Hacking Diaspora to Mass Effect v2.02

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

description

A comprehensive setting hack to enable gamers to create worlds, characters, and have adventures in the the Mass Effect setting. Version 2.02

Transcript of Hacking Diaspora to Mass Effect v2.02

Page 1: Hacking Diaspora to Mass Effect v2.02

HACKING DIASPORA TO

Variant rules and options to create adventures and characters in the MASS EFFECT setting using the

Diaspora Role Playing Game.

By M.Gooding (Reaganstorme)

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Document Version 2.0.2 MAY 2012

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Table of Contents

PAGE Introduction 4

The Diaspora Mini-Games 5 Fudge Dice

The Ladder

The Mass Effect Premise 6 Setting Background

Element Zero and the Mass Effect

Cluster Creation Mini-Games Changes 8 New System Stat – Order

Character Creation Mini-Game Changes 9 Racial Backgrounds

Asari 10

Batarians 11

Drell 12

Elcor 12

Geth 13

Hanar 14

Humans 16

Krogan 17

Quarians 18

Salarians 19

Turians 20

Virtural Intelligences and AIs 21

Volus 22

Vorcha 22

Yahg 23

Class Packages 24

New Skills and Stunts

Biotics 25

New Skill: Biotic Training 26

New Stunt: Bio Implant 29

Omni-tools 31

New Skill: Tech Training 31

New Stunt: Military Grade Omni-tool 33

New Stunt: Combat Excellence 34

Paragon and Renegade Emulation

Option 1: Skill Progression 36

Option 2: Status Tracks 37

Sample Characters

Garrus Vakarian 38

Kaiden Alenko 39

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

PAGE New T3+ Powered Armour Stunts 51

New T3+ Energy Weapon Ammo 53

New T3+ Energy Weapon Mods 55

New T3+ Powered Armour Mods 56

Sample Advanced Gear 59

Adversaries

Cerberus 62

Geth 63

Husks 64

MECHs 64

Mercenary Organisations 66

Rachni 67

Thresher Maws 68

Varren 69

Vorcha 69

Space Combat Mini-Game Changes 70 Spacecraft

New T0+ Spacecraft Stunts 70

New T1+ Spacecraft Stunts 71

Sample Mass Effect Spacecraft 72

Platoon Combat Mini-Game Changes 74 Mass Effect Platoons

New Platoon Stunts 74

Example Platoons

Alliance Marine Platoon 75

A61 Mantis Multirole Gunship 75

Asari Huntress Platoon 76

Geth Platoons 77

M35 ―Mako‖ IFV 78

Salarian STG Platoons 79

Other Platoons and Units 80

Campaigns and Themes 81

Blank Mass Effect Character Sheet 83

Variant Rules Quick Sheets 84

Open Game Licence 1.0a 94

Gear Manufacturer Tables Weapon Manufacturers 48

Bio-Amp Manufacturers 50

Omni Tool Manufacturers 50

Armour Manufacturers 52

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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, Mass Effect 2 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.

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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-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 -s, and you have a total. Without special dice, you could treat 1-2 as -, 3-4 as blank, and 5-6 as +; this is functionally the same as rolling 4d3-8. This yields a particular curve, around which the game is built. The system will work with a different probability curve by rolling two different coloured six-sided dice and subtracting the darker from the lighter. Treating the -5 and 5 results as zero keeps the expected range though, with better chances for extreme results. The remainder of this document will assume you are familiar with FATE mechanics and at a minimum the Diaspora SRD. Refer to the provided links if you wish further clarification of any rules based information.

THE LADDER In FATE, successes and difficulties are rated by numbers or by the terms on the Ladder. Our Ladder here is slightly different from the Spirit of the Century Ladder, in that the term Fair is replaced by Decent. The words are only applicable directly when a single character acts. Since an apex Skill is at level 5, as per character generation (Diaspora page 31) and since the best result from a roll of the dice is +4, a result of +9 represents an exceptionally successful attempt at something by a dedicated professional. While higher numbers are possible, through the invocation of Aspects, most numbers in the game, when all things are considered, are single dig-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 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.

4dF in statistics

roll odds %

-4 1/81 1.24

-3 4/81 4.95

-2 10/81 12.35

-1 16/81 19.75

0 19/81 23.46

1 16/81 19.75

2 10/81 12.35

3 4/81 4.95

4 1/81 1.24

+8: Legendary

+7: Epic

+6: Fantastic

+5: Superb

+4: Great

+3: Good

+2: Decent

+1: Average

+0: Mediocre

-1: Poor

-2: Terrible

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The MASS EFFECT Premise

SETTING BACKGROUND

Some of the fundamental basics of the Dias-pora setting mesh quite well with Mass Effect. In particular, the idea of technological ad-vancement to the point of collapse is here, as are limited FTL routes, and the heat debt ac-quired by interstellar travel. These routes are only able to be navigated using space ships with special Element Zero power cores, allow-ing them to tap into dark energies to reduce their mass. Using the energy field created by the mass relays, skilled navigators are able to propel the ships light-years in only a few hours, with a few catches. Navigation is only possible between relays, and the passage generates so much heat in the power core that crew and passen-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 must be managed.

In the Mass Effect setting, the last great tech-nological society, dubbed the Protheans, are not in-fact the creators of the mass relays scat-tered through the galaxy, but the latest in a long line of intelligent races to unlock the se-crets of their use and discover their purpose. They discovered that in the dark spaces be-tween galaxies, slumbering in hibernation, were the Reapers.

An advanced hybrid race of sentient syn-thetic/organic warships, the Reapers wait thousands of years for sentient races to climb again to the stars before harvesting them in a devastating orgy of extinction. By leaving the mass relays, and their focus, The Citadel, be-hind them when they again leave for millennia, the Reapers provide the building blocks for their next harvest. In anticipation of intelligent life reaching for the stars, the Reapers wait for the coded signal from their keepers that tech-nology is progressing, and that the time to feed has come again. The last such galactic extinction event hap-pened approximately 50,000 years ago. In that time several races have reached the stars and begun to unlock the secrets of the mass relays, and the usages of their Element Zero based technologies.

ELEMENT ZERO AND THE 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. Starships still require conventional thrusters (chemical rockets, commercial fusion torch, economy ion engine, or military antiproton drive) in addition to the FTL drive core. With only a core, a ship has no motive power. The amount of element zero and power required for a drive increases exponentially to the mass being moved and the degree it is being light-ened. Very massive ships or very high speeds are prohibitively expensive.

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If the field collapses while the ship is moving at faster-than-light speeds, the effects are catas-trophic. The ship is snapped back to sublight velocity, the enormous excess energy shed in the form of lethal Cherenkov radiation. Mass Effect Fields Element zero can increase or decrease the mass of a volume of space-time when sub-jected to an electrical current. With a positive current, mass is increased. With a negative current, mass is decreased. The stronger the current, the greater the magnitude of the dark energy mass effect. In space, low-mass fields allow FTL travel and inexpensive surface-to-orbit transit. High-mass fields create artificial gravity and push space debris away from vessels. In manufacturing, low-mass fields permit the creation of evenly-blended alloys, while high mass compaction creates dense, sturdy construction materials. So, whilst limited FTL is possible, it's much more efficient to use the mass relays to navi-gate the galaxy. This reflects back to the Clus-ter generation mini-game quite easily. When the table sits down to create the cluster, the slipstreams become the links between the 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 Normandy. Mass effect fields are also essen-tial in the creation of shields to protect against enemy fire on the ground, and protect star-ships in planetary orbit or during space battles. Ubiquitous Technology In the games, we see the presence of technol-ogy everywhere. Even colonists have access to advanced tech, and we never see any non-technical races competing for resources. The least developed of the races is humanity, who have jump started their technological creations and exploit Element Zero and mass effects themselves, so the Tech stat for world creation becomes relatively non-variable for gaming purposes.

Whilst there are still advances to be made, and plenty of scientific secrets still to be discovered, the seeding of the mass relays by the Reapers has effectively pushed the standard techno-logical levels up to T3 or T4 across the board. This still gives us plenty of conflict to game, as with regular Diaspora T4 societies, the world of Mass Effect is on the brink of imminent col-lapse. The Geth are a prime example of the doom that is pending with the development of AIs, driving the Quarians from their homeworld and taking over. It also means that most weaponry will be energy weapons, personal networks are everywhere, and both are susceptible to com-bat hacking, amongst a variety of other effects. Biotics Called Biotics by the galactic population due to their ability sense and manipulate biologically generated dark energy fields, many Biotics can also create and manipulate their own mass effect fields. This requires intensive training, and cybernetic implants, but can produce im-pressive offensive or defensive effects. Some Biotics' talents are not strong enough to be of-fensively viable, but all Biotics are sensitive to the presence of mass effect fields.

