HACKING DIASPORA TO

Variant rules and options to create adventures and characters in the setting using the Diaspora Role Playing Game.

By M.Gooding (Reaganstorme)

Document Version 2.0.2 MAY 2012

2 Table of Contents

PAGE PAGE Introduction 4 New T3+ Powered Armour Stunts 51 New T3+ Energy Weapon Ammo 53 The Diaspora Mini-Games 5 New T3+ Energy Weapon Mods 55 Fudge Dice New T3+ Powered Armour Mods 56 The Ladder Sample Advanced Gear 59 The Mass Effect Premise 6 Adversaries Setting Background Cerberus 62 Element Zero and the Mass Effect Geth 63 Husks 64 Cluster Creation Mini-Games Changes 8 MECHs 64 New System Stat – Order Mercenary Organisations 66 Character Creation Mini-Game Changes 9 Rachni 67 Racial Backgrounds Thresher Maws 68 10 Varren 69 Batarians 11 Vorcha 69

Drell 12 Space Combat Mini-Game Changes 70 Elcor 12 Spacecraft Geth 13 New T0+ Spacecraft Stunts 70 Hanar 14 New T1+ Spacecraft Stunts 71 Humans 16 Sample Mass Effect Spacecraft 72 17 18 Platoon Combat Mini-Game Changes 74 Salarians 19 Mass Effect Platoons Turians 20 New Platoon Stunts 74 Virtural Intelligences and AIs 21 Example Platoons Volus 22 Alliance Marine Platoon 75 Vorcha 22 A61 Mantis Multirole Gunship 75 Yahg 23 Asari Huntress Platoon 76 Class Packages 24 Geth Platoons 77 New Skills and Stunts M35 ―‖ IFV 78 Biotics 25 Salarian STG Platoons 79 New Skill: Biotic Training 26 Other Platoons and Units 80

New Stunt: Bio Implant 29 Campaigns and Themes 81 Omni-tools 31 New Skill: Tech Training 31 Blank Mass Effect Character Sheet 83 New Stunt: Military Grade Omni-tool 33 Variant Rules Quick Sheets 84 New Stunt: Combat Excellence 34 Paragon and Renegade Emulation Open Game Licence 1.0a 94 Option 1: Skill Progression 36 Gear Manufacturer Tables Option 2: Status Tracks 37 Weapon Manufacturers 48 Sample Characters Bio-Amp Manufacturers 50 38 Omni Tool Manufacturers 50 Kaiden Alenko 39 Armour Manufacturers 52 Dr. Liara T‘Soni 41

Tali'Zorah nar Rayya 42

Urdnot Wrex 44

Personal Combat Mini-Game Changes 46 Weapon Types 46 Equipment New T3+ Energy Weapon Stunts 46 Sample Weapons 47 Spectre Gear Options 49 3 Introduction

Welcome to the updated version of my first attempt at system hacking, the process of taking an es- tablished 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 sequels, and 3, 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, rescu- ing 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. 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. That‘s where VSCA Publishing’s Diaspora comes in.

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 adven- tures that are waiting for you.

Matthew Gooding (Reaganstorme) May 2012

ACKNOWLEGDEMENTS

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 90). Special thanks goes out to my playtesters, Darth Illithid, Silent Wayfarer, Barbacobra, and Stacie_gmrgrl. Also, fellow RPG.net members Stevenls, James the Dark, prototype00, Chop- Sockey, Yook, EonTrinity, Travellingdave, PolkaNinja, HumAnoydd, zircher, and Propagandor 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 Iden- tity 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 Attribu- tion-Share Alike License, and can be found in their fantastic completeness here: http://masseffect.wikia.com/.

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.

4 The DIASPORA Mini-Games

Diaspora is a set of mini-games. Each of these use fate dice, Aspects, and other elements from the FATE system but they each have other distinctions. These mini-games are:

* Cluster Creation * Character Creation * Personal Combat * Space Combat * Platoon Combat

All conflicts in Diaspora are resolved using the FATE mechanics as elaborated in Spirit of the Cen- tury 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.

FUDGE DICE Almost every roll in Diaspora is 4dF: a single roll of four Fudge dice, yield- 4dF in statistics ing 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 roll odds % -s, and you have a total. Without special dice, you could treat 1-2 as -, 3-4 -4 1/81 1.24 as blank, and 5-6 as +; this is functionally the same as rolling 4d3-8. This -3 4/81 4.95 yields a particular curve, around which the game is built.

-2 10/81 12.35 The system will work with a different -1 16/81 19.75 probability curve by rolling two 0 19/81 23.46 different coloured six-sided dice and subtracting the darker from the lighter. 1 16/81 19.75 Treating the -5 and 5 results as zero 2 10/81 12.35 keeps the expected range though, 3 4/81 4.95 with better chances for extreme results. 4 1/81 1.24 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 In FATE, successes and difficulties are rated by numbers or by the terms +8: Legendary on the Ladder. Our Ladder here is slightly different from the Spirit of the +7: Epic Century Ladder, in that the term Fair is replaced by Decent.

+6: Fantastic The words are only applicable directly when a single character acts. +5: Superb Since an apex Skill is at level 5, as per character generation (Diaspora +4: Great page 31) and since the best result from a roll of the dice is +4, a result of +3: Good +9 represents an exceptionally successful attempt at something by a dedicated professional. +2: Decent

+1: Average While higher numbers are possible, through the invocation of Aspects, +0: Mediocre most numbers in the game, when all things are considered, are single dig- -1: Poor its. 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 -2: Terrible success. So, in an opposed roll, in which a player roll is compared against a referee roll, results of 7 against 5 represent a decent success. 5 The MASS EFFECT Premise

An advanced hybrid race of sentient syn-

SETTING BACKGROUND thetic/organic warships, the wait thousands of years for sentient races to climb Some of the fundamental basics of the Dias- again to the stars before harvesting them in a pora setting mesh quite well with Mass Effect. devastating orgy of extinction. By leaving the In particular, the idea of technological ad- mass relays, and their focus, The , be- vancement to the point of collapse is here, as hind them when they again leave for millennia, are limited FTL routes, and the heat debt ac- the Reapers provide the building blocks for quired by interstellar travel. These routes are their next harvest. In anticipation of intelligent only able to be navigated using space ships life reaching for the stars, the Reapers wait for with special Element Zero power cores, allow- the coded signal from their keepers that tech- ing them to tap into dark energies to reduce nology is progressing, and that the time to feed their mass. has come again.

Using the energy field created by the mass The last such galactic extinction event hap- relays, skilled navigators are able to propel the pened approximately 50,000 years ago. In ships light-years in only a few hours, with a few that time several races have reached the stars catches. Navigation is only possible between and begun to unlock the secrets of the mass relays, and the passage generates so much relays, and the usages of their Element Zero heat in the power core that crew and passen- based technologies. gers will die unless it is bled off into space. In fact, all currently discovered uses for element zero based effects generate a heat debt that ELEMENT ZERO AND THE must be managed. MASS EFFECT

Element Zero ("Eezo") When subjected to an electrical current, the rare material dubbed element zero, or "eezo", emits a dark energy field that raises or lowers the mass of all objects within it. This "mass effect" is used in countless ways, from gener- ating artificial gravity to manufacturing high- strength construction materials. It is most prominently used to enable faster-than-light space travel.

FTL Drives Faster-than-light drives use element zero cores to reduce the mass of a ship, allowing higher rates of acceleration. This effectively raises the speed of light within the mass effect field, allowing high speed travel with negligible relativistic time dilation effects.

In the Mass Effect setting, the last great tech- Starships still require conventional thrusters nological society, dubbed the Protheans, are (chemical rockets, commercial fusion torch, not in-fact the creators of the mass relays scat- economy ion engine, or military antiproton tered through the galaxy, but the latest in a drive) in addition to the FTL drive core. With long line of intelligent races to unlock the se- only a core, a ship has no motive power. The crets of their use and discover their purpose. amount of element zero and power required for They discovered that in the dark spaces be- a drive increases exponentially to the mass tween galaxies, slumbering in hibernation, being moved and the degree it is being light- were the Reapers. ened. Very massive ships or very high speeds

are prohibitively expensive. 6 If the field collapses while the ship is moving at Whilst there are still advances to be made, and faster-than-light speeds, the effects are catas- plenty of scientific secrets still to be discovered, trophic. The ship is snapped back to sublight the seeding of the mass relays by the Reapers velocity, the enormous excess energy shed in has effectively pushed the standard techno- the form of lethal Cherenkov radiation. logical levels up to T3 or T4 across the board. This still gives us plenty of conflict to game, as Mass Effect Fields with regular Diaspora T4 societies, the world of Element zero can increase or decrease the Mass Effect is on the brink of imminent col- mass of a volume of space-time when sub- lapse. jected to an electrical current. With a positive current, mass is increased. With a negative The Geth are a prime example of the doom current, mass is decreased. The stronger the that is pending with the development of AIs, current, the greater the magnitude of the dark driving the Quarians from their homeworld and energy mass effect. taking over. It also means that most weaponry will be energy weapons, personal networks are In space, low-mass fields allow FTL travel and everywhere, and both are susceptible to com- inexpensive surface-to-orbit transit. High-mass bat hacking, amongst a variety of other effects. fields create artificial gravity and push space debris away from vessels. In manufacturing, Biotics low-mass fields permit the creation of evenly- Called Biotics by the galactic population due to blended alloys, while high mass compaction their ability sense and manipulate biologically creates dense, sturdy construction materials. generated dark energy fields, many Biotics can also create and manipulate their own mass So, whilst limited FTL is possible, it's much effect fields. This requires intensive training, more efficient to use the mass relays to navi- and cybernetic implants, but can produce im- gate the galaxy. This reflects back to the Clus- pressive offensive or defensive effects. Some ter generation mini-game quite easily. When Biotics' talents are not strong enough to be of- the table sits down to create the cluster, the fensively viable, but all Biotics are sensitive to slipstreams become the links between the the presence of mass effect fields. mass relays, and each system can have sev- eral planetary systems reachable by ships.

The military makes extensive use of mobility enhancing technologies, with mass effect- utilizing fighting vehicles being standard front- line issue in most military forces. 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 . Mass effect fields are also essen- tial in the creation of shields to protect against Static Buildup enemy fire on the ground, and protect star- Extended use of mass effect fields creates a ships in planetary orbit or during space battles. measurable static electrical charge. In starship drive cores, this charge must be grounded at Ubiquitous Technology regular intervals, either by touching a planet In the games, we see the presence of technol- surface or interacting with a planet's geomag- ogy everywhere. Even colonists have access netic field, to prevent the electricity discharging to advanced tech, and we never see any non- into the hull and causing catastrophic damage. technical races competing for resources. The For Biotics, this manifests as an occasional least developed of the races is humanity, who static shock when they touch metal or other have jump started their technological creations people. and exploit Element Zero and mass effects themselves, so the Tech stat for world creation becomes relatively non-variable for gaming purposes.

7 Cluster Creation Mini-Game Changes

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

8 Character Creation Mini-Game Changes

RACIAL BACKGROUNDS As well as some similarities in premise to Di- aspora, Mass Effect also has quite a few varia- tions from the base outlines. There are some suggestions on how to model variances to the Diaspora setting in the SRD, and of those ideas, I‘ve incorporated two of them: new races and special powers. After all, as the SRD states, “anything should be able to be modelled with an appropriate balance of Skills, Aspects, and Stunts”.

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. Here's the relevant text from the au- thors that I used to help create the following racial outlines:

Formulating a non-human race (or con- verting one from another source) may then be framed in terms of general statements that are applicable when measured against a normal human.

They may suggest some Skills should be higher than others, or that some should be lower, and Stunts that would be more common in the race than in humans. These differences form the mechanical description of the race.

These differences do not change the number of Stunts or Skills or the shape of the Skill pyramid; they only describe certain features of the choices one would make within those constraints in order to create a believable alien of that type. (Diaspora, Chapter 9 - Making it Work, Page 221)

There are fifteen racial backgrounds in Mass Effect, including baseline humans. Some of the racial backgrounds described on the fol- lowing pages should not be taken as options for player characters as they are more suitable for use as antagonists or in social interactions, but are included in this section for complete- ness.

9 Asari from that point is dedicated to sharpening their mind and body for that sole purpose. When they retire, they possess an alarming profi- ciency for killing. Huntresses fight individually or in pairs, depending on the tactics preferred in their town.

One-on-one, a huntress is practically unbeat- able, possessing profound tactical insight, a hunter's eye, and a dancer's grace and alacrity. Biotics are common enough that some capabil- ity is a requirement to be trained as a huntress; lack of Biotic talent excludes a young Asari from military service.

Asari characters favour a few skills over others. Reflecting their physical attributes, Asari typi- cally have the Agility skill quite high, develop their stealth and close combat skills as hunt-

resses, and usually have at least one space The Asari, native to the planet Thessia, are skill. often considered the most powerful and re- spected sentient species in the known galaxy. Out of physical combat, This is partly due to the fact the Asari were the Asari have had a long first race after the Protheans to achieve inter- time to develop many stellar flight, and to discover and inhabit the other skills, but often Citadel. have good charm or in- timidation ranks. A mono-gender race—distinctly feminine in appearance—the Asari are known for their Politically minded Asari elegance, diplomacy, and Biotic talent. Their will have good arts, bu- millennia-long lifespan and unique physiol- reaucracy, culture/tech, ogy—allowing them to reproduce with a part- and some kind of profes- ner of any gender or species—give them a sion. conservative but convivial attitude toward other races. Regardless of their cur- rent phase of life Asari The Asari were instrumental in proposing and are mindful of their life- founding the Citadel Council, and have been at span and take the long the heart of galactic society ever since. A very view, and as such often long lived race, Asari can be found in all walks have the resolve skill. of life. As such, Asari have been bartenders and dancers, mercenaries, traders, diplomats Asari characters must and warriors, and some all of them at some- take the Natural Biotic point in their life. stunt, but taking ranks in Biotic training is optional. Whilst they are natural Biotics, not all develop their skills, and when focused on building their martial abilites are fearsome huntresses. As a popular saying puts it: "The Asari are the finest warriors in the galaxy. Fortunately, there are not many of them."

The average Asari huntress is in the maiden stage of her life and has devoted 20-30 years studying the martial arts. Asari choose to be warriors at a young age, and their education 10 Batarians Slavery is an integral part of the Batarian caste system, despite being illegal according to Council law, and it is currently unknown how the Batarians maintained standing on the Cita- del for so long with slavery still actively prac- tised. The custom is so deeply ingrained in Batarian culture that they consider the Coun- cil's anti-slavery standing to be prejudicial. Rogue Batarian slave rings are feared throughout the galaxy, especially among colo- nists.

The rest of the galaxy views the Batarians as an ignorable problem. Their government, known as the Batarian Hegemony, is still hos- tile to the Systems Alliance, but beneath the notice of the powerful Council races. It is not known what the average Batarian thinks about their enforced isolation, as the Department of Information Control ensures that only govern-

ment-approved news enters or leaves Batarian Almost universally despised, Batarians are a space. race of four-eyed bipeds that chose to isolate itself from the rest of the galaxy. The Terminus Given the Batarian government's oppressive Systems are infested with Batarian pirate nature, it is speculated their supreme leader- gangs and slaving rings, fuelling the stereotype ship is autocratic or totalitarian in nature. The of the Batarian thug. It should be noted that Batarians blame humanity for their troubles these criminals do not represent average citi- and claim they were forced to fend for them- zens, who are forbidden to leave Batarian selves, despite the fact that their exile is space by their omnipresent and paranoid gov- largely self-imposed. ernment. Batarian characters are largely distrusted for Most Batarians prefer profitable pursuits such their outspoken supremacist views and de- as drug running and slave grabs to out-and-out spised for ther practice of slavery. Most Batari- warfare. They have a reputation for being ans at large in the galaxy will therefore be shrewd businessmen and merchants, though mercenaries or pirates, and have high combat in more lawless regions of the galaxy like and intimidation, and related skills such as Omega, negotiations with a Batarian are likely demolitions and tactics. to be conducted at gunpoint. Their shock troopers are known to be Biotically When humans began to colonise the Skyllian talented, preferencing vanguard and sentinel Verge, a region the Batarians were already packages. The indoctrination by their goven- actively settling, they asked the Citadel Council ment and caste systems, as well as the threat to intervene and declare the Verge an area of of slavery by their own kind, make Batarian "Batarian interest". The Council refused, and in counter-culture rebels almost impossible to response the Batarians closed their Citadel find. embassy and severed diplomatic and eco- nomic relations, becoming an inward-looking rogue state.

Batarians place an extremely high value on social caste and appearance, and overstep- ping one's place is frowned upon. Casting as- persions on the monetary worth of a social bet- ter is considered a serious insult. Batarians strongly believe that species with less than four eyes are less intelligent. 11 Drell Elcor

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

The Elcor economy is small, only slightly larger than the Alliance's, but extremely well devel- oped. They see no point to rushing things, and are fond of making thorough, century-long de- velopment plans. They don't need to trade for any resource—they have all they require to supply their own needs, and trade only in fin- ished goods. Any attempt to embargo their space would be fruitless.

Because their slow, conservative psyche is not suitable for making the spur-of-the-moment decisions necessary in combat situations, the Elcor rely on sophisticated VI combat systems.

These war machines can choose between The Geth are a race of networked artificial in- thousands of gambits developed and polished telligences that reside beyond the Perseus Veil. over centuries by Elcor strategists. The slow The Geth were created sometime around 1900 speed and immense size of the Elcor makes CE by the Quarians, as labourers and tools of them easy targets. Fortunately, their durable war. When the Geth became sentient and be- hide allows them to shrug off most incoming gan to question their masters, the Quarians fire. Elcor warriors don't carry small arms; their attempted to exterminate them. The Geth won broad shoulders serve as a stable platform for the resulting war, dubbed the ―Morning War‖ the same size of weapons typically mounted by the Geth, and reduced the Quarians to a on Alliance fighting vehicles. race of nomads.

Elcor occupy all sorts of positions, from traders Little is known about the Geth in the time be- and business operators, to bouncers, colo- tween the Morning War and the present. The nists, pirates, serial killers and actors. Due to Geth did not repopulate the now barren Quar- their conservative nature, they should not have ian worlds, instead choosing to exist in the combat skills, instead relying on equipment computer hubs aboard massive space stations. stunts if in military roles. High brokerage, bu- They adopted an extremely isolationist atti- reaucracy, and stamina, Elcor make better tude- any ships that ventured into Geth space colonists than sailors, consequently having were immediately attacked and destroyed. fewer space related skills. Elcor characters While they prevented any contact by other must take the stunt "Integral Equipment - races with themselves, the Geth monitored Toughened Hide" which grants them the bene- communications and the Extranet. The Geth fits equivalent to a bullet proof vest. continued development of new technology and

variations of mobile platforms, separating their technology base from the rest of the galaxy. They obtained an ultimate goal in this time pe- riod- to create a Dyson Sphere, which could house every single Geth program.

Over time, the Geth have evolved into numer- ous sub-forms — from the diminutive but highly agile Geth Hoppers, to the gigantic, lumbering Geth Armatures. The Geth also util- ise turrets and drones (rocket, assault, recon and repair drones, specifically). 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. 13 Approximately three centuries after the Morn- Hanar ing War, the Geth were approached by the Reapers who offered them technology that would aid them in achieving their goal, in ex- change for their assistance. The majority of the Geth dismissed the offer, deeming it better to accomplish their goal with their own technol- ogy rather than be dependent on another race‘s technology. A small percentage of Geth, however, accepted the Reaper‘s help and were henceforth referred to by the mainstream Geth as ―Heretics‖. They were allowed to peacefully leave the main Geth network.

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. Geth encountered beyond the Veil will have programs developed equivalent to skills, have access to Tech Tal- ents, and vary according to role. The Hanar are a species resembling Earth's jellyfish and are one of the few non-bipedal Citadel races. Hanar are known for their in- tense politeness when speaking, and their strong religious beliefs regarding the Pro- theans, whom they refer to as "the Enkindlers".

The Hanar 'stand' slightly taller than a human, although most of their height is in their long tentacles which have three fingers at the base. However the invertebrate, water-native Hanar cannot support their own weight in normal gravity. When interacting with mainstream ga- lactic society, they rely on contra-gravitic levi- tation packs that use mass effect fields. Their limbs can grip tightly, but are not strong enough to lift more than a few hundred grams each.

Several hundred years ago, the Hanar made contact with the Drell on their nearby home- world of Rakhana. Drell society was quickly collapsing due to overpopulation and warring over scarce resources, so the Hanar rescued several hundred thousand Drell and brought them to Kahje, where they integrated into Ha- nar society with the remaining Drell dying out.

Now the Drell serve as a client race of the Ha- nar, and although to outside observers the re- lationship can be construed as a form of sla- very, the reality is very different. Drell have in- tegrated with every level of Hanar society, and most consider it an honour to serve a Hanar family in a tradition referred to as the Compact. Many Drell become unofficial members of the

14 family, and some even earn the privilege to choosing to associate with non-Hanar races, learn their masters' soul names. so should have some driving Aspects to ex- plain why. The Hanar communicate using sophisticated patterns of bioluminescence -- which other One industry that Hanar seem well suited to is species need machine assistance to translate the Entertainment Industry, frequently appear- (though many Drell apply genetic modification ing in magazines, games and movies such as to their eyes in order to perceive higher fre- Blasto: The Jellyfish, a movie about a Hanar quency flashes which allows them to under- Spectre who has "a gun in every tentacle." stand the Hanar) -- and speak with scrupulous Famous for it's tagline "Enkindle this" followed precision and extreme politeness. Most Hanar by a gunshot, the trailer also shows another take offense at improper language, and must key scene where the Hanar says, "This one take special courses to unlearn this tendency if wonders if the criminal scum considers itself they expect to deal with other species. fortunate", possibly as a homage to the Human detective that the Hanar character is based on. The Hanar have two names, a "face name" and a "soul name." The face name is used as a general label for use by strangers and ac- quaintances. The soul name is kept for use among close friends and relations, and tend to be poetic. For example, a Hanar known for its cynicism may take a name that means "Illumi- nates the Folly of the Dancers." That said, Ha- nar are extremely polite, almost to a fault.

They never refer to themselves in the first per- son with someone they know on a face name basis: to do so is considered egotistical. In- stead they refer to themselves as "this one," or the impersonal "it." It is only around those who know their soul name that they would ever consider using the first person. Even when flustered or angry, a Hanar will still maintain exquisite poise, and will remain formal even with those it wishes dead.

Few Hanar are willing to deal with other spe- cies. Economic contacts are limited to a hand- ful of trade stations on their borders. Due to this self-imposed isolation and the unique phy- siology of the race, their economy is small and isolated from the rest of the galaxy. Few stan- dard technologies (designed for bipedal and fingered species) are available in their space, and they produce very few goods that are usa- ble by others. The Hanar themselves are known to become vocal if their religious rights appear threatened in any way, which occasio- nally causes clashes with other Citadel races.

Drell servants usually carry out Hanar assassi- nations, as the Hanar are too cumbersome out of the water to participate in a physical fight, though they are still capable of strangling someone in favourable conditions. As such, Hanar characters should have no combat skills at all. Hanar characters will be exceptional by

15 Humans pelled them from Shanxi. The conflict caught the attention of the Citadel Council, which wasted no time brokering a peace and stoping hostilities before the crisis could escalate into full scale interplanetary war. The Council forced the Turians to pay heavy reparations, thus introducing humans to the galactic com- munity, although the repercussions from the First Contact War are still being felt. As a con- sequence of the Alliance's swift and decisive action during the First Contact War, the Al- liance became the representative and supra- national governing body of humanity. Since then, humans have rapidly risen in prominence.

It has been noted that humans are unusual in the galactic community, because they have far greater genetic diversity compared to other species with more peaks and valleys. This makes human genetic material useful in bio-

logical experiments, as a control. Unlike many Humans, from the planet Earth, are the newest species in Citadel space, humans have no sentient species of notable size to enter the close allies among the other races, though galactic stage and are hands-down the most they are trade partners with the Turians and rapidly expanding and developing. They inde- Asari. Without alliances or key political posi- pendently discovered a Prothean data cache tions, humans have had to follow the edicts of on Mars in 2148, and the mass relay networks the Council without having much influence on shortly thereafter. their decisions. Human ambassadors have been pushing to induct a human into the Spec- Human explorers on Mars uncovered a long- tres, the Council's elite operatives, as the first ruined Prothean observation post, with a sur- step to getting a seat. Once humanity does get viving data cache that proved Protheans had a seat, they will be able to influence the Coun- studied Cro-Magnon humans millennia ago. cil's rulings, protect their own interests and While religions tried to assimilate this discov- have a say in the governing of Citadel space. ery into their doctrine, a global rush began to decipher the petabytes of data from the out- post.

Discovering information on a mass relay orbit- ing Pluto, explorers managed to open the Cha- ron Relay and discovered it led to Arcturus. With the help of the fledgling Systems Alliance, humans expanded to other systems, opening any mass relays they could find.

