment: Hydra line of Armour Stats: Defense: 5 Stamina Mod: +2 Agility Mod: 0 Aspects: Powered Armour (Stamina checks +2.2 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 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. 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.
Phasic Rounds Instead of projectiles. and can only be installed or removed from the weapon during the refresh phase of the game. • -1 Penetration to targets with an armour defense rating greater than or equal to 2. • on a successful hit. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 2. All variant ammunition costs 3 to purchase. there's plenty of opportunity for customisation. • -1 Harm. Armour Piercing Rounds Specifically designed to puncture metal. Cryo Rounds Cooling lasers collapse ammunition into small Bose-Einstein condensate . Ammunition must be purchased separately from weapons. +3 Penetration to targets with an uncompelled Shield aspect "Shields are Down!" • -2 Harm to targets without the shields stunt. • Harm of the weapon is reduced to 0. these rounds are particularly effective against living targets. 1dF zones away (yes. and places a free taggable aspect "Massive Fireball!" on the target until the player's next turn.) • if used in two successive rounds. • -2 Harm. the actual damage done to the target is typically less than what's done by a standard round. removes the Thermal Clip stunt. However. Sample Variant Ammunition Anti-Personnel Rounds Designed to shred flesh and other organic matter. these rounds are coated with a highly toxic compound. criminals and mercenaries.a mass of super-cooled subatomic particles . • If installed on a weapon with a maximum range not exceeding 2. upgraded weapons release charged particle bolts that can bypass kinetic barrier shields. Sledgehammer Rounds These rounds hit with incredible force. • on a successful hit. • on an unsuccessful attack. Incendiary Rounds Incendiary rounds are powerful rounds that can melt or burn through nearly any known substance.capable of snap-freezing impacted objects. these rounds are particularly effective against synthetic targets. knocking opponents completely off their feet. knocks the target over and confers the free taggable aspect "Knocked prone". or with a tagged Shield aspect "Shields are Down!" Chemical Rounds Popular with pirates. as due to their Dispersed Fire stunt. this could mean back in the attacking character's zone. high explosive rounds have one major drawback: a massive increase in weapon overheating. They are similar in construction to hollow point rounds. activates the weapon's "Overheated" tag and extends it for one additional round. 34 . • extends the "Overheated" tag for one additional turn after being compelled. With nine different ammo types. High Explosive Rounds Designed to detonate on impact. and provide +2 shifts if tagged by another player who successfully hits. • causes 2 additional shifts on a successful hit. a hit will place the tag on all targeted enemies. places a free taggable aspect "Massive Fireball!" around the target. This makes them perfect for shotguns. +2 Penetration to targets wearing armour with the Shields stunt. • +1 Harm and +1 Penetration to synthetic targets such as the Geth. Successful hits confer the free taggable aspect "Toxic Shock" to the target. • +1 Harm to targets with a 0 armour defense rating. causes +1 shift to all subsequent successful attacks against target until player's next turn.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.
If "High Recoil" is already present. that's when you need to go and upgrade your guns. They are more expensive to obtain than other weapon mods. Stacks with Alertness bonus from Powered Armour "Sensors" aspect. a weapon's Harm and Penetration are as per listed normally for the weapon. Weapon Mods must be purchased separately from weapons. Sample Weapon Mods Combat Scanner Designed to interface with the Sensor packages installed on powered armour. 35 . which is greater than maximum of 2 zones required for the ability to take effect. inducing low levels of radiation sickness in targets. This sickness makes it more difficult for Biotic or Tech abilities to be deployed. this mod ceases to provide its bonuses and penalties. • Replaces "Low Recoil" aspect with "High Recoil" aspect (weapon can only be fired every other round unless the firer is prone). Combat Scanners increase the chance of detecting enemies. Improved Heat Sink Improves the thermal efficiency of the weapon at the cost of reduced accuracy. Harm 4. When you want to get that edge back. • Cost of this mod is 4. usually one that occurs between scenes. This allows it to be compelled again before the player's next turn. • +1 Harm to targets with one or both Biotic Training and Tech Training skills. For situations not discussed in the details of the Ammunition stunts. if it would normally clear at the beginning of their next turn. It would have its base stats against any other target. High Caliber Barrel Increases the damage of the weapon at a cost of increased recoil. • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. Thermal Clip). if Cryo Rounds were installed into the sample Assault rifle listed on page 31 (Range 1/3. • +1 to Alertness when operated by an individual in powered armour. • -1 to Harm. 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. If weapon and armour are separated. Raise all target difficulty levels by 2 for Biotic Training and Tech Training skills in characters who currently have the "Radiation Poisoning" consequence. • A character who has taken damage from Radioactive rounds also gains the Mild consequence "Radiation Poisoning". • -1 to Agility checks. Penetration 2. variant ammunition isn't enough to give you an edge over your enemies. then it would have an effective Harm of 3 and a Penetration of 4 against targets with the Shield stunt on their armour. this mod cannot be applied. For example. This consequence can be removed by a character with the First Aid Tech Talent. Agility checks now at -3 if no "Servo" stunt on armour. and can be installed or removed from the weapon during the refresh phase of the game. and cannot be applied to weapons with the "Civilian" aspect. Weapons can only accept two Weapon Mods at any time. For example. it instead clears at the end of the players current turn. Low Recoil. All weapon mods cost 3 to purchase unless otherwise stated. and would not remove the Thermal Clip aspect as the maximum range of the weapon is 3 zones. New T3+ Energy Weapon Modifications Sometimes. • +2 to Penetration.Radioactive Rounds These rounds are stamped with a minuscule amount of radioactive material. or disappears after a short rest. • +2 to Harm. and must be installed on higher quality weapons. Frictionless Materials Frictionless Materials give rounds more power at impact.