Static Buildup Extended use of mass effect fields creates a measurable static electrical charge. In starship drive cores, this charge must be grounded at regular intervals, either by touching a planet surface or interacting with a planet's geomag-netic field, to prevent the electricity discharging into the hull and causing catastrophic damage. For Biotics, this manifests as an occasional static shock when they touch metal or other people.

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Cluster Creation Mini-Game Changes

NEW SYSTEM STAT: ORDER Due to the universally high level of access to technology, we need a new stat to represent variances between worlds, systems and socie-ties. I've picked ORDER. There's plenty of variance in the levels of Order in societies dur-ing the missions in the game, from the rela-tively lawless Omega, to the totally controlled centre of galactic politics, the Citadel. Here's how I've established the ratings:

O-4: Virtual chaos There are no authority figures that con-trol everything here, period. Life is strictly survival-of-the-fittest, so whilst today's criminal ganglords might provide some measure of stability, tomorrow's gang leaders may die in a hail of blaster fire. Example – The cartel and mercenary controlled Omega Station O-3: Ad-hoc Rule Most new colonies have these ratings, representing a very minimal structure of a handful of people at most. Any suffi-ciently charismatic or forceful individual can set whatever rules they like. Example – The Zhu‘s Hope colony on the world of Feros O-2: Establishment Research stations and other corporate facilities often require places where they control exactly which rules they choose to follow, especially if they are creating or studying dangerous or outlawed technology such as full Artificial Intelli-gences. Example – The completely corporate and privatised world of Noveria. O-1: Corruption 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.

O+0: Stability Those employed to look after the public generally do, and those who commit crime and are caught generally face the appropriate penalties. Example – Any homeworld of the Coun-cil races, or other associate species of the Council. O+1: Progress Typically touted as a fair system for all, the rules and restrictions are beginning to pile up. Example – The Citadel Council‘s elite military and special forces training facil-ity of Pinnacle Station. O+2: Licensed At this level of order, licensing and polic-ing of those granted licences are the primary methods of keeping order. There is a substantial administration system geared towards the issue, vali-dation, verification, revocation and en-forcement of many activities. Example – The human colony world of Eden Prime O+3: Institutionalisation There are rules for almost everything. What started as measures to protect the public good are beginning to become quite restrictive. Example – Batarian Hegemony con-trolled worlds O+4: Total Control Places with this rating are typically un-der direct military control, although there are still those willing and able to rort the system without bringing too much atten-tion to themselves. Example – The Citadel

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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.

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Asari

The Asari, native to the planet Thessia, are often considered the most powerful and re-spected sentient species in the known galaxy. This is partly due to the fact the Asari were the first race after the Protheans to achieve inter-stellar flight, and to discover and inhabit the Citadel. A mono-gender race—distinctly feminine in appearance—the Asari are known for their elegance, diplomacy, and Biotic talent. Their millennia-long lifespan and unique physiol-ogy—allowing them to reproduce with a part-ner of any gender or species—give them a conservative but convivial attitude toward other races. The Asari were instrumental in proposing and founding the Citadel Council, and have been at the heart of galactic society ever since. A very long lived race, Asari can be found in all walks of life. As such, Asari have been bartenders and dancers, mercenaries, traders, diplomats and warriors, and some all of them at some-point in their life. Whilst they are natural Biotics, not all develop their skills, and when focused on building their martial abilites are fearsome huntresses. As a popular Turian 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

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 skill. Out of physical combat, Asari have had a long time to develop many other skills, but often have good charm or in-timidation ranks. Politically minded Asari will have good arts, bu-reaucracy, culture/tech, and some kind of profes-sion. Regardless of their cur-rent phase of life Asari are mindful of their life-span and take the long view, and as such often have the resolve skill. Asari characters must take the Natural Biotic stunt, but taking ranks in Biotic training is optional.

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Batarians

Almost universally despised, Batarians are a race of four-eyed bipeds that chose to isolate itself from the rest of the galaxy. The Terminus Systems are infested with Batarian pirate gangs and slaving rings, fuelling the stereotype of the Batarian thug. It should be noted that these criminals do not represent average citi-zens, who are forbidden to leave Batarian space by their omnipresent and paranoid gov-ernment. Most Batarians prefer profitable pursuits such as drug running and slave grabs to out-and-out warfare. They have a reputation for being shrewd businessmen and merchants, though in more lawless regions of the galaxy like Omega, negotiations with a Batarian are likely to be conducted at gunpoint. When humans began to colonise the Skyllian Verge, a region the Batarians were already actively settling, they asked the Citadel Council to intervene and declare the Verge an area of "Batarian interest". The Council refused, and in response the Batarians closed their Citadel 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.

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 space. Given the Batarian government's oppressive nature, it is speculated their supreme leader-ship is autocratic or totalitarian in nature. The Batarians blame humanity for their troubles and claim they were forced to fend for them-selves, despite the fact that their exile is largely self-imposed. Batarian characters are largely distrusted for their outspoken supremacist views and de-spised for ther practice of slavery. Most Batari-ans at large in the galaxy will therefore be mercenaries or pirates, and have high combat and intimidation, and related skills such as demolitions and tactics. Their shock troopers are known to be Biotically talented, preferencing vanguard and sentinel packages. The indoctrination by their goven-ment and caste systems, as well as the threat of slavery by their own kind, make Batarian counter-culture rebels almost impossible to find.

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Drell

The Drell are a reptile-like race that were res-cued from their dying homeworld by the Hanar following first contact between the two. Since then, the Drell have remained loyal to the Hanar for their camaraderie and have fit com-fortably into galactic civilisation. The Drell now thrive co-existing with the Hanar and have been a part of the galactic civilisation for roughly two centuries. The debt of gratitude that the Drell owe the Hanar is referred to as the Compact, which the Drell fulfill by taking on tasks that the Hanar find difficult, such as combat. Any Drell may refuse to serve, but as being requested to serve is a great honour, few turn down the offer. The Drell possess eidetic memory, an adapta-tion to a world where they must remember the location of every necessary resource (vegeta-tion, drinkable water and prey migration paths) across vast distances. The memories are so strong that an external stimulus can trigger a powerful memory recall. These recalls are so vivid and detailed that some Drell may mistake it for reality. This process can be involuntary. Drell have quite a few physical skills due to their harsh development, so many have high ranks in agility, alertness, resolve, stamina, and survival. Their Compact with the Hanar allows them to develop many other skills, but primarily ones that involve physical tasks, such as demolitions, EVA and repair, as well as all space and combat skills.

Elcor

The Elcor are native to the high-gravity world Dekuuna. They are massive creatures, stand-ing on four muscular legs for increased stabil-ity. Elcor move slowly, an evolved response to an environment where a fall can be lethal. This has coloured their psychology, making them deliberate and conservative. Elcor speech is heard by most species as a flat, ponderous monotone. Amongst themselves, scent, ex-tremely slight body movements, and vocalised infrasound convey shades of meaning that make a human smile seem as subtle as a fire-works display. Since their subtlety can lead to misunderstand-ings with other species, the Elcor prefix all their dialogue with non-Elcor with an emotive statement to clarify their tone. The Elcor were just making their first forays into space travel when the Asari made contact with them. With their help, the Elcor discovered the closest mass relay and, within a single lifetime, had established a regular trade route to the Citadel. The Elcor quickly became one of the more prominent species in Citadel space, though they still have to share an embassy with the Volus. The Elcor follow the recommendations of their Elders, who spend years poring over ancient records of jurisprudence to determine the precedent that should be followed in any given situation. The Elders record closely argued and minutely detailed instructions on what course to follow in any theoretical crisis. These are filed away in huge libraries of data discs

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and are consulted when needed. This makes 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 thousands of gambits developed and polished over centuries by Elcor strategists. The slow speed and immense size of the Elcor makes them easy targets. Fortunately, their durable hide allows them to shrug off most incoming fire. Elcor warriors don't carry small arms; their broad shoulders serve as a stable platform for the same size of weapons typically mounted on Alliance fighting vehicles. Elcor occupy all sorts of positions, from traders and business operators, to bouncers, colo-nists, pirates, serial killers and actors. Due to their conservative nature, they should not have combat skills, instead relying on equipment stunts if in military roles. High brokerage, bu-reaucracy, and stamina, Elcor make better colonists than sailors, consequently having fewer space related skills. Elcor characters must take the stunt "Integral Equipment - Toughened Hide" which grants them the bene-fits equivalent to a bullet proof vest.