Humans first came to the attention of the ga- lactic community after a brief but intense con- flict with the Turians, known by humans as the First Contact War, begun in 2157. The conflict began when the Turians attacked a human fleet attempting to activate a mass relay (illegal under Council law) and then occupied the hu- man colony of Shanxi.

Led by Admiral Kastanie Drescher, the Second Fleet then launched a massive counter-attack, which caught the Turians by surprise and ex- 16 Krogan Krogan have always had a tendency to be self- ish, unsympathetic, and blunt. They respect strength and self-reliance and are neither sur- prised nor offended by treachery. The weak and selfless do not live long. In their culture, "looking out for number one" is simply a matter of course. As such, Krogan characters should have the stamina skill in one of the top three tiers, and should also invest in brawling, close combat and resolve.

Krogan typically have few social graces, per- haps excluding intimidation, but due to the overabundance of predators on their home planet, the animal handler and survival skills nicely complement the Krogan love of combat skills in general

The Krogan are a species of large reptilian bi- Many who have left Tuchanka have found peds native to the planet Tuchanka, a world employment as professional mercenaries, known for its harsh environments, scarce re- bodyguards, and security enforcers for gang- sources, and overabundance of vicious preda- sters, private armies, and governments alike. tors. The Krogan managed to not only survive on their unforgiving homeworld, but actually thrived in the extreme conditions.

Unfortunately, as Krogan society became more technologically advanced so did their weap- onry. With the help of the Salarians, the Kro- gan were 'uplifted' into galactic society, and lent their numbers and military prowess to bring an end to the Rachni Wars (see below).

Ironically, after the Rachni were eradicated, the rapidly-expanding Krogan became a threat to the galaxy in turn, starting the Krogan Re- bellions and forcing the Turians to unleash the genophage. This genetic 'infection' dramati- cally reduced fertility in Krogan females, caus- ing a severe drop in births and, ultimately, population, eliminating the Krogan numerical advantage.

Their thick hides are virtually impervious to cuts, scrapes or contusions, and they are highly resistant to environmental hazards, in- cluding toxins, radiation, and extreme heat and cold. Biotic individuals are rare, though those who do possess the talent typically have strong abilities. The most amazing physiologi- cal feature of Krogan biology is the multiple instances of major organs.

17 Quarians Quarians are trained extensively before they leave on their pilgrimge, and quickly develop high EVA and medical skills to protect them- selves. Most Quarians focus on two space skills, some take all six, and favour MicroG combat or energy weapons, but they also take ranks in repair, resolve, science and survival.

Quarian characters are generally prohibited from taking stamina due to their fragile immune systems, and assets and brokerage due to their lack of currency based economics in the

Migrant Fleet. The Quarians are a nomadic species of hu- manoid aliens known for their skills with tech- nology and synthetic intelligence. Since their homeworld Rannoch was conquered, the Quarians live aboard the Migrant Fleet, a huge collection of starships that travel as a single fleet.

Approximately three hundred years ago the Quarians created the Geth, a species of rudi- mentary artificial intelligences, to serve as an efficient source of manual labor. However, when the Geth gradually became sentient, the Quarians became terrified of possible conse- quences and tried to destroy their creations.

After being refused aid from the Citadel Coun- cil, the Quarians fled in the Migrant Fleet while the Geth took over their systems. Soon after, the Council stripped the Quarians of their em- bassy, effectively cutting the Quarians out of Citadel politics as a punishment for their ac- tions. Ever since, the Quarians have devoted all their skills and resources to preserving their species aboard the Migrant Fleet.

The most important fact of biology is their weak immune system. As a result, all Quarians habitually dress in highly sophisti- cated enviro-suits, to protect them from dis- ease or infection if they are injured. 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).

All Quarian characters should take the Aspect "Life seen through a window". If they travel on a sterile ship of the Migrant Fleet, this aspect changes to "No substitute for home cooking" or something similar.

18 Salarians Salarian Characters excel at invention, prefer- ring to use cutting-edge technology rather than settle for anything less. The Salarians see in- formation gathering and even spying as a mat- ter of course when dealing with other races, but this is not underhanded: they simply em- brace the dictum of 'knowledge is power'. With this in mind, Salarians often have ranks in in- tellectual skills such as archaeology, demoli- tions, medical, repair, science, and tactics.

Also valued are all space based skills. Many The second species to join the Citadel, the Salarians have high alertness informing their Salarians are warm-blooded amphibians with a decisions, and as such are well suited as trad- hyperactive metabolism; Salarians think fast, ers and mercenaries, using their brokerage, talk fast, and move fast. To Salarians, other bureaucracy, and EVA skills to augment their species seem sluggish and dull-witted, espe- chosen professions. cially the Elcor. Unfortunately, their metabolic speed leaves them with a relatively short life- span; Salarians over the age of 40 are a rarity.

The Salarians also played a significant role in the evolution of the Krogan species. The Salarians provided the Krogan with advanced technology and a new, tranquil home planet (in order to manipulate the Krogan into eradicating the Rachni for the Council). The peaceful home planet and better technology put less strain on the Krogan as a species; they no longer had to worry about simply surviving on a dangerous planet with primitive technology, as they did before contact with the Salarians.

This comparatively easy life, combined with their exceedingly high birth rate, allowed the Krogans the time, numbers and energy to spread through Citadel space, aggressively claiming formerly allied planets as their own. In order to end these "Krogan Rebellions" the Salarians then provided the Turians with the genophage, a biological weapon that effec- tively sterilized the Krogan resulting in almost all Krogan pregnancies ending in stillbirth.

Salarians are known for their observational ca- pability and non-linear thinking. This manifests as an aptitude for research and espionage. They are constantly experimenting and invent- ing, and it is generally accepted that they al- ways know more than they are letting on. Though their military is nothing special, Salari- ans are currently seen as the premier intelli- gence and information-gathering arm of the Council, spearheaded in the field by Special Tasks Groups (STG). As such they are well respected, but some races, including a few humans, see the Salarians as manipulators. 19 Turians Turians are generally prohibited from taking either assets or brokerage reflecting their racial propensity towards bettering the group rather than lining their own pockets.

All Turians characters should have at least five skills from the combat and space skill sets re- flecting time spent in public service.

Also prominent are bureaucracy, demolitions, intimidation, oratory, repair, stamina and sur- vival. Aspects should also be chosen to reflect their loyalty to the team.

Known for their militaristic and disciplined cul- ture, the Turians are the most recent of the

Citadel races invited to join the Council. They gained their Council seat after defeating the hostile Krogan for the Council during the 'Kro- gan Rebellions'.

The Turians deployed a Salarian-created bio- logical weapon called the genophage, which virtually sterilised the Krogan and sent them into a decline. The Turians then filled the peacekeeping niche left by the once- cooperative Krogan, and eventually gained a Council seat in recognition of their efforts.

Turians are noted for their strong sense of public service. It is rare to find one who puts his needs ahead of the group. Every citizen from age 15 to 30 serves the state in some ca- pacity, as anything from a soldier to an admin- istrator, from a construction engineer to a sani- tation worker.

Turians have a strong inclination toward public service and self-sacrifice, so they tend to be poor entrepreneurs. To compensate, they ac- cepted the mercantile Volus as a client race, offering protection in exchange for their fiscal expertise.

The Turian military is the center of their society. It is not just an armed force; it is an all- encompassing public works organisation. The military police are also the civic police. The fire brigades serve the civilian population as well as military facilities. The corps of engineers builds and maintains spaceports, schools, wa- ter purification plants, and power stations. The merchant marine ensures that all worlds get needed resources.

20 Virtual Intelligence and A.I.s A VI going ―rogue‖ is akin to software not work- ing correctly—that is in fact the cause, but not the definition. A VI is Rogue when it no longer does what it is intended or instructed to do. This is what gives Rogue VI its definition—had the VI simply not worked, it would be more broken than rogue.

An Artificial Intelligence (AI), however, is a self- aware computing system capable of learning and independent decision making. Creation of a conscious AI requires adaptive code, a slow, expensive education, and a specialized quan- tum computer called a "blue box".

An AI cannot be transmitted across a commu- nication channel or computer network. Without its blue box, an AI is no more than data files. Loading these files into a new blue box will

create a new personality, as variations in the A virtual intelligence (VI) is a sophisticated quantum hardware and runtime results create program designed to make modern computer unpredictable variations. systems easier to use. They are not to be con- fused with artificial intelligences like the Geth, To gain some measure of control over the as VIs are only utilised to assist the user and creation and study of AI, only four corporations process data (although, like AIs, they can still have been licensed by the Citadel to develop get out of hand). Though they appear to be artificial intelligence for research purposes. intelligent, they aren't actually self aware; just Manufacturers of the blue box hardware re- made with clever programming. quired for the creation of AIs are also similarly

restricted. Some VIs have 'personality imprints', with their behaviour parameters, speech pattern and ap- The Geth serve as a cautionary tale against pearance based on specific individuals, al- the dangers of rogue AI, and in Citadel space though it is illegal to make VIs based on cur- they are technically illegal. Advocacy groups rently living people. The Quarians were even argue, however, that an AI is a living, con- attempting to make their 'ancestor VIs' (virtual scious entity deserving the same rights as or- intelligences preserving the wisdom and per- ganics. They argue that continued use of the sonality of their ancestors) truly intelligent, to term "artificial" is institutionalized racism on the create a kind of virtual immortality, when the part of organic life; the term "synthetic" is con- Geth rebellion put an end to most of their re- sidered the politically correct alternative. search into synthetic intelligence.

Both the Humans and the Elcor make exten- sive use of VIs in their military endeavours to process status reports, react faster than organ- ics can or—in the case of the Elcor—choose instantly between millions of gambits designed for any combat situation.

A lot of armour upgrades use VI enhance- ments, so the onboard computer can optimise the armour‘s combat performance or dispense medi-gel to heal the user. The newest biotic implants, the L4 iteration, use VI technology to constantly monitor the Biotic's brain waves and adapt the implant's performance to maximise biotic potential.

21 Volus Vorcha

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

22 Yahg The Yahg evolved to fill the niche of apex predator on Parnack. Yahg have four pairs of eyes, each pair designed to track and predict the movements of prey. A keen sensitivity to movement and light allows the Yahg to easily read the body language of any species, mak- ing it almost impossible to lie to a Yahg.

The Yahg also possess a muscular, large body standing over a Krogan which provides con- siderable physical strength and agility. They have scaly skin ranging from red to brown, a triangular mouth adorned with sharp teeth, two large horns and facial markings on their heads. Their hands each have three fingers which in- clude a thumb, and two other fingers, as well The Yahg are a sentient race of towering hu- as three toes on each foot. manoids native to the world of Parnack, known for their violent and aggressive nature. Con- Yahg society is built around a pack mentality. summate predators, the Yahg possess unri- A group of Yahg will not cooperate until a sin- valled perceptiveness and mental adaptability. gle leader has attained dominance through ei- Discovered by the Citadel Council in 2125 CE, ther social maneuvering or brute force. Once the Yahg were unceremoniously barred from the leader is established, the defeated Yahg interaction with Citadel space after massacring do not hold a grudge and former rivals serve the Council's delegation. their new superior loyally.

23 CLASS PACKAGES After a bit of tinkering, I came to the realisation that classes are not all that different from non-human races, in that to play as a certain class type some skills should be valued over others. Also, whilst there are only six basic classes in the game, and their attendant specialisations, they are by no means the only character concepts allowed, so don‘t worry too much if you have an idea for a char- acter that doesn‘t seem to fit with any of the classes presented below.

The Biotic specialist, Adepts should The Tech specialist, Engineers should have the Biotic Training skill in the first have the Tech Training skill in the first or or second tier. They lack advanced second tier. They lack advanced combat combat training, with the highest combat training, with the highest combat skill at skill at tier four, and should have no tier four, and should have no ranks in ranks in the Tech Training skill. the Biotic Training skill.

Receiving more combat training than the The weapon and combat specialist, Adepts, Vanguards have the Biotic Soldiers should have at least three or Training skill at rank two or three and four combat skills, all ranked relatively their highest combat skill at tier three. highly with one in tier one or two. They Whilst still prevented from taking Tech should have no ranks in Biotic Training Training, they should not have more or Tech Training, but should have ranks than three combat skills in total and the in demolitions, stamina, and tactics. highest at a tier one lower than their Bi- They should also consider taking advan- otic Training skill. They should also take tage of the Combat Excellence stunt. ranks in stamina and resolve.

Possessing an unusual combination of Receiving more combat training than skills, Sentinels are Biotics with Tech Engineers, Infiltrators have the Tech training. Such specialised fields leave lit- Training skill at rank two or three and tle time to develop combat skills, and as their highest combat skill at tier three. such, should have only one combat skill Whilst still prevented from taking Biotic at tier five, if at all. The exhaustive re- Training, they should not have more quirements of both sets of training skills than three combat skills in total and the prevents them from attaining rank one highest at a tier one lower than their with either, with one of them at tier two Tech Training skill. They should also and the other at tier three. Their apex take ranks in agility, stealth and tactics. skill should be non-technical in nature to reflect their dedication to Biotic and Tech Talents, such as charm, intimida- tion, or oratory, with resolve and stamina also valuable.

24 NEW SKILLS AND STUNTS did not manifest Biotic talents, can develop them in puberty through further exposure to Another of Mass Effect's differences is the element zero. presence of Biotic and Tech related powers.

Two new skills are introduced to allow charac- All Biotics are sensitive to mass effect fields, ters to access these abilities, and many new but each Biotic must first be trained, then out- stunts are described introducing concepts and fitted with a surgically implanted amplifier in abilities from the Mass Effect universe to the the brain - usually at puberty - to use their tal- Diaspora rules format. ents to any useful degree. A Biotic has to es-

sentially develop conscious control of their Weapons are an important aesthetic from the nervous system, which is a long, slow process. games, and are handled a little more freely here than in the original version of the Dias- Once trained, a Biotic can generate and con- pora rules. In the core rules, if a weapon does trol dark energy to move objects, generate pro- not have the ―civilian‖ aspect, then the charac- tective barriers or restrain enemies. This is ter needs a Military Grade weapon stunt to done using a technique called 'physical mne- utilize it. With Mass Effect being Space Opera monics'; the Biotic uses a physical gesture to in theme, there is no real issue with ignoring cause the right neurons and eezo nodules to that particular rule, as it suits the genre and fire and create the desired effect. Bio-Amps play style from the games. This effectively in- are artificial devices used to increase a Biotic's verts the function of the "Civilian" weapon stunt, talent in a particular discipline. reducing it to a dump stunt instead of its previ- ous role as an "all-access" stunt. The medical risk to their body, the quality of

their implant, and the extent of their training are the core concepts we want to integrate. The first one we can do with an appropriate Aspect, the second with a stunt, and the last with a new skill. Players who wish to play Bi- otic characters should be encouraged to take all three changes for their character, however if they don't there are still stories that can be told about characters who didn't receive training, or who had defective implants, and so on.

Appropriate Biotic Aspect Development All phases of generating character aspects are suitable for themed Biotic Aspects. Biotics Biotics were typically discovered at a very young age, All Asari are natural Biotics from birth, though and thus implanted with their Bio-Amps during not all choose to develop their abilities. Biotics the Growing Up phase of character creation. of other species, such as humans, are indi- Usually, the expensive procedure is performed viduals who were exposed to dust-form ele- by the military, and as a result many Biotics ment zero in utero and, beating the odds, de- develop their powers with military application in veloped eezo nodules throughout their nervous mind. They were also probably raised away system. The natural electrical impulses in the from their parents. body can create mass effect fields from these nodules, producing the effects seen as Biotic Most, but not all, entered military service when abilities. they reached their Starting Out phase, though some left, or escaped and became mercenar- In humans, about one in ten exposures will re- ies, or otherwise went rogue. The events lead- sult in a person with moderate, stable Biotic ing to their Moment of Crisis, or after being talents that are worth training. However, there Sidetracked, could also have been influenced is a risk the eezo will cause medical complica- by their Biotic Powers. Finally, what now? tions instead, such as terminal cancer, and Who knows the character is a Biotic? To even if Biotic talents manifest themselves, they whom do they owe the debt of Implants? Are aren't always permanent. In extremely rare they on the run, or gainfully employed? cases, humans who were exposed in utero, yet 25 New Skill: Biotic Training Mass effect fields are difficult to generate and Stasis control without training. In game terms, the Biotic Training skill allows the character to cre- This effect causes an enemy to be tem- ate various effects. Some examples are listed porarily locked in a mass effect field, below. During character creation, a player freezing the target in place and making may choose a number of effects equal to their them unable to attack. Enemies in Sta- Biotic Training skill level, modified by their Bio- sis also become impervious to damage. Amp Implant stunt. Thus, an Asari character Place an appropriate Aspect on the tar- with Biotic Training skill at 3 needs no Bio-Amp get as you would for a maneuver. stunt and may choose three effects, a charac- ter with Biotic Training skill at 1 with an L3 Bio- Throw / Pull Amp may choose one effect, and so on. In combat, this effect is mostly used to Powers are available at two levels, Primary keep opponents at a distance, by either and Advanced. Primary powers are those that launching them away or knocking them most Biotics learn first due to the ease at over, rendering them helpless when they which their effects are manifested. Advanced land. Shift an enemy one zone on a powers usually combine effects and require successful activation, and place an ap- much more skill and fine control to manifest. propriate Aspect lasting till the charac- ters next turn. Primary Biotic Effects Warp Barrier This effect lowers the armour on a target, Using this effect creates a barrier increasing the damage the enemy takes, against the skin to protect against en- as well as dealing damage over time. ergy weapon attacks. When activated, When activated, subtract 2 from the ef- add 2 to the effective armour of the fective armour rating of the target for the character for the purposes of the de- purposes of their defensive rolls. If the fense roll against energy weapons. This same target is Warped for two consecu- effect lasts 3 turns, or until another Bi- tive turns, any damage to the target otic effect is used. generates one additional shift before consequences are applied to represent Lift the damaging nature of the mass effect field. Using Lift will cause enemies to float helplessly in the air, making them more These effects all require a successful Biotic vulnerable to attack. Place an appropri- Training skill roll to activate, and last until the ate Aspect on the target as you would next turn only unless otherwise specified. for a maneuver. This effect conserves the momentum of its target, so a charg- ing enemy will rush over the characters heads, and so on.

Singularity

This gravitational power sucks multiple enemies within a radius to a single area, leaving them floating helplessly and vul- nerable to attack. It can also attract ob- jects from the environment, such as crates or pieces of furniture. Place an appropriate Aspect on the target zone as you would for a maneuver. This effect

lasts 2 turns, or until another Biotic ef- fect is used. 26 Advanced Biotic Effects These effects have prerequisite conditions that Reave must be met for characters to select them as one of their available powers. Prerequisites: Warp Effect, as well as Medicine present in the skill pyramid. Charge The power employs mass effect fields to Prerequisites: one of either Barrier or biotically attack the target's nervous or Throw Effects, as well as Close Combat synthetic systems, whilst also giving a present in the skill pyramid. temporary defensive bonus when the power is used against unprotected or- To use this Effect, the character must ganics. not attack, place manouvers, move or reduce any barrier ratings for their cur- To use this Effect, the character must rent turn in preparation for their attack. not attack, place manouvers, move or Next turn, they take a full turn move as reduce any barrier ratings for their cur- per the standard rules (Diaspora page rent turn in preparation for their attack, 102), with the exception that they may attuning themselves to their declared ignore any border pass costs equal to 1. target. Next turn, the player makes an Higher pass costs must be eroded with attack against the target, with a bonus of shifts as normal, less one from this +4 against unarmoured biological tar- Effect, and applied to each separate gets, or +2 against armoured or syn- border/barrier. thetic targets. If the target is no longer valid, the character loses all benefits At the end of the move, the character and must start again. may make a Close Combat check, with a +2 bonus for having one of the re- When the character attacks an unpro- quired Effects (Barrier or Throw) and a tected organic, the character can spend +4 bonus for having both. The character 1 FP to gain a bonus to their defense applies the effects of the Throw Effect to against attacks from other organics. This the target if they have it, and the bene- bonus is equal half the character's ranks fits of the Barrier Effect to themselves if in the Medicine skill rounded up (rank they have it, but only on a successful re- 1,2 = +1 to defense; rank 3,4 = +2 to de- sult against their defense. fense; rank 5 = +3 to defense).

After the attack, the character is unable After the attack, and if the target is still to act for one turn, which does not count alive, place an "Immobilised and Help- toward the next use of this Effect. less" aspect on the target. That target is unable to act next turn and loses the Dominate applied aspect at the end of that turn.

Prerequisites: Stasis Effect, as well as Resolve present in the skill pyramid.

Dominate is an innate Ardat-Yakshi abil- ity that works almost the same as the Tech Talent Hacking, but on an organic target instead. Organic life forms at- tacked with this talent can be subverted for one round to fire on their own allies by messing with their perception. The following round, the target becomes im- mune to further domination attempts. There must be multiple enemies present to activate this talent. Place a "Domi- nated" free tag on the target until the player's next turn.

27 The character applies the effects of the Shockwave Lift Effect to all unshielded targets if they have it, and place a "Biotic Shockwave" Prerequisites: one of either Lift or Sin- aspect along the line if they have the gularity Effects, as well as Tactics pre- Singularity Effect. The Shockwave is sent in the skill pyramid. present until the start of the next turn, and the originating character may not To use this Effect, the character must use another Biotic Effect until after the not use their free move this turn. The end of the next turn. character draws a straight line across the map, equal to (Tactics Rank -1) Slam zones in length from their position. The following effects are applied to all valid Prerequisites: requires Lift and one of targets along that line, including airborne either Throw or Pull Effects, and benefits targets close to the ground. from Science present in the skill pyramid.

The character rolls their Biotic Training To use this Effect, the character must skill with a +2 bonus for having one of not use their free move this turn. The the required Effects (Lift or Singularity) character uses Slam like they would use and a +4 bonus for having both, leaving their Biotic Lift ability, placing an appro- it on the table for the remainder of the priate aspect on a target. However, turn. NPC's, unsecured objects (explo- unlike Lift, the target loses all momen- sive barrels, etc), allies and electronic tum becoming stationary as the ability systems along the line are all impacted takes effect. by an expanding explosive Biotic pulse originating from the character. If the character has 3 or more ranks in science, they may pay 1 FP to immedi- Targets with the Shielding armour stunt ately resolve the following effect, which that are hit are unable to move next turn. otherwise resolves after all other charac- All targets take damage if the check ex- ters have acted. When Slam resolves, ceeded their defense rating, equal to the the target who was lifted is immediately number of shifts generated. subjected to rapid acceleration straight down into the same zone that they were Lifted from. The target must resist an at- tack equal to the Biotic character's ranks in Biotic Training +2. The target rolls to defend only, and any shifts are dealt to armour first.

If the character has 3 or more ranks in the Science skill, they may instead choose to Slam the target into a nearby wall or object when the Effect resolves, instead of the ground. This ability is un- able to be used in consecutive turns.

New Option: Biotic Combos As an additional option, any character that gets a Superb (+5) or better result on their Biotic Training skill check may spend a FATE point to apply a "Residual Biotic Charge" aspect on either the target or the zone the tar- get is in for the usual bonuses, which can only be tagged by other Biotic skill checks. The player must decide which scope the aspect belongs to at the time they place the aspect. 28 New Stunt: Bio-Amp Implant the number of Biotic effects the char- Unless your character is an Asari, being a Bi- acter can manifest. Roll 1DF before otic is an acquired ability. Asari have no need each personal combat scene begins to augment their innate abilities with a Bio-amp, and add to the Biotic Training skill rat- but must still invest in the Natural Biotic stunt ing; this is the effective rating of the below. Non-Asari Biotics harness their abilities skill for the remainder of the scene. If through training with their implanted Bio-Amp. reduced to zero or below, the charac- These implants are rated by their efficiency ter is unable to manifest any Biotic and have associated effects Effects this scene.

Asari characters also benefit from these stunts, Unstable L2 Implant but assume any drawbacks associated as well The maximum rating for the Biotic if implanted. Krogan characters with Bio-Amps Training Skill is 3, also determining are called Battlemasters, but haven‘t been the number of Biotic effects the char- created for at least 300 years as the surgery is acter can manifest. Roll 3DF before deemed too risky to the borderline extinction each personal combat scene begins level of the current population. Their implants and add to the Biotic Training skill rat- are almost universally equivalent to current L4 ing; this is the effective rating of the Bio-Amps, but without the associated draw- skill for the remainder of the scene. If back aspect. Geth are unable to be Biotics. reduced to zero or below, the charac- See the Bio-Amp Manufactures section on ter is unable to manifest any Biotic page 39 for some sample manufacturers. Effects this scene. If raised above 5, the character begins to take one New Bio-Amp Implant Stunts composure or health track damage Natural Biotic (Asari only) for every successful activation, cumu- As the only known species that are all latively. Players choose which track natural Biotics, Asari are only restricted they will apply the damage to each by training to the number of Biotic time, and can reduce this damage by Effects they can produce. taking Consequences like normal.