All mods require the aspect "Powered Armour" to be installed. • After every turn in which the weapon is fired. and each armour can be modified to take a maximum of two Armour Mods. • -1 to Harm. This effect overrides any benefit that improves a weapon’s Thermal Clip aspect. Rail Extension Modifies the length of the barrel to increase damage. Scram Rail This prototype upgrade greatly increases damage. but causes a greater chance of weapon overheating. it now becomes more difficult to move due to its awkwardness. such as Cryo Rounds or the Improved Heat Sink weapon mod. and counts as two Armour mods. • Any shifts generated against the armour reduces the bonus by 1 for every two shifts. Armour Plating Hardened ceramic plates can be applied to body armour suits. • +4 bonus to Defense rating of armour.1 to Agility checks.Kinetic Coil This mod increases projectile acceleration for improved penetration but causes a high chance of knocking the user prone. • -1 to Harm. resistance to weapons force and resistance to Biotic and tech attacks. • . New T3+ Powered Armour Modifications With all those lethal variant ammunition and weapon mods out there. If "Low Recoil" is already present. 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. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. redirecting the energy of incoming projectiles away from the body. • +4 bonus to Defense rating of armour. the player rolls 1dF. • This armour costs 4 to purchase. and which may be compelled for all sorts of scene effects. On anything other than a +1 result the weapon automatically knocks the user over and confers the free taggable aspect "Knocked prone". • After every turn in which the weapon is fired. • Replaces "High Recoil" aspect with "Low Recoil" aspect. • 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. Recoil Damper Reduces kickback to improve accuracy at the cost of decreased power. • +2 bonus to Defense rating of Armour. • +2 to Harm. Combat Exoskeleton This prototype armour upgrade combines mechanical augmentation. Kinetic Stabiliser Advanced VI functionality reduces weapon kickback to improve accuracy. • +4 to Harm. Sample Armour Mods Ablative Coating Ablative coating is designed to chip away when impacted. negating the benefits of the "Lightweight" aspect. it’s a good thing that there are plenty of Armour Mods out there to increase the protection you receive. • +3 to Penetration. 36 . Users already prone still receive the free taggable aspect. increasing their effectiveness. element zero microcores and firewall technology to give the wearer brute strength. All Armour Mods cost 3 to purchase unless otherwise stated. Comes at a cost of reduced power. this mod cannot be applied. • Armour gains the "Very Heavy" aspect. • Confers the free taggable aspect "Cracked Plates" which may only tagged after the first turn of combat. the player rolls 1dF.
• This armour costs 4 to purchase. and also remove the Defense and agility penalties. Hardened Weave A complex filament network of element zero microcores combined with advanced firewall technology provides protection against both Biotic and tech attacks.Energised Plating A prototype upgrade designed specifically for heavy combat use. it provides maximum protection for the user. 37 . and counts as two Armour mods. and counts as two Armour mods. • Grants a +2 bonus to Close Combat checks. Energized 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. allowing them to deliver powerful blows when rifle butting or pistol whipping opponents. the shield bonus from this mod is also negated. • +6 bonus to Defense rating of armour. this armour provides maximum protection for the user. Kinetic Exoskeleton This prototype armour upgrade combines multiple Technologies to improve shield regeneration and maximize the wearer's physical abilities and athletic prowess. First Aid Interface Microprocessors wired into a combat suit can monitor vital functions and release small. • Confers the free taggable aspect "Power Glitches" which may be compelled to remove the bonus against Biotic Effects and Tech Talents. and counts as two Armour mods. • -1 to Stamina checks (this does not confer any changes to the Health stress track). • -2 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour. • -2 to Agility checks as the mod draws power from the system intended for the servos. • +2 Shield bonus to the Defense rating of the armour. • -1 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour. Exoskeleton Mechanical augmentation increases the brute strength of the wearer. • 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. • This armour costs 4 to purchase. • Any time the "Shields are Down!" tag is activated. • Confers the free taggable aspect "Power Glitches" which may be compelled to remove the Defense bonus and remove the agility penalty. • Confers the free taggable aspect "Servo Lockup" which may be compelled to prevent the user from applying any manouver aspects on the scene. Kinetic Buffer This mod draws on the user's stamina to boost their agility. localised doses of medi-gel to accelerate the healing process. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +4. • +1 to agility checks. • +1 to Agility checks. • This armour costs 4 to purchase. Requires the Shield aspect on the armour to be installed. Designed for heavy combat use. • -2 to Agility checks as the mod draws power from the system intended for the servos.
though they count as two mods instead of just one. the more potent the barrier. • +1 to Biotic Training and Tech Training skill checks. • Confers the free taggable aspect "Software Crash" which may be compelled to prevent any movement for this round as the armour must be manually rebooted. localised doses of medigel to accelerate the healing process. • Chemical rounds are unable to confer the "Toxic Shock" aspect. Shield Battery To generate kinetic barriers. • This armour costs 4 to purchase. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. The greater the capacitor storage. and causes a -2 penalty to Agility checks. 38 . • 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). • +3 to Defense rating of armour. and become unreliable when dramatically necessary. causing a -1 to Agility checks. • Any time the "Shields are Down!" tag is activated. causing a -2 to Agility checks. Medical Interface Specialised microprocessors wired into a combat suit monitor vital functions and release small. gases. • This very bulky armour mod decreases the power available to run other systems. The prototype armour mods provide some of the better bonuses. May not be compelled two turns in a row. • This bulky armour mod decreases the power available to run other systems. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. • Aspects on the scene relating to environmental effects are unable to be tagged against the user of this armour mod. • 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. • The armour disables the first two free tags gained from the Health stress track of the wearer as combat actions (this prevents an opponent using the Consequence to your disadvantage). Requires the Shield aspect on the armour to be installed. and a host of other toxins. This interface also provides resistance to toxic attacks. combat suits rely on capacitors to store energy from a generator. Stimulant Pack Armour equipped with stim packs releases targeted shots of adrenaline to speed up recovery and recharge times. and counts as two Armour mods. • Chemical rounds are unable to confer the "Toxic Shock" aspect. Toxic Seals Specially-sealed body armour provides increased protection against radiation. the shield bonus from this mod is also negated. • +2 Shield bonus to Defense rating of armour. maximising healing and minimising recovery times for the user.Medical Exoskeleton A prototype upgrade combining numerous advanced medical technologies to monitor and regulate all vital systems.
+2 Penetration to targets wearing armour with the Shields stunt. and that penetrating those shields is paramount. and cannot be applied to weapons with the "Civilian" aspect.1 to Agility checks. Cryo Rounds 3. and that this weapon will never overheat. AP Rounds 3. Tali needs a weapon that she can rely upon if the battle gets too close. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 2. Final Weapon Stats: • Range: 3/5 • Harm: 6 (7 against Synthetics) • Penetration: 5 (6 against Synthetics/Armour >=2) • . He appreciates the ability to take down highly armoured foes from great distances. Costs: Rifle 4. • . Kinetic Stabiliser: • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. Frictionless Materials 4. Assisting this was his access to some of the best mods available. Here's a look at some of the possibilities. the awkwardness of his modified rifle should never come into being a deciding factor. Frictionless Materials: • +2 to Penetration. Penalty reduced from -2 to -1) Garrus' military background and training has honed his sniping skills to fearsome levels.) • 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. Tali knows that the Geth nearly always have shielded systems. 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. • -1 to Harm. Relying primarily on her Tech Training. Rail Extension: • +2 to Harm. removes the Thermal Clip stunt.) • 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. Sample Advanced Gear 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.1 to Agility checks • High Recoil (weapon can only be fired every other round unless the firer is prone. • If installed on a weapon with a maximum range not exceeding 2. Rail Extension 3. 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. Although it has reduced stopping power. Costs: Pistol 4. and knows that with correct field placement.Advanced Gear All weapon and armour gear starts at T3 across the board. • Cost of this mod is 4. 39 . Tali's chose the manufacturer of her weapon due to their experience dealing with environmental extremes.