Geth

The Geth are a race of networked artificial in-telligences that reside beyond the Perseus Veil. The Geth were created sometime around 1900 CE by the Quarians, as labourers and tools of war. When the Geth became sentient and be-gan to question their masters, the Quarians attempted to exterminate them. The Geth won the resulting war, dubbed the ―Morning War‖ by the Geth, and reduced the Quarians to a race of nomads. Little is known about the Geth in the time be-tween the Morning War and the present. The Geth did not repopulate the now barren Quar-ian worlds, instead choosing to exist in the computer hubs aboard massive space stations. They adopted an extremely isolationist atti-tude- any ships that ventured into Geth space were immediately attacked and destroyed. While they prevented any contact by other races with themselves, the Geth monitored communications and the Extranet. The Geth 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.

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Approximately three centuries after the Morn-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.

Hanar

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

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family, and some even earn the privilege to learn their masters' soul names. The Hanar communicate using sophisticated patterns of bioluminescence -- which other species need machine assistance to translate (though many Drell apply genetic modification to their eyes in order to perceive higher fre-quency flashes which allows them to under-stand the Hanar) -- and speak with scrupulous precision and extreme politeness. Most Hanar take offense at improper language, and must take special courses to unlearn this tendency if they expect to deal with other species. 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

choosing to associate with non-Hanar races, so should have some driving Aspects to ex-plain why. One industry that Hanar seem well suited to is the Entertainment Industry, frequently appear-ing in magazines, games and movies such as Blasto: The Jellyfish, a movie about a Hanar Spectre who has "a gun in every tentacle." Famous for it's tagline "Enkindle this" followed by a gunshot, the trailer also shows another key scene where the Hanar says, "This one wonders if the criminal scum considers itself fortunate", possibly as a homage to the Human detective that the Hanar character is based on.

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Humans

Humans, from the planet Earth, are the newest sentient species of notable size to enter the galactic stage and are hands-down the most rapidly expanding and developing. They inde-pendently discovered a Prothean data cache on Mars in 2148, and the mass relay networks shortly thereafter. Human explorers on Mars uncovered a long-ruined Prothean observation post, with a sur-viving data cache that proved Protheans had studied Cro-Magnon humans millennia ago. While religions tried to assimilate this discov-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-

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 species in Citadel space, humans have no close allies among the other races, though they are trade partners with the Turians and Asari. Without alliances or key political posi-tions, humans have had to follow the edicts of the Council without having much influence on their decisions. Human ambassadors have been pushing to induct a human into the Spec-tres, the Council's elite operatives, as the first step to getting a seat. Once humanity does get a seat, they will be able to influence the Coun-cil's rulings, protect their own interests and have a say in the governing of Citadel space.

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Krogan

The Krogan are a species of large reptilian bi-peds native to the planet Tuchanka, a world known for its harsh environments, scarce re-sources, and overabundance of vicious preda-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.

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 Many who have left Tuchanka have found employment as professional mercenaries, bodyguards, and security enforcers for gang-sters, private armies, and governments alike.

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Quarians

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 Quarian 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.

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.

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Salarians

The second species to join the Citadel, the Salarians are warm-blooded amphibians with a hyperactive metabolism; Salarians think fast, talk fast, and move fast. To Salarians, other species seem sluggish and dull-witted, espe-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.

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 Salarians have high alertness informing their decisions, and as such are well suited as trad-ers and mercenaries, using their brokerage, bureaucracy, and EVA skills to augment their chosen professions.

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Turians

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.

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.

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Virtual Intelligence and A.I.s

A virtual intelligence (VI) is a sophisticated program designed to make modern computer systems easier to use. They are not to be con-fused with artificial intelligences like the Geth, as VIs are only utilised to assist the user and process data (although, like AIs, they can still get out of hand). Though they appear to be intelligent, they aren't actually self aware; just made with clever programming. Some VIs have 'personality imprints', with their behaviour parameters, speech pattern and ap-pearance based on specific individuals, al-though it is illegal to make VIs based on cur-rently living people. The Quarians were even attempting to make their 'ancestor VIs' (virtual intelligences preserving the wisdom and per-sonality of their ancestors) truly intelligent, to create a kind of virtual immortality, when the Geth rebellion put an end to most of their re-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.

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 quantum hardware and runtime results create unpredictable variations. To gain some measure of control over the creation and study of AI, only four corporations have been licensed by the Citadel to develop artificial intelligence for research purposes. Manufacturers of the blue box hardware re-quired for the creation of AIs are also similarly restricted. The Geth serve as a cautionary tale against the dangers of rogue AI, and in Citadel space they are technically illegal. Advocacy groups argue, however, that an AI is a living, con-scious entity deserving the same rights as or-ganics. They argue that continued use of the term "artificial" is institutionalized racism on the part of organic life; the term "synthetic" is con-sidered the politically correct alternative.

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Volus

The Volus are an associate race on the Citadel with their own embassy, but are also a client race of the Turians. They hail from Irune, which possesses a high-pressure greenhouse atmosphere able to support an ammonia-based biochemistry. As a result, the Volus must wear pressure suits and breathers when dealing with other species. Because they are not physically adept com-pared to most species, Volus mostly make their influence felt through trade and com-merce, and they have a long history on the Citadel. However, they have never been in-vited to join the Council, which is a sore point for many Volus individuals. Volus culture is dominated by trade, whether it be of land, resources, or even other tribe members. The Volus have a reputation as traders and merchants, and many, work as some of the best financial advisers in Citadel space. Because the Volus are not physically adept, they tend not to be very violent, and can even seem overly-pacifistic and cowardly to other, more militant species. Their inability to provide adequate soldiers for themselves and the Citadel is a primary reason for not yet be-ing inducted into the Council. Volus characters should not have any combat skills above tier four, and only two at most, if at all. Brokerage should be in the top three tiers, as should some profession such as banking, trader or accountant. They are comfortable with bureaucracy, and most have extensive assets to draw upon. Culture/tech skills are part of the business ethos, "know your cus-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.

Vorcha

Known for their unique biology and aggressive behavior, the Vorcha are a primitive race that live among the galaxy's darker and more dan-gerous locations, such as Omega. Many Vor-cha are trained by the Krogan as mercenaries due to their savage nature and adaptability to different environments. The rest of galactic civilization regards them as pests and scaven-gers, and their presence is generally seen as a blight. Vorcha society is built around combat. In fact, the Vorcha use combat, both singly and in groups, as their default form of communication resulting in their communications being primar-ily non-verbal. The Vorcha are a clan based people who prefer living in communal envi-ronments with others of their species to living alone or in the company of alien races. When a clan population grows too large, younger members will depart to start a new clan else-where. They are extremely aggressive, both against rivals of their own species and against any alien who stands in their way. Vorcha who have managed to escape their homeworld have a tendency to occupy unin-habited areas of space stations or larger spaceships. The Vorcha are not themselves a space-faring race, although many have found their way off-world as stowaways on ships vis-iting their homeworld. The Vorcha who es-caped their hostile homeworld did so by hiding on the ships of space faring races that had the misfortune of visiting their planet. Their adaptability and resilience allows them to flour-ish in the dark and dirty corners of the places they end up.

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Yahg

The Yahg are a sentient race of towering hu-manoids native to the world of Parnack, known for their violent and aggressive nature. Con-summate predators, the Yahg possess unri-valled perceptiveness and mental adaptability. Discovered by the Citadel Council in 2125 CE, the Yahg were unceremoniously barred from interaction with Citadel space after massacring the Council's delegation.

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 as three toes on each foot. Yahg society is built around a pack mentality. A group of Yahg will not cooperate until a sin-gle leader has attained dominance through ei-ther social maneuvering or brute force. Once the leader is established, the defeated Yahg do not hold a grudge and former rivals serve their new superior loyally.

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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 have the Biotic Training skill in the first or second tier. They lack advanced combat training, with the highest combat skill at tier four, and should have no ranks in the Tech Training skill. Receiving more combat training than the Adepts, Vanguards have the Biotic Training skill at rank two or three and their highest combat skill at tier three. Whilst still prevented from taking Tech Training, they should not have more than three combat skills in total and the highest at a tier one lower than their Bi-otic Training skill. They should also take ranks in stamina and resolve. Possessing an unusual combination of skills, Sentinels are Biotics with Tech training. Such specialised fields leave lit-tle time to develop combat skills, and as such, should have only one combat skill at tier five, if at all. The exhaustive re-quirements of both sets of training skills prevents them from attaining rank one with either, with one of them at tier two and the other at tier three. Their apex 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.

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

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NEW SKILLS AND STUNTS Another of Mass Effect's differences is the presence of Biotic and Tech related powers. Two new skills are introduced to allow charac-ters to access these abilities, and many new stunts are described introducing concepts and abilities from the Mass Effect universe to the Diaspora rules format. Weapons are an important aesthetic from the games, and are handled a little more freely here than in the original version of the Dias-pora rules. In the core rules, if a weapon does not have the ―civilian‖ aspect, then the charac-ter needs a Military Grade weapon stunt to utilize it. With Mass Effect being Space Opera in theme, there is no real issue with ignoring that particular rule, as it suits the genre and play style from the games. This effectively in-verts the function of the "Civilian" weapon stunt, reducing it to a dump stunt instead of its previ-ous role as an "all-access" stunt.