L1 Implant Biotics with an L1 implant can manipu- late small objects but aren't strong enough to be offensively viable, be- cause the L1s were implanted after pu- berty. The purpose of this implant was not to develop combat powers, but to save the life of the character. A Biotic with this stunt is in debt to somebody due to the expensive and dangerous na- ture of the surgery. The character may not take the Biotic Training skill at any level.

L2 Implant The results of this implant vary wildly; some L2s are hardly stronger than an L1, others are strong but unstable, while a few are powerful and stable, but suffer discomfort from their implants. The ef- fective rating of the Biotic Training skill varies each time the character begins combat.

Stable L2 Implant The maximum rating for the Biotic Training Skill is 4, also determining 29 L3 Implant Characters with this stunt permanently A good, stable implant, this Bio-Amp re- have the Aspect "Occasionally dis- stricts the maximum rating of the Biotic tracted by internal dialogue with VI". Training skill to 3. Krogan Battlemaster Implants L3-R Implant Whilst the implant surgery to create Bat- Short for 'L3-retrofit', this is an L1 or L2 tlemasters is currently deemed too risky who has undergone extremely danger- due to the fragile nature of the current ous brain surgery to replace their im- Krogan population levels, implantation plant with a newer model. Also restricted was commonplace prior to and during to a maximum rating of the Biotic Train- the Krogan Rebellions over three hun- ing skill to 3, the character's Composure dred years ago, with many Battlemas- Track is 1 less than normal reflecting the ters still alive today. Krogan Biotics fragile nature of their psyche. older than 300 years of age have the They may choose one additional Biotic equivalent of L4 implants without the as- Effect than their Biotic Training skill sociated aspect. would allow to reflect their previous abili- ties. Krogan Biotics younger than 300 years of age are slowly dying due to the can- L4 Implant cers destroying their bodies, with the These implants use Biotic amplifiers with Krogan organ redundancy and biological inbuilt VI interfaces to allow for monitor- fortitude the only reason they don‘t die ing and improved performance. There for many years. They spend those are no officially acknowledged side ef- years in increasing levels of pain, before fects, although the nature and personal- eventually going insane with the agony, ity of the Virtual Intelligence is highly and force police or military personnel to variable due to their experimental nature. kill them to stop the devastating ram- There is no restriction to the maximum page. They would make good candi- rating of the Biotic Training skill. dates for L1 implants, if they could ever be convinced to do so.

30 Omni-tools Primary Tech Talents Omni-tools are multipurpose diagnostic and manufacturing tools used for a variety of battle- Damping field tasks, such as hacking, decryption, or re- pair. They are handheld devices that combine This application of the Military Grade a computer microframe, sensor analysis pack, Omni-tool (see below) causes disrup- and minifacturing fabricator. Versatile and reli- tions and suppression of mass effect able, an omni-tool can be used to analyse and fields, and can be used to disrupt Biotics, adjust the functionality of most standard most common energy weapons, and equipment, including weapons and armour, even starship systems. Use this Talent from a distance. defensively to make Biotic Training checks contested when used on the The fabrication module can rapidly assemble character or allies in the same zone, or small three-dimensional objects from common, offensively by placing a "Suppressed by reusable industrial plastics, ceramics, and light Tech" aspect on an appropriate target alloys. This allows for field repairs and modifi- no more than 1 zone away. cations to most standard items, as well as the reuse of salvaged equipment. Decryption

Used to unlock sealed doors, bypass security alarms, and access secure sys- tems, it can also be used to augment another character's Computer (space) check. Multiple Redundancy: use your Tech Training to grant a +1 bonus to an ally on their Computer skill check during the damage control phase of space combat.

Electronics

Due to the highly technical nature of New Skill: Tech Training most devices, MG Omni-tools can be Anyone can play games or watch news clips used to disable a free tag gained on any on their omni-tool, but a character with training of their equipment of any ally in the and access to a military grade omni-tool be- same zone as you, as a combat action comes a true threat in a high tech environment. (this prevents an opponent using the Apex: a character who has invested this much aspect to your ally‘s disadvantage). time and effort to raise their skill to this level has almost limitless options when they use Energy Drain them. Systems crash at the blink of their eye, no codes are safe from their access, and even Sophisticated circuitry allows the user to enemy weapons malfunction on command. drain energy from an enemy‘s energy They're either elite military, or the target of elite weapon for use in their own. After a Special Forces themselves. successful attack in this manner, the target's weapon is too hot from the sud- Characters may take a number of Tech Tal- den draining to be used immediately, ents equal to the number of ranks they have in and must cool down until the end of their the Tech Training skill. It is also recom- next turn. The amount of energy mended that they invest in the Computer skill drained in this manner will never exceed due to its requirement for the advanced Tech the storage capacity of the character's Talents. own gun. Remove the characters tagged ―Overheated‖ aspect and tag an All primary Tech Talents last for one turn and untagged ―Overheated‖ aspect on an must affect targets in the same or an adjacent enemy, preventing them from firing for zone to the character, unless otherwise stated one turn. below. 31

First Aid Overload

Used in this way, the MG Omni-tool lets Artificial or synthetic lifeforms attacked you disable a free tag gained from the with this talent can be shut down for one Health stress track of any ally in the round by overloading their power sys- same zone as you, as a combat action tems. The following round, the target (this prevents an opponent using the becomes immune to further overload at- Consequence to your ally‘s disadvan- tempts. Place a "system rebooting" free tage). The character must have at least tag on the target until the player's next one rank in the medicine skill to use this turn. talent. Repair Hacking The diagnostic tools in a MG Omni-tool Artificial or synthetic life forms attacked allow a character with ranks in repair to with this talent can be subverted for one substitute their ranks in tech training to round to fire on their own allies by mess- the skill roll instead. The character must ing with their targeting systems. The fol- have at least one rank in the repair skill lowing round, the target becomes im- to use this talent. mune to further hacking attempts. There must be multiple enemies present to ac- tivate this talent. Place a "targeting mal- Advanced Tech Talents function" free tag on the target until the All advanced Tech Talents require the Com- player's next turn. puter (space) skill to be present in the pyramid, as well as their linked Primary talent. Jamming

Broadcasting a signal that mimics the Advanced Hacking properties of solar interference, this tal- ent allows the user to reduce the effec- Prerequisite Talent: Hacking. tiveness of enemy scanners, causing a Through superior technique or inspired -2 penalty to alertness checks. This tal- creativity, your Hacks to disrupt an artifi- ent may be taken multiple times, grant- cial or synthetic life form‘s targeting sys- ing a cumulative penalty to alertness tems are able to be repeated against the checks. This effect lasts 2 turns when same target, and also can also be at- activated. tempted against lone targets.

Medicine Combat Drone The advanced scanners in a MG Omni- tool allow a character with ranks in Prerequisites: Hacking Talent;Have-a- medicine to substitute their ranks in tech Thing (Combat Drone) Stunt. training to the skill roll instead. The By investing in this talent and the linked character must have at least one rank in Stunt, during combat the character can the medicine skill to use this talent. control a tech drone that draws enemy fire and can electronically stun targets Neural Shock while damaging their shields. Once de- stroyed, the Combat Drone is unavail- Biological lifeforms attacked with this able until the next refresh phase, or talent can be paralysed for one round by other appropriate point in play. disrupting their central nervous systems. Place a "disoriented and confused" free Have-a-Thing: Combat Drone tag on the target until the player's next Range: 0/1; Harm 2; Penetration 2; Non- turn. Lethal; Transfer Aspect: ―Combat Hover Drone‖

32

Cryo Blast Tech Armour

Prerequisite Talent: Neural Shock. Prerequisites: Hacking Talent; Armour When activated, the user's Omni-Tool with Shields Stunt. fires a mass of super-cooled subatomic This Talent interfaces with the Shields particles capable of snap-freezing tar- stunt on armour and generates an addi- gets within a certain radius. Target the tional layer of protection when activated, zone you are in, or one adjacent zone, boosting the user's shields by +3 until and make a Tech Talent roll against a deactivated, or removed by ablation. difficulty of 2. Attacks made against the character re- On a success, place a ―Frozen and Im- duce the bonus by 1 for every shift, and mobilized‖ aspect on the zone for one when neutralised through any means turn. Until the aspect expires, all targets except voluntary deactivation, causes a within, or passing through, that zone detonation that disrupts the zone the must make a Stamina check against the character is in. All shielded targets in number of shifts you rolled, or else im- the same zone when the Tech Armour mediately end their turn. This talent is detonates have their ―Shields Down!‖ unable to be used in successive turns. aspect tagged, and unshielded targets must resist 3 shifts of Composure dam- Incinerate age, excluding the user.

Prerequisite Talent: Energy Drain. New Option: Tech Combos Target an enemy with a tagged ―Over- As an additional option, any character that gets heated‖ aspect and roll your Tech Talent a Superb (+5) or better result on their Tech against a difficulty of 1. On a success, Training skill check may spend a FATE point to the weapon detonates, causing Health apply a "Residual Static Charge" stress equal to the number of shifts, ab- aspect on either the target or the zone the sorbed by armour as usual. This talent target is in for the usual bonuses, which can is unable to be used in successive turns only be tagged by other Tech Training skill on the same enemy. checks. The player must decide which scope the aspect belongs to at the time they place Advanced Overload the aspect.

Prerequisite Talent: Overload. New Stunt: Military Grade Your expert understanding of artificial Omni-tool and synthetic life form program struc- Whilst personal omni-tools are common, the tures and firewalls allows you to repeat- highest capabilities come from having and edly attempt to shut down targets you training with military grade omni-tools. Illegal to have previously Overloaded. have without being a current, serving member

of a military organisation or affiliate, many MG You may also pay a Fate Point once per Omni-tools find their way onto the black market scene to place a ―Comprehensively and into the hands of criminals, mercenaries, Compromised‖ aspect on a target that and others. Tech talents can only be used with you have successfully overloaded twice. such an omni-tool due to their specialised

nature. See the Omni-tool Manufacturers sec- Tactical Cloak tion on page 39 for sample manufacturers.

Prerequisite Talent: Jamming. Your base Jamming duration is ex- tended by one additional turn. You may also chose to pay a Fate Point to impair all attempts to attack or target you by -1 per level of the Jamming Talent you possess whilst Jamming is active.

33 New Stunt: Combat Excellence Primary Combat Excellence Abilities Extensive weapon training has opened up many more options in combat for characters Military Grade Assassination who take this stunt, although there are limita- (Combat Excellence) tions on what is required to take it. Long term training with Sniper Rifle En- Combat Excellence ergy Weapons has enabled the charac- ter to replicate the effects of the Weapon Prerequisites: Energy Weapon skill at Modification ―Double Tap‖. With one Rank 3 or greater; Tactics skill present round of focus, that is without doing any in the pyramid; and no ranks in either other action, the player doubles the Biotic Training or Tech Training skills. Harm rating of the weapon for their next turn. The character must not do any- Characters with this stunt may choose a thing for that turn except shoot. Once number of Combat Excellence Abilities the shot is taken, the weapon immedi- equal to their Tactics skill. ately activates the free ―Overheated‖ tag. This ability may only be used on a Characters who are unable to take the Combat weapon with a minimum range equal to Excellence Stunt itself are able to take the in- or greater than three zones, and is not dividual Abilities as stunts like normal, but able to be stacked with a weapon that must meet all other prerequisites and possess already possesses either the ―Both Bar- an appropriate weapon to use them. rels‖ or ―Double Tap‖ aspects.

Military Grade Carnage (Combat Excellence)

Extensive training with Energy Weapons has given the character the ability to du- plicate the effects of the Weapon Modifi- cation ―Double Tap‖. Once per scene, this stunt allows the player to double the Harm rating of one of their weapons for one turn. It then immediately activates the free ―Overheated‖ tag on the weapon. Use of this stunt may not be stacked with a weapon that already pos- sesses either the ―Both Barrels‖ or ―Double Tap‖ aspects.

Military Grade Immunity (CombatExcellence)

Representing many, many hours of ex- perience under heavy fire, the character has an instinctual awareness of the flow of a battle allowing them to better pro- tect themselves in the heat of battle, and regain their balance and protection. Once per scene, a character with this stunt whose ―Shields are Down!‖ aspect has been compelled gains a +4 bonus to armour defense if they activate their Re- charge Booster aspect "Taking Cover!" in addition to the bonus granted by that aspect. The character must meet all re- quirements to use this stunt.

34 Advanced Combat Excellence Abilities Fortification reinforces armour when The following advanced Abilities have addi- struck, providing a brief, huge bonus tional prerequisites that must be met. through overcharging. You may spend a Fate Point to confer a +4 bonus to the Adrenaline Rush armour rating granted by your shields (Combat Excellence) until the end of your next turn, when it then activates the ―Shields are Down!‖ Additional Prerequisite: Alertness and tag on the armour. Agility in the skill pyramid. Hot-Swap Ammunition The finely tuned senses of the user (Combat Excellence) seem to slow down time around them, granting them more time to refine their Additional Prerequisite: Agility in the actions. As a combat action, you may skill pyramid. pay a Fate Point to activate this ability and gain a +3 to your next roll. You also As a full round action, you may change gain +2 shifts to damage for any attacks out the ammunition used by your until the beginning of your next turn. weapon. You may remove any current You may not use this ability in consecu- variant ammunition for normal rounds, or tive turns. replace normal rounds for a variant am- munition type. You may not change out Concussive Shot variant ammunition for other variant (Combat Excellence) ammunition without first switching to normal rounds. Additional Prerequisite: Science in the skill pyramid. Unity (Combat Excellence) Advanced applied scientific techniques enable you to replicate the effects of Additional Prerequisite: Resolve and Sledgehammer rounds by spending a Oratory in skill pyramid. Fate Point. Until the ―Overheated‖ as- pect is tagged, the weapon has the ef- Once per scene, you may pay a Fate fect of Sledgehammer rounds in addition Point to temporarily grant a conse- to any other effects from other variant quence on an ally that has been Taken ammunition. Out, allowing them to rejoin the scene. You take a penalty to all rolls equal to Disruptive Shot the consequence rating that was (Combat Excellence) granted for the next round only. Assign an aspect to the temporary conse- Additional Prerequisite: Repair in the quence as usual. This consequence is skill pyramid. additional to any that the character al- ready possesses, and may be at any Your tinkering has allowed you to re- rating. duce the penalties imposed on weapon Harm ratings by variant ammunition. You may pay an additional FP next Add +1 to the effective harm rating of round to keep the returned character weapons before applying penalties from active in the scene but you no longer in- the ammunition. This ability only effects cur the consequence penalty. You may variant ammunition that inflict penalties continue to pay a FP each round until of -1 or greater to Harm ratings. the end of the scene to continue this ef- fect. The character resumes their Taken Fortification Out status and the consequence is re- (Combat Excellence) moved when any of the following condi- tions are met: no FP are spent to keep Additional Prerequisite: Repair in the the character active, the character takes skill pyramid; armour with the Shields enough stress to be Taken Out again, or stunt. the end of the scene occurs. 35 Later in the same session, John's char- PARAGON AND acter has the opportunity to sway his RENEGADE EMULATION superior's actions when he discovers In the Mass Effect games, players are tracked that they are planning to renege on the with respect to how they treat other characters deal he brokered with the hostage tak- in social situations. Mass Effect keeps track of ers. By threatening to follow through the Paragon and Renegade points on separate himself if they break the deal with an- scales. A good action will not make up for an other successful intimidation check, evil one; therefore, being nice occasionally will John's character forces them to keep the not stop people from fearing a killer or remove deal. the reputation of an unsympathetic heel, but nor will the occasional brutal action signifi- Now, John has the option during the cantly damage the reputation of an otherwise next refresh to promote the Intimidation upstanding soldier. skill up the skill pyramid as he used it twice, the same number of times as the Option 1: Skill Progression number of ranks his character has in the skill. Swapping with his rank 3 Arts skill, To emulate the progression of the character's the character now has Intimidation 3, path towards Paragon and Renegade, charac- Arts 2 and Charm 1. If he wants to pro- ters should take both the charm and intimida- mote the skill further, then he'd have to tion skills at tier five at character creation. In successfully use it three times, the new this option, Charm is linked with Paragon ac- rank of the intimidation skill. tions, and Intimidate with Renegade choices.

A few sessions later, John's Turian has During play, the player should record the num- been accepted into the ranks of Spectre ber of times they use them. If they used either agents. His first assignment is to find skill the number of times that they have ranks the location of a smuggler base from an in it, then in the refresh phase, when the player inside source in the cartel. has the option to promote a skill up the skill pyramid, the one they should move is the one He intimidates his way into the club they used the most out of charm and intimidate. where he is to meet her, before suc- If they do so, they must count their usages for cessfully charming the information out of both skills from this point. her. After an exciting session of combat,

the Turian manages destroy the smug- Here are some examples: gler's base whilst saving the informant in John is playing a Turian Spectre candi- the process. He manages to charm her date character with rank 2 Intimidation into revealing the location of the fallback and rank 1 Charm. Sent to recover an position for the cartel by offering to pro- important member of the finance minis- tect her. try, John's character managed to successfully use his intimidation skills to During the next refresh, John now has resolve the hostage situation without it the option to promote the Charm skill up resulting in combat. the pyramid, as he used it more times than he used Intimidate and more times than he currently has ranks in it. Swap- ping with his Arts skill again, John's Turian Spectre now has Intimidate 3, Charm 2, and Arts 1.

To promote either skill further, he must use intimidate at least three times or charm twice, and they must be used more than the other. Even though he used charm twice last session, once he promoted it, he must start counting again.

36 Option 2: Status Stress Tracks This style of play adds two new Status Stress tracks to each PC character, one for tracking Paragon status, the other for Renegade status. Both tracks start empty at character creation, and are 6 boxes in length. Additionally, play- ers may take one of the following stunts during character creation.

It is the exceptional events that raise the status of Paragons and Renegades above those of their peers. In Diaspora, beating your oppo- nent in an opposed roll by three or more shifts generates Spin, an additional +1 bonus to your action or an ally‘s action that must be used be- fore the beginning of your next turn. This op- tion uses the generation of Spin to increase your Status tracks. NPCs may also attempt to compel the aspect on the consequence as they would a normal Whenever a character would generate spin aspect. Status consequences are removed outside of a direct combat situation, they may from the character once tagged by the player. choose to spend that +1 Spin bonus to add one to an appropriate Status track. Increase New Status Stress Track Stunts: the Paragon track for good or positive actions that benefit others, and the Renegade track for Heightened Reputation conduct that is selfish or callous. When a track is full, the player can begin to generate Status There is something about your personal- Consequences for that track. ity that leads others to judge you by your actions differently from those around Status Consequences are recorded separately you. Perhaps it is something in your from consequences generated on normal voice, or the way your gaze seems to stress tracks, and do not count against the have a particular intensity. You may re- maximum number of consequences allowed duce one Status track to 5 boxes in- for stress taken on the original Health, Compo- stead of the normal 6, allowing you to sure and Wealth stress tracks. Characters are generate Status Consequences sooner only able to take three Status Consequences than others. You may only take this at any one time regardless of which Status stunt once. track generated them; one Minor (+1), one Moderate (+2), and one Severe (+4). Cult of Personality

When a character that has a full Status track Others spread words of your deeds and gets more Spin, the player can choose to gen- misdeeds far and wide. Whether it‘s erate one Status Consequence. Give the due to admiration or fear, self-interest or Consequence a descriptive Aspect appropriate gossip, the effect on you is that you can to the situation and reduce the number of hits leverage your status more effectively on the full Status tack by the chosen conse- than others. Status Consequences are quence rating. The track must be raised to full rated 2/3/4 instead of 1/2/4. again before more Consequences can be gen- erated. Lasting Reputation

The Consequence may be tagged by the Events that you are a part of are particu- player for the rated bonus outside of combat, larly memorable for those involved, for representing the preceding reputation of the good or ill. You are able to bank an ex- character. In the event that the roll generates tra Minor (+1) consequence in addition Spin when a Status Consequence was tagged, to the existing three you can bank. that Spin cannot be used to raise a Status Track, but may still be spent as normal instead. 37 SAMPLE CHARACTERS Garrus Vakarian have more respect for the law. Garrus begins Initial Concept: to become disillusioned with the abundance of Garrus Vakarian is a Turian Investigator work- restrictions and regulations C-Sec agents must ing on the citadel for Citadel Security, aka C- enforce, culminating in a disasterous situation. Sec. He displays exceptional weapon skills, and also uses his C-Sec issue Omni-tool in an A fleeing Salarian suspect holding hostages offensive capacity as an Infiltrator. was allowed to escape the citadel in a ship in- stead of being fired upon and destroyed, de- spite Garrus desperately trying to convince his superiors that the hostages were only going to be used in horrific experiments as test subjects, and were already as good as dead. • "Idealistic and Hot Headed" • "The one that got away"

Phase Four - Sidetracked Assigned to investigate the claims by the hu- man Systems Alliance of the destruction of one of their colonies by a rogue Turian Spectre agent named Saren, Garrus meets the hu- mans assigned to the case, and the crew of the SSV Normandy. Under extreme time pressure, Garrus is forced to admit that he has no proof, but does have a lead he needs more time to follow. Denied, Choosing Aspects Garrus is told to drop the investigation, before Phase One - Growing Up being recruited by Commander Shepard after Not a lot is known of Garrus' past from the deciding that he needed to quit C-Sec to con- game. He does refer to the world of his birth, tinue without all the restrictions and regulations Palaven, as being hot, and that he had a very the official position forced on him. by-the-book father, who was a well known C- • "More to life than C-Sec" Sec investigator whose mantra was "Do things • "Finish the job once started" right or don't do them at all." We'll take these for our aspects. Phase Five - On Your Own • "Palaven was hot" Released from his obligations to others, Gar- • "Do it right or don't do it at all" rus is now free to do things his way. However, discussions with his new friend, and new Phase Two - Starting Out Spectre, Commander Shepard frequently put Garrus entered the Turian military at the age of his thoughts under new lights forcing him to 15 like all young Turians do at that age. One of openly consider his beliefs. This fresh perspec- a thousand potential candidates for the Cita- tive frequently contrasts against things his fa- del's elite Spectre training, Garrus' father inter- ther demanded of him, including his decision to vened to prevent him going, as he despised accept his father's wishes in not taking Spectre the freedoms the Spectres had in working training. around and ignoring the rules he had spent a • "Breaks the Rules When He Has To" lifetime enforcing. Garrus later left the military • "My Commander / Alternate Father Figure" and followed in his father's footsteps by joining C-Sec himself, also becoming an Investigator. Choosing Skills • "Military Training" Garrus is a superior marksman, shown to be • "Father knows best" able to headshot an enemy under difficult con- ditions. Due to his military training, and being a Phase Three - Moment of Crisis former C-Sec Investigator, he has strong Tech Passionate about his job, Garrus frequently got Training skills. He attends the ship's landing into heated arguments with his superiors over craft as an engineer, and is at home on star- his methods, described as a hot head who still ships having useful gunnery skills. Using the thinks he can change the world and should 38 Racial Background and Class Package options Kaidan Alenko as guides, I picked Garrus' skills as follows: Initial Concept • Rank 5: Energy Weapons(combat) Kaidan Alenko is a human Systems Alliance • Rank 4: Computer(space), Tech Training Biotic sentinel with a stable L2 implant, scarred • Rank 3: Agility, Brawling(combat), Tactics from his childhood training, and head of the • Rank 2: Gunnery(space), Intimidation, SSV Normandy's Marine detail. Resolve(track), Stealth • Rank 1: Culture/Tech(Turian Hierarchy, The Citadel), Engineering(space), Medicine, Repair, Vehicle Garrus has a combination of five combat and space skills like most Turians, other skills as befit a military background, and the guts to do things his way. By taking the Tech Training skill, we now have to choose some Tech Tal- ents as part of the stunts.

Choosing Stunts • MG Omni-tool: Garrus retains his MG Omni- tool when he leaves C-Sec, with Damping, Decryption, Electronics, and First Aid Tech Talents. • MG Tech Training: Working so long as an Infiltrator has given Garrus time to learn one additional Tech Talent, Overload. Choosing Aspects Phase One - Growing Up • Resilient: The player may use four Conse- quences instead of three. The fourth is an- The son of a serving Alliance military man, other mild Consequence. This represents Kaidan's mother was exposed to Element Zero dust after a transport crash in Singapore. He Garrus' commitment to finish a job once started, no matter the cost. beat the odds of getting cancer and was identi- fied by Conatix Industries as a potential candi- The Mass Effect game gives us a few guide- lines on the priority and types of Talents Gar- date for their Biotic Acclimation and Temper- rus possesses, so I stuck close to them. ance Training, conducted at Gagarin Station and nicknamed 'Brain Camp' by the children

Tracks sent there. • Health: OOO • "Proud family history of Military Service" • Composure: OOO O • "Whisked away from family to 'Brain Camp'" • Wealth: OOO Phase Two - Starting Out

Attempting to accelerate the training, Conatix hired an ex-military Turian, a veteran of the First Contact war between humans and Turi- ans. The Turian used aggressive and provoca- tive tactics, and Kaidan's retorts singled him out for punishing lessons. 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. Kaidan imme- diately jumped to the rescue of his closest friend and lost it, unleashing a full Biotic charge, breaking the trainer's neck. • "Training caused super men and/or wrecks" • "Don't you touch her!"