No movement required to activate. Combat Exoskeleton 4. 40 . Costs: Armour 4. Sledgehammer Rounds 3. Final Armour Stats: • Defense: 10 • Stamina Mod: +2 • Agility Mod: 0 • Powered Armour (Stamina +2. Cerberus Defender Modified Shotgun Manufacturer: Cerberus Skunkworks Equipment: Hydra class Shotgun Base Stats: • Range: 0/2 • Harm: 4 (8 when using Both Barrels) • Penetration: 0 Aspects: • Low Recoil • Thermal Clip • Dispersed Fire • Both Barrels (doubles Harm for next shot and tags “Overheated” aspect until end of next round) • Limited Range Sledgehammer Rounds: • On a successful hit. Frictionless Materials: • +2 to Penetration. knocks targets over and confers "Knocked Prone" free tag. Little tricks. 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. This shotgun is able to double its Harm rating every turn. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. a Krogan Battlemaster running in at a charge is terrifying beyond belief. Wrex becomes a battlefield juggernaught. knocks the target over and confers the free taggable aspect "Knocked prone". and counts as two Armour mods. • -1 to Harm. negating the benefits of the "Lightweight" aspect. Improved Heat Sink 3. Costs: Rifle 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. • Both Barrels • Limited Range • On a hit. applying its offensive roll to each target in a zone). clears at the start of the players next turn if Both Barrels stunt used) • Dispersed Fire (can fire as an Area of Effect weapon. • Cost of this mod is 4. unstoppable warrior. Improved Heat Sink: • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. and apply that to every target in an area. 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. +2 bonus on armour defense the turn after "Taking Cover!". • This armour costs 4 to purchase. With enough protection to allow him to get up close and personal in a fight. and clears"Shields are Down!" tag automatically. Cerberus believes they have created a weapon that truly represents the awesomeness of a multi-headed Hydra. may be compelled for all sorts of scene effects. have helped him survive more than 300 years of mercenary work and have added to his fame as an elite. and cannot be applied to weapons with the "Civilian" aspect. like the defense against Biotic Effects and Tech Talents. • +4 bonus to Defense rating of armour. knocking them all prone in the process.Urdnot Wrex’ Armour Manufacturer: Kassa Fabrication Equipment: Colossus Krogan Armour Base Stats: • Defense: 6 • Stamina Mod: +2 • Agility Mod: 0 Aspects: • Powered Armour (Sta +2) • Servos (removes agility penalty) • Shields • Recharge Booster Combat Exoskeleton: • Armour gains the "Very Heavy" aspect. Frictionless Materials 4. Fate point to recharge after current turn) • Recharge Booster (taggable aspect "Taking Cover!".
Cerberus Cerberus is the codename for a black ops organization that was formerly part of the Alliance military. due to their activities. and colony in the galaxy. dubbed the “Morning War” by the Geth. 41 . reporting regularly. Cerberus bases are usually guarded by the following forces: • Cerberus Commandos: Highly trained shock troops armed with assault rifles or pistols. The bases also contain whatever dangerous experimental subjects Cerberus is currently working on. highly armoured. or other dangerous nasties. They have several suppliers and contributors within the Alliance military-industrial complex who trust the Illusive Man to make the right decisions. though unarmoured. Each cell is led by an operative who reports directly to the Illusive Man. This ensures that should one cell be compromised. • Research Technicians: The technicians are normally Biotics. Cerberus has no knowledge of what goes on in uncharted systems and the Migrant Fleet. The agency is divided into numerous different and independent cells which have no knowledge of their counterparts. but which has now gone rogue. as labourers and tools of war. thus rendering the Illusive Man blind in those areas. Information on at least two of their known planets in the astronomical database is described as "surprisingly sparse. There is also some indication that Cerberus protects its bases from being found by hacking the Alliance database. and reduced the Quarians to a race of nomads. ranging from political to scientific but all united under the common goal of advancing humanity. Cerberus operates many other kinds of cells than purely para-military focused ones. Husks. terrorist activities. Cerberus operatives accept that these methods are brutal. Their core belief is that humans deserve a greater role in the galactic community. Cerberus is very well-funded. Cerberus effectively has access to almost every settled system. • Cerberus Defenders: Found protecting research technicians. including illegal or dangerous experimentation. they are rapidly deployed. the Quarians attempted to exterminate them. Little is known about the Geth in the time between the Morning War and the present. They adopted an extremely isolationist attitude. However. • Cerberus Snipers: Often found indoors. Due to their widespread network. these snipers find cover and hit with Assassination. or hunting rogue psychotic Asari purebred Biotics. but believe history will vindicate them. they use powerful Throw attacks. The Geth did not repopulate the now barren Quarian worlds.any ships that ventured into Geth space were immediately attacked and destroyed. Cerberus has operatives all over Citadel space and the Terminus Systems. Led by a mysterious figure known only as the Illusive Man. Spending trends indicate that Cerberus has a reliable income running up to several billion credits per year. there are other races. and use modified shotguns (page 40). sabotage and assassination. destroying Batarian pirate and slaving rings. collecting bounties on escaped Tech criminals." and may have been edited by Cerberus agents to discourage casual explorers. and that the Alliance is too hamstrung by law and public opinion to stand up effectively to the Citadel races. major trade stop.ADVERSARIES Apart from chasing after rogue spectre agents. The Geth were created sometime around 1900 CE by the Quarians. When the Geth became sentient and began to question their masters. The Geth won the resulting war. Geth The Geth are a race of networked artificial intelligences that reside beyond the Perseus Veil. which includes Rachni (soldiers and workers). the others would not be captured. Cerberus also runs several front corporations meant to fund and support their operations. creatures and organisations out there for the characters to encounter. • Cerberus Anti-Tank: These units are on patrol outside their base and are armed with rocket launchers. instead choosing to exist in the computer hubs aboard massive space stations. Any methods of advancing humanity's ascension are justified. which they don’t just use against vehicles such as the M35 Mako. They have also been described as a prohumanity terrorist or paramilitary group.