Biotics All Asari are natural Biotics from birth, though not all choose to develop their abilities. Biotics of other species, such as humans, are indi-viduals who were exposed to dust-form ele-ment zero in utero and, beating the odds, de-veloped eezo nodules throughout their nervous system. The natural electrical impulses in the body can create mass effect fields from these nodules, producing the effects seen as Biotic abilities. In humans, about one in ten exposures will re-sult in a person with moderate, stable Biotic talents that are worth training. However, there is a risk the eezo will cause medical complica-tions instead, such as terminal cancer, and even if Biotic talents manifest themselves, they aren't always permanent. In extremely rare cases, humans who were exposed in utero, yet

did not manifest Biotic talents, can develop them in puberty through further exposure to element zero. All Biotics are sensitive to mass effect fields, but each Biotic must first be trained, then out-fitted with a surgically implanted amplifier in the brain - usually at puberty - to use their tal-ents to any useful degree. A Biotic has to es-sentially develop conscious control of their nervous system, which is a long, slow process. Once trained, a Biotic can generate and con-trol dark energy to move objects, generate pro-tective barriers or restrain enemies. This is done using a technique called 'physical mne-monics'; the Biotic uses a physical gesture to cause the right neurons and eezo nodules to fire and create the desired effect. Bio-Amps are artificial devices used to increase a Biotic's talent in a particular discipline. 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 were typically discovered at a very young age, and thus implanted with their Bio-Amps during the Growing Up phase of character creation. Usually, the expensive procedure is performed by the military, and as a result many Biotics develop their powers with military application in mind. They were also probably raised away from their parents. Most, but not all, entered military service when they reached their Starting Out phase, though some left, or escaped and became mercenar-ies, or otherwise went rogue. The events lead-ing to their Moment of Crisis, or after being Sidetracked, could also have been influenced by their Biotic Powers. Finally, what now? Who knows the character is a Biotic? To whom do they owe the debt of Implants? Are they on the run, or gainfully employed?

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New Skill: Biotic Training Mass effect fields are difficult to generate and control without training. In game terms, the Biotic Training skill allows the character to cre-ate various effects. Some examples are listed below. During character creation, a player may choose a number of effects equal to their Biotic Training skill level, modified by their Bio-Amp Implant stunt. Thus, an Asari character with Biotic Training skill at 3 needs no Bio-Amp stunt and may choose three effects, a charac-ter with Biotic Training skill at 1 with an L3 Bio-Amp may choose one effect, and so on. Powers are available at two levels, Primary and Advanced. Primary powers are those that most Biotics learn first due to the ease at which their effects are manifested. Advanced powers usually combine effects and require much more skill and fine control to manifest. Primary Biotic Effects

Barrier Using this effect creates a barrier against the skin to protect against en-ergy weapon attacks. When activated, add 2 to the effective armour of the character for the purposes of the de-fense roll against energy weapons. This effect lasts 3 turns, or until another Bi-otic effect is used. Lift Using Lift will cause enemies to float helplessly in the air, making them more vulnerable to attack. Place an appropri-ate Aspect on the target as you would 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.

Stasis This effect causes an enemy to be tem-porarily locked in a mass effect field, freezing the target in place and making them unable to attack. Enemies in Sta-sis also become impervious to damage. Place an appropriate Aspect on the tar-get as you would for a maneuver. Throw / Pull In combat, this effect is mostly used to keep opponents at a distance, by either launching them away or knocking them over, rendering them helpless when they land. Shift an enemy one zone on a successful activation, and place an ap-propriate Aspect lasting till the charac-ters next turn. Warp This effect lowers the armour on a target, increasing the damage the enemy takes, as well as dealing damage over time. When activated, subtract 2 from the ef-fective armour rating of the target for the purposes of their defensive rolls. If the same target is Warped for two consecu-tive turns, any damage to the target generates one additional shift before consequences are applied to represent the damaging nature of the mass effect field.

These effects all require a successful Biotic Training skill roll to activate, and last until the next turn only unless otherwise specified.

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Advanced Biotic Effects These effects have prerequisite conditions that must be met for characters to select them as one of their available powers.

Charge Prerequisites: one of either Barrier or Throw Effects, as well as Close Combat present in the skill pyramid. To use this Effect, the character must not attack, place manouvers, move or reduce any barrier ratings for their cur-rent turn in preparation for their attack. Next turn, they take a full turn move as per the standard rules (Diaspora page 102), with the exception that they may ignore any border pass costs equal to 1. Higher pass costs must be eroded with shifts as normal, less one from this Effect, and applied to each separate border/barrier. At the end of the move, the character may make a Close Combat check, with a +2 bonus for having one of the re-quired Effects (Barrier or Throw) and a +4 bonus for having both. The character applies the effects of the Throw Effect to the target if they have it, and the bene-fits of the Barrier Effect to themselves if they have it, but only on a successful re-sult against their defense. After the attack, the character is unable to act for one turn, which does not count toward the next use of this Effect. Dominate 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.

Reave Prerequisites: Warp Effect, as well as Medicine present in the skill pyramid. The power employs mass effect fields to biotically attack the target's nervous or synthetic systems, whilst also giving a temporary defensive bonus when the power is used against unprotected or-ganics. To use this Effect, the character must not attack, place manouvers, move or reduce any barrier ratings for their cur-rent turn in preparation for their attack, attuning themselves to their declared target. Next turn, the player makes an attack against the target, with a bonus of +4 against unarmoured biological tar-gets, or +2 against armoured or syn-thetic targets. If the target is no longer valid, the character loses all benefits and must start again. When the character attacks an unpro-tected organic, the character can spend 1 FP to gain a bonus to their defense against attacks from other organics. This bonus is equal half the character's ranks in the Medicine skill rounded up (rank 1,2 = +1 to defense; rank 3,4 = +2 to de-fense; rank 5 = +3 to defense). After the attack, and if the target is still alive, place an "Immobilised and Help-less" aspect on the target. That target is unable to act next turn and loses the applied aspect at the end of that turn.

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Shockwave Prerequisites: one of either Lift or Sin-gularity Effects, as well as Tactics pre-sent in the skill pyramid. To use this Effect, the character must not use their free move this turn. The character draws a straight line across the map, equal to (Tactics Rank -1) zones in length from their position. The following effects are applied to all valid targets along that line, including airborne targets close to the ground. The character rolls their Biotic Training skill with a +2 bonus for having one of the required Effects (Lift or Singularity) and a +4 bonus for having both, leaving it on the table for the remainder of the turn. NPC's, unsecured objects (explo-sive barrels, etc), allies and electronic systems along the line are all impacted by an expanding explosive Biotic pulse originating from the character. Targets with the Shielding armour stunt that are hit are unable to move next turn. All targets take damage if the check ex-ceeded their defense rating, equal to the number of shifts generated.

The character applies the effects of the Lift Effect to all unshielded targets if they have it, and place a "Biotic Shockwave" aspect along the line if they have the Singularity Effect. The Shockwave is present until the start of the next turn, and the originating character may not use another Biotic Effect until after the end of the next turn. Slam Prerequisites: requires Lift and one of either Throw or Pull Effects, and benefits from Science present in the skill pyramid. To use this Effect, the character must not use their free move this turn. The character uses Slam like they would use their Biotic Lift ability, placing an appro-priate aspect on a target. However, unlike Lift, the target loses all momen-tum becoming stationary as the ability takes effect. If the character has 3 or more ranks in science, they may pay 1 FP to immedi-ately resolve the following effect, which otherwise resolves after all other charac-ters have acted. When Slam resolves, the target who was lifted is immediately 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.

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New Stunt: Bio-Amp Implant Unless your character is an Asari, being a Bi-otic is an acquired ability. Asari have no need to augment their innate abilities with a Bio-amp, but must still invest in the Natural Biotic stunt below. Non-Asari Biotics harness their abilities through training with their implanted Bio-Amp. These implants are rated by their efficiency and have associated effects Asari characters also benefit from these stunts, but assume any drawbacks associated as well if implanted. Krogan characters with Bio-Amps are called Battlemasters, but haven‘t been created for at least 300 years as the surgery is deemed too risky to the borderline extinction level of the current population. Their implants are almost universally equivalent to current L4 Bio-Amps, but without the associated draw-back aspect. Geth are unable to be Biotics. See the Bio-Amp Manufactures section on page 39 for some sample manufacturers. New Bio-Amp Implant Stunts

Natural Biotic (Asari only) As the only known species that are all natural Biotics, Asari are only restricted by training to the number of Biotic Effects they can produce. 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

the number of Biotic effects the char-acter can manifest. Roll 1DF before each personal combat scene begins and add to the Biotic Training skill rat-ing; this is the effective rating of the skill for the remainder of the scene. If reduced to zero or below, the charac-ter is unable to manifest any Biotic Effects this scene.