Phase Three - Moment of Crisis Realising their mistakes, Conatix quietly shut down the program and had the records sealed. Kaidan and his friend drifted apart, he aghast

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

Choosing Skills Kaidan has a range of useful Biotic effects, and has trained to use a military grade Omni- tool to keep his squad alive. Using the Racial Background and Class Package options as guides, I picked his skills as follows: • Rank 5: Resolve(track) • Rank 4: Biotic Training, Stealth

• Rank 3: Alertness, Computer(space), Tech Training • Rank 2: Agility, Communications(space), Stamina(track), Tactics • Rank 1: Culture/Tech(Systems Alliance, Turian Hierarchy), Energy Weaons(combat), Demolitions, EVA, Medicine 40 Dr Liara T'Soni • "Escape the present" Initial Concept • "Obsessive about Protheans" Dr Liara T'Soni is an Asari scientist obsessed with the past about to be shocked into the pre- Phase Three - Moment of Crisis sent to protect the future. Spending much of her time alone on strange and often dangerous planets, Liara has honed her natural Biotic abilities to protect herself from pirates, slavers and other dregs of the galaxy. Liara earned her Doctorate and has become the foremost authority on Prothean ruins, however, due to the almost entire lack of actual ruins to investigate, she has very little practical knowledge about them to go on. She eventually uncovers a major discovery before she is attacked and trapped in some sort of energy bubble, an ancient Prothean defence that she triggered by accident. • "Think, Liara, Think!" • "What does this button do?"

Phase Four - Sidetracked She is discovered, and then rescued from the newly rampant Geth, by the first human Spec-

tre, one Commander Shepard. After Shepard Choosing Aspects reveals the information gained from a Prothean Phase One - Growing Up Beacon that transmits information directly into Daughter of prominent politician Matriarch Be- the brain of the recipient, she is initially jealous nezia, Liara has no idea who her father is. that her decades of research seem to have Raised alone by her mother, Liara suspects been for nothing. She begins to calm down that "he" was another Asari, which in the cur- when she realises that her expertise, and her rent cultural times is considered taboo. Asari ability to meld using Biotics, are the only way believe that their offspring acquire the best to help Shepard to interpret the vision, and qualities of the "father" from the melded genes, joins the squad to help in the upcoming battles. but evidence is anecdotal. They frown upon • "I miss working alone" intra-species conception, since genetic traits • "Time to grow up and be part of the team" and cultural insight is gained from mating out- side their species, so it's considered wasteful Phase Five - On Your Own for Asari to reproduce together. The results of Peeling back the mystery, Liara and the crew such unions are occasionally referred to as of the SSV Normandy realise the extent of the "purebloods", a great insult among contempo- danger facing the galaxy with the return of the rary Asari. Reapers. With all this unexpected time spent • "My Mother the politician" with the team, Liara begins to feel the pull of • "Feared Pureblood shame" attraction towards her new commander, and relishes the time spent getting to know each Phase Two - Starting Out other. Liara does not relish her role as Benezia's • "Fascinated by Commander Shepard" daughter and has shied away from her • "We Must Save the Galaxy, but look at that mother's life as an important figure in galactic over there!" affairs. Deciding to avoid the issue altogether, Liara began studying what little was known Choosing Skills about the last great space-faring race before A pre-eminent Archaeologist, Liara also has the Asari, the Protheans. She chose a career exceptional Biotic abilities and other technical in archaeology to escape the pressures of be- skills. Using the Racial Background and Class ing the daughter of such a prominent figure, Package options as guides, I picked Liara's and has spent a significant part of her 107- skills as follows: years-young life in pursuit of answers to the • Rank 5: Archaeology Prothean riddle. • Rank 4: Biotic Training, Science 41 • Rank 3: Agility, Communications(space), Tali'Zorah nar Rayya Survival Initial Concept • Rank 2: Charm, Computer(space), Naviga- Tali'Zorah nar Rayya is a young Quarian engi- tion(Space), Tech Training neer out in the galaxy on her Pilgimage, • Rank 1: Assets, Bureaucracy,- searching for a suitable gift to return to the Mi- Culture/Tech(Asari Republics, Protheans), grant Fleet. Medicine, Stealth Spending several decades looking for the faintest traces of a civilisation that vanished more than 50,000 years ago, Liara has devel- oped skills to help her obsession, and to pro- tect herself from those who think her an easy target just because she's alone.

Choosing Stunts • Natural Biotic: Liara has spent considerable time on her Biotic abilities, and knows the Biotic Talents Throw, Lift, Warp, and Singu- larity. • Versatile Biotic: By spending one combat turn doing nothing else, Liara is able to swap out one Biotic Talent she hasn't used this scene for one of those listed here: Bar- rier, Stasis. • Military Grade Omni-tool: taken from slavers Choosing Aspects who thought they could handle her, Liara Phase One - Growing Up has added its capabilities to her own, learn- Growing up on the Migrant Fleet, Tali learnt ing First Aid and Electronics. the history of her people, living the shame of a people outcast from their own worlds and re- Tracks moved from galactic politics due to their own • Health: OOO hubris. A mechanical genius, Tali spent hours • Composure: OOO learning, tinkering, and playing with engines, • Wealth: OOO O computers and anything else that fascinated her. Life on the Rayya, with all her shipmates also her family, whilst cramped and noisy was a happy time for the young girl. • "Mechanical Genius" • "Never trust an AI"

Phase Two - Starting Out As the daughter of the head of the Admiralty Board, the highest authority in the flotilla, hopes were high for a young Quarian about to embark on her pilgrimage. A rite of passage for all Quarians, the pilgrimage serves a few important services to the flotilla. Foremost is to keep the fleet in contact with the rest of the galaxy, with Quarian young adults exploring and discovering important information and technical discoveries that would be of use to the entirely shipbound population left behind. Secondly, it provides an outlet for the energy of youth, giving them space to grow and learn from their own mistakes without risking their precious ships, whilst also reducing the num- ber of people the taxed shipboard environment systems must support. • "Family Expectations"

42 • "Wanting to be valued" Pilgrimage. Using the Racial Background and Class Package options as guides, I picked her Phase Three - Moment of Crisis skills as follows: Curious, Tali's pilgrimage drove her to track • Rank 5: Engineering(space) down the Geth after hearing reports of their • Rank 4: Computer(space), Tech Training return from beyond the Perseus Veil. Isolating • Rank 3: EVA, Pilot(space), Repair and disabling one, she retrieved its core mem- • Rank 2: Close Combat(combat), Energy ory module and discovered an audio file re- Weapons(combat), Resolve(track), Stealth vealing the identity of the one who instigated • Rank 1: Art, Demolitions, Culture/Tech the Geth attacks on Eden Prime. Fleeing to the (Quarian Migrant Fleet, Geth), Science, Citadel, she attempted to sell the file in ex- Survival change for a hiding place before being am- As suits her mechanical aptitude, all of her top bushed by agents of the one behind the Geth six skills are engineering or space related. attacks. Rescued by Commander Shepard, Whilst in the game she never needs to use her who has been trying to track down the informa- boot knife, it stands to reason that she proba- tion she was trying to sell, Tali gratefully plays bly knows how to use it. The rest of her skills the audio file in exchange for joining the Com- reinforce her technical focus, and her love of mander's team and stopping the Geth. art lets her appreciate the beauty in all things, • "Rage Against The Machines" especially music and brand new tech. • "Once Burned, Twice Shy" Choosing Stunts Phase Four - Sidetracked • MG Omni-tool: Playing with spaceship en- Taken aboard the SSV Normandy, Tali is gines and other systems almost from birth, amazed at the superior performance that the Tali was given a Military Grade Omni-tool to joint efforts of Human/Turian engineering have take her skills to the next level. She knows managed to get out of a ship so small. Spend- Damping, Decryption, Electronics, and En- ing her time aboard ship with Engineer Adams ergy Drain. discussing technical specifications and per- • Quarian Machinist: Her Quarian background formance curves, she quickly becomes un- has given her special insight into Artificial nerved by how quiet the ship is compared to Intelligences, granting her the Hacking Tech the Flotilla ships. She comments that to a Talent. Quarian, a quiet ship means a dead engine or • Integral Equipment - Pressure Suit: Like all worse, a malfunctioning air filter and that it's Quarians away from the Migrant Fleet, Tali like half the crew is missing. As the true extent possesses a pressure suit to protect her of the mission she has joined is revealed, Tali immune system and consequently has on- shows a strong sense of duty, stating "Our board equipment to help breathe. She may Pilgrimage proves we are willing to give of our- always act as though she has a pressure selves for the greater good. What does it say suit on, though does not gain the armour ef- about me if I turn my back on this?". fects. • "Talkative when nervous" • "The Greater Good" Tracks • Health: OOO Phase Five - On Your Own • Composure: OOO O Integrated into the team of experts that Com- • Wealth: OOO mander Shepard has been assembling, Tali never-the-less feels very young and inexperi- enced and hopes that she can prove herself worthy of such an important task. Returning to the flotilla to hide is no option when the entire fate of the galaxy is hanging by a thread, so the Geth must be stopped at all costs. • "Must Prove Myself" • "Stop the Geth"

Choosing Skills Tali has a lot of technical skills, and has been trained in skills useful to her whilst on her 43 Urdnot Wrex Wrex managed to escape the ambush, but not Initial Concept: Urdnot Wrex is a Krogan before sinking his knife deep into Jarrod's mercenary, a feared Battlemaster who blends chest. Biotic powers with devastating firepower. • "Instinct for Traps" • "Last Krogan Standing"

Phase Three - Moment of Crisis Realising the proud warrior culture that once valued courage, strength, and honour – values embodied by the Krogan Monument – had now been reduced to glorifying pointless violence, Wrex turned his back on the rest of the Krogan and left. Over the past three centuries, he has served no master but himself; working as a bodyguard, mercenary, soldier of fortune, and bounty hunter. Tales of his exploits have even made it as far as the Quarian Flotilla. Despite his brutish appearance, Wrex rarely loses his temper. The mere threat of his anger is usually enough to get what he wants. When his fury is unleashed, however, it is a truly terrifying sight.

He doesn't speak often, but when he does his Choosing Aspects words are direct and often shockingly blunt — Phase One - Growing Up that tends to get people to listen. Born into Clan Urdnot, Wrex quickly gained • "Been There. Done That. " fame for his prowess in battle. He became a • "Words Win Battles Too." leader of one of the smaller Urdnot tribes while still a youth – the youngest Krogan to be Phase Four - Sidetracked granted the honour in a thousand years. After Hired to kill a human male named Fist on the the Krogan Rebellions ended, most remaining Citadel, Wrex initially teams up with Com- Krogan tribes wanted to continue fighting, and mander Shepard to get closer to his target, as most vocal of those was Wrex's father, Warlord Shepard is also looking for him to lead him to Jarrod. Wrex had different ideas. He believed his true target. Once Wrex and Shepard deal that the Krogan didn't have the numbers to go with Fist, Wrex appreciates Shepard‘s profes- to war, and even if they did the genophage en- sionalism. Sensing some deeper aspects to sured they couldn't replenish their numbers Shepard's case, Wrex decides to offer his ser- quickly enough. Instead of battle, he led his vices full time, feeling that a storm's coming, tribe to focus on breeding, for at least one and Shepard and his target are right in the generation, and called for other tribes to follow. middle of it. • "Born Battle Champion" • "Consummate Professional" • "Lead by Example" • "Taste for Adventure"

Phase Two - Starting Out Phase Five - On Your Own Gradually, other Krogan tribes began to come Now part of Shepard's crew on a mission to around to Wrex's ideas. This angered the War- save the galaxy, Wrex is interested in the team lord Jarrod, who decided to arrange a Crush (a of specialists he's assembled, especially the meeting on neutral ground) with all of the tribes. other Biotics. As a Battlemaster, Wrex was Wrex, sensing it was a trap, reluctantly agreed. deemed suitable for the surgery necessary for Wrex and his best warriors met with Jarrod's the program, so is respectful of their abilities. group in the Krogan ancestral burial grounds Keen to test himself against the biggest threat called the Hollows, a holy place among the to the galaxy since the Rachni Wars, Wrex Krogan where violence is forbidden. When it feels that there is no challenge he can't beat, became clear to Jarrod that Wrex wouldn't and feels that given time there is even some agree with him, he signalled his men. They hope for his people. leapt from their hiding places and ambushed • "Biotic Battlemaster" Wrex's warriors, cutting them down. • "Hope For The Future"

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

45 Personal Combat Mini-Game Changes

WEAPON TYPES EQUIPMENT To aid narration, and keep some consistency In creating the gear below, I began by deciding as the table creates their own weapons, nam- at what level to set for the purposes of equip- ing conventions should be considered. After ment design. I decided to have all weapon all, we have a pretty good idea of the expected and armour gear at T3 across the board, and differences between different types of weap- that all weapons should take the Thermal Clip ons. Here‘s a brief set of guidelines to help stunt. Time for some fun with equipment. you design your own. New T3+ Energy Weapon Stunts The following stunts may be taken on any energy weapon unless noted below.

Thermal Clip1 Weapon has the aspect "Overheated" which may be compelled to prevent fir- ing. Clears at the beginning of the play- er‘s next turn unless otherwise affected by another stunt or mod. Cost -1bp. Assault Rifles Awkward at close range, assault rifles should have a range of 1/3. They benefit from the Dispersed Fire, Double Tap, and Advanced Optics stunts.

Pistols Designed for use over short to middle dis- Both Barrels/Double Tap tances, pistols should have a range of 0/2, and Transfer Aspect; doubles Harm rating of a low penetration of 1 or 2. They benefit from the weapon for the next shot only and both the Double Tap and Advanced Optics tags "Overheated" from Thermal Clip stunts. Aspect. "Overheated" tag must be free to use this stunt, which then clears at the end of the players next turn. Sniper Rifles Cost 1bp. The ultimate long range weapon, sniper rifles should not have a minimum range below 3. A 2 Advanced Optics high penetration is valuable, and the Advanced Transfer Aspect; allows weapon to be Optics, Double Tap and High Recoil stunts are fired with a reduced penalty for firing in- all appropriate. side its minimum or outside its maximum

range. Penalty reduced from -2 to -1. Shotguns Cost 1bp. The ultimate close range weapon, shotguns should have a range of 0/2 and take the Lim- Limited Range2 ited Range stunt. They should not have much Transfer Aspect; this weapon is unable penetration power, but the Both Barrels and to be used for ranges other than those Dispersed Fire stunts should be considered. specified. Cost -1bp. Sub-Machine Guns Designed for rapid fire, SMGs often have simi- Note 1: Due to the Rechargeable (Diaspora page 234) and Thermal Clip stunts being functionally identical, it is not recom- lar ranges to pistols (0/2), generally have low mended to have both stunts on the same weapon accuracy and damage per shot, offset by their Note 2: Advanced Optics and Limited Range are incompatible clip size and rate of fire. They should have the stunts, and cannot both be placed on the same weapon. Dispersed Fire and High Capacity stunts. 46 Sample Weapons Manufacturer: Elanus Risk Control Equipment: Banshee class Assault Rifle Manufacturer: Hahne-Kedar Stats: Equipment: Kessler class Pistol Range: 1/3 Stats: Harm: 4 Range: 0/2 Penetration: 2 Harm: 3 Aspects: Penetration: 1 Low Recoil (weapon can be fired Aspects: without penalty in low gravity) Low Recoil (weapon can be fired Thermal Clip without penalty in low gravity) Cost: 4 Thermal Clip Standard issue to Turian military per- Civilian (Makes the weapon available sonnel, this is a basic assault rifle. to those without the Military-grade Stunt for energy weapons) Manufacturer: Cerberus Skunkworks Cost: 3 Equipment: Hydra class Shotgun This is your basic mass effect driven Stats: pistol, and is available extensively. Range: 0/2 Harm: 4 (8 when using Both Barrels) Manufacturer: Haliat Armoury Penetration: 0 Equipment: Equalizer class Sniper Rifle Aspects: Stats: Low Recoil (weapon can be fired Range: 3/5 without penalty in low gravity) Harm: 4 Thermal Clip Penetration: 3 Dispersed Fire (weapon can fire as Aspects: an Area of Effect weapon, applying High Recoil (can only be fired every its offensive roll to each target in a other round unless the firer is prone.) zone. Cannot be Civilian) Thermal Clip Both Barrels Advanced Optics Limited Range Cost: 4 Cost: 4 The weapon of choice for fire-support Cerberus produce their own hardware missions, this is a typical sniper rifle with for black-ops wetwork. This shotgun advanced optics reducing the penalties has been rigged to take an extra shot for for firing inside and outside it's designat- massive damage at the expense of im- ed ranges. mediately requiring cool down time.

47 Weapon Manufacturers energy weapon creation rules on page 233 of There are a large number of weapon produc- the Diaspora rulebook. Instead, use them to ers in the Mass Effect setting, but for gaming provide inspiration for colourful aspects such purposes there is little need to differentiate one as ―Never been let down by an Armax‖ or ―As manufacturer from another due to the variabili- cool as Devlon Industries gear‖ and so on. ty of weapons able to be created with the

Sample Weapon Manufacturers Manufacturer Assault Rifles Pistols Sniper Rifles Shotguns Ariake Technologies Tsunami Raikou Naginata Katana Armax Arsenal Crossfire Brawler Punisher Avalanche Batarian State Arms Terminator Judgement Lightning Strike Executioner Cerberus Skunkworks Gorgon Harpy Titan Hydra Devlon Industries Raptor Stinger Striker Firestorm Elanus Risk Control Services Banshee Striker Hammer Hurricane Geth Armoury1 Pulse - Sniper Rifle Shotgun Hahne-Kedar Lancer Kessler Avenger Storm Hahne-Kedar Shadow Works Diamond Back - Python Viper Haliat Armoury Thunder Stiletto Equalizer Tornado Jormangund Technology Torrent Pinnacle Helix Savage Kassa Fabrication Breaker Razer Harpoon Armageddon Rosenkov Materials Kovalyov Karpov Volkov Sokolov Elkoss Combine Avenger Edge Reaper Scimitar Spectre Gear2 HMWA Basic HMWP Basic HMWSR Basic HMWSG Basic Spectre Gear2 HMWA Adv HMWP Adv HMWSR Adv HMWSG Adv Spectre Gear2 HMWA Master HMWP Master HMWSR Master HMWSG Master

Note 1: Geth Armoury weapons are never available for purchase, but may be retrieved from defeated Geth. This weap- onry is always in demand for research purposes, but rarely differs substantially from other weapons of the same type. Note 2: See the Spectre Gear Options section on page 49.

48 Spectre Gear Options to the effective armour of the character High tech Spectre gear is very distinctive and for the purposes of the defense roll fabricated by a variety of manufactures, for use against energy weapons, lasting 3 turns solely by the Citadel Council‘s elite Spectre or until another Biotic effect is used. units. Spectres may authorise squadmates to purchase and use such gear, but any non- Alternatively, they can choose to add 2 authorised users will be tracked down by other to the effective armour of the character Spectre agents for item retrieval. Tracking for the purposes of the defense roll down unauthorised shipments of such gear is against energy weapons, lasting 4 turns a good mission for a team of rookie Spectres. or until another Biotic effect is used.

They cannot choose to increase both the armour bonus and extend the dura- tion of effect unless they buy a HMBA Advanced or HMBA Master Spectre Bio- Amp.

The changes to Biotic Effect variables must be chosen when the Spectre rated Bio-Amp is purchased, and cannot be changed afterward.

Omni-tools Costs Spectre-grade Omni-tools increase the Basic Spectre gear costs 5, Advanced numerical values of known Tech Talents. Spectre gear costs 6, and Master Spec- This may be a further +1 increase to a tre gear costs 7. skill bonus, an additional -1 penalty to enemy skill checks, one additional zone Creation able to be reached by a talent, or ex- Basic Spectre weapons should be cre- tending the effect by one additional turn. ated with a +1bp bonus, Advanced Basic Spectre Omni-tools augment one Spectre weapons also have a +1bp bo- Talent numerical value, Advanced Spec- nus and have the Advanced Optics stunt tre Omni-tools augment two Talent vari- for free, and Master Spectre weapons ables, and Master Spectre Omni-tools are built with a +2bp bonus. There are augment three Talent variables. Dura- no Spectre armour manufacturers, so tion based effects must cool down be- there is no Spectre rated armour avail- tween uses by one turn per increase. able for purchase. Some examples are below:

Bio-Amps Spectre-grade Bio-Amps increase the numerical values of known Biotic Effects. This may be a further +1 bonus to the effective armour defense rating of the character, an additional -1 penalty to the armour defense rating of an enemy, or an extension by one additional turn of an effect. Basic Spectre Bio-Amps aug- ment one Effect numerical value, Ad- vanced Spectre Bio-Amps augment two Effect variables, and Master Spectre Bio-Amps augment three Effect vari- ables. For example:

A character that knows the BarrierBiotic Effect with a HMBA Basic Bio-Amp has two choices. They can choose to add 3 49 A character that knows the Decryption Tech Talent with a HMOT Basic Omni- tool can provide a +2 on computer skill checks during the damage control phase of space combat, instead of the stan- dard +1 bonus.

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 Bio-Amp and Omni-tool target for its next two turns instead of Manufacturers the usual one turn, or place a "system In the highly competitive Bio-Amp and Omni- rebooting" free tag on a target for its tool markets, there are plenty of corporations next two turns instead of the usual one out there to choose from. Use the lists below turn. Both of these Talents now require to inspire aspects, character histories, or to one turn of cool-down between uses of assist in narration. the same Talent.

Alternatively, a character that knows the Sample Bio-Amp Manufacturers Neural Shock Tech Talent with a HMOT Advanced Omni-tool may instead Manufacturer Bio-Amp choose boost the effect by two, and Aldrin Labs Solaris Amp place a "disoriented and confused" Armali Council Prodigy free tag on a target for three turns in- Armax Arsenal Gemini stead of the usual one turn, and not Kassa Fabrication Polaris augment any other known Talent. The Serrice Council Savant character must now wait two turns after Sirta Foundation Unity Amp using this Talent before being able to Spectre Gear1 HMBA Basic use it again. 1 Spectre Gear HMBA Adv 1 The changes to Tech Talent variables Spectre Gear HMBA Master must be chosen when the Spectre rated Note 1: See the Spectre Gear Options section above. Omni-tool is purchased, and cannot be changed afterward. Sample Omni-tool Manufacturers Whilst such advanced gear would seem to fa- Manufacturer Manufacturer vour characters with a high assets skill rank, Aldrin Labs Bluewire Tool there are other ways of obtaining these items. Ariake Technologies Logic Arrest Tool Bribery, theft, blackmail, infiltrating manufac- Armali Council Nexus turers warehouses, and corruption are all vi- Kassa Fabrication Polaris able tactics for underhanded characters to use, Serrice Council Savant and all lead to potentially interesting stories of Sirta Foundation Chameleon Tool obligation and debt, being hunted, and the Elkoss Combine Cipher Tool place of law and order in the galaxy. 1 Spectre Gear HMOT Basic 1 Spectre Gear HMOT Adv Spectre Gear1 HMOT Master Note 1: See the Spectre Gear Options section above.

50 New T3+ Powered Armour Stunts Sample Armour The following stunts require the "Powered Armour" stunt as a prerequisite. Manufacturer: Devlon Industries Equipment: Explorer line of Armour Stats: Shields Defense: 5 Stamina Mod: +2 Agility Mod: 0 Transfer Aspect; using a mass effect Aspects: field to protect the wearer, armour with Powered Armour (Stamina checks +2, this aspect confers a taggable aspect ―Out of Juice‖ taggable aspect) "Shields are Down!" which may be com- Servos (removes agility penalty) pelled for a -2 to Armour defense. Sensors (Alertness checks at +1) Shields require spending a fate point to Shields recharge, but cannot be spent on the Recharge Booster same turn that "Shields are Down!" has Cost: 4 been tagged. An example of Turian standard light mili- Cost -1bp. tary armour.

Recharge Booster

Transfer Aspect; confers the taggable aspect "Taking Cover!". Cannot be tagged unless "Shields are Down!" has been tagged or if the character has al- ready moved this turn. If available, doing so clears the "Shields are Down!" tag automatically at the cost of having no movement actions at all for the turn. "Taking Cover!" is cleared when the character moves, but until they do, they gain a further +2 bonus on their armour the turn after "Taking Cover!" was tagged. Requires the "Shields" stunt also. Cost 1bp.