• Geth Juggernaut: Similar to Geth Destroyers. in exchange for their assistance. Capable of using Assassination (treat as Double Tap. • Geth Hopper: Cyberwarfare and ambush platform. have access to Tech Talents. • Geth Shock Trooper: Advanced Geth troopers armed with the Geth Pulse Rifle. The majority of the Geth dismissed the offer. Capable of Radar Jamming but no shield recharging. Extremely resilient to small arms and ground vehicle fire. • Geth Dropship: Standard troop transport and Geth equivalent to a frigate. has the ability to charge. Geth barriers and capable of recharging shields. Heavily shielded and very resilient with shield rechargers. They obtained an ultimate goal in this time period. The Geth continued development of new technology and variations of mobile platforms. The Geth also utilise turrets and drones (rocket. Very strong shields and extremely resilient with shield recharger. 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. • Geth Sniper: Armed with Geth sniper rifles and shielding. however. barriers. A small percentage of Geth. • Geth Rocket Trooper: Equipped with Geth pulse rifles. They were allowed to peacefully leave the main Geth network. Resilient to gunfire. 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. Improves combat skills of nearby Geth (+1 to attack rolls of Geth in same or adjacent zone). Specialised for close quarters combat. and Toxic rounds. lumbering Geth Armatures.to create a Dyson Sphere. Utilize both disruptor and scram rockets heavy weapons platforms. to the gigantic. Shielding but no rechargers.While they prevented any contact by other races with themselves. Extremely strong armour and shields with recharger. • Geth Trooper: Standard Geth troops equipped with Geth pulse rifles. 42 . Geth encountered beyond the Veil will have programs developed equivalent to skills. Equipped with Geth pulse rifles and rocket launchers. Approximately three centuries after the Morning War. assault. The Geth are entirely synthetic creatures. • Geth Destroyer: Equipped with Geth pulse rifle and strong shielding. Attacks using the Geth sniper beam. deeming it better to accomplish their goal with their own technology rather than be dependent on another race’s technology. Also possesses shields. shielding and rocket launchers. specifically). separating their technology base from the rest of the galaxy. and vary according to role: • Geth Armature: Anti-personnel light walkers capable of launching Geth siege pulses. which could house every single Geth program. and thus immune to effects that target only organics. • Geth Prime: Elite Geth unit equipped with Geth pulse rifle and rocket launcher or siege pulse. Has the Geth Shield Boost ability (treat as Ablative Armour). overload and Radar jamming (2 to Alertness checks). usable every third turn). the Geth were approached by the Reapers who offered them technology that would aid them in achieving their goal. specialised for long-range combat. accepted the Reaper’s help and were henceforth referred to by the mainstream Geth as “Heretics”. Over time. such as the Neural Shock Tech Talent. Carnage (treat as Double Tap. recon and repair drones. • Geth Colossus: Geth heavy walker capable of launching devastating siege pulse attacks and machine gun attacks. capable of sabotage. and can utilise Carnage. only usable once per scene) and the ability to recharge shields. the Geth monitored communications and the Extranet. the Geth have evolved into numerous sub-forms — from the diminutive but highly agile Geth Hoppers.
variant weapon ammunition. They have an inbuilt level of equivalent armour with a defense rating of 2. The husks will charge at their enemies and. Batarians or Krogan.a pirate group that acts as the"muscle" of Omega. blood is changed to a sickly green fluid. Mercenaries are usually found at their bases on remote worlds. though are most commonly Turians. partly as a trap and partly as a warning to other organic races not to enter their space. a biotic can be found amongst mercenary bands. No one knows why the Geth do this to their captives: it seems like a lot of effort for a small result. • Mercenary Anti-Tank: Some mercenaries carry a rocket launcher. Sometimes euphemistically referring to themselves as 'private security organisations'.a minor mercenary band. Mercenaries hail from all races and backgrounds. though it is effective psychological warfare to make soldiers fight their own dead. When a human is captured they are placed on impaling devices. they are usually lightly armoured. mercenaries will commonly raid remote outposts or unprotected starships when unemployed. Notable Mercenary organisations • Blood Pack. 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". mostly wiped out by Council spectre agent Saren Arterius.Husks Husks are synthetic "zombies" created by the Geth. They count as both biological and synthetic creatures for the purposes of Tech Talents. most fill one of the following roles: • Mercenary: The standard mercenary. Humans.a Turian group based on Omega. Their use of Throw and Warp makes them dangerous. The Geth used a ship full of Husks.a 'private security' firm and one of the most powerful groups in the Terminus Systems. skin and water content are converted into cybernetic materials. Able to field a variety of personnel to fulfil their contract. Thereafter. there is never only one husk around. mercenaries tend to use superior weapons and armour. which prefer to select equipment from a single company). but they are lightly armed and armoured. Krogan mercenaries regenerate their shields particularly quickly in a fight. once close enough. the MSV Cornucopia. if marines try to recover their dead comrades – the Husks are released and attack. • Blue Suns. and line up for an Assassination shot. Mercenary Organisations Mercenary bands operate throughout the Attican Traverse and the Terminus Systems. husks attack with a brawling skill level of rank 3. prior to determining whether the effects of the blast generate health track shifts. This immediately causes any effected characters with the shields stunt on their armour to have their “Shields are Down” aspect activated. and so on. 43 . meaning their equipment is usually produced by a variety of manufacturers (unlike military forces. consisting exclusively of Krogan and Vorcha. Over time the body's organs. Husks that are able to reach the same zone as any character first attack with an electrical blast. smuggling tainted element zero. • Eclipse. or by individuals who want protection or assassination services. • Mercenary Adept: Very occasionally. • The Grim Skulls. Given that their occupation requires them to be efficient and capable.a major mercenary corporation active in the Terminus systems. and the body generates an electrical charge. Unfortunately for those that encounter them. When the spikes are approached – say. or protecting their employer's investments or operations. and focus on vehicles such as the M35 Mako. • Mercenary Sniper: Mercenary Snipers take cover or wait in sniper towers. They often have the ability to use Immunity. usually equipped with an assault rifle or a shotgun. as an individual husk can only generate one electrical blast. huge spikes that Alliance marines have nicknamed "dragon's teeth". with an equivalent skill level of 3 ranks. give off a powerful electrical blast which disables shields and causes massive damage. • The Talons.