Unstable L2 Implant The maximum rating for the Biotic Training Skill is 3, also determining the number of Biotic effects the char-acter can manifest. Roll 3DF before each personal combat scene begins and add to the Biotic Training skill rat-ing; this is the effective rating of the skill for the remainder of the scene. If reduced to zero or below, the charac-ter is unable to manifest any Biotic Effects this scene. If raised above 5, the character begins to take one composure or health track damage for every successful activation, cumu-latively. Players choose which track they will apply the damage to each time, and can reduce this damage by taking Consequences like normal.

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L3 Implant A good, stable implant, this Bio-Amp re-stricts the maximum rating of the Biotic Training skill to 3. L3-R Implant Short for 'L3-retrofit', this is an L1 or L2 who has undergone extremely danger-ous brain surgery to replace their im-plant with a newer model. Also restricted to a maximum rating of the Biotic Train-ing skill to 3, the character's Composure Track is 1 less than normal reflecting the fragile nature of their psyche. They may choose one additional Biotic Effect than their Biotic Training skill would allow to reflect their previous abili-ties. L4 Implant These implants use Biotic amplifiers with inbuilt VI interfaces to allow for monitor-ing and improved performance. There are no officially acknowledged side ef-fects, although the nature and personal-ity of the Virtual Intelligence is highly variable due to their experimental nature. There is no restriction to the maximum rating of the Biotic Training skill.

Characters with this stunt permanently have the Aspect "Occasionally dis-tracted by internal dialogue with VI". Krogan Battlemaster Implants Whilst the implant surgery to create Bat-tlemasters is currently deemed too risky due to the fragile nature of the current Krogan population levels, implantation was commonplace prior to and during the Krogan Rebellions over three hun-dred years ago, with many Battlemas-ters still alive today. Krogan Biotics older than 300 years of age have the equivalent of L4 implants without the as-sociated aspect. Krogan Biotics younger than 300 years of age are slowly dying due to the can-cers destroying their bodies, with the Krogan organ redundancy and biological fortitude the only reason they don‘t die for many years. They spend those years in increasing levels of pain, before eventually going insane with the agony, and force police or military personnel to kill them to stop the devastating ram-page. They would make good candi-dates for L1 implants, if they could ever be convinced to do so.

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Omni-tools Omni-tools are multipurpose diagnostic and manufacturing tools used for a variety of battle-field tasks, such as hacking, decryption, or re-pair. They are handheld devices that combine a computer microframe, sensor analysis pack, and minifacturing fabricator. Versatile and reli-able, an omni-tool can be used to analyse and adjust the functionality of most standard equipment, including weapons and armour, from a distance. The fabrication module can rapidly assemble small three-dimensional objects from common, reusable industrial plastics, ceramics, and light alloys. This allows for field repairs and modifi-cations to most standard items, as well as the reuse of salvaged equipment.

New Skill: Tech Training Anyone can play games or watch news clips on their omni-tool, but a character with training and access to a military grade omni-tool be-comes a true threat in a high tech environment. Apex: a character who has invested this much time and effort to raise their skill to this level has almost limitless options when they use them. Systems crash at the blink of their eye, no codes are safe from their access, and even enemy weapons malfunction on command. They're either elite military, or the target of elite Special Forces themselves. Characters may take a number of Tech Tal-ents equal to the number of ranks they have in the Tech Training skill. It is also recom-mended that they invest in the Computer skill due to its requirement for the advanced Tech Talents. All primary Tech Talents last for one turn and must affect targets in the same or an adjacent zone to the character, unless otherwise stated below.

Primary Tech Talents Damping This application of the Military Grade Omni-tool (see below) causes disrup-tions and suppression of mass effect fields, and can be used to disrupt Biotics, most common energy weapons, and even starship systems. Use this Talent defensively to make Biotic Training checks contested when used on the character or allies in the same zone, or offensively by placing a "Suppressed by Tech" aspect on an appropriate target no more than 1 zone away. 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 most devices, MG Omni-tools can be used to disable a free tag gained on any of their equipment of any ally in the same zone as you, as a combat action (this prevents an opponent using the aspect to your ally‘s disadvantage). Energy Drain Sophisticated circuitry allows the user to drain energy from an enemy‘s energy weapon for use in their own. After a successful attack in this manner, the target's weapon is too hot from the sud-den draining to be used immediately, and must cool down until the end of their next turn. The amount of energy drained in this manner will never exceed the storage capacity of the character's own gun. Remove the characters tagged ―Overheated‖ aspect and tag an untagged ―Overheated‖ aspect on an enemy, preventing them from firing for one turn.

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First Aid Used in this way, the MG Omni-tool lets you disable a free tag gained from the Health stress track of any ally in the same zone as you, as a combat action (this prevents an opponent using the Consequence to your ally‘s disadvan-tage). The character must have at least one rank in the medicine skill to use this talent. Hacking Artificial or synthetic life forms attacked with this talent can be subverted for one round to fire on their own allies by mess-ing with their targeting systems. The fol-lowing round, the target becomes im-mune to further hacking attempts. There must be multiple enemies present to ac-tivate this talent. Place a "targeting mal-function" free tag on the target until the player's next turn. Jamming Broadcasting a signal that mimics the properties of solar interference, this tal-ent allows the user to reduce the effec-tiveness of enemy scanners, causing a -2 penalty to alertness checks. This tal-ent may be taken multiple times, grant-ing a cumulative penalty to alertness checks. This effect lasts 2 turns when activated. Medicine The advanced scanners in a MG Omni-tool allow a character with ranks in medicine to substitute their ranks in tech training to the skill roll instead. The character must have at least one rank in the medicine skill to use this talent. Neural Shock Biological lifeforms attacked with this talent can be paralysed for one round by disrupting their central nervous systems. Place a "disoriented and confused" free tag on the target until the player's next turn.

Overload Artificial or synthetic lifeforms attacked with this talent can be shut down for one round by overloading their power sys-tems. The following round, the target becomes immune to further overload at-tempts. Place a "system rebooting" free tag on the target until the player's next turn. Repair The diagnostic tools in a MG Omni-tool allow a character with ranks in repair to substitute their ranks in tech training to the skill roll instead. The character must have at least one rank in the repair skill to use this talent.

Advanced Tech Talents All advanced Tech Talents require the Com-puter (space) skill to be present in the pyramid, as well as their linked Primary talent.

Advanced Hacking

Prerequisite Talent: Hacking. Through superior technique or inspired creativity, your Hacks to disrupt an artifi-cial or synthetic life form‘s targeting sys-tems are able to be repeated against the same target, and also can also be at-tempted against lone targets.

Combat Drone Prerequisites: Hacking Talent;Have-a-Thing (Combat Drone) Stunt. By investing in this talent and the linked Stunt, during combat the character can control a tech drone that draws enemy fire and can electronically stun targets while damaging their shields. Once de-stroyed, the Combat Drone is unavail-able until the next refresh phase, or other appropriate point in play. Have-a-Thing: Combat Drone Range: 0/1; Harm 2; Penetration 2; Non-Lethal; Transfer Aspect: ―Combat Hover Drone‖

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Cryo Blast

Prerequisite Talent: Neural Shock. When activated, the user's Omni-Tool fires a mass of super-cooled subatomic particles capable of snap-freezing tar-gets within a certain radius. Target the zone you are in, or one adjacent zone, and make a Tech Talent roll against a difficulty of 2. On a success, place a ―Frozen and Im-mobilized‖ aspect on the zone for one turn. Until the aspect expires, all targets within, or passing through, that zone must make a Stamina check against the number of shifts you rolled, or else im-mediately end their turn. This talent is unable to be used in successive turns.

Incinerate Prerequisite Talent: Energy Drain. Target an enemy with a tagged ―Over-heated‖ aspect and roll your Tech Talent against a difficulty of 1. On a success, the weapon detonates, causing Health stress equal to the number of shifts, ab-sorbed by armour as usual. This talent is unable to be used in successive turns on the same enemy.

Advanced Overload Prerequisite Talent: Overload. Your expert understanding of artificial and synthetic life form program struc-tures and firewalls allows you to repeat-edly attempt to shut down targets you have previously Overloaded. You may also pay a Fate Point once per scene to place a ―Comprehensively Compromised‖ aspect on a target that you have successfully overloaded twice.

Tactical Cloak 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.

Tech Armour

Prerequisites: Hacking Talent; Armour with Shields Stunt. This Talent interfaces with the Shields stunt on armour and generates an addi-tional layer of protection when activated, boosting the user's shields by +3 until deactivated, or removed by ablation. Attacks made against the character re-duce the bonus by 1 for every shift, and when neutralised through any means except voluntary deactivation, causes a detonation that disrupts the zone the character is in. All shielded targets in the same zone when the Tech Armour detonates have their ―Shields Down!‖ aspect tagged, and unshielded targets must resist 3 shifts of Composure dam-age, excluding the user.