Booster Power Pack

Transfer Aspect; this stunt provides more energy to run any systems that draw their power from the armour. Provides a +2 bonus to agility checks. Anytime the ―Out of Juice‖ aspect from the powered armour stunt is tagged, the benefit of this stunt is also negated. Cost 1bp.

51 Armour Manufacturers Not all armour manufacturers produce a line of armour that is suitable for all body shapes. Some, like Devlon Industries, will manufacture for all races, whereas others like the Serrice Council produce solely for one race. For gam- ing purposes there is little need to differentiate one manufacturer from another due to the va- riability of armour able to be created with the armour creation rules on page 235 of the Di- aspora rulebook. Instead, use this table as inspiration to describe or inspire character as- pects, such as ―Life saved by my Guardian armour‖ or ―Go anywhere in an Explorer suit‖.

Sample Armour Manufacturers Manufacturer1,2 Armour Asari Drell Human Salarian Krogan Quarian Turian Aldrin Labs Agent No No No No No No Yes Aldrin Labs Hydra Yes Yes Yes Yes No Yes No Aldrin Labs Onyx Yes Yes Yes Yes Yes Yes Yes Ariake Technologies Mercenary Yes Yes Yes Yes Yes No Yes Armax Arsenal Predator X Yes Yes Yes Yes Yes No Yes Devlon Industries Explorer Yes Yes Yes Yes Yes Yes Yes Devlon Industries Liberator Yes Yes Yes Yes Yes Yes Yes Devlon Industries Survivor Yes Yes Yes Yes Yes Yes Yes Devlon Industries Thermal No No No No No No Yes Elanus Risk Control Duelist Yes Yes Yes Yes No No Yes Elanus Risk Control Guardian Yes Yes Yes Yes Yes No Yes Elanus Risk Control Warlord No No No No Yes No No Elkoss Combine Assassin Yes Yes Yes Yes No No Yes Elkoss Combine Gladiator Yes Yes Yes Yes No No No Geth Armoury3 Battlemaster No No No No Yes No No Geth Armoury3 Berserker No No No No Yes No No Geth Armoury3 Rage No No No No Yes No No Hahne-Kedar Mantis Yes Yes Yes Yes Yes No Yes Hahne-Kedar Predator Yes Yes Yes Yes Yes No Yes Hahne-Kedar Scorpion Yes Yes Yes Yes Yes No Yes Hahne-Kedar Silverback No No No No No No Yes Hahne-Kedar Ursa Yes Yes Yes Yes Yes No Yes Kassa Fabrication Colossus Yes Yes Yes Yes Yes Yes Yes Rosenkov Materials Titan Yes Yes Yes Yes Yes No Yes Serrice Council Phantom No No No No No No Yes Sirta Foundation Phoenix Yes Yes Yes Yes Yes Yes Yes Note 1: Volus, Elcor, and Hanar all produce their own armour, and are not available to other races. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. Note 3: The Krogan armour manufactured by the Geth are not available to player characters, and is here purely for refer- ence and inspiration for aspects or plots.

52 New T3+ Energy Weapon Ammunition Cryo Rounds

The variety of adversaries in the Mass Effect setting can be dealt with more easily by ensur- Cooling lasers collapse ammunition into ing that you are using the appropriate ammuni- small Bose-Einstein condensate - a tion. With nine different ammo types, there's mass of super-cooled subatomic parti- plenty of opportunity for customisation. Am- cles - capable of snap-freezing impacted munition must be purchased separately from objects. weapons, and can only be installed or re- • -1 Harm, +2 Pen to targets with an moved from the weapon during the refresh uncompelled Shields stunt. phase of the game. All variant ammunition • If installed on a weapon with a maxi- costs 3 to purchase. mum range not exceeding 2, re-

moves the Thermal Clip stunt. New Variant Ammunition:

Anti-Personnel Rounds High Explosive Rounds

Designed to shred flesh and other or- Designed to detonate on impact, high ganic matter, these rounds are particu- explosive rounds have one major draw- larly effective against living targets. They back: a massive increase in weapon are similar in construction to hollow point overheating. rounds. • causes 2 additional shifts on a suc- • +1 Harm to targets with a 0 armour cessful hit, and places a free tag- defense rating. gable aspect "Massive Fireball!" on • -1 Penetration to targets with an ar- the target until the player's next turn. mour defense rating greater than or • on an unsuccessful attack, places a equal to 2. free taggable aspect "Massive Fire-

ball!" around the target, 1dF zones

away (yes, this could mean back in Armour Piercing Rounds the attacking character's zone.)

• if used in two successive rounds, ac-

tivates the weapon's "Overheated" Specifically designed to puncture metal, tag and extends it for one additional these rounds are particularly effective round. against synthetic targets.

• +1 Harm and +1 Penetration to syn-

thetic targets such as the Geth. • +1 Penetration to non-synthetic tar- gets with an armour defense rating greater than or equal to 4.

Chemical Rounds

Popular with pirates, criminals and mer- cenaries, these rounds are coated with a highly toxic compound. • Harm of the weapon is reduced to 0. Successful hits confer the free taggable aspect "Toxic Shock" to the target, and provide +2 shifts if tagged by another player who successfully hits.

53

Incendiary Rounds Radioactive Rounds

Incendiary rounds are powerful rounds These rounds are stamped with a min- that can melt or burn through nearly any uscule amount of radioactive material, known substance. inducing low levels of radiation sickness • on a successful hit, causes +1 shift to in targets. This sickness makes it more all subsequent successful attacks difficult for Biotic or Tech abilities to be against target until player's next turn. deployed. • extends the "Overheated" tag for one • +1 Harm to targets with one or both additional turn after being compelled. Biotic Training and Tech Training skills. • A character who has taken damage from Radioactive rounds also gains the Phasic Rounds Mild consequence "Radiation Poisoning". Raise all target difficulty levels by 2 for Biotic Training and Tech Training skills Instead of projectiles, upgraded weap- in characters who currently have the ons release charged particle bolts that "Radiation Poisoning" consequence. can bypass kinetic barrier shields. How- This consequence can be removed by a ever, the actual damage done to the tar- character with the First Aid Tech Talent, get is typically less than what's done by or disappears after a short rest, usually a standard round. one that occurs between scenes. • -2 Harm, +3 Penetration to targets with an uncompelled Shield aspect "Shields are Down!" Sledgehammer Rounds • -2 Harm to targets without the shields stunt, or with a tagged Shield aspect "Shields are Down!" These rounds hit with incredible force, knocking opponents completely off their feet. This makes them perfect for shot- guns, as due to their Dispersed Fire stunt, a hit will place the tag on all tar- geted enemies. • on a successful hit, knocks the target over and confers the free taggable aspect "Knocked prone".

For situations not discussed in the details of the Ammunition stunts, a weapon's Harm and Penetration are as per listed normally for the weapon. For example, if Cryo Rounds were installed into the sample Assault rifle listed on page 31 (Range 1/3, Harm 4, Penetration 2, Low Recoil, Thermal Clip), then it would have an effective Harm of 3 and a Penetration of 4 against targets with the Shield stunt on their armour. It would have its base stats against any other target, and would not remove the Thermal Clip aspect as the maximum range of the weapon is 3 zones, which is greater than maximum of 2 zones required for the ability to take effect.

54 New T3+ Energy Weapon Modifications Sometimes, variant ammunition isn't enough to give you an edge over your enemies. When you want to get that edge back, that's when you need to go and upgrade your guns. Weapon Mods must be purchased separately from weapons, and can be installed or re- moved from the weapon during the refresh phase of the game. Weapons can only accept two Weapon Mods at any time. All weapon High Caliber Barrel mods cost 3 to purchase.

New Weapon Mods Increases the damage of the weapon at Combat Scanner a cost of increased recoil. • +2 to Harm. • Replaces "Low Recoil" aspect with Designed to interface with the Sensor "High Recoil" aspect (weapon can packages installed on powered armour, only be fired every other round unless Combat Scanners increase the chance the firer is prone). If "High Recoil" is of detecting enemies. This comes at a already present, this mod cannot be cost of decreasing the agility bonus as applied. the Combat Sensor draws off some of the power intended to run the armour servos. If weapon and armour are sepa- Improved Heat Sink rated, this mod ceases to provide its bo- nuses and penalties. • +1 to Alertness when operated by an Improves the thermal efficiency of the individual in powered armour. Stacks weapon at the cost of reduced accuracy. with Alertness bonus from Powered • The "Overheated" tag from Thermal Armour "Sensors" aspect. Clip aspect clears half a turn faster • -1 to Agility checks; Agility checks than normal. For example, if it would now at -3 if no "Servo" stunt on ar- normally clear at the beginning of mour. their next turn, it instead clears at the end of the players current turn. This Frictionless Materials allows it to be compelled again before the player's next turn. • -1 to Harm. Frictionless Materials give rounds more power at impact. They are more expen- sive to obtain than other weapon mods, Kinetic Coil and must be installed on higher quality weapons. • +2 to Penetration. This mod increases projectile accelera- • Cost of this mod is 4, and cannot be tion for improved penetration but causes applied to weapons with the "Civilian" a high chance of knocking the user aspect. prone. • +4 to Penetration. • After every turn in which the weapon is fired, the player rolls 1dF. On any- thing other than a +1 result the weapon automatically knocks the user over and confers the free tag- gable aspect "Knocked prone". Users already prone still receive the free taggable aspect.

55 New T3+ Powered Armour Kinetic Stabiliser Modifications

With all those lethal variant ammunition and

weapon mods out there, it‘s a good thing that Advanced VI functionality reduces there are plenty of Armour Mods out there to weapon kickback to improve accuracy. increase the protection you receive. All mods Comes at a cost of reduced power. require the aspect "Powered Armour" to be • Penalty reduced from -2 to -1 for fir- installed, and each armour can be modified to ing inside its minimum or outside its take a maximum of two Armour Mods. These maximum range. mods may only be installed or removed from • -1 to Harm. the armour during the refresh phase of the

game. All Armour Mods cost 3 to purchase

unless otherwise stated. Rail Extension

New Armour Mods

Modifies the length of the barrel to in- Ablative Coating crease damage, it now becomes more difficult to move due to its awkwardness.

• +1 to Harm. Ablative coating is designed to chip • - 1 to Agility checks. away when impacted, redirecting the

energy of incoming projectiles away

from the body. Recoil Damper • +4 bonus to Defense rating of armour.

• Any shifts generated against the ar-

mour reduces the bonus by 1 for Reduces kickback to improve accuracy every two shifts, until the bonus is re- at the cost of decreased power. duced to a minimum of +0 for the re- • Replaces "High Recoil" aspect with mainder of the scene. "Low Recoil" aspect. If "Low Recoil"

is already present, this mod cannot

be applied. Armour Plating • -1 to Harm.

Hardened ceramic plates can be applied Scram Rail to body armour suits, increasing their ef-

fectiveness.

• +2 bonus to Defense rating of Armour. This prototype upgrade greatly in- • Confers the free taggable aspect creases damage, but causes a greater "Cracked Plates" which may only chance of weapon overheating. tagged after the first turn of combat. • +3 to Harm.

• After every turn in which the weapon

is fired, the player rolls 1dF. On any- Combat Exoskeleton thing other than a +1 result the

weapon automatically activates the

"Overheated" tag from Thermal Clip This prototype armour upgrade com- aspect immediately and it does not bines mechanical augmentation, ele- clear until the end of the player's next ment zero microcores and firewall tech- turn. This effect overrides any benefit nology to give the wearer brute strength, that improves a weapon‘s Thermal resistance to weapons force and resis- Clip aspect, such as Cryo Rounds or tance to Biotic and tech attacks. the Improved Heat Sink weapon mod. • Armour gains the "Very Heavy" as- pect, negating the benefits of the "Lightweight" aspect, and which may be compelled for all sorts of scene ef- fects. 56 Biotic Effects and Tech Talents, and also remove the Defense and agility penalties. • This armour costs 4 to purchase, and counts as two Armour mods.

Exoskeleton

• +4 bonus to Defense rating of armour. Mechanical augmentation increases the • Increases the target for Biotic Effects brute strength of the wearer, allowing or Tech Talents to affect the charac- them to deliver powerful blows when rifle ter or their armour by +1. butting or pistol whipping opponents. • This armour costs 4 to purchase, and • Grants a +2 bonus to Close Combat counts as two Armour mods. checks.

Energised Plating First Aid Interface

A prototype upgrade designed specifi- Microprocessors wired into a combat cally for heavy combat use, it provides suit can monitor vital functions and re- maximum protection for the user. lease small, localised doses of medi-gel • +6 bonus to Defense rating of armour. to accelerate the healing process. • -2 to Agility checks as the mod draws • The armour disables the first free tag power from the system intended for gained from the Health stress track of the servos. the wearer as a combat action (this • Confers the free taggable aspect prevents an opponent using the Con- "Power Glitches" which may be com- sequence to your disadvantage). pelled to remove the Defense bonus and remove the agility penalty. • This armour costs 4 to purchase, and Hardened Weave counts as two Armour mods.

A complex filament network of element Energized Weave zero microcores combined with ad- vanced firewall technology provides pro- tection against both Biotic and tech at- A prototype armour with a complex fila- tacks. ment network of element zero micro- • Increases the target for Biotic Effects cores combined with advanced firewall or Tech Talents to affect the charac- technology provides protection against ter or their armour by +2. both Biotic and tech attacks. Designed • -1 to Defense rating of armour due to for heavy combat use, this armour pro- the weave not being as effective at vides maximum protection for the user. stopping rounds as other armour. • Increases the target for Biotic Effects or Tech Talents to affect the charac- ter or their armour by +4. • -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. • Confers the free taggable aspect "Power Glitches" which may be com- pelled to remove the bonus against 57 (this prevents an opponent using the Consequence to your disadvantage). • This very bulky armour mod de- creases the power available to run other systems, causing a -2 to Agility checks. • Confers the free taggable aspect "Software Crash" which may be com- pelled to prevent any movement for this round as the armour must be manually rebooted. Kinetic Buffer • This armour costs 4 to purchase, and counts as two Armour mods.

This mod draws on the user's stamina to boost their agility. Medical Interface • +1 to Agility checks. • -1 to Stamina checks (this does not confer any changes to the Health Specialised microprocessors wired into stress track). a combat suit monitor vital functions and release small, localised doses of medi- gel to accelerate the healing process. Kinetic Exoskeleton This interface also provides resistance to toxic attacks. • The armour disables the first free tag This prototype armour upgrade com- gained from the Health stress track of bines multiple Technologies to improve the wearer as a combat action (this shield regeneration and maximize the prevents an opponent using the Con- wearer's physical abilities and athletic sequence to your disadvantage). prowess. Requires the Shield aspect on • Chemical rounds are unable to confer the armour to be installed. the "Toxic Shock" aspect, and Radio- • +2 Shield bonus to the Defense rat- active rounds do not add +1 harm to ing of the armour. characters with the Biotic Training or • +1 to agility checks. Tech Training skills who are wearing • Any time the "Shields are Down!" tag this armour. is activated, the shield bonus from • This bulky armour mod decreases the this mod is also negated. power available to run other systems, • Confers the free taggable aspect causing a -1 to Agility checks. "Servo Lockup" which may be com- pelled to prevent the user from apply- ing any manouver aspects on the Shield Battery scene. • This armour costs 4 to purchase, and counts as two Armour mods. To generate kinetic barriers, combat suits rely on capacitors to store energy from a generator. The greater the ca- Medical Exoskeleton pacitor storage, the more potent the bar- rier. Requires the Shield aspect on the armour to be installed. A prototype upgrade combining numer- • +2 Shield bonus to Defense rating of ous advanced medical technologies to armour. monitor and regulate all vital systems, • Any time the "Shields are Down!" tag maximising healing and minimising re- is activated, the shield bonus from covery times for the user. this mod is also negated. • +3 to Defense rating of armour. • The armour disables the first two free tags gained from the Health stress track of the wearer as combat actions 58 Advanced Gear Stimulant Pack All weapon and armour gear starts at T3 across the board. Here's a look at some of the possibilities. Armour equipped with stim packs re- leases targeted shots of adrenaline to Sample Advanced Gear speed up recovery and recharge times. Tali'Zorah's Pistol • +1 to Biotic Training and Tech Train- Manufacturer: Devlon Industries ing skill checks. Equipment: Stinger class Pistol • This mod confers the free taggable Base Stats: aspect "Overstimulated and Dis- • Range: 0/2 tracted" that may be compelled to • Harm: 4 remove the bonus to Biotic Training • Penetration: 1 and Tech Training skill checks, and Aspects: causes a -2 penalty to Agility checks. • Low Recoil May not be compelled two turns in a • Thermal Clip row. Cryo Rounds: • -1 Harm, +2 Penetration to targets with an uncompelled Shields stunt. Toxic Seals • If installed on a weapon with a maxi- mum range not exceeding 2, re- moves the Thermal Clip stunt. Specially-sealed body armour provides Kinetic Stabiliser: increased protection against radiation, • Penalty reduced from -2 to -1 for fir- gases, and a host of other toxins. ing inside its minimum or outside its • Chemical rounds are unable to confer maximum range. the "Toxic Shock" aspect, and Radio- • -1 to Harm. active rounds do not add +1 harm to Costs: Pistol 4, Cryo Rounds 3, Kinetic characters with the Biotic Training or Stabiliser 3 Tech Training skills who are wearing Final Weapon Stats: this armour. • Range: 0/2 (Penalty reduced from -2 • Aspects on the scene relating to envi- to -1 for firing inside its minimum or ronmental effects are unable to be outside its maximum range.) tagged against the user of this ar- • Harm: 3 (2 against shielded armour) mour mod. • Penetration: 1 (3 against shielded armour) The prototype armour mods provide some of • Low Recoil (weapon can be fired the better bonuses, though they count as two without penalty in low gravity) mods instead of just one, and become unreli- able when dramatically necessary. Purchased from one of the citadel mar- kets, Tali chose this brand of pistol due to the manufacturer‘s experience deal- ing with environmental extremes. She also added the ammunition mod at the same time so that the weapon will never overheat.

Relying primarily on her Tech Training, Tali needs a weapon that she can rely upon if the battle gets too close. Al- though it has reduced stopping power, Tali knows that the Geth nearly always have shielded systems, and that pene- trating those shields is paramount.

59 Garrus Vakarian's Sniper Rifle Urdnot Wrex’ Armour Manufacturer: Elanus Risk Control Manufacturer: Kassa Fabrication Equipment: Hammer class Sniper Rifle Equipment: Colossus Krogan Armour Base Stats: Base Stats: • Range: 3/5 • Defense: 6 • Harm: 4 • Stamina Mod: +2 • Penetration: 3 • Agility Mod: 0 Aspects: Aspects: • High Recoil • Powered Armour (Sta +2) • Thermal Clip • Servos (removes agility penalty) • Advanced Optics • Shields Armour Piercing Rounds: • Recharge Booster • +1 Harm and +1 Penetration to syn- Combat Exoskeleton: thetic targets such as the Geth. • Armour gains the "Very Heavy" as- • +1 Penetration to non-synthetic tar- pect, negating the benefits of the gets with an armour defense rating "Lightweight" aspect; may be com- greater than or equal to 4. pelled for all sorts of scene effects. Frictionless Materials: • +4 bonus to Defense rating of armour. • +2 to Penetration. • Increases the target for Biotic Effects • Cost of this mod is 4, and cannot be or Tech Talents to affect the charac- applied to weapons with the "Civilian" ter or their armour by +1. aspect. • This armour costs 4 to purchase, and Rail Extension: counts as two Armour mods. • +1 to Harm. Costs: Armour 4, Combat Exoskeleton 4. • - 1 to Agility checks. Final Armour Stats: Costs: Rifle 4, AP Rounds 3, Friction- • Defense: 10 less Materials 4, Rail Extension 3. • Stamina Mod: +2 Final Weapon Stats: • Agility Mod: 0 • Range: 3/5 • Powered Armour (Stamina +2, ―Out • Harm: 5 (6 against Synthetics) of Juice‖ taggable aspect) • Penetration: 5 (6 against Synthetics/ • Servos (removes agility penalty) Armour >=4) • Shields (taggable aspect "Shields are • - 1 to Agility checks Down!" which may be compelled for a • High Recoil (weapon can only be -2 to Armour defense. Fate point to fired every other round unless the recharge after current turn) firer is prone.) • Recharge Booster (taggable aspect • Thermal Clip (weapon has the Aspect "Taking Cover!". No movement re- "Overheated" which may be com- quired to activate, and clears"Shields pelled to prevent firing) are Down!" tag automatically. • Advanced Optics (allows weapon to +2 bonus on armour defense the turn be fired with a reduced penalty for fir- after "Taking Cover!", if Wrex remains ing inside its minimum or outside its stationary) maximum range. Penalty reduced • Very Heavy from -2 to -1) • Biotic/Tech Defense (target to affect Wrex / armour increased by +1) Garrus' military background and training has honed his sniping skills to fearsome Weighing in at over a metric ton when levels. Assisting this was his access to wearing his favoured armour, Wrex be- some of the best mods available. comes a battlefield juggernaught. With enough protection to allow him to get up He appreciates the ability to take down close and personal in a fight, a Krogan highly armoured foes from great dis- Battlemaster running in at a charge is tances, and knows that with correct field terrifying beyond belief. Little tricks, like placement, the awkwardness of his the defense against Biotic Effects and modified rifle should never become a Tech Talents, have helped him survive deciding factor. more than 300 years of mercenary work and have added to his fame as an elite, unstoppable warrior. 60 Cerberus Defender Modified Shotgun Costs: Rifle 4, Sledgehammer Manufacturer: Cerberus Skunkworks Rounds 3, Frictionless Materials 4, Equipment: Hydra class Shotgun Improved Heat Sink 3. Base Stats: Final Weapon Stats: • Range: 0/2 • Range: 0/2 • Harm: 4 (8 when using Both Barrels) • Harm: 3 (6 when using Both Barrels) • Penetration: 0 • Penetration: 2 Aspects: • Low Recoil (weapon can be fired • Low Recoil without penalty in low gravity) • Thermal Clip • Improved Thermal Clip (has the As- • Dispersed Fire pect "Overheated" which may be • Both Barrels (doubles Harm for next compelled to prevent firing; clears at shot and tags ―Overheated‖ aspect the start of the players next turn if until end of next round) Both Barrels stunt used) • Limited Range • Dispersed Fire (can fire as an Area of Sledgehammer Rounds: Effect weapon, applying its offensive • On a successful hit, knocks the target roll to each target in a zone). over and confers the free taggable • Both Barrels aspect "Knocked prone". • Limited Range Frictionless Materials: • On a hit, knocks targets over and • +2 to Penetration. confers "Knocked Prone" free tag. • Cost of this mod is 4, and cannot be Cerberus believes they have created a applied to weapons with the "Civilian" weapon that truly represents the awe- aspect. someness of a multi-headed Hydra. Improved Heat Sink: This shotgun is able to double its Harm • The "Overheated" tag from Thermal rating every turn, and apply that to every Clip aspect clears half a turn faster target in an area, knocking them all than normal. prone in the process. • -1 to Harm.

61 • Research Technicians: The techni- ADVERSARIES cians are normally Biotics; though Apart from chasing after rogue Spectre agents, unarmoured, they use powerful destroying Batarian pirate and slaving rings, Throw attacks. collecting bounties on escaped Tech criminals, or hunting rogue psychotic Asari purebred The bases also contain whatever dangerous Biotics, there are other races, creatures and experimental subjects Cerberus is currently organisations out there for the characters to working on, which includes Rachni (soldiers encounter. and workers), Husks, or other dangerous nas- ties. Cerberus Cerberus is the codename Led by a mysterious figure known only as the for a black ops organization Illusive Man, Cerberus has operatives all over that was formerly part of the Citadel space and the Terminus Systems, re- Alliance military, but which porting regularly. Due to their widespread has now gone rogue. They network, Cerberus effectively has access to have also been described almost every settled system, major trade stop, as a pro-humanity terrorist and colony in the galaxy. However, Cerberus or paramilitary group, due has no knowledge of what goes on in un- to their activities. charted systems and the Migrant Fleet, thus rendering the Illusive Man blind in those areas. Their core belief is that humans deserve a greater role in the galactic community, and that the Alliance is too hamstrung by law and public opinion to stand up effectively to the Citadel races. Any methods of advancing humanity's ascension are justified, including illegal or dangerous experimentation, terrorist activities, sabotage and assassination. Cerberus opera- tives accept that these methods are brutal, but believe history will vindicate them.