the humans. Several human organisations discovered dormant Rachni eggs on ancient derelict space hulks. They reproduce via spores that lie dormant for millennia. two or three at most can be found on a single planet. They are enormous. if ever. Rachni Queens are capable of possessing the minds of other Biotics. They live alone in nests spanning large areas underground. Rachni Queens are the largest and most intelligent of the species. It is also unique among Rachni in that it possesses some Biotic ability. Acting in swarms. using them as proxies to translate and communicate when necessary. Rachni Soldiers are slower. they likely fill the niche occupied by drones in other hive species. Rachni soldiers are cunning and like to ambush their enemies. causing heavy toxic damage. able to survive environments that kill most sentient species. They normally inhabit extremely hazardous worlds. with a body nearly twice that size beneath the surface. who had been groomed by the Salarians to effectively do the Council's dirty work during the Rachni Wars. It is said that they only attack when the hive is particularly strained for warriors. Should their territory be invaded on purpose or even by accident. then its highly likely that other governments have as well. determined to remain isolated from the rest of the galaxy. they rush up to the squad and explode in suicide attacks. although its attacks inflict more damage. The Rachni aren't as extinct as the galaxy had been led to believe. Best handled at a distance. They are the controllers behind the hive-mind intelligence linking all Rachni from the same brood mother. and rarely.the Rachni can use weapons but prefer to use these tentacles to impale their victims. in fear of being plunged into another galactic war. Defended by Brood Warriors who will die to protect them. and other hidden locations. As a result. The accidental discovery of the Rachni led to the Citadel races to curb their rapid expansion. seen. they are quite fragile. Bred in captivity away from a brood queen. Rachni Brood Warriors are Rachni who are much larger and stronger than normal Rachni Soldiers. but much larger creatures than Rachni Workers. violent creatures that burst up from the ground without warning when disturbed. 44 . Intelligent but highly aggressive. Thresher Maws Thresher Maws are subterranean carnivores that spend their entire lives eating or searching for something to eat. Given their name. Thresher maws are solitary creatures. tending to the needs of the queen. they are effectively giant sized locusts intent on death and destruction of all sentient life around them. It stands to reason that if the galaxy’s newest spacefaring race. They were eventually defeated and completely eradicated by the Krogan. The Rachni are territorial. yet are robust enough to survive prolonged periods in deep space and atmospheric reentry. have encountered them. They can grow to be in excess of 30 metres tall above the ground. with thin tentacles ending in little pods. They are the only sapient arthropods known to exist in the galaxy (the citadel keepers not being known to be sapient). They can also spit acid. causing heavy toxic damage which ignores shields.Rachni The Rachni are a supposedly extinct insectlike species that threatened to defeat and overthrow the Citadel Council roughly two thousand years ago. The Brood Warrior has abilities comparable to a standard Rachni Soldier. thresher maw spores appear on many worlds. on difficult to terraform worlds. they respond with brutal force. They are most at home in vents and tunnels. These tentacles are used to impale enemies . it will occasionally place a squad member in Stasis and appears to use a form of Barrier. the spacefaring Rachni were driven to expand and defend their territory. They are the 'elder males' of the hive that usually mate with the queen. There are several Rachni subtypes: Rachni Workers are tiny green Rachni (similar to aphids) which usually act as a first wave for Rachni Soldiers. spread by previous generations of space travelers.
Krogan – and some other species. alternately fighting them for territory and embracing them as treasured companions. savage spe- 45 . and are immobile when they raise up to attack. but can move incredibly quickly below. They can take a lot of damage and can be very hard to kill. 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. and their burrowing style of movement. Due to their size. Fortunately. identifiable only by their landscape profiles. such as a crashed probe to draw unwary scavengers. Give them the following stunts: • Extended Reach: Due to their immense size. they are – like most life from Tuchanka – savage. harm 8. asteroids or moons with little or no atmosphere. and their presence is generally seen as a blight. and move if shifts are successfully generated against them. with a range of 2/5. and are a menace to any structures or vehicles in their nesting area. They always attack the closest target. and a new skill called Acid Spit. thresher maws feed by absorbing huge amounts of solar radiation and survive best on planets. Threshers commonly have some sort of "lure" in their nest. with a harm rating of 8 and must wait one round between attacks due to their size. A common subgenus of varren has metallic silver scales. clannish. and must wait one round between attacks to recharge their spit. Treat Thresher Maws as having an armour defense rating of 6. They are pack hunters when vulnerable prey is readily available and become scavengers when outnumbered or outclassed. Originally native to the Krogan homeworld of Tuchanka. They have brawling as an apex skill. Aggressive and highly territorial. mountains. or they may take an additional zone of movement when they take their free move when fully underground. and do not inhabit rolling hills. The Vorcha originate from an small. Virtually everywhere the Krogan have been. or valleys. and smashing with their claws in close range while emitting infrasound. Their attacks consist of spitting powerful viscous acid that splashes on contact. Owing to the nature of their attacks. • Dauntless: Thresher Maws have no composure or wealth tracks. thresher maws usually live in large flat open spaces on uninhabited planets. only the head and tentacles erupt from the earth to attack. With jaw articulation similar to that of a snake and massive fangs that protrude up from the lower jaw. vicious demeanor and rapid breeding cycle have made them ubiquitous and dangerous pests on many worlds. including Batarians – raise them as beasts of war. but there are some "stray" nests. • Native Burrower: Thresher Maws never fully leave the ground they live in. wild varren hunt in packs and are so vicious they'll even take on the Geth. They also have rank 4 skills agility. The Krogan have had a love-hate relationship with varren for millennia. Their supreme adaptability. burrowing up from beneath their prey. such as Omega. they can reach one additional zone with their claws when brawling. The rest of galactic civilization regards them as pests and scavengers. leading to the rather unusual nickname 'fishdogs'. Many Vorcha are trained by the Krogan as mercenaries due to their savage nature and adaptability to different environments. thresher maws are immobile above ground. the Vorcha are a primitive race that live among the galaxy's darker and more dangerous locations. hostile. which is a combined combat skill and weapon. varren infestations have followed. they completely ignore shields. and instead have an extended health track of 3dF+9 Varren Varren are omnivores with a preference for living prey.The body of an adult thresher maw never entirely leaves the ground. and their acid attacks as though the shields stunts don’t exist. When moving underground. the Thresher Maw cannot be targeted. and consummate survivors. They may use their one free move to rise up or drop back underground. overcrowded planet which has been largely stripped of natural resources by successive generations of this fast-breeding. Vorcha Known for their unique biology and aggressive behavior. wreaking havoc with the native ecology. penetration 6. To this day.