New Option: Tech Combos As an additional option, any character that gets a Superb (+5) or better result on their Tech Training skill check may spend a FATE point to apply a "Residual Static Charge" aspect on either the target or the zone the target is in for the usual bonuses, which can only be tagged by other Tech Training skill checks. The player must decide which scope the aspect belongs to at the time they place the aspect.

New Stunt: Military Grade Omni-tool Whilst personal omni-tools are common, the highest capabilities come from having and training with military grade omni-tools. Illegal to have without being a current, serving member of a military organisation or affiliate, many MG Omni-tools find their way onto the black market and into the hands of criminals, mercenaries, and others. Tech talents can only be used with such an omni-tool due to their specialised nature. See the Omni-tool Manufacturers sec-tion on page 39 for sample manufacturers.

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New Stunt: Combat Excellence Extensive weapon training has opened up many more options in combat for characters who take this stunt, although there are limita-tions on what is required to take it.

Combat Excellence

Prerequisites: Energy Weapon skill at Rank 3 or greater; Tactics skill present in the pyramid; and no ranks in either Biotic Training or Tech Training skills. Characters with this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill.

Characters who are unable to take the Combat Excellence Stunt itself are able to take the in-dividual Abilities as stunts like normal, but must meet all other prerequisites and possess an appropriate weapon to use them.

Primary Combat Excellence Abilities

Military Grade Assassination (Combat Excellence)

Long term training with Sniper Rifle En-ergy Weapons has enabled the charac-ter to replicate the effects of the Weapon Modification ―Double Tap‖. With one round of focus, that is without doing any other action, the player doubles the Harm rating of the weapon for their next turn. The character must not do any-thing for that turn except shoot. Once the shot is taken, the weapon immedi-ately activates the free ―Overheated‖ tag. This ability may only be used on a weapon with a minimum range equal to or greater than three zones, and is not able to be stacked with a weapon that already possesses either the ―Both Bar-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.

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Advanced Combat Excellence Abilities The following advanced Abilities have addi-tional prerequisites that must be met.

Adrenaline Rush (Combat Excellence)

Additional Prerequisite: Alertness and Agility in the skill pyramid. The finely tuned senses of the user seem to slow down time around them, granting them more time to refine their actions. As a combat action, you may pay a Fate Point to activate this ability and gain a +3 to your next roll. You also gain +2 shifts to damage for any attacks until the beginning of your next turn. You may not use this ability in consecu-tive turns.

Concussive Shot (Combat Excellence)

Additional Prerequisite: Science in the skill pyramid. Advanced applied scientific techniques enable you to replicate the effects of Sledgehammer rounds by spending a Fate Point. Until the ―Overheated‖ as-pect is tagged, the weapon has the ef-fect of Sledgehammer rounds in addition to any other effects from other variant ammunition.

Disruptive Shot (Combat Excellence)

Additional Prerequisite: Repair in the skill pyramid. Your tinkering has allowed you to re-duce the penalties imposed on weapon Harm ratings by variant ammunition. Add +1 to the effective harm rating of weapons before applying penalties from the ammunition. This ability only effects variant ammunition that inflict penalties of -1 or greater to Harm ratings.

Fortification (Combat Excellence)

Additional Prerequisite: Repair in the skill pyramid; armour with the Shields stunt.

Fortification reinforces armour when struck, providing a brief, huge bonus through overcharging. You may spend a Fate Point to confer a +4 bonus to the armour rating granted by your shields until the end of your next turn, when it then activates the ―Shields are Down!‖ tag on the armour.

Hot-Swap Ammunition (Combat Excellence)

Additional Prerequisite: Agility in the skill pyramid. As a full round action, you may change out the ammunition used by your weapon. You may remove any current variant ammunition for normal rounds, or replace normal rounds for a variant am-munition type. You may not change out variant ammunition for other variant ammunition without first switching to normal rounds.

Unity (Combat Excellence)

Additional Prerequisite: Resolve and Oratory in skill pyramid. Once per scene, you may pay a Fate Point to temporarily grant a conse-quence on an ally that has been Taken Out, allowing them to rejoin the scene. You take a penalty to all rolls equal to the consequence rating that was granted for the next round only. Assign an aspect to the temporary conse-quence as usual. This consequence is additional to any that the character al-ready possesses, and may be at any rating. You may pay an additional FP next round to keep the returned character active in the scene but you no longer in-cur the consequence penalty. You may continue to pay a FP each round until the end of the scene to continue this ef-fect. The character resumes their Taken Out status and the consequence is re-moved when any of the following condi-tions are met: no FP are spent to keep the character active, the character takes enough stress to be Taken Out again, or the end of the scene occurs.

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PARAGON AND RENEGADE EMULATION In the Mass Effect games, players are tracked with respect to how they treat other characters in social situations. Mass Effect keeps track of the Paragon and Renegade points on separate scales. A good action will not make up for an evil one; therefore, being nice occasionally will not stop people from fearing a killer or remove the reputation of an unsympathetic heel, but nor will the occasional brutal action signifi-cantly damage the reputation of an otherwise upstanding soldier.

Option 1: Skill Progression To emulate the progression of the character's path towards Paragon and Renegade, charac-ters should take both the charm and intimida-tion skills at tier five at character creation. In this option, Charm is linked with Paragon ac-tions, and Intimidate with Renegade choices. During play, the player should record the num-ber of times they use them. If they used either skill the number of times that they have ranks in it, then in the refresh phase, when the player has the option to promote a skill up the skill pyramid, the one they should move is the one they used the most out of charm and intimidate. If they do so, they must count their usages for both skills from this point. Here are some examples:

John is playing a Turian Spectre candi-date character with rank 2 Intimidation and rank 1 Charm. Sent to recover an important member of the finance minis-try, John's character managed to successfully use his intimidation skills to resolve the hostage situation without it resulting in combat.

Later in the same session, John's char-acter has the opportunity to sway his superior's actions when he discovers that they are planning to renege on the deal he brokered with the hostage tak-ers. By threatening to follow through himself if they break the deal with an-other successful intimidation check, John's character forces them to keep the deal. Now, John has the option during the next refresh to promote the Intimidation skill up the skill pyramid as he used it twice, the same number of times as the number of ranks his character has in the skill. Swapping with his rank 3 Arts skill, the character now has Intimidation 3, Arts 2 and Charm 1. If he wants to pro-mote the skill further, then he'd have to successfully use it three times, the new rank of the intimidation skill. A few sessions later, John's Turian has been accepted into the ranks of Spectre agents. His first assignment is to find the location of a smuggler base from an inside source in the cartel. He intimidates his way into the club where he is to meet her, before suc-cessfully charming the information out of her. After an exciting session of combat, the Turian manages destroy the smug-gler's base whilst saving the informant in the process. He manages to charm her into revealing the location of the fallback position for the cartel by offering to pro-tect her. During the next refresh, John now has the option to promote the Charm skill up 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.

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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. Whenever a character would generate spin outside of a direct combat situation, they may choose to spend that +1 Spin bonus to add one to an appropriate Status track. Increase the Paragon track for good or positive actions that benefit others, and the Renegade track for conduct that is selfish or callous. When a track is full, the player can begin to generate Status Consequences for that track. Status Consequences are recorded separately from consequences generated on normal stress tracks, and do not count against the maximum number of consequences allowed for stress taken on the original Health, Compo-sure and Wealth stress tracks. Characters are only able to take three Status Consequences at any one time regardless of which Status track generated them; one Minor (+1), one Moderate (+2), and one Severe (+4). When a character that has a full Status track gets more Spin, the player can choose to gen-erate one Status Consequence. Give the Consequence a descriptive Aspect appropriate to the situation and reduce the number of hits on the full Status tack by the chosen conse-quence rating. The track must be raised to full again before more Consequences can be gen-erated. The Consequence may be tagged by the player for the rated bonus outside of combat, representing the preceding reputation of the character. In the event that the roll generates Spin when a Status Consequence was tagged, that Spin cannot be used to raise a Status Track, but may still be spent as normal instead.

NPCs may also attempt to compel the aspect on the consequence as they would a normal aspect. Status consequences are removed from the character once tagged by the player. New Status Stress Track Stunts:

Heightened Reputation There is something about your personal-ity that leads others to judge you by your actions differently from those around you. Perhaps it is something in your voice, or the way your gaze seems to have a particular intensity. You may re-duce one Status track to 5 boxes in-stead of the normal 6, allowing you to generate Status Consequences sooner than others. You may only take this stunt once.