There is also some indication that Cerberus protects its bases from being found by hacking Cerberus is very well-funded. They have the Alliance database. Information on at least several suppliers and contributors within the two of their known planets in the astronomical Alliance military-industrial complex who trust database is described as "surprisingly sparse," the Illusive Man to make the right decisions. and may have been edited by Cerberus agents Cerberus also runs several front corporations to discourage casual explorers. Cerberus meant to fund and support their operations. bases are usually guarded by the following Spending trends indicate that Cerberus has a forces: reliable income running up to several billion credits per year. • Cerberus Commandos: Highly train- ed shock troops armed with assault The agency is divided into numerous different rifles or pistols. and independent cells which have no knowl- • Cerberus Defenders: Found protect- edge of their counterparts. This ensures that ing research technicians; they are should one cell be compromised, the others rapidly deployed, highly armoured, would not be captured. Each cell is led by an and use modified shotguns (page 61). operative who reports directly to the Illusive • Cerberus Snipers: Often found in- Man. doors, these snipers find cover and hit with Assassination. Cerberus operates many other kinds of cells • Cerberus Anti-Tank: These units than purely para-military focused ones, ranging are on patrol outside their base and from political to scientific but all united under are armed with rocket launchers, the common goal of advancing humanity. which they don‘t just use against vehicles such as the M35 Mako. 62 Geth • Geth Trooper: Standard Geth troops As described in the Racial Backgrounds sec- equipped with Geth pulse rifles, Geth tion, practically all Geth encountered outside barriers and capable of recharging the Perseus Veil likely belong to the violent shields. Has the Geth Shield Boost faction of Geth Heretics and will react with hos- ability (treat as Ablative Armour). tility to any organic not working for the Reapers. • Geth Rocket Trooper: Equipped Geth encountered beyond the Veil will have with Geth pulse rifles, shielding and programs developed equivalent to skills, have rocket launchers. Utilize both disrup- access to Tech Talents, and vary according to tor and scram rockets heavy weap- role. ons platforms. • Geth Prime: Elite Geth unit equipped with Geth pulse rifle and rocket launcher or siege pulse. Very strong shields and extremely resilient with shield recharger. Improves combat skills of nearby Geth (+1 to attack rolls of Geth in same or adjacent zone). • Geth Colossus: Geth heavy walker capable of launching devastating siege pulse attacks and machine gun Some of the known Geth variants include: attacks. Extremely strong armour and • Geth Armature: Anti-personnel light shields with recharger. walkers capable of launching Geth siege pulses. Also possesses shields. The Geth are entirely synthetic creatures, and • Geth Hopper: Cyberwarfare and thus immune to effects that target only organ- ambush platform, capable of using ics, such as the Neural Shock Tech Talent, Tech Talents selected from Sabotage and Toxic rounds. Some have a stunt that (Geth equivalent to Damping), Over- grants them the equivalent abilities of an load, and Jamming. Attacks using Omni-tool, with the number of Talents equal to the Geth sniper beam. Has shielding the skill rating. but no rechargers. • Geth Shock Trooper: Advanced Geth troopers armed with the Geth Pulse Rifle, barriers, Carnage (see page 20) and the ability to recharge shields. Resilient to gunfire. • Geth Sniper: Armed with Geth sniper rifles and shielding. Capable of using Assassination (see page 20), specialised for long-range combat. Capable of Radar Jamming but no shield recharging. • Geth Juggernaut: Similar to Geth Destroyers. Equipped with Geth pulse rifles and rocket launchers. Heavily shielded and very resilient with shield rechargers. • Geth Destroyer: Equipped with Geth pulse rifle and strong shielding. Specialised for close quarters combat, has the ability to charge, and can util- ise Carnage. • Geth Dropship: Standard troop transport and Geth equivalent to a frigate. Extremely resilient to small

arms and ground vehicle fire. 63 Husks MECHs Husks are synthetic "zombies" created by the Earth based weapons manufacturer Hahne- Geth. When a human is captured they are Kedar has become a major supplier to the Sys- placed on impaling devices, huge spikes that tems Alliance military, and is also the manufac- Alliance marines have nicknamed "dragon's turer of the FENRIS, LOKI, and YMIR classes teeth". Over time the body's organs, skin and of mechanical infantry units, commonly called water content are converted into cybernetic MECHs, often fielded by the Alliance. materials; blood is changed to a sickly green fluid, and the body generates an electrical • LOKI Mech: The LOKI Mech is a bi- charge. When the spikes are approached – pedal humanoid security robot de- say, if marines try to recover their dead com- signed for security detail and guard rades – the Husks are released and attack. duty in locations where manpower is The husks will charge at their enemies and, an issue, or where the use of organ- once close enough, give off a powerful electri- ics for "around the clock" shifts is un- cal blast which disables shields and causes feasible. Originally used by the Alli- massive damage. ance for colony guard duty, they have also seen use in groups on the shift- ier side of the law when raw man- power is needed. Many mercenary groups make extensive use of them, typically as expendable assault units.

They possess a basic personality suite and are easily programmed for various security tasks, and can be equipped with any of numerous weapon systems — both lethal and non-lethal — as circumstances dic- tate. A LOKI Mech that switches to its security protocols is easily identi- fied; the dual "eye" on the unit turns No one knows why the Geth do this to their from white to red. captives: it seems like a lot of effort for a small result, though it is effective psychological war- LOKI Mechs are incapable of any fare to make soldiers fight their own dead. The complex tactics, never seek cover Geth used a ship full of Husks, the MSV Cor- during a firefight, and their civilian- nucopia, partly as a trap and partly as a warn- grade firewalls are insufficient to deal ing to other organic races not to enter their with modern hacking, allowing their space. programs to be easily overridden and

turned upon their owners. Husks that reach the same zone as any char- acter attack first with an electrical blast, with an equivalent skill level of 3 ranks. This immedi- ately causes any effected characters with the shields stunt on their armour to have their ―Shields are Down‖ aspect activated, prior to determining whether the effects of the blast generate composure track shifts. Thereafter, husks attack with a brawling skill level of rank 2, as an individual husk can only generate one electrical blast. Unfortunately for those that encounter them, there is never only one husk around. They have an inbuilt level of equiva- lent armour with a defense rating of 2. They count as both biological and synthetic crea- tures for the purposes of Tech Talents, variant weapon ammunition, and so on.

64 • FENRIS Mech: Like other mechs • YMIR Mech: The Battle YMIR Mech, produced by Hahne-Kedar, they are or Model 34-A, is a massive killing identifiable by their white armor and machine designed for anti-infantry red lights. For many humans, the purposes. Heavily armoured and FENRIS Mechs are viewed as the shielded, YMIR Mechs possess twin mechanical analogs of "attack dogs" automatic mass accelerator cannons and mimic dog-like behavior when concealed in the right arm and a they attack a target. rocket launcher in the left. They pos- sess high shielding and armour and do not have any other defensive ca- pabilities or defensive strategies, as they tend to constantly advance on enemies to engage at point-blank range.

Despite its fearsome weaponry, the YMIR does have a few limitations. Kinaesthetic programming is limited due to the complexity of the design, limiting its movements to a slow, noisy, walk and cannot attempt to climb steps. Whilst it can fire its twin FENRIS Mechs possess advanced Cannons on the move however, it sensory equipment allowing them to must pause to fire rockets to ensure a detect weapons and narcotics, used stable launching platform. To protect in the same manner bomb- and drug- the workings of the weapon arms sniffing dogs would, and have been from small arms fire, they are fitted seen deployed alongside LOKI with protective actuated shield covers. Mechs. A major disadvantage to In order to fire either weapon, these FENRIS Mechs, and indeed to all covers must open, giving warning to mechs, is that their software pro- those able to see the mech. gramming can be hacked, altered, or overridden by an experienced hacker, As a military model, the YMIR Mech and FENRIS Mechs can be turned has better firewalls than other models, against those they are tasked with but is still vulnerable to hacking by serving. dedicated hackers.

When attacking, a FENRIS Mech will accelerate to a set speed and jump with its rear legs, bringing the target down with its front legs in an animal- istic pounce-like motion. After the tar- get is struck, they are stunned by a taser device embedded in the 'head' of the FENRIS. When a FENRIS Mech is severely damaged, the mech will deactivate and remain stationary. If shot while in this deactivated state, the mech will explode. FENRIS Mechs are deployed in packs and make a habit of 'swarming' enemy positions.

65 Mercenary Organisations Mercenary bands operate throughout the Atti- can Traverse and the Terminus Systems. They are usually hired by criminal organisa- tions that require "heavy muscle", or by indi- viduals who want protection or assassination services. Sometimes euphemistically referring to themselves as 'private security organisa- tions', mercenaries will commonly raid remote outposts or unprotected starships when unem- ployed.

Mercenaries hail from all races and back- grounds, though are most commonly Turians, Humans, Batarians or Krogan. Given that their occupation requires them to be efficient and capable, mercenaries tend to use superior weapons and armour, meaning their equip- ment is usually produced by a variety of manu- facturers (unlike military forces, which prefer to select equipment from a single company).

Mercenaries are usually found at their bases on remote worlds, or protecting their em- • Mercenary Sniper: Mercenary ployer's investments or operations. Snipers take cover or wait in sniper towers, and line up for an Assassina- Able to field a variety of personnel to fulfil their tion shot; they are usually lightly ar- contract, most fill one of the following roles: moured. • Mercenary Anti-Tank: Some mer- • Mercenary: The standard merce- cenaries carry a rocket launcher, and nary, usually equipped with an as- focus on vehicles such as the M35 sault rifle or a shotgun. They often Mako. have the ability to use Immunity. • Mercenary Adept: Very occasion- Krogan mercenaries regenerate their ally, a biotic can be found amongst shields particularly quickly in a fight. mercenary bands. Their use of Throw and Warp makes them dangerous, but they are lightly armed and ar- moured. • Mercenary Turret: Some merce- nary bases are protected by turrets that fire rockets at intruders.

Notable Mercenary organisations • Blood Pack- a pirate group that acts as the"muscle" of Omega, consisting exclusively of Krogan and Vorcha. • Blue Suns- a 'private security' firm and one of the most powerful groups in the Terminus Systems. • Eclipse- a major mercenary corpora- tion active in the Terminus systems. They control 20% of Omega, smug- gling tainted element zero. • The Grim Skulls- a minor mercenary band, mostly wiped out by Council Spectre agent Saren Arterius. • The Talons- a Turian group based on Omega. 66 Rachni The Rachni are a supposedly extinct insect- like species that threatened to defeat and over- throw the Citadel Council roughly two thou- sand years ago. They are the only sapient ar- thropods known to exist in the galaxy (the cita- del keepers not being known to be sapient). Intelligent but highly aggressive, the spacefar- ing Rachni were driven to expand and defend their territory. They were eventually defeated and completely eradicated by the Krogan, who had been groomed by the Salarians to effec- tively do the Council's dirty work during the Rachni Brood Warriors are Rachni Rachni Wars. The accidental discovery of the who are much larger and stronger than Rachni led to the Citadel races to curb their normal Rachni Soldiers. They are the rapid expansion, in fear of being plunged into 'elder males' of the hive that usually another galactic war. mate with the queen. It is said that they

only attack when the hive is particularly There are several Rachni subtypes: strained for warriors. The Brood Warrior

has abilities comparable to a standard Rachni Workers are tiny green Rachni Rachni Soldier, although its attacks in- (similar to aphids) which usually act as a flict more damage. It is also unique first wave for Rachni Soldiers. Acting in among Rachni in that it possesses some swarms, they rush up to the squad and Biotic ability; it will occasionally place a explode in suicide attacks, causing squad member in Stasis and appears to heavy toxic damage which ignores use a form of Barrier. shields. Best handled at a distance,

they are quite fragile. Given their name, Rachni Queens are the largest and they likely fill the niche occupied by most intelligent of the species, and drones in other hive species, tending to rarely, if ever, seen. Defended by Brood the needs of the queen. Warriors who will die to protect them,

Rachni Queens are capable of possess- Rachni Soldiers are slower, but much ing the minds of other Biotics, using larger creatures than Rachni Workers, them as proxies to translate and com- with thin tentacles ending in little pods. municate when necessary. They are the These tentacles are used to impale controllers behind the hive-mind intelli- enemies - the Rachni can use weapons gence linking all Rachni from the same but prefer to use these tentacles to im- brood mother. pale their victims. They can also spit

acid, causing heavy toxic damage. The Rachni aren't as extinct as the galaxy had Rachni soldiers are cunning and like to been led to believe. Several human organisa- ambush their enemies. They are most at tions discovered dormant Rachni eggs on an- home in vents and tunnels. cient derelict space hulks, on difficult to terra-

form worlds, and other hidden locations. Bred in captivity away from a brood queen, they are effectively giant sized locusts intent on death and destruction of all sentient life around them. The Rachni are territorial, determined to re- main isolated from the rest of the galaxy. They normally inhabit extremely hazardous worlds, able to survive environments that kill most sen- tient species. Should their territory be invaded on purpose or even by accident, they respond with brutal force. It stands to reason that if the galaxy‘s newest spacefaring race, the humans, have encountered them, then its highly likely that other governments have as well. 67 Thresher Maws burrowing up from beneath their prey, and Thresher Maws are subterranean carnivores smashing with their claws in close range while that spend their entire lives eating or searching emitting infrasound. Owing to the nature of for something to eat. They are enormous, vio- their attacks, they completely ignore shields, lent creatures that burst up from the ground and are a menace to any structures or vehicles without warning when disturbed. They repro- in their nesting area. Fortunately, thresher duce via spores that lie dormant for millennia, maws usually live in large flat open spaces on yet are robust enough to survive prolonged uninhabited planets, and do not inhabit rolling periods in deep space and atmospheric re- hills, mountains, or valleys. Threshers com- entry. As a result, thresher maw spores appear monly have some sort of "lure" in their nest, on many worlds, spread by previous genera- such as a crashed probe to draw unwary sca- tions of space travelers. vengers, but there are some "stray" nests, identifiable only by their landscape profiles.

Treat Thresher Maws as having an armour de- fense rating of 6, and their acid attacks as though the shields stunts don‘t exist. They have Natural Weapons as an apex skill, with a harm rating of 8 and must wait one round be- tween attacks due to their size. They also have rank 4 skills agility, and a new skill called Acid Spit, which is a combined combat skill and weapon, with a range of 2/5, harm 8, pe- netration 6, and must wait one round between attacks to recharge their spit. They always at- tack the closest target, and move if shifts are successfully generated against them. Give them the following stunts:

• Extended Reach: Due to their im- mense size, they can reach one addi-

tional zone with their claws when us- Thresher maws are solitary creatures; two or ing their natural weapons. three at most can be found on a single planet. • Native Burrower: Thresher Maws They live alone in nests spanning large areas never fully leave the ground they live underground. They can grow to be in excess of in, and are immobile when they raise 30 metres tall above the ground, with a body up to attack. nearly twice that size beneath the surface. They may use their one free move to The body of an adult thresher maw never en- rise up or drop back underground, or tirely leaves the ground; only the head and ten- they may take an additional zone of tacles erupt from the earth to attack. Aggres- movement when they take their free sive and highly territorial, thresher maws feed move when fully underground. When by absorbing huge amounts of solar radiation moving underground, the Thresher and survive best on planets, asteroids or Maw cannot be targeted. moons with little or no atmosphere. They also • Dauntless: Thresher Maws have no consume minerals and ores from the ground composure or wealth tracks, and in- itself and use an odd form of photosynthesis to stead have an extended health track combine solar radiation and minerals into of 3dF+9 energy they can use to fuel their significant mass.

Due to their size, and their burrowing style of movement, thresher maws are immobile above ground, but can move incredibly quickly below. They can take a lot of damage and can be very hard to kill. Their attacks consist of spitting powerful viscous acid that splashes on contact, 68 Varren Vorcha Varren are omnivores with a preference for The Vorcha originate from a small, hostile, living prey. Originally native to the Krogan overcrowded planet which has been largely homeworld of Tuchanka, they are – like most stripped of natural resources by successive life from Tuchanka – savage, clannish, and generations of this fast-breeding, savage spe- consummate survivors. They are pack hunters cies. The lack of resources has resulted in a when vulnerable prey is readily available and tight-knit clan based society in which rival become scavengers when outnumbered or clans wage constant war against one another outclassed. for control of scarce resources.

Even as their population grows, the Vorcha constantly fight each other in fierce competition over basic necessities. This incessant warfare has made each generation of Vorcha stronger and more aggressive than that which pre- ceeded it. However, their continual lack of re- sources have kept Vorcha society extremely primitive.

Seeing the potential of the Vorcha's individual adaptability, Krogan Blood Pack mercenaries often sweep pockets of Vorcha, gathering them up and literally beating them into soldiers. Vorcha ―trained‖ by this ordeal are stronger, faster, smarter, and more resilient than other members of the race. Gaining even a few Vor- Their supreme adaptability, vicious demeanor cha gives a mercenary band a formidable ad- and rapid breeding cycle have made them vantage; each additional Vorcha magnifies the ubiquitous and dangerous pests on many gang‘s combat ferocity exponentially. worlds. Virtually everywhere the Krogan have been, varren infestations have followed, wreaking havoc with the native ecology. With jaw articulation similar to that of a snake and massive fangs that protrude up from the lower jaw, wild varren hunt in packs and are so vi- cious they'll even take on the Geth.

The Krogan have had a love-hate relationship with varren for millennia, alternately fighting them for territory and embracing them as treasured companions. To this day, Krogan – and some other species, including Batarians – raise them as beasts of war. A common sub- genus of varren has metallic silver scales, leading to the rather unusual nickname 'fish- dogs'.

69 Space Combat Mini-Game Changes

• Reapers are sentient ships, larger than any- SPACECRAFT thing else built by the council races. These Knowing that Mass Effect is not set in the hard terrors of the black are built at T5 (35 bp) or sci-fi genre allows us to tweak the Diaspora T6 (41 bp), depending on the individual size starship creation rules to align with the Space and age. Opera ideas that big ships with lots of people and weapons are possible. Warships in Mass All ships in the Mass Effect universe must Effect are classified in one of four weight have the Mass Effect Drive stunt below to ac- classes: Frigates, Cruisers, Carriers, and cess the mass relay system. Dreadnaughts. The mass accelerator cannons used by all races in Citadel space are represented by the Beam stat. The only ones who use an actual Beam weapon are the Reapers, who use magneto-hydrodynamics to power them.

New Spacecraft Stunts Due to the jump start given by access to the Element Zero based mass relays left behind by the Reapers, spacecraft may not take the T4 Stunt "Dumps heat into another dimension".

Spacecraft and Tech Levels New T0+ Spacecraft Stunts Diaspora made the design decision that ship Government Subsidy size, for a hard sci-fi genre, is not important, Spacecraft with this stunt are officially thus Technology is the difference between part of the navy of the government, as- ships. We can adjust this for our game, so that signed a dedicated crew to operate all instead of limiting ships build points by tech- systems, and have access to shipyard nology, we just say that they are limited by size. facilities that supply dedicated repair With this small tweak, we have a quick and engineers. easy way to define and differentiate our ships.

Using this idea, we can begin to assign where the different classes are assembled on the Technology table: • Civilian ships, such as luxury cruisers, cargo freighters and colony ships usually sport minimal or no weaponry, so are well represented by the T1 (11 bp) level, or T2 level for the larger designs. All ships of this type must take the Civilian stunt. • Frigates are designed at a level of T2 Crew must adhere to the standard oper- (17bp), or at T3 with a few sink stunts. ating procedures of the government, Geth dropships are classed as Frigates. with severe consequences for variation • Cruisers are firmly in the realm of T3 (23bp) from those limits so imposed. Space- ships. craft must take the aspect "Government • Carriers are usually the same size as Owned and Operated" as well as one of Cruisers at T3, but use the optional rules for the following Aspects (or similar). Fighters on page 228 of the main rules. • Fighters are small, one man ships, usually • "Antagonistic Crew‖ fielded by carriers, and built with 8bp. • "Control System Bugs‖ • Dreadnaughts are the largest vessels in • "Design Flaw" Council space, and are limited in number to • "Ex-Civilian Retrofit" only a few operated by each member race. • "Experimental Design" These behemoths are built at T4 (29 bp). 70 • "Incorporates Dodgy Alien Tech‖ Trade stat of 0. Requires the Internal • "Infamous Captain" Emissions Sink stunt (or similar bp cost • "Is It Meant To Do That?‖ high energy usage system), and pro- • "Known Weakness in Tactics" vides a +1 bonus to V-Shift. • "Last Generation Tech‖ Cost 1bp. • "Money Sink‖ • "Must Not Shoot First" • "Not Built To Do This‖ • "Operating Beyond Its Limits‖ • "Pirate Doppelganger‖ • "Poorly Maintained‖ • "Protection Obligations" • "Rules and Regulations by the Book" • "Should Have Retired Years Ago‖ • "Slow To Respond‖ • "Sub-standard Sub-systems‖ • "Variable Training Levels" • "We Have An Operative Aboard‖

This stunt also provides a +2 bonus to Internal Emissions Sink maintenance checks when at govern- This stealth system is able to temporar- ment facilities, and a +2 bonus to repair ily "store" heat generated by routine checks to remove consequences, ex- shipboard operations in lithium heat cept when such consequences were sinks deep within the hull. This system gained when the aspect chosen above does not operate during mass relay was tagged. travel as the heat generated is too much Cost 1bp. to absorb, and thus reserved for critical operations. New T1+ Spacecraft Stunts Mass Effect Drive Spacecraft can go to 'silent running' for The pinnacle of interstellar drive design, around 2-3 hours, or drift passively a Mass Effect Drive is required to ac- through a system for days before having cess the mass relay system, and allows to vent and give away her position, but ships to move ten times faster between the stored heat must eventually be radi- their destinations for the same reaction ated, or it will build up to levels capable mass. See Diaspora page 69 for stan- of cooking the crew alive. dard travel times, then divide those by ten. Requires the Tantalus Core Stunt, and Cost 2bp. provides a +2 bonus to Heat Track as well as a +2 bonus to the Navigation check during the Detection phase of space combat. Cost 4bp.

Kinetic Barriers Kinetic barriers are repulsive mass ef- fect fields projected from emitters on the hull of the ship. These shields safely deflect small objects traveling at rapid velocities. This affords protection from micro-meteorites, torpedos, and mass

effect accelerated projectiles. Grants Tantalus Drive Core the ―Shields Down!‖ aspect that may be This advanced drive core boosts the ef- compelled for a +2 bonus to Beam or fective V-Shift of the spacecraft, whilst Torpedo attacks. also powering the Internal Emissions Cost: -1bp. Sink. This experimental system may only be installed on spacecraft with a 71 Sample Mass Effect Spacecraft • Government Subsidy (+2 to conse- SSV Normandy SR-1 (T3) quence removal, except when Manufacturer: Systems Alliance, co- "Experimental Design" was tagged) developed with the Turian Hierarchy, • Tantalus Drive Core and with the sponsorship of the • Internal Emissions Sink (+2 bonus to Citadel Council Nav check in detection phase) Ship Class: Prototype "Deep Scout" • Kinetic Barriers Frigate • Interface Vehicle (M35 Mako Infantry Base Stats: Fighting Vehicle) • V-Shift: 4 Aspects • Beam: 3 • Government Owned and Operated • Torpedo: 1 (Systems Alliance) • EW: 3 • Experimental Design • Trade: 0 • Tough Little Spacecraft • Frame Track: 3 • Fast, nimble, but strangely balanced • Data Track: 4 • Experienced Crew • Heat Track: 4 • Shields Down! Stunts: • Out of Ammo (Torpedos) • Mass Effect Drive • Government Subsidy (Experimental The SSV Normandy SR-1, fully de- Design) scribed as the Systems Alliance Space • Tantalus Drive Core (+1 to V-Shift) Vehicle Stealth Reconnaissance 1, is a • Internal Emissions Sink (+2 Heat prototype "deep scout" frigate, first of Track, +2 to Nav check) the eponymous Normandy class • Kinetic Barriers • Interface Vehicle Co-developed by the Alliance and the Cost: 8 Turian Hierarchy with the sponsorship of Final Spacecraft Stats: the Citadel Council, she is optimised for • V-Shift: 5 solo reconnaissance missions deep • Beam: 3 within unstable regions, using state-of- • Torpedo: 2 the-art stealth technology powered by • EW: 3 an experimental drive core. • Trade: 0 • Frame Track: OOO Should the Normandy‘s design prove • Data Track: OOO O useful in field tests, it is expected that a • Heat Track: OOO OOO follow-up class incorporating "lessons • Mass Effect Drive (All travel times learned" will be produced. reduced by factor of 10)

72 Cerberus Fighter/Bombers Manufacturer: Cord-Hislop Aerospace Ship Class: Fighter Spacecraft Stats: • V-Shift: 5 • Beam: 1 • Torpedo: 3 • EW: 3 • Trade: 0 • Frame Track: O Asari Cruiser “Cybaen” (T3) • Data Track: O Manufacturer: Asari Republics • Heat Track: OO Ship Class: Frontline War Cruiser Stunts: Spacecraft Stats: • Vector Randomiser: Base defense 2 • V-Shift: 4 against Beams • Beam: 4 • Kinetic Barriers • Torpedo: 2 Cost: 7 • EW: 0 Aspects • Trade: 0 • Missileer Formation Tactics • Frame Track: OOO OOO • Out of Ammo (Torpedos) • Data Track: OOO O • Shields Down! • Heat Track: OOO OOO Stunts: Manufactured in secrecy, Cerberus • Mass Effect Drive (All travel times fields its own defense ships around reduced by factor of 10) their secret research stations. De- • Government Subsidy (+2 to conse- signed with killing much larger ships in quence removal, except when "Non- mind, these fighter craft work as a unit Standard Design" was tagged) to jam the comms of any intruding ves- • Oversize Drive Core sels, bring down their kinetic barriers, • Kinetic Barriers and then cause them to catastrophically Cost: 8 vent their atmosphere, explosive style. Aspects • Government Owned and Operated (Asari Republics) • Non-standard Design • Shields Down! • Oversize Drive Core • As Graceful as she is Deadly • Shields as tough as a Dreadnaught’s

The Cybaen is an Asari cruiser-class warship. A mix-up during the cruiser's construction left it with an unusually large drive core and engineers redes- igned the ship around the excessive power source. The Cybaen's unusually robust engines provide enough energy to generate kinetic barriers normally re- served for dreadnoughts. The Oversize Drive Core stunt provides a +1 bonus to the Heat track, and +2 to to V-Shift for 4bp.