Their adaptability and resilience allows them to flourish in the dark and dirty corners of the places they end up. each additional Vorcha magnifies the gang’s combat ferocity exponentially. Vorcha “trained” by this ordeal are stronger. 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. although many have found their way off-world as stowaways on ships visiting their homeworld. Seeing the potential of the Vorcha's individual adaptability. Gaining even a few Vorcha gives a mercenary band a formidable advantage. Vorcha who have managed to escape their homeworld have a tendency to occupy uninhabited areas of space stations or larger spaceships. the Vorcha constantly fight each other in fierce competition over basic necessities. 46 . Krogan Blood Pack mercenaries often sweep pockets of Vorcha. gathering them up and literally beating them into soldiers. their continual lack of resources have kept Vorcha society extremely primitive. They are extremely aggressive. When a clan population grows too large. younger members will depart to start a new clan elsewhere. This incessant warfare has made each generation of Vorcha stronger and more aggressive than that which preceeded it. both against rivals of their own species and against any alien who stands in their way. Vorcha society is built around combat. and more resilient than other members of the race. the Vorcha use combat. 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.cies. Even as their population grows. smarter. both singly and in groups. 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. However. In fact. as their default form of communication resulting in their communications being primarily non-verbal. faster. The Vorcha are not themselves a space-faring race.
or it will build up to levels capable of cooking the crew alive. gained when the aspect chosen above was tagged. Spacecraft can go to 'silent running' for around 2-3 hours. and have access to shipyard facilities that supply dedicated repair engineers. See Diaspora page 69 for standard travel times. a Mass Effect Drive is required to access the mass relay system. Requires the Tantalus Core Stunt. then divide those by ten. Requires the Internal Emissions Sink stunt (or similar bp cost high energy usage system). Sample T0+ Spacecraft Stunts Government Subsidy Spacecraft with this stunt are officially part of the navy of the government.Space Combat Mini-Game Changes SPACECRAFT New Spacecraft Stunts I decided that Spacecraft technology should be at T4 due to the jump start given by access to the Element Zero based mass relays left behind by the Reapers. and allows ships to move ten times faster between their destinations for the same reaction mass. Sample T3+ Spacecraft Stunts Mass Effect Drive The pinnacle of T3 interstellar drive design. Spacecraft may not take the T4 Stunt "Dumps heat into another dimension". with one limitation. with severe consequences for variation from those limits so imposed. Cost 1bp. Spacecraft must take the aspect "Government Owned and Operated" as well as one of the following Aspects (or similar). or drift passively through a system for days before having to vent and give away her position. This experimental system may only be installed on spacecraft with a Trade stat of 0. and provides a +2 bonus to Heat Track as well as a +2 bonus to the Navigation check during the Detection phase of space combat. and provides a +1 bonus to V-Shift. and thus reserved for critical operations. Cost 2bp. Cost 4bp. Tantalus Drive Core This advanced drive core boosts the effective V-Shift of the spacecraft. and a +2 bonus to maintenance checks when at government facilities. Internal Emissions Sink This stealth system is able to temporarily "store" heat generated by routine shipboard operations in lithium heat sinks deep within the hull. Cost 1bp. but the stored heat must eventually be radiated. except when such consequences were 47 . whilst also powering the Internal Emissions Sink. Crew must adhere to the standard operating procedures of the government. This system does not operate during mass relay travel as the heat generated is too much to absorb. • • • • • • • • • • • • • • • • • • • • • • "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" "Should Have Retired Years Ago” "Slow To Respond” "Sub-standard Sub-systems” "Variable Training Levels" "We Have An Operative Aboard” This stunt also provides a +2 bonus to repair checks to remove consequences. assigned a dedicated crew to operate all systems.
48 . is a prototype "deep scout" frigate. fully described as the Systems Alliance Space Vehicle Stealth Reconnaissance 1. except when "Experimental Design" was tagged) • Tantalus Drive Core • Internal Emissions Sink (+2 bonus to Nav check in detection phase) • Interface Vehicle (M35 Mako Infantry Fighting Vehicle) Aspects • Government Owned and Operated (Systems Alliance) • Experimental Design • Tough Little Spacecraft • Fast.Sample T4 Mass Effect Spacecraft SSV Normandy SR-1 Manufacturer: Systems Alliance. first of the eponymous Normandy class Co-developed by the Alliance and the Turian Hierarchy with the sponsorship of the Citadel Council. she is optimised for solo reconnaissance missions deep within unstable regions. nimble. codeveloped with the Turian Hierarchy. and with the sponsorship of the Citadel Council Ship Class: Prototype "Deep Scout" Frigate Base Stats: • V-Shift: 5 • Beam: 2 • Torpedo: 2 • EW: 5 • Trade: 0 • Hull Track: 3 • Data Track: 5 • 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 The SSV Normandy SR-1. Should the Normandy’s design prove useful in field tests. +2 to Nav check) • Interface Vehicle Cost: 8 Final Spacecraft Stats: • V-Shift: 6 • Beam: 2 • Torpedo: 2 • EW: 5 • Trade: 0 • Hull Track: OOO • Data Track: OOO OO • Heat Track: OOO OOO • Mass Effect Drive (All travel times reduced by factor of 10) • Government Subsidy (+2 to consequence removal. it is expected that a follow-up class incorporating "lessons learned" will be produced. using state-ofthe-art stealth technology powered by an experimental drive core.