Cult of Personality Others spread words of your deeds and misdeeds far and wide. Whether it‘s due to admiration or fear, self-interest or gossip, the effect on you is that you can leverage your status more effectively than others. Status Consequences are rated 2/3/4 instead of 1/2/4.

Lasting Reputation Events that you are a part of are particu-larly memorable for those involved, for good or ill. You are able to bank an ex-tra Minor (+1) consequence in addition to the existing three you can bank.

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SAMPLE CHARACTERS Garrus Vakarian Initial Concept: Garrus Vakarian is a Turian Investigator work-ing on the citadel for Citadel Security, aka C-Sec. He displays exceptional weapon skills, and also uses his C-Sec issue Omni-tool in an offensive capacity as an Infiltrator.

Choosing Aspects Phase One - Growing Up Not a lot is known of Garrus' past from the game. He does refer to the world of his birth, Palaven, as being hot, and that he had a very by-the-book father, who was a well known C-Sec investigator whose mantra was "Do things right or don't do them at all." We'll take these for our aspects. • "Palaven was hot" • "Do it right or don't do it at all" Phase Two - Starting Out Garrus entered the Turian military at the age of 15 like all young Turians do at that age. One of a thousand potential candidates for the Cita-del's elite Spectre training, Garrus' father inter-vened to prevent him going, as he despised the freedoms the Spectres had in working around and ignoring the rules he had spent a lifetime enforcing. Garrus later left the military and followed in his father's footsteps by joining C-Sec himself, also becoming an Investigator. • "Military Training" • "Father knows best" Phase Three - Moment of Crisis Passionate about his job, Garrus frequently got into heated arguments with his superiors over his methods, described as a hot head who still thinks he can change the world and should

have more respect for the law. Garrus begins to become disillusioned with the abundance of restrictions and regulations C-Sec agents must enforce, culminating in a disasterous situation. A fleeing Salarian suspect holding hostages 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, Commander Shepard 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, Garrus is told to drop the investigation, before being recruited by Commander Shepard after deciding that he needed to quit C-Sec to con-tinue without all the restrictions and regulations the official position forced on him. • "More to life than C-Sec" • "Finish the job once started" Phase Five - On Your Own Released from his obligations to others, Gar-rus is now free to do things his way. However, discussions with his new friend, and new Spectre, Commander Shepard frequently put his thoughts under new lights forcing him to openly consider his beliefs. This fresh perspec-tive frequently contrasts against things his fa-ther demanded of him, including his decision to accept his father's wishes in not taking Spectre training. • "Breaks the Rules When He Has To" • "My Commander / Alternate Father Figure" Choosing Skills Garrus is a superior marksman, shown to be able to headshot an enemy under difficult con-ditions. Due to his military training, and being a former C-Sec Investigator, he has strong Tech Training skills. He attends the ship's landing craft as an engineer, and is at home on star-ships having useful gunnery skills. Using the

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Racial Background and Class Package options as guides, I picked Garrus' skills as follows: • Rank 5: Energy Weapons(combat) • Rank 4: Computer(space), Tech Training • Rank 3: Agility, Brawling(combat), Tactics • Rank 2: Gunnery(space), Intimidation, 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.

• Resilient: The player may use four Conse-quences instead of three. The fourth is an-other mild Consequence. This represents Garrus' commitment to finish a job once started, no matter the cost.

The Mass Effect game gives us a few guide-lines on the priority and types of Talents Gar-rus possesses, so I stuck close to them. Tracks • Health: OOO • Composure: OOO O • Wealth: OOO

Kaidan Alenko Initial Concept Kaidan Alenko is a human Systems Alliance Biotic sentinel with a stable L2 implant, scarred from his childhood training, and head of the SSV Normandy's Marine detail.

Choosing Aspects Phase One - Growing Up The son of a serving Alliance military man, Kaidan's mother was exposed to Element Zero dust after a transport crash in Singapore. He beat the odds of getting cancer and was identi-fied by Conatix Industries as a potential candi-date for their Biotic Acclimation and Temper-ance Training, conducted at Gagarin Station and nicknamed 'Brain Camp' by the children sent there. • "Proud family history of Military Service" • "Whisked away from family to 'Brain Camp'" 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

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at what he was capable of, and she fearful that he would lose control again. Dropping off the radar awhile, he attempted to figure out what to do with his life, before deciding to return to the Alliance and join the military. Refusing the risky surgery to upgrade his L2 implant, Kaiden focused on other ways of being useful without necessarily using his Biotic powers. • "Be cautious, be in control" • "There's got to be another way" Phase Four - Sidetracked Serving in the human Systems Alliance military, as his father did before him, Kaidan explored alternatives to using his Biotic powers. He trained extensively with Omni-tools, sought ways of completing missions without raising alarm, and learnt how to keep his squad alive through the tough missions. Distracting and occasionally debilitating migraines from his im-plants served to spur Kaidan to push his non-Biotic abilities further. Receiving several com-mendations for his actions, Kaidan rose through the ranks eventually being assigned to the prestigious post on the SSV Normandy as head of its Marine detail. • "Alliance Marines - Ooh Rah!" • "Implant Migraines" 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

Forced to his limits and beyond, Kaidan has extraordinary staying power for a human. Keeping his squads alive through alternatives to open firefights, he also has the skills to func-tion on the ship he serves on. By having both Biotic Training and Tech Training skills, we now need to pick his Biotic Effects and Tech Talents. Choosing Stunts • Stable L2 Biotic Implant: Kaidan has taken

his Biotic skills as far as they can go, and rolls 1DF and adds 4 before each personal combat scene to determine his current ef-fective skill level. He knows Barrier, Lift, Stasis, and Throw.

• MG Omni-tool: Kaidan has a few surprises up his sleeve for those expecting Biotic at-tacks, as he is familiar with Decryption, Electronics, and First Aid.

• MG Tech Training: Always searching for ways to keep his squad alive, Kaiden has added the Medicine Talent to his Tech Training options.

Tracks • Health: OOO O • Composure: OOO OOO • Wealth: OOO

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Dr Liara T'Soni Initial Concept Dr Liara T'Soni is an Asari scientist obsessed with the past about to be shocked into the pre-sent to protect the future.

Choosing Aspects Phase One - Growing Up Daughter of prominent politician Matriarch Be-nezia, Liara has no idea who her father is. Raised alone by her mother, Liara suspects that "he" was another Asari, which in the cur-rent cultural times is considered taboo. Asari believe that their offspring acquire the best qualities of the "father" from the melded genes, but evidence is anecdotal. They frown upon intra-species conception, since genetic traits and cultural insight is gained from mating out-side their species, so it's considered wasteful for Asari to reproduce together. The results of such unions are occasionally referred to as "purebloods", a great insult among contempo-rary Asari. • "My Mother the politician" • "Feared Pureblood shame" Phase Two - Starting Out Liara does not relish her role as Benezia's daughter and has shied away from her mother's life as an important figure in galactic affairs. Deciding to avoid the issue altogether, Liara began studying what little was known about the last great space-faring race before the Asari, the Protheans. She chose a career in archaeology to escape the pressures of be-ing the daughter of such a prominent figure, and has spent a significant part of her 107-years-young life in pursuit of answers to the Prothean riddle.

• "Escape the present" • "Obsessive about Protheans" Phase Three - Moment of Crisis 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 reveals the information gained from a Prothean Beacon that transmits information directly into the brain of the recipient, she is initially jealous that her decades of research seem to have been for nothing. She begins to calm down when she realises that her expertise, and her ability to meld using Biotics, are the only way to help Shepard to interpret the vision, and joins the squad to help in the upcoming battles. • "I miss working alone" • "Time to grow up and be part of the team" Phase Five - On Your Own Peeling back the mystery, Liara and the crew of the SSV Normandy realise the extent of the danger facing the galaxy with the return of the Reapers. With all this unexpected time spent with the team, Liara begins to feel the pull of attraction towards her new commander, and relishes the time spent getting to know each other. • "Fascinated by Commander Shepard" • "We Must Save the Galaxy, but look at that

over there!" Choosing Skills A pre-eminent Archaeologist, Liara also has exceptional Biotic abilities and other technical skills. Using the Racial Background and Class Package options as guides, I picked Liara's skills as follows: • Rank 5: Archaeology • Rank 4: Biotic Training, Science

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• Rank 3: Agility, Communications(space), Survival

• Rank 2: Charm, Computer(space), Naviga-tion(Space), Tech Training

• Rank 1: Assets, Bureaucracy,-Culture/Tech(Asari Republics, Protheans), Medicine, Stealth

Spending several decades looking for the faintest traces of a civilisation that vanished more than 50,000 years ago, Liara has 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 who thought they could handle her, Liara has added its capabilities to her own, learn-ing First Aid and Electronics.