73 Platoon Combat Mini-Game Changes

At platoon level, the Shield Projector

Mass Effect Platoons stunt provides a +1 Tech Enhancement The Mass Effect computer games are played bonus to Armour. from the point of view of one small squad in a very large galactic struggle. At the gaming Biotic Defender (Infantry) table, though, there is an opportunity to ex- Biotic shielding abilities are much less plore larger scale events through multiple overt than their offensive equivalents, squads in the Platoon level combat mini- while no less potent to their unit. At game. creation choose one of Armour or Hand-to-Hand. The unit receives +2 to this skill when used defensively. They also receive a -1 penalty to Camouflage for the turn after defending with the chosen skill.

Biotic Specialist (Infantry) As fearsome as they are in direct com- bat, offensive Biotic abilities are unfor- tunately visually flashy and distinctive.

This stunt provides a +1 to Hand-to- Platoon Creation Changes Hand, and +1 to one of Direct Fire or When constructing platoons, change the ―Out Anti Air, determined at creation. Biotic of Ammo‖ aspect assigned to all platoons to Specialist units who attack with either of the more thematically accurate ―Overheated the two chosen skills immediately gain Weapons‖ aspect. +1 spot markers after attacking, and re- ceive a -1 penalty to Camouflage next There are no new platoon skills added in this turn. section. All normal rules for character asso- ciation with units apply as per Diaspora page Tech Defender (Infantry) 192. However, there are a few ways Mass Superior information control grants this Effect characters can augment their assigned unit a +1 to the Command skill. Addi- platoon. tionally, the Defenders gain an extra aspect ―Power Drained‖, as well the Characters with the Biotic Training skill can ability to try to use a manouver to re- amplify one of the following platoon skills move a free tag on an ally that is cur- when assigned to units: Hand-to-Hand, Direct rently within Command range. Fire, Anti-Air, or Armour. Similarly, the Tech Training skill can be used to amplify one of Tech Specialist (Infantry) the following platoon skills by characters as- Seizing control of the electronic battle- signed to the unit: Signals, Command, or space, this stunt grants +1 to the Sig- Direct Fire. nals skill of the unit. Additionally, the Specialists gain an extra aspect ―Power New Platoon Stunts Drained‖, as well as +1 to one of the The following stunts may be taken by any unit Observation or Armour skills. that meets the type restriction (if any). Tech Infiltrator (Infantry) Shield Projector Using their jamming skills to great effect, Kinetic barriers, colloquially called this stunt grants +1 to the Armour skill "shields", provide protection against of the unit as enemies find it harder to most mass accelerator weapons. hit accurately. Additionally, the infiltra- Whether on a starship or a soldier's suit tors gain an extra aspect ―Power of armour, the basic principle remains Drained‖, as well as +1 to one of the the same. Signals or Camouflage skills.

74 Example Platoons Wireless: Command Range +1 All platoons are created at tech level T3. Wireless: Command Range +1 (command range is 2) “Goldylocks” Platoon (Alliance) Proven Battle Taxi • 2x Alliance Marines Overheated Weapons • 2x Alliance M29 Grizzly Infantry Fighting Vehicles Alliance M29C Grizzly Command IFV (T3 • 1x Alliance M29C Grizzly Command IFV Armour Leader) • Platoon Fate: 6 FP Armour 4, Direct Fire 3, Anti-Air 2, Movement 1. An older styled platoon, the Alliance Mobile Morale OOO O Infantry utilised the M29 Grizzly IFV to great Engineer: improved Aspect usage effect, advancing deep into enemy territory for Highly Trained: Morale +1 cutting supply lines and harassment of other Long Range: ignore 1 range on attacks units from unexpected directions. Whilst Zone Effect: -2 to attack zone; no spot of en- slower and bulkier than its successor, the M35 emy units required Mako, the Grizzly has had a long career pro- Battlefield Genius: platoon units gain Com- tecting its troops well, and was a bane against mand Range +1 the Turians during the First Contact War, dis- Command and Control of the Battlespace rupting communications, taking out support Overheated Weapons units and delivering marines to weak points in As Protective As a Papa Bear the enemy formations.

A61 Mantis Multirole Gunship (Citadel Races Only) The Gunship is driven by vectored-thrust en- gines. First rolled off the assembly lines in 2170, the Mantis remains in service in dozens of armies across the galaxy. Its modular con- struction means that the versatile Mantis can be reconfigured as a low-altitude gunship, a fighter, a high-altitude bomber, or even a sin- gle-stage-to-orbit spaceplane that can engage enemy craft around a planet or a space sta- tion. The only role the Mantis cannot perform

is that of a true deep-space fighter, as it has Alliance Marines (T3 Infantry) no FTL drive. Direct Fire 3, Hand-to-Hand 2, Observation 2,

Armour 1, Command 1, Movement 1. The Mantis houses an element zero core Morale OO which lightens the engines with a mass effect Command Range: 2 field, allowing it to take off vertically and hover Max Move: 3 zones in place using minimum fuel. This also gives it Cavalry: undersized and overpowered; Max far greater range and speed than the helicop- Move +1 ters and jump-jet aircraft that once filled its Scout: able to continue move when entering niche. a zone containing an enemy Wireless: Command Range +1 Reach Out with Precision Fire Overheated Weapons

Alliance M29 Grizzly Infantry Fighting Vehicle (T3 Armour) Armour 5, Direct Fire 3, Signals 2, Movement 1. Morale O Command Range: 3 Infantry Carrier: able to transport Infantry Shield Projector: Armour +1 75 Shield Projector (TE): Armour +1 Boosters (TE): Movement +1 Highly Trained: Morale +1 Surprise! I'm Back! Overheated Weapons

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

76 Biotic Specialist: +1 to Hand-to-Hand, +1 to Anti-Air; +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. Highly Trained: Morale +1 Logistics Genius: units in platoon do not have the ―Overheated Weapons‖ Aspect Peerless Biotic 50+ Years of Battle Experience

Asari Commando Team (T3 Infantry) Hand-to-Hand 4, Direct Fire 3, Movement 2, Geth Platoons Camouflage 1, Armour 1, Veteran 1. All Geth are networked to each other, they Morale OOO may communicate their exact thoughts and Command Range: 1 ideas at the speed of light. This makes them Biotic Specialist: +1 to Hand-to-Hand, +1 to extremely efficient in battlefield conditions. Direct Fire; +1 spot marker and -1 to Camou- The key element of Geth warfare is surprise. flage after attacking The Geth make perfect ambushers—"they Special Forces: not automatically spotted don't move, they don't make noise, they don't when it shares a zone with an enemy unit. even breathe." Wireless: Command Range +1 Elite Biotic Abilities Their freedom from the need to eat or sleep Overheated Weapons allows the Geth to leave dormant garrison units in ambush at key positions, and the fact Asari Huntresses (T3 Infantry) they don't feel pain allows them to literally Hand-to-Hand 3, Movement 3, Direct Fire 2, drop units from overhead out of nowhere. Observation 2, Armour 1, Veteran 1. Geth can even be packed tightly into crates Morale OOO and left in storage, shutting down their power Command Range: 1 sources to stay undetected. A tactic particu- Biotic Specialist: +1 to Hand-to-Hand, +1 to larly favoured by the Geth is to set 'distress Direct Fire; +1 spot marker and -1 to Camou- signals' and then ambush the rescuers. flage after attacking Guerrilla Tactics: attacks from this unit never generate spin for the defender. Wireless: Command Range +1 Hard to Pin Down Overheated Weapons

Asari Bodyguards (T3 Infantry) Hand-to-Hand 3, Armour 2, Movement 2, Camouflage 1, Direct Fire 1, Veteran 1. Morale OOO Command Range: 1 Biotic Defender: +2 to Armour when used defensively; -1 to Camouflage after defending Geth Infantry Platoon Special Forces: not automatically spotted • 4x Geth Troopers when it shares a zone with an enemy unit. • 1x Geth Juggernaught Wireless: Command Range +1 • Platoon Fate: 6 FP Protect the Matriarch Overheated Weapons Geth Heavy Weapons Platoon • 2x Geth Troopers Asari Matriarch (T3 Infantry Leader) • 2x Geth Rocket Troopers Veteran 3, Hand-to-Hand 3, Direct Fire 2, • 1x Geth Destroyer Anti-Air 2, Movement 1, Command 1. • Platoon Fate: 6 FP Morale OOO OOO O

77 Geth Network: able to use Signals in place of Command Battlefield Genius: platoon units gain Command Range +1 Rocket Salvo Ready Out of Ammo Intimidating Bipedal Walker

Geth Destroyer (T3 Infantry Leader) Hand-to-Hand 3, Armour 3, Movement 2, Di- rect Fire 2, Observation 1, Signals 1 Morale OOO O Carnage (TE): Direct Fire +1 Shield Projector (TE): Armour +1

Geth Network: able to use Signals in place of Geth Anti-Armour Platoon Command. • 4x Geth Rocket Troopers Carnage (TE): Direct Fire +1 • 1x Geth Destroyer Shield Projector (TE): Armour +1 • Platoon Fate: 6 FP Geth Network: able to use Signals in place of Command Be sure when assembling Geth Platoons to Tactical Genius: Units in platoon ignore 1 adjust them for the Leadership Stunt bonus, extra zone of range when attacking which varies depending on which Leader is Close Range Nightmare assigned to a Platoon. Overheated Weapons Relentless Killing Machine Geth Troopers (T3 Infantry) Hand-to-Hand 3, Armour 2, Signals 2, Direct New Stunt: Geth Network (Geth only) Fire 2, Movement 1, Observation 1. Due to their synthetic nature, and that Morale OO they are extensively reliant on digital Command Range: 2 communication for interaction, Geth re- Anti-Personnel Rounds (TE): Direct Fire +1 pair their morale using Signals instead Wireless: Command Range +1 of Command. Wireless: Command Range +1 (command range is 2) Relentless Automatons M35 “Mako” Infantry Fighting Vehicle Overheated Weapons (Alliance / Cerberus) The M35 Mako infantry fighting vehicle was Geth Rocket Troopers (T3 Infantry) designed for the Systems Alliance's frigates. It Direct Fire 3, Movement 2, Signals 2, is designed to fulfill the role of rapid deploy- Anti-Air 2, Armour 1, Observation 1. ment that its predecessor, the M29 Grizzly, Morale OO fell short of accomplishing. Though the interior Command Range: 1 is cramped, an M35 is small enough to be car- Long Range: ignore 1 extra zone of range ried in the cargo bay and easily deployed on when attacking virtually any world. It is equipped with micro- Thermal Tracking (TE): Anti-Air +1 thrusters and a small element zero core, Wireless: Command Range +1 which can be used to increase mass and pro- Precision Guided Munitions vide greater traction, or reduce its mass for Out of Ammo limited evasive or positioning manouvers.

Geth Juggernaught (T3 Infantry Leader) Direct Fire 3, Armour 2, Anti- Air2, Movement 1, Observation 1, Signals 1 Morale OOO O Long Range: ignore 1 extra zone of range when attacking Long Range: ignore 1 extra zone of range when attacking

78 Several combat support vehicles using the Salarian Special Tasks Group Platoons Mako's basic chassis are manufactured for • 1x STG Cell Leader Alliance surface garrisons. These include a • Choose 4 units from the following: recon drone controller, a mobile air defense STG Recon Unit platform, and the M38 military ambulance STG Combat Engineers nicknamed "Moby" because it is painted white STG Infiltrators during peacekeeping operations. • Platoon Fate: 6 FP

The Special Tasks Group (STG) is a Salarian espionage organization, usually deployed by the Citadel Council. STG operators work in independent cells, performing dangerous mis- sions such as counterterrorism, infiltration, reconnaissance, assassination, and sabotage. STG operators are brutally practical, devoted to accomplishing their mission regardless of the cost involved to others or themselves. Alliance M35 Mako Infantry Fighting Vehicle (T3 Armour) Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader pla- toon Movement 4, Direct Fire 3, Armour 3, Hand- to-Hand 1 Morale O Command Range: 1 Max Move: 5 zones Infantry Carrier: able to transport Infantry Shield Projector: Armour +1 Wireless: Command Range +1

Light Cavalry: Max Move +1 Tactically Flexible and Heavily Armed STG Recon Unit (T3 Infantry) Overheated Weapons Camoflage 3, Hand-to-Hand 2, Observation 2, Armour 1, Movement 1, Signals 1. Make the following changes to the above stats Morale OO for the following variant designs: Command Range: 1 • M35A Mobile Air Defence Variant Scout: able to continue move when entering Replace Direct Fire for Anti-Air a zone containing an enemy Replace Infantry Carrier for Zone Effect Special Forces: not automatically spotted when it shares a zone with an enemy unit. • M35D Recon Drone Controller Wireless: Command Range +1 Replace Hand-to-Hand for Indirect Fire We Were Never Here Replace Direct Fire for Observation Overheated Weapons Replace Infantry Carrier for Zone Effect STG Combat Engineers (T3 Infantry) • M38 Military Ambulance Variant Signals 4, Observation 3, Hand-to-Hand 2 Replace Direct Fire for Signals Armour 1, Direct Fire 1, Movement 1. Replace Hand-to-Hand for Command Morale OO Command Range: 1 Be sure to adjust these stats for Leadership Engineer: improved Aspect usage stunts when added to a platoon. Tech Specialists: +1 to Signals; +1 to Observation; additional aspect ―Power Drained‖ to remove these bonuses. Wireless: Command Range +1 Find It – Kill It Overheated Weapons Power Drained 79 STG Infiltrators (T3 Infantry) Camouflage 3, Movement 3, Armour 2, Direct Fire 2, Hand-to-Hand 1, Signals 1. Morale OO Command Range: 1 Special Forces: not automatically spotted when it shares a zone with an enemy unit. Tech Infiltrator: +1 to Armour; +1 to Camou- flage; additional aspect ―Power Drained‖ to remove these bonuses. Other Platoons and Units Wireless: Command Range +1 These are just a small sample of the potential Never Where You Thought They Were types of units that can be created for the Pla- Overheated Weapons toon mini-game. I encourage you to create Power Drained your own versions of these units, or perhaps

some of the ones on the list below:

• Batarian Slavers • Blood Pack Mercenaries • Blue Suns Mercenaries • Cerberus Mobile Infantry • Council Spectres • Drell Assassination Squad • Eclipse Mercenaries • Elcor Heavy Weapons • Geth Armatures • Husk Zombies • Krogan Beserkers • Krogan Biotic Battlemasters • Mass Driver Orbital Artillery • Quarian Commandos • Quarian Engineers • Rachni Swarms • Thresher Maws • Vorcha Irregulars • Wild Varren Pack

STG Cell Leader (T3 Infantry Leader) Command 4, Movement 2, Hand-to-Hand 2, Armour 1, Indirect Fire 1, Anti-Air 1 Morale OOO O Omni-Tool Master: able to use Command skill for Sensors Special Forces: not automatically spotted when it shares a zone with an enemy unit. Tech Defender: +1 to Command; able to use manouver to remove free tag on ally in com- mand; additional aspect ―Power Drained‖ to remove these bonuses. Logistics Genius: units in platoon do not have the ―Overheated Weapons‖ Aspect Always Has a Plan Overheated Weapons Command of the Airwaves Power Drained

80 Campaigns and Themes

Mass Effect is set in the year 2183 CE, 35 years after humans discovered the ruins of an ancient spacefaring race called the Protheans on Mars. With the technology from these ru- ins, humanity learned the secrets of mass ef- fect physics and element zero, unlocking faster-than-light travel. Humans also discov- ered the mass relay network that threaded the galaxy, permitting instantaneous passage across thousands of light-years. Humanity began its journey among the stars, encounter- ing various alien races and establishing itself on the galactic stage.

This is the setting history established in the first Mass Effect game. Taking control of a pivotal character in the events of the game, you get the chance to explore the galaxy, moving from planet to planet on your quest to They are the newest sentient species of nota- protect the known races from an unknown en- ble size to enter the galactic stage and are the emy from deep space. Whilst you can explore most rapidly expanding and developing. Hop- hundreds of worlds across the series, explor- ing to expand their territory and driven by im- ing ancient ruins and fabulous cities alike, bat- mense curiosity about the galaxy, they began tling aliens and making allies (and vice versa), activating every mass relay they could find. by its very nature as programmed entertain- This recklessness was what trigged the Turi- ment, there are hard limits on what you can do ans to attack as they attempted to activate a and where you can go. dormant Relay, beginning the First Contact War. At the gaming table, our options are not so limited, which in turn can seem daunting as At the time of the first game, humans have an you go ―Where do we start?!‖ But don‘t worry, active role in galactic commerce and settle- as the structure of the Diaspora RPG cluster ment, and are heavily petitioning for full mem- and character creation is designed to help you. ber status in the Citadel Council, to join the Asari, Salarians, and Turians in the decision Cluster creation is intended for each player to making process. Many races have petitioned suggest themes they‘d like to explore, creating for elevation to this status for a long time, and hooks for potential plots on these worlds in the some members of those races resent the ap- creation of aspects and their interaction with pearance that humans are going to jump the the system attributes. Character creation queue ahead of them. works in a similar way, with steps designed to help link your characters to each other. In this Humans are still discovering what it takes to section, I‘ll raise some themes and potential survive on these newly discovered worlds, as campaign hooks that may help you in the well as confronting the prevailing opinions of creation of your own stories in this exciting humans as intelligent, abnormally ambitious, and fun setting. highly adaptable, individualistic and thus, un- predictable. Humans are new to the galaxy A little over 35 years ago, no one in the wider Law and Order galactic community had ever heard of humans. The Mass Effect games place strong empha- Their independent discovery of a Prothean sis on the theme of law and order in the gal- data cache on Mars and their activation of the axy, as well as how individuals choose to op- Charon Mass Relay thrust them into politics of erate within, or outside, those confines. Whilst the existing races and upset many delicate the Citadel is seen as the primary location of balances. galactic rule, there are many places that the reach of the council doesn‘t extend, such as 81 the iron fisted rule of the Asari crime lord Aria trade resources or information with them. An on Omega, or the corporate control of Noveria. AI gives the view from the other side of the fence when it says that, from a synthetic point Tying into the first theme of humans being of view, "all organics must destroy or control new to the galaxy, this can be explored in the synthetic life forms". ways humans protect, or circumvent, the law. C-Sec is a volunteer organisation, and is al- However, these potentially disastrous out- ways happy to take new recruits. They have comes are neither certain, nor impossible to successfully incorporated humans into their work around. The introduction of both a Geth structure to help with policing and patrol duties, character, and an Artificial Intelligence charac- with them making up the largest of the minori- ter as allies of the player in the second and ties. Conversely, many mercenary groups third game shows that there is much that can employ humans as hired muscle, notably Blue be learned by both sides when working to- Suns and Eclipse, to provide protection to in- wards the same goals. Unfortunately for the terests not necessarily desired by the Council. council races, the Reapers possess no such inclination to deal with organics in any other Along these lines, replacing the Technology way except consumption or extinction. attribute in the Cluster creation mini-game with the Order attribute allows players to decide for Special Operations and Apex Skills themselves how this theme impacts their When there are dangerous missions to per- characters. form, there are those who are sent in to do them. Whether they are the biotic power- Organics vs Synthetics house Asari Huntresses, the covert and clan- In the large scale, the imminent return of the destine Salarian Special Tasks Group, or even organo-synthetic Reapers coming to absorb the elite Council Spectres, there is much ap- all sentient organic life in an orgy of destruc- peal to playing highly competent beings break- tion is a key issue behind the plot of the Mass ing heads and taking names. Effect games. At the personal level, so too is the nature of how organics deal with synthetic Diaspora supports this style of play with its intelligences. pyramid skill structure. With only one skill at the Superb (+5) level, take some time to de- The Quarian peoples are adrift in space, cide why your character is so good at that par- exiled from their home planet by their own ticular skill. The apex skill represents a sig- creations, the Geth. The Citadel Council nificant investment in time, resources and atti- heavily controls all research into synthetic in- tude for the character, and Elite special opera- telligences, banning AI research almost en- tions groups are one place to develop them. tirely, lest the same mistakes get made. As one character in the game puts it: synthetic Partial Characters and Cool Stuff races have no use whatsoever for organics — As you have read through this book, you have they don't have the same needs or drives as probably noted things of interest you‘d like to biological creatures, so they have no need to explore; an ability or race, a stunt or two. Sometimes, they are all you need to begin to create a character, when other inspiration is taking a while to surface.

The companion document to this rules hack, ―Hacking Diaspora: Threats, Adversaries and NPCs‖ is full of characters from across the breadth of the Mass Effect universe. When you are unsure what kind of aspects, skills or abilities your character needs, you can always begin by using one of those characters as a starting point to developing your own. Just choose one, give ‗em that race, aspect, or stunt that interested you, name them, and you‘re good to go. You can always fill in the rest as you play.