Effects = Skill rank L1 Implant Cannot take skill. Place aspect on target. Stasis Target unable to move and takes no damage. Lasts two turns. Effects = Skill rank +1. L3 Implant Max skill rank = 3 Effects = Skill rank. Lift Target floats helplessly. one composure or health damage cumulative per use. Krogan Battlemaster Older than 300: implant equivalent to current L4 without aspect. Place aspect on target. no effects avail. Place aspect on target.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) New Stunt: Bio-Amp Implant (Page 17) Racial Backgrounds (Page 9) Asari Batarians Drell Elcor Hanar Humans Krogan Quarians Salarians Turians Volus Powerful Biotics. Asari Biotic No implant required. Effects = Skill rank. Lasts three turns. Effects last until the next turn only unless otherwise specified Modifies number of effects. If used two turns in a row. L3-R Implant Max skill rank = 3 -1 to composure track. If 0. have no implant and cannot take skill. target takes one additional damage shift from any successful attacks. Younger than 300: are dying. L4 Implant Aspect: “Occasionally Distracted by VI”. Warp -2 to enemy armour defense. Singularity Gravity sink. Add 1dF to skill rank before combat to determine skill level. Effects = Skill rank. slavers. Throw Shift enemy one zone. all female Pirates. Effects = Skill rank. Bio-Amp Manufacturers (Page 31) 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 (page 31. Zone aspect. No max skill rank. Effects = 0 Stable L2 Implant Max skill rank = 4. Unstable L2 Implant Max skill rank = 3. Add 3dF to skill rank before combat to determine skill level. Barrier +2 to own armour defense rating. Hate humans Militant servants of Hanar Emotive prefix when speaking Polite religious jellyfish Recovering from First Contact War Reptilian mercs and enforcers Evicted by own AI creations Amphibious information seekers Public service peacekeepers Traders and merchants New Skill: Biotic Training (Page 16) Number of effects equal to training level modified by Bio-Amp Implant stunt. Conserves momentum. If >5. 51) 49 .
New Stunts: Combat Excellence (Page 20) MG Carnage MG Assassination MG Immunity Duplicate effect of “Double Tap” weapon stunt once per scene. Omni-Tool Manufacturers (Page 31) Manufacturer Aldrin Labs Ariake Technologies Armali Council Kassa Fabrication Serrice Council Sirta Foundation Elkoss Combine Spectre Gear1 Spectre Gear1 Spectre Gear1 Omni-Tool Bluewire Tool Logic Arrest Tool Nexus Polaris Savant Chameleon Tool Cipher Tool HMOT Basic HMOT Adv HMOT Master Note 1: See the Spectre Gear Options (page 31. A Military Grade Omni-tool is required to use Tech Talents. Hacking Place “Targeting Malfunction” taggable aspect on synthetic target when multiple enemy targets present. Tech specialist. +1 to computer skill checks during damage control phase Electronics Disable free tag on own or ally equipment in same zone as combat action. May be taken multiple times to stack penalty. Energy Drain Duplicate characters tagged “Overheated” aspect and place on an enemy. Minimal combat training. 51) Class Packages (Page 21) Adept Soldier Engineer Vanguard Biotic specialist. no Tech Training. Multiple Redundancy: Use my Tech Training. Three or four combat skills. no Biotic Training. etc. Must have at least 1 rank in Medicine skill. in same or adjacent zone to the character. First Aid Disable a free tag on Health track of you or ally in same zone as a combat action. no Biotic Training. Biotic and Tech Training skills not higher than rank 4. Decryption Unlock doors. gain a +4 bonus to armour defense when "Taking Cover!" in addition to the bonus granted by that aspect. Biotic and Combat skills not higher than rank 4. Once per scene. no Biotic or Tech Training. Minimal combat training. no combat skills.VARIANT RULES QUICK SHEETS New Skill: Tech Training (Page 19) New Stunt: MG Omni-tool (Page 20) Number of talents equal to lower rank of Tech Training and Computer(space) skills Damping Use defensively to contest Biotic Effects. Must have at least 1 rank in Medicine skill. combat skills not higher than rank 3. Must have at least 1 rank in Repair skill. Repair Substitute ranks in Tech Training for Repair skill rolls. Focus for one turn to duplicate effect of “Double Tap” weapon stunt. Jamming -1 penalty to enemy alertness checks. combat skills not higher than rank 3. Non-technical apex skill. no Tech Training. Tech and Combat skills not higher than rank 4. That target becomes immune to further Hacking next turn. bypass alarms. Overload Place “System Rebooting” taggable aspect on synthetic target. Sentinel Infiltrator 50 . Target becomes immune to further Overloads next turn. Offensively. place “Suppressed by Tech” aspect on appropriate target. All Tech Talents last for one turn. including Biotics. access secure systems. Medicine Substitute ranks in Tech Training for Medicine skill rolls. Neural Shock Place “Disorientated and Confused” taggable aspect on biological target. Combat specialist. after “Shields are Down!” compelled.
to promote either skill further. New T3+ Powered Armour Stunts (Page 32) Shields Recharge Booster Booster Power Pack "Shields are Down!" compellable aspect causes -2 to armour defense. Fate point to recharge. "Taking Cover!" taggable aspect removes tagged Shields aspect if character doesn’t move. Extends "Overheated" tag for one extra turn after compelled. +3 Pen to targets with uncompelled Shields. character must have used charm or intimidaton skill at least the same number of times that they have ranks in it. High Explosive Free taggable aspect "Massive Fireball!" on target and 2 extra shifts on hit. Adv spectre gear costs 6. Removes Thermal Clip stunt if max range eq/less 2. During refresh phase. Biotic and Tech Training skill +2 to target difficulty level if character has "Radiation Poisoning". Cost -1bp. Free taggable aspect "Toxic Shock" on hit. Cryo -1 Harm. Cost 1bp. Master spectre gear costs 7. Anti+1 Harm to armour rating 0. Free taggable aspect "Massive Fireball!" 1dF zones away from intended target on a miss. Limited Weapon unable to be used Range outside min/max ranges. -2 Harm to targets with tagged shield aspect or without any shields on armour Chemical Harm reduced to 0. Cost -1bp. Adv: two Effect variables. +2 shifts if tag is used by another player who hits.VARIANT RULES QUICK SHEETS Paragons and Renegades (Page 21) Take both the charm and intimidation skills at tier five at character creation. Cost -1bp. Advanced Reduced penalty of -1 for firOptics ing outside min/max range. negates this bonus. Personnel -1 Penetration when armour rating greater/equal to 2 Armour Pierc. If used for two consecutive turns. New T3+ Energy Weapon Ammo (Page 34) New T3+ Energy Weapon Stunts (Page 29) “Overheated” taggable aspect. Phasic -2 Harm. Thermal Clip Spectre Gear Options (Page 31) Costs Weapon Creation Bio-Amps and Omnitools Basic spectre gear costs 5. Spectre rated gear increases the numerical values of stunts. Provides a +2 bonus to agility checks. Master: +2bp bonus. Cost 1bp. 51 . and they must promote the one they have used more than the other. Both Barrels/ Doubles Harm and activates Double Tap “Overheated” tag. When “Out of Juice” tagged. Adv: +1bp bonus and Advanced Optics stunt. Cost 1bp. Mild consequence "Radiation Poisoning" on damage. Radioactive +1 Harm to Biotic Training and/or Tech Training skills. All variant ammunition costs 3 to purchase. Cost 1bp. Master: three Effect variables. Basic: one Effect variable. activates and extends "Overheated" tag for one extra turn Sledgehammer Free taggable aspect "Knocked prone" on hit. +1 Pen to non-synth targets with armour gr/eq 2 Incendiary On hit causes +1 shift to all successful attacks. Further +2 bonus to defense next turn if they stay stationary. +2 Pen to targets with Shielded armour.+1 Harm and +1 Pen to ing synth. Basic: +1bp bonus.
-1 to Agility checks. auto activates "Overheated" unless rolls +1 on 1dF. -1 Harm. After every use. must not be Civilian. -1 to Agility checks. +1 to Biotic/Tech skill checks. High Caliber +2 to Harm. "Servo Lockup" tag prevents the user from applying any manouver aspects to scene. -1 penalty to Defense +1 to Agility checks. Combat action disables the first free tag on the Health stress track +2 protection against Biotic/Tech. "Shields are Down!" tag also disables shield bonus. "Toxic Shock" aspect from Chem Rounds cannot be applied. Environmental based aspects are unable to be used against the user of this mod. Plating -2 to Agility checks. Radioactive rounds do not add +1 harm against user with Biotic/ Tech skills. Ablative +4 bonus to Defense. Kinetic Coil +3 Penetration. +1 to agility checks.Reduced penalty of -1 for firing biliser outside min/max range. -2 to Agility checks. Costs 4 and counts as 2 mods. +3 bonus to Defense. Overrides any other improved Thermal effect. Costs 4 and counts as 2 mods. "Software Crash" tag prevents movement this turn. Frictionless +2 Penetration. Recoil "High Recoil" swapped for Damper "Low Recoil". sion . -1 to Harm Scram Rail +4 Harm. Kinetic Sta. Costs 4 and counts as 2 mods. Rail Exten+2 Harm.VARIANT RULES QUICK SHEETS New T3+ Energy Weapon Mods (Page 35) Energised Weave All weapon mods cost 3 to purchase unless otherwise stated. Shield Battery Stimulant Pack Toxic Seals +4 defense vs Biotic/Tech. Combat +1 to alertness when wearing Scanner powered armour. +1 protection against Biotic/ Tech. Armour +4 bonus to Defense. Materials Cost 4. Combat action disables the first free tag on the Health stress track. stacks with sensors aspect. Improved "Overheated" clears at the end Heat Sink current turn. Radioactive rounds do not add +1 harm against user with Biotic/ Tech skills. "Low Recoil" Barrel swapped for "High Recoil". "Overstimulated and Distracted" tag negates Biotic/ Tech bonus and causes -2 to Agility checks. -1 to Stamina checks only +2 Shield bonus to Defense. "Toxic Shock" aspect from Chem Rounds can’t be applied. Costs 4 and counts as 2 mods. 52 . -1 Harm. Plating "Cracked Plates" tag only free after first turn of combat Combat "Very Heavy" negating any Exoskeleton "Lightweight" aspect. Exoskeleton First Aid Interface Hardened Weave Kinetic Buffer Kinetic Exoskeleton Medical Exoskeleton Medical Interface New T3+ Powered Armour Mods (Page 36) All armour mods cost 3 to purchase unless otherwise stated. "Power Glitches" tag negates bonus and penalties. Combat actions disable the first 2 free tags on Health stress track. -2 penalty to Defense.1 to Agility checks. -2 to agility checks. Energised +6 bonus to Defense. after every use. "Power Glitches" tag negates bonus and penalty. Coating Shifts against armour reduces bonus by 1 for every two shifts. user gets free taggable aspect "Knocked prone" unless rolls +1 on 1dF. +2 Shield bonus to Defense "Shields are Down!" tag also disables shield bonus. Costs 4 and counts as 2 mods. Tag cannot be compelled 2 turns in a row. +4 bonus to Defense. +2 to Close Combat checks.
Adaptable dangerous pests that hunt in packs. "Government Owned and Operated" aspect. Huge solitary burrowing monsters with acid spit. Must also have one other high energy usage system (IES). Additional aspect from list below (or similar). Intelligent arachnid race with hive mind. sometimes used by Krogan Blood Pack mercenaries. Cybernetic zombies created by Geth from captured Biological races. Synthetic AI race. and all travel times reduced by factor of 10. Humans. Cost 2bp. Crew must adhere to SOPs. +2 to Heat Track.VARIANT RULES QUICK SHEETS Adversaries (Page 41) Cerberus Geth Husks Mercenaries Rachni Thresher Maws Varren Vorcha Militant rogue faction of Humans. +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" "Should Have Retired Years Ago” "Slow To Respond” "Sub-standard Sub-systems” "Variable Training Levels" "We Have An Operative Aboard” Government Subsidy 53 . except when aspect was tagged. Cost 4bp. New T3+ Spacecraft Stunts (Page 47) Mass Effect Drive Tantalus Drive Core Internal Emissions Sink (IES) Allows access to mass relay network. Batarians or Krogan. Violent primitive race usually found in forgotten corners of dark places. New T0+ Spacecraft Stunts (Page 47) Official part of government navy. +2 bonus to repair checks to remove consequences. Cost 1bp. Mostly Turians. Stealth system gives +2 bonus to Nav check in detection phase. +1 to V-Shift.
VARIANT RULES QUICK SHEETS Weapon Manufacturers (Page 30) 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 Sniper Rifles Naginata Punisher Lightning Strike Titan Striker Hammer Sniper Rifle Avenger Python Equalizer Helix Harpoon Volkov Reaper HMWSR Basic HMWSR Adv HMWSR Master Shotguns Katana Avalanche Executioner Hydra Firestorm Hurricane Shotgun Storm Viper Tornado Savage Armageddon Sokolov Scimitar HMWSG Basic HMWSG Adv HMWSG Master Note 1: Geth Armoury weapons are never available for purchase. but rarely differs substantially from other weapons of the same type. and is here purely for reference and inspiration for aspects or plots. Note 2: See the Spectre Gear Options section on pages 31 or 51. 54 . Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. Elcor. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. and Hanar all produce their own armour. Armour Manufacturers (Page 33) 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 may be retrieved from defeated Geth. This weaponry is always in demand for research purposes.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. and are not available to other races.
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