82

HACKING DIASPORA TO Name Race Homeworld Class/Concept

Cluster Rank 5 Skill

Rank 4 Skills Known

Biotic Effects Rank 3 Skills Tech Talents Or Combat Excellence Rank 2 Skills Abilities

Health

Rank 1 Skills Composure

Wealth

Mild Aspects Consequence Medium Consequence Severe Consequence

Weapon Range / Harm Pen Stunts

Stunt

Stunt Armour Stunts Defense Rating Stunt

Gear

Ammunition Effects

HD2ME Character Sheet Ver 2.0 83 VARIANT RULES QUICK SHEETS

(Page 8) New System Stat: ORDER Aldrin Labs O-4 Virtual chaos A Human manufacturer providing O-3 Ad-hoc Rule basic, reliable and affordable O-2 Establishment equipment such as armour, omni- O-1 Corruption tools and bio-amps. O+0 Stability O+1 Progress O+2 Licensed Class Packages (Page 24) O+3 Institutionalisation Adept Biotic specialist; no Tech Train- O+4 Total Control ing; Minimal combat training. Soldier Combat specialist; Three or four Racial Backgrounds (Page 9) combat skills; Combat Excellence Asari Powerful Biotics; mono-gendered stunt available with ranks in Tac- race of female appearance tics; no Biotic or Tech Training. Batarians Pirates, slavers; Hate humans Engineer Tech specialist; no Biotic Train- Drell Rescued from their dying world, ing; Minimal combat training. now militantly serve the Hanar Vanguard Biotic and Combat skills not Elcor Ponderous giants; emotive prefix higher than rank 4; other combat declared when speaking skills not higher than rank 3; no Hanar Polite religious jellyfish who Tech Training. revere the Protheans as gods Sentinel Biotic and Tech Training skills not Humans Newest race to join the galaxy; higher than rank 4; no combat admired and distrusted equally skills; Non-technical apex skill. Geth Synthetic AI race created by, and Infiltrator Tech and Combat skills not overthrew, the Quarians higher than rank 4; combat skills Krogan Reptilian mercs and enforcers; not higher than rank 3; no Biotic Broken by the genophage Training. Quarians Evicted by own AI creations; home is where the flotilla is. Salarians Amphibious information seekers; Ariake Technologies adept at sneaky and subtle An Earth-based electronics con- Turians Public service peacekeepers; cern best known for their high direct and forthright grade omni-tools and armour. VI / AI Synthetic lifeforms living in com- puters or starships Volus Traders and merchants; client New Skill: Biotic Training (Page 26) race of the Turians Number of effects equal to skill training level, Vorcha Aggressive, clannish primitives modified by Bio-Amp Implant stunt. used as cannon fodder by mercs Primary Biotic Effects: Yahg Towering, adaptive predators Barrier +2 to own armour defense rating; loyal only to the strongest Lasts three turns. Lift Target floats helplessly; Conserves momentum; Place aspect on target. Singularity Gravity sink; Zone aspect; Lasts two turns. Stasis Target unable to move and takes no damage; Place aspect on target. Throw Shift enemy one zone; Place aspect on target. Warp -2 to enemy armour defense; If used two turns in a row, target Alliance Network News takes one additional damage shift A galactic news network founded by Humans from any successful attacks. and broadcast through Citadel space. Effects last until the next turn only unless oth- erwise specified. 84 VARIANT RULES QUICK SHEETS Armali Council Slam Requires: Lift effect and one of An affiliation of Asari manufactur- Throw or Pull effects. ing guilds who make high-grade Must not take free move. Place omni-tools and bio-amps to only ―Slammed‖ aspect on target. a select few clients. They must then resist an attack equal to Biotic Training +2. May Advanced Biotic Effects (pages 27, 28): pay a FP to resolve the effect Charge Requires: Barrier or Throw effect immediately, otherwise resolves and Close Combat skill. at the end of turn. Unable to use Spend one turn preparing this this effect in consecutive turns. effect, then next turn make a full turn move, reducing any pass costs by 1. Then, make a Close Armax Arsenal Combat check at +2 bonus for Supplier of elite Turian military having one of the required ef- units. Their weapons and fects, or +4 for having both. armour are high quality, high Next, apply Barrier to self, or priced and very difficult to Throw to target, or both if you acquire for most non-Turians. possess both effects. Finally, you are unable to act the follow- ing turn. New Stunt: Bio-Amp Implant Dominate Requires: Stasis effect and (Page 29) Resolve skill. Modifies number of effects. Place ―Dominated‖ taggable as- Asari Biotic No implant required; pect on biological target when Effects = Skill rank multiple enemy targets present; L1 Implant Cannot take skill; That target becomes immune to Effects = 0 further Domination next turn. Stable L2 Implant Max skill rank = 4; Reave Requires: Warp effect and Add 1dF to skill rank Medicine skill. before combat to de- Spend one turn focussing on a termine skill level; target, then next turn gain a +2 Effects = Skill rank. bonus to armoured or synthetic Unstable L2 Implant Max skill rank = 3; target, or a +4 bonus to unarmed Add 3dF to skill rank biological target. If target is in- before combat to de- valid, must start again. If target termine skill level; was unarmoured biological, may If 0, no effects avail; spend a FP to gain a defense If >5, one composure bonus equal to half Medicine or health damage ranks, rounding up against other cumulative per use; biologicals. Finally, you are un- Effects = Skill rank. able to act the following turn. L3 Implant Max skill rank = 3 Shockwave Requires: Lift or Singularity Effects = Skill rank. effect and Tactics skill. L3-R Implant Max skill rank = 3 Draw line on map from character -1 to composure track; (Tactics -1) zones in length. Effects = Skill rank +1. Make a Biotic check at +2 for L4 Implant Aspect: ―Occasionally one effect, or +4 for both. All Distracted by VI‖; zones affected must resist this No max skill rank; attack. Effected targets with the Effects = Skill rank. Shielding stunt are unable to Krogan Battlemaster Older than 300: im- move next round, those without plant equivalent to Shielding have the Lifted effect current L4 without as- applied to them. Place ―Biotic pect; Shockwave‖ aspect if have Sin- Younger than 300: are gularity. Unable to use another dying, have no implant Biotic effect next turn. and cannot take skill.

85 VARIANT RULES QUICK SHEETS Devlon Industries Jamming -2 penalty to enemy alertness Best known for basic armour checks; May be taken multi- that can withstand a variety of ple times to stack penalty, environmental extremes such and lasts 2 turns when acti-

as cold, heat or toxic exposure. vated. Medicine Substitute ranks in Tech Bio-Amp Manufacturers (Page 50) Training for Medicine skill Manufacturer Bio-Amp rolls; Aldrin Labs Solaris Amp Must have at least 1 rank in Armali Council Prodigy Medicine skill. Neural Shock Place ―Disorientated and Armax Arsenal Gemini Confused‖ taggable aspect on Kassa Fabrication Polaris biological target. Serrice Council Savant Overload Place ―System Rebooting‖ Sirta Foundation Unity Amp taggable aspect on synthetic Spectre Gear1 HMBA Basic target. Target becomes im- Spectre Gear1 HMBA Adv mune to further Overloads Spectre Gear1 HMBA Master next turn. Note 1: See the Spectre Gear Options (page 49, 89) Repair Substitute ranks in Tech Training for Repair skill rolls; New Skill: Tech Training (Page 31) Must have at least 1 rank in Characters can have a total number of talents Repair skill. equal to number of ranks they have in the Tech Training skill. All Tech Talents last for one turn, Elanus Risk Control Services in same or adjacent zone to the character A private security corp that can unless otherwise noted below. provide event security, profes- sional mercs, starships, to Primary Tech Talents: weapons and armour. Damping Use defensively to contest Biotic Effects. Advanced Tech Talents: Offensively, place ―Sup- Must also have Computer (space) skill. pressed by Tech‖ aspect on Advanced Requires: Hacking talent. appropriate target, including Hacking Restrictions removed to allow Biotics. repeated Hacking attempts Decryption Unlock doors, bypass alarms, on same target, and to hack access secure systems, etc; lone targets. Multiple Redundancy: Use my Combat Requires: Hacking Talent, Tech Training, +1 to computer Drone and Have-a-Thing: skill checks during damage Combat Drone stunt. control phase A mobile weapon platform at Electronics Disable free tag on own or your command. ally equipment in same zone Drone Stats: Range 0/1, as combat action. Harm 2, Pen 2; Non- Energy Drain Move own tagged ―Over- Lethal; Transfer Aspect heated‖ aspect and place on ―Combat Hover Drone” an enemy with an untagged Cryo Blast Requires: Neural Shock ―Overheated‖ aspect. talent. First Aid Disable a free tag on Health Target the zone you are in or track of you or ally in same an adjacent zone and roll zone as a combat action; Tech Training against a diffi- Must have at least 1 rank in culty of 2. On a success, Medicine skill. place a ―Frozen and immobi- Hacking Place ―Targeting Malfunction‖ lised‖ aspect on the zone for taggable aspect on synthetic one turn. All targets in the target when multiple enemy zone, or passing through targets present; must roll their Stamina skill That target becomes immune against the number of shifts, to further Hacking next turn. ending their turn if they fail. 86 VARIANT RULES QUICK SHEETS Advanced Tech Talents (cont’d): Omni-Tool Manufacturers (Page 50) Incinerate Requires: Energy Drain Manufacturer Omni-Tool talent. Aldrin Labs Bluewire Tool Target an enemy with a tagged ―Overheated‖ aspect Ariake Technologies Logic Arrest Tool and roll Tech Training against Armali Council Nexus a difficulty of 1. On a success, Kassa Fabrication Polaris target takes Health damage Serrice Council Savant of number of shifts, absorbed Sirta Foundation Chameleon Tool by armour. Unable to be Elkoss Combine Cipher Tool used on successive turns Spectre Gear1 HMOT Basic against the same enemy. Spectre Gear1 HMOT Adv Advanced Requires: Overload talent. 1 Overload Restriction removed to allow Spectre Gear HMOT Master repeated Overload attempts Note 1: See the Spectre Gear Options (page 49, 89)

on same target. Can pay a Hahne-Kedar FP once per scene to place a Earth-based major supplier to ―Comprehensively Compro- the Systems Alliance military. mised‖ aspect on a target that Their weapons are stock quality you have successfully over- at best, though their armour loaded twice. lines are generally recognized Tactical Cloak Requires: Jamming talent. as above average. Base Jamming talent duration extends by 1 turn. May also New Stunt: Combat Excellence pay a FP to impair all at- (Page 34) tempts to attack or target you This stunt grants access to a number of by -1 per level of Jamming weapon based abilities as long as the prereq- you possess whilst it is active. uisites are met. Characters unable to meet Tech Armour Requires: Hacking talent, and those prerequisites to take the base stunt may Armour with Shields stunt. instead take the individual abilities as Stunts Armour bonus granted by like normal, but must still meet all other prereq- Shields boosted by +3 when uisites, including possessing an appropriate this talent is activated. At- weapon. tacks reduce this bonus by 1

per shift. Combat Requires: Energy Weapon When neutralised, the Tech Excellence skill of at least Rank 3, Armour detonates, causing all any level of Tactics skill, and Shielded targets in same no ranks in either Biotic zone to have their ―Shields Training or Tech Training. Down!‖ stunt tagged, and un- Characters who take this stunt may choose a shielded targets must resist 3 number of Combat Excellence Abilities equal to shifts of Composure damage, their Tactics skill rank. excluding the user. Primary Combat Excellence Abilities: MG Focus for one turn to dupli- Elkoss Combine Assassination cate effect of ―Double Tap‖ A Volus manufacturer that weapon stunt with Sniper Ri- produces less expensive fles. versions of items carried by MG Carnage Duplicate effect of ―Double high-end manufacturers. Tap‖ weapon stunt once per scene. MG Immunity Once per scene, after ―Shields are Down!‖ com- New Stunt: MG Omni-tool (Page 33) pelled, gain a +4 bonus to armour defense when "Tak- MG Omni-tool A Military Grade Omni-tool is ing Cover!" in addition to the required to use Tech Talents. bonus granted by that aspect.

87 VARIANT RULES QUICK SHEETS Advanced Combat Excellence Abilities: Adrenaline Requires: Alertness and Haliat Armoury Rush Agility skills. A smaller Turian weapons Spend a FP to gain a +3 to manufacturer that specializes in your next roll. You also gain a line of basic level weapons that are actually of high quality. +2 shifts to damage for any attacks you make until the beginning of your next turn. Unable to use this ability in Paragons and Renegades (Page 36) consecutive turns. Option 1: Skill Progression Concussive Requires: Science skill. Take both the charm and intimidation skills at Shot Spend a FP to replicate the tier five at character creation. During refresh effects of Sledgehammer phase, to promote either skill further, character rounds (page 54, 89) until the must have used charm or intimidation skill at weapon‘s ―Overheated‖ as- least the same number of times that they have pect is tagged. ranks in it, and they must promote the one they Disruptive Requires: Repair skill. have used more than the other. Shot Add +1 Harm to weapons with ammunition that impose Option 2: Status Stress Tracks penalties to the Harm rating Characters gain two new stress tracks, one for of the weapon. tracking Paragon Status, the other for tracking Fortification Requires: Repair skill; Armour Renegade Status. Both tracks start 6 boxes with Shields stunt. long, but may be modified by stunts. When Spend a FP to gain a +4 Spin is obtained outside of a combat situation, shield bonus to Armour until you can spend the +1 Spin bonus on increas- the end of next turn, when it ing one of your Status stress track levels. You then activates the ―Shields should increase the Paragon track for good or are Down!‖ tag. positive actions that benefit others, and the Hot-Swap Requires: Agility skill. Renegade track for conduct that is selfish or Ammunition As a full round action, change callous. from normal rounds to a vari- ant ammunition type, or from When a track is full, you may generate a a variant back to normal. You Status consequence (1/2/4) on that track, may not switch one variant which doesn‘t count towards your maximum ammo for another variant number of consequences. You can have only without switching to normal 3 Status consequences in total, one each of rounds first. Minor (+1), Moderate (+2), and Severe (+4). Unity Requires: Resolve and Give the consequence an Aspect when cre- Oratory skills. ated, and reduce the Status track by the rating. Once per scene, you may spend a FP to grant a conse- These consequences are only able to be quence (1/2/4) to an ally that tagged outside of combat (by anyone), and are has been Taken Out. removed once tagged by the player. Spin This is in addition to any consequences they generated when Status aspects are tagged by already possess. You take a penalty to all rolls the player do not count towards further Status equal to the consequence rating for the next stress. round only. Assign an aspect to the conse- quence as usual. New Status Stress Track Stunts (Page 37) You may spend another FP next round to keep Heightened Reduce one Status Stress the character active in the scene, but you no Reputation Track to 5 boxes. You may longer incur the consequence penalty. The only take this Stunt once. character resumes their Taken Out status and Cult of Status Consequences are the consequence is removed when no FP are Personality rated 2/3/4 instead of 1/2/4. spent, they take enough stress to be taken out Lasting You are able to bank one again, or the end of scene occurs. Reputation additional Minor (+1) Status consequence.

88 VARIANT RULES QUICK SHEETS Jormangund Technology New T3+ Energy Weapon Ammo A rising Human corp that pur- (Page 53) sues aggressive integration of All variant ammunition costs 3 to purchase. alien technologies. Makes ad- Anti- +1 Harm to armour rating 0; vanced optical computers and AI Personnel -1 Penetration when armour "blueboxes", as well as superior rating greater/equal to 2 environmental hazard armour Armour Pierc- +1 Harm and +1 Pen to ing synth; New T3+ Energy Weapon Stunts +1 Pen to non-synth targets (Page 46) with armour gr/eq 4 Thermal Clip Weapon gains ―Overheated‖ Incendiary On hit causes +1 shift to all taggable aspect; successful attacks; Cost -1bp. Extends "Overheated" tag Both Barrels/ Doubles Harm and activates for one extra turn after com- Double Tap ―Overheated‖ tag; pelled. Cost 1bp. Cryo -1 Harm, +2 Pen to targets Advanced Reduced penalty of -1 for fir- with uncompelled Shields; Optics ing outside min/max range; Removes Thermal Clip stunt Cost 1bp. if max range eq/less 2. Limited Weapon unable to be used High Explosive Free taggable aspect "Mas- Range outside min/max ranges; sive Fireball!" on target and Cost -1bp. 2 extra shifts on hit; Free taggable aspect "Mas- sive Fireball!" 1dF zones Spectre Gear Options (Page 49) away from intended target Costs Basic Spectre gear costs 5; on a miss; Adv Spectre gear costs 6; If used for two consecutive Master Spectre gear costs 7. turns, activates and extends Weapon Basic: +1bp bonus; "Overheated" tag for one Creation Adv: +1bp bonus and Ad- extra turn vanced Optics stunt; Sledgehammer Free taggable aspect Master: +2bp bonus. "Knocked prone" on hit. Bio-Amps Spectre rated gear increases Phasic -2 Harm, +3 Pen to targets and Omni- the numerical values of stunts; with uncompelled Shields; tools Basic: one Effect variable; -2 Harm to targets with Adv: two Effect variables; tagged shield aspect or Master: three Effect variables. without any shields on ar- mour Chemical Harm reduced to 0; New T3+ Powered Armour Stunts Free taggable aspect "Toxic (Page 51) Shock" on hit; Shields "Shields are Down!" compel- +2 shifts if tag is used by lable aspect causes -2 to ar- another player who hits. mour defense. Fate point to Radioactive +1 Harm to Biotic Training recharge. and/or Tech Training skills; Cost -1bp. Mild consequence "Radia- Recharge "Taking Cover!" taggable as- tion Poisoning" on damage; Booster pect removes tagged Shields Biotic and Tech Training skill aspect if character doesn‘t +2 to target difficulty level if move; Further +2 bonus to character has "Radiation defense next turn if they stay Poisoning". stationary. Cost 1bp. Kassa Fabrication Booster Provides a +2 bonus to agility No expense is spared by this Power Pack checks. When ―Out of Juice‖ Human corp, as the exorbitant tagged, negates this bonus. cost of their products show, Cost 1bp. which include weapons, armour and omni-tools. 89 VARIANT RULES QUICK SHEETS New T3+ Energy Weapon Mods Exo- +2 to Close Combat checks. (Page 55) skeleton All weapon mods cost 3 to purchase unless First Aid Combat action disables the first otherwise stated. Interface free tag on the Health stress Combat +1 to alertness when wearing track Scanner powered armour; stacks with Hardened +2 protection against Bi- sensors aspect; Weave otic/Tech; -1 to Agility checks. -1 penalty to Defense Frictionless +2 Penetration; Kinetic +1 to Agility checks; Materials Cost 4; must not be Civilian. Buffer -1 to Stamina checks only High Caliber +2 to Harm; "Low Recoil" Kinetic +2 Shield bonus to Defense; Barrel swapped for "High Recoil"; Exo- +1 to agility checks. Improved "Overheated" clears half a turn skeleton "Shields are Down!" tag also Heat Sink faster than normal; disables shield bonus; -1 Harm. "Servo Lockup" tag prevents the Kinetic Coil +4 Penetration; user from applying any After every use, user gets free manouver aspects to scene; taggable aspect "Knocked Costs 4 and counts as 2 mods. prone" unless rolls +1 on 1dF. Medical +3 bonus to Defense; Kinetic Reduced penalty of -1 for firing Exo- Combat actions disable the first Stabiliser outside min/max range; skeleton 2 free tags on Health stress -1 Harm. track; -2 to Agility checks; "Soft- Rail +1 Harm; ware Crash" tag prevents Extension - 1 to Agility checks. movement this turn; Costs 4 and Recoil "High Recoil" swapped for counts as 2 mods. Damper "Low Recoil"; -1 to Harm Medical Combat action disables the first Scram Rail +3 Harm; after every use, auto Interface free tag on the Health stress activates "Overheated" unless track. rolls +1 on 1dF; "Toxic Shock" aspect from Overrides any other improved Chem Rounds can‘t be applied, Thermal effect. Radioactive rounds do not add +1 harm against user with Biotic/ New T3+ Powered Armour Mods Tech skills; (Page 56) -1 to Agility checks. All armour mods cost 3 to purchase unless Shield +2 Shield bonus to Defense otherwise stated. Battery "Shields are Down!" tag also Ablative +4 bonus to Defense; disables shield bonus; Coating Shifts against armour reduces Stimulant +1 to Biotic/Tech skill checks; bonus by 1 for every two shifts. Pack "Overstimulated and Distracted" Armour +4 bonus to Defense; tag negates Biotic/ Tech bonus Plating "Cracked Plates" tag only free and causes -2 to Agility checks; after first turn of combat Tag cannot be compelled 2 Combat "Very Heavy" negating any turns in a row. Exo- "Lightweight" aspect; Toxic "Toxic Shock" aspect from skeleton +4 bonus to Defense; Seals Chem Rounds cannot be ap- +1 protection from Biotic/ Tech; plied; Radioactive rounds do Costs 4 and counts as 2 mods. not add +1 harm against user Energised +6 bonus to Defense; -2 to Agil- with Biotic/ Tech skills; Envi- Plating ity checks; "Power Glitches" tag ronmental based aspects are negates bonus and penalty; unable to be used against the Costs 4 and counts as 2 mods. user of this mod. Energised +4 defense vs Biotic/Tech; Weave -2 penalty to Defense; Rosenkov Materials -2 to agility checks; A Human corp that has "Power Glitches" tag negates forged a reputation as one of bonus and penalties; the premier armour manufac-

Costs 4 and counts as 2 mods. turers in Citadel space.

90 VARIANT RULES QUICK SHEETS Serrice Council New T0+ Spacecraft Stunts An Asari consortium that (Page 70) manufactures the highest Government Official part of government quality omni-tools and bio- Subsidy navy; Crew must adhere to amps which are considered SOPs; "Government Owned incredibly rare – and highly and Operated" aspect; prized – items on the galactic Additional aspect from list below (or similar); market. +2 bonus to repair checks to remove conse- quences, except when aspect was tagged; +2 bonus to maintenance checks when at government facilities Adversaries (Page 62)

Cerberus Militant rogue faction of Hu- "Antagonistic Crew‖ mans. "Control System Bugs‖ Geth Synthetic AI race. "Design Flaw" Husks Cybernetic zombies created by "Ex-Civilian Retrofit" Geth from captured Biological "Experimental Design" races. "Incorporates Dodgy Alien Tech‖ Mercenaries Mostly Turians, Humans, "Infamous Captain" Batarians or Krogan. "Is It Meant To Do That?‖ MECHs Mechanical robots used as "Known Weakness in Tactics" supplementary guards. "Last Generation Tech‖ Rachni Intelligent arachnid race with "Money Sink‖ hive mind. "Must Not Shoot First" Thresher Huge solitary burrowing "Not Built To Do This‖ Maws monsters with acid spit. "Operating Beyond Its Limits‖ Varren Adaptable dangerous pests "Pirate Doppelganger‖ that hunt in packs. "Poorly Maintained‖ Vorcha Violent primitive race usually "Protection Obligations" found in forgotten corners of "Rules and Regs by the Book" dark places, sometimes used "Should Have Retired Years Ago‖ by Krogan Blood Pack "Slow To Respond‖ mercenaries. "Sub-standard Sub-systems‖

"Variable Training Levels"

"We Have An Operative Aboard‖ Sirta Foundation

A biomedical firm renowned

for its humanitarian efforts and groundbreaking research New T1+ Spacecraft Stunts into genetics. They offer (Page 71) basic protective or utilitarian Mass Effect Allows access to mass relay items ranging from armour to Drive network, and all travel times omni-tools to bio-amps. reduced by factor of 10. Cost 2bp. Tantalus +1 to V-Shift; Drive Core Must also have one other high Spacecraft Tech Levels (Page 70) energy usage system (IES); Civilian T1 (11 BP) Cost 1bp. Spacecraft Internal Stealth system gives +2 bonus Frigates T2 (17 BP), or Emissions to Nav check in detection T3 (23BP) plus dump stunts Sink (IES) phase; Cruisers T3 (23 BP) +2 to Heat Track. Carriers T3 (23 BP) plus Fighters Cost 4bp. Fighters 8 BP Dreadnaughts T4 (29 BP) Reapers T5 (35 BP), or T6 (41 BP)

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

92 VARIANT RULES QUICK SHEETS Weapon Manufacturers (Page 48) Manufacturer Assault Rifles Pistols Sniper Rifles Shotguns Ariake Technologies Tsunami Raikou Naginata Katana Armax Arsenal Crossfire Brawler Punisher Avalanche Batarian State Arms Terminator Judgement Lightning Strike Executioner Cerberus Shunkworks Gorgon Harpy Titan Hydra Devlon Industries Raptor Stinger Striker Firestorm Elanus Risk Control Services Banshee Striker Hammer Hurricane Geth Armoury1 Pulse - Sniper Rifle Shotgun Hahne-Kedar Lancer Kessler Avenger Storm Hahne-Kedar Shadow Works Diamond Back - Python Viper Haliat Armoury Thunder Stiletto Equalizer Tornado Jormangund Technology Torrent Pinnacle Helix Savage Kassa Fabrication Breaker Razer Harpoon Armageddon Rosenkov Materials Kovalyov Karpov Volkov Sokolov Elkoss Combine Avenger Edge Reaper Scimitar Spectre Gear2 HMWA Basic HMWP Basic HMWSR Basic HMWSG Basic Spectre Gear2 HMWA Adv HMWP Adv HMWSR Adv HMWSG Adv Spectre Gear2 HMWA Master HMWP Master HMWSR Master HMWSG Master Note 1: Geth Armoury weapons are never available for purchase, but may be retrieved from defeated Geth. This weaponry is always in demand for research purposes, but rarely differs substantially from other weapons of the same type. Note 2: See the Spectre Gear Options section on pages 49 or 89.

Armour Manufacturers (Page 52) Manufacturer1,2 Armour Asari Drell Human Salarian Krogan Quarian Turian Aldrin Labs Agent No No No No No No Yes Aldrin Labs Hydra Yes Yes Yes Yes No Yes No Aldrin Labs Onyx Yes Yes Yes Yes Yes Yes Yes Ariake Technologies Mercenary Yes Yes Yes Yes Yes No Yes Armax Arsenal Predator X Yes Yes Yes Yes Yes No Yes Devlon Industries Explorer Yes Yes Yes Yes Yes Yes Yes Devlon Industries Liberator Yes Yes Yes Yes Yes Yes Yes Devlon Industries Survivor Yes Yes Yes Yes Yes Yes Yes Devlon Industries Thermal No No No No No No Yes Elanus Risk Control Duelist Yes Yes Yes Yes No No Yes Elanus Risk Control Guardian Yes Yes Yes Yes Yes No Yes Elanus Risk Control Warlord No No No No Yes No No Elkoss Combine Assassin Yes Yes Yes Yes No No Yes Elkoss Combine Gladiator Yes Yes Yes Yes No No No Geth Armoury3 Battlemaster No No No No Yes No No Geth Armoury3 Berserker No No No No Yes No No Geth Armoury3 Rage No No No No Yes No No Hahne-Kedar Mantis Yes Yes Yes Yes Yes No Yes Hahne-Kedar Predator Yes Yes Yes Yes Yes No Yes Hahne-Kedar Scorpion Yes Yes Yes Yes Yes No Yes Hahne-Kedar Silverback No No No No No No Yes Hahne-Kedar Ursa Yes Yes Yes Yes Yes No Yes Kassa Fabrication Colossus Yes Yes Yes Yes Yes Yes Yes Rosenkov Materials Titan Yes Yes Yes Yes Yes No Yes Serrice Council Phantom No No No No No No Yes Sirta Foundation Phoenix Yes Yes Yes Yes Yes Yes Yes Note 1: Volus, Elcor, and Hanar all produce their own armour, and are not available to other races. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. Note 3: The Krogan armour manufactured by the Geth are not available to player characters, and is here purely for reference and inspira- tion for aspects or plots.

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