Tracks • Health: OOO • Composure: OOO • Wealth: OOO O

Tali'Zorah nar Rayya Initial Concept Tali'Zorah nar Rayya is a young Quarian engi-neer out in the galaxy on her Pilgimage, searching for a suitable gift to return to the Mi-grant Fleet.

Choosing Aspects Phase One - Growing Up Growing up on the Migrant Fleet, Tali learnt the history of her people, living the shame of a people outcast from their own worlds and re-moved from galactic politics due to their own hubris. A mechanical genius, Tali spent hours learning, tinkering, and playing with engines, computers and anything else that fascinated her. Life on the Rayya, with all her shipmates also her family, whilst cramped and noisy was a happy time for the young girl. • "Mechanical Genius" • "Never trust an AI" Phase Two - Starting Out As the daughter of the head of the Admiralty Board, the highest authority in the flotilla, hopes were high for a young Quarian about to embark on her pilgrimage. A rite of passage for all Quarians, the pilgrimage serves a few important services to the flotilla. Foremost is to keep the fleet in contact with the rest of the galaxy, with Quarian young adults exploring and discovering important information and technical discoveries that would be of use to the entirely shipbound population left behind. Secondly, it provides an outlet for the energy of youth, giving them space to grow and learn from their own mistakes without risking their precious ships, whilst also reducing the num-ber of people the taxed shipboard environment systems must support. • "Family Expectations"

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• "Wanting to be valued" Phase Three - Moment of Crisis Curious, Tali's pilgrimage drove her to track down the Geth after hearing reports of their return from beyond the Perseus Veil. Isolating and disabling one, she retrieved its core mem-ory module and discovered an audio file re-vealing the identity of the one who instigated the Geth attacks on Eden Prime. Fleeing to the Citadel, she attempted to sell the file in ex-change for a hiding place before being am-bushed by agents of the one behind the Geth attacks. Rescued by Commander Shepard, who has been trying to track down the informa-tion she was trying to sell, Tali gratefully plays the audio file in exchange for joining the Com-mander's team and stopping the Geth. • "Rage Against The Machines" • "Once Burned, Twice Shy" Phase Four - Sidetracked Taken aboard the SSV Normandy, Tali is amazed at the superior performance that the joint efforts of Human/Turian engineering have managed to get out of a ship so small. Spend-ing her time aboard ship with Engineer Adams discussing technical specifications and per-formance curves, she quickly becomes un-nerved by how quiet the ship is compared to the Flotilla ships. She comments that to a Quarian, a quiet ship means a dead engine or worse, a malfunctioning air filter and that it's like half the crew is missing. As the true extent of the mission she has joined is revealed, Tali shows a strong sense of duty, stating "Our Pilgrimage proves we are willing to give of our-selves for the greater good. What does it say about me if I turn my back on this?". • "Talkative when nervous" • "The Greater Good" Phase Five - On Your Own Integrated into the team of experts that Com-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

Pilgrimage. Using the Racial Background and Class Package options as guides, I picked her skills as follows: • Rank 5: Engineering(space) • Rank 4: Computer(space), Tech Training • Rank 3: EVA, Pilot(space), Repair • Rank 2: Close Combat(combat), Energy

Weapons(combat), Resolve(track), Stealth • Rank 1: Art, Demolitions, Culture/Tech

(Quarian Migrant Fleet, Geth), Science, Survival

As suits her mechanical aptitude, all of her top six skills are engineering or space related. Whilst in the game she never needs to use her boot knife, it stands to reason that she proba-bly knows how to use it. The rest of her skills reinforce her technical focus, and her love of art lets her appreciate the beauty in all things, especially music and brand new tech. Choosing Stunts • MG Omni-tool: Playing with spaceship en-

gines and other systems almost from birth, Tali was given a Military Grade Omni-tool to take her skills to the next level. She knows Damping, Decryption, Electronics, and En-ergy Drain.

• Quarian Machinist: Her Quarian background has given her special insight into Artificial Intelligences, granting her the Hacking Tech Talent.

• Integral Equipment - Pressure Suit: Like all Quarians away from the Migrant Fleet, Tali possesses a pressure suit to protect her immune system and consequently has on-board equipment to help breathe. She may always act as though she has a pressure suit on, though does not gain the armour ef-fects.

Tracks • Health: OOO • Composure: OOO O • Wealth: OOO

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Urdnot Wrex Initial Concept: Urdnot Wrex is a Krogan mercenary, a feared Battlemaster who blends Biotic powers with devastating firepower.

Choosing Aspects Phase One - Growing Up Born into Clan Urdnot, Wrex quickly gained fame for his prowess in battle. He became a leader of one of the smaller Urdnot tribes while still a youth – the youngest Krogan to be granted the honour in a thousand years. After the Krogan Rebellions ended, most remaining Krogan tribes wanted to continue fighting, and most vocal of those was Wrex's father, Warlord Jarrod. Wrex had different ideas. He believed that the Krogan didn't have the numbers to go to war, and even if they did the genophage en-sured they couldn't replenish their numbers quickly enough. Instead of battle, he led his tribe to focus on breeding, for at least one generation, and called for other tribes to follow. • "Born Battle Champion" • "Lead by Example" Phase Two - Starting Out Gradually, other Krogan tribes began to come around to Wrex's ideas. This angered the War-lord Jarrod, who decided to arrange a Crush (a meeting on neutral ground) with all of the tribes. Wrex, sensing it was a trap, reluctantly agreed. Wrex and his best warriors met with Jarrod's group in the Krogan ancestral burial grounds called the Hollows, a holy place among the Krogan where violence is forbidden. When it became clear to Jarrod that Wrex wouldn't agree with him, he signalled his men. They leapt from their hiding places and ambushed Wrex's warriors, cutting them down.

Wrex managed to escape the ambush, but not before sinking his knife deep into Jarrod's chest. • "Instinct for Traps" • "Last Krogan Standing" Phase Three - Moment of Crisis Realising the proud warrior culture that once valued courage, strength, and honour – values embodied by the Krogan Monument – had now been reduced to glorifying pointless violence, Wrex turned his back on the rest of the Krogan and left. Over the past three centuries, he has served no master but himself; working as a bodyguard, mercenary, soldier of fortune, and bounty hunter. Tales of his exploits have even made it as far as the Quarian Flotilla. Despite his brutish appearance, Wrex rarely loses his temper. The mere threat of his anger is usually enough to get what he wants. When his fury is unleashed, however, it is a truly terrifying sight. He doesn't speak often, but when he does his words are direct and often shockingly blunt — that tends to get people to listen. • "Been There. Done That. " • "Words Win Battles Too." Phase Four - Sidetracked Hired to kill a human male named Fist on the Citadel, Wrex initially teams up with Com-mander Shepard to get closer to his target, as Shepard is also looking for him to lead him to his true target. Once Wrex and Shepard deal with Fist, Wrex appreciates Shepard‘s profes-sionalism. Sensing some deeper aspects to Shepard's case, Wrex decides to offer his ser-vices full time, feeling that a storm's coming, and Shepard and his target are right in the middle of it. • "Consummate Professional" • "Taste for Adventure" Phase Five - On Your Own Now part of Shepard's crew on a mission to save the galaxy, Wrex is interested in the team of specialists he's assembled, especially the other Biotics. As a Battlemaster, Wrex was deemed suitable for the surgery necessary for the program, so is respectful of their abilities. Keen to test himself against the biggest threat to the galaxy since the Rachni Wars, Wrex feels that there is no challenge he can't beat, and feels that given time there is even some hope for his people. • "Biotic Battlemaster" • "Hope For The Future"

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Choosing Skills Wrex is a combat powerhouse with the brains and Biotics to put them to effective use. The blood of a thousand battles runs through his two hearts and four lungs. Using the Racial Background and Class Package options as guides, I picked his skills as follows: • Rank 5 Skill: Stamina(track) • Rank 4 Skills: Biotic Training, Profession

(Mercenary) • Rank 3 Skills: Brawling, Close Combat,

Energy Weapons • Rank 2 Skills: Intimidation, Resolve(track),

Survival, Tactics • Rank 1 Skills: Agility, Alertness, Animal

Handling, Culture/Tech (Krogans, Merce-nary Groups), Oratory

Wrex has excellent combat skills, but better Biotic skills. He has the words to diffuse a situation, or incite one, and the four quads to see it through.

Choosing Stunts • Krogan Battlemaster: His Biotic amp was

implanted before the Krogan Rebellions. Equivilent to a current L4 generation Bio-Amp without the VI interface, it grants Wrex the Barrier, Stasis, Throw, and Warp effects.

• Lucky: player uses the Consequence pro-gression 2/3/4 instead of the usual 1/2/4. This applies to Consequences mitigating hits to any track. This emulates the Kro-gan biological redundancy.

• Military Grade Brawling: used to represent a lifetime of mercenary work, adding +2 penetration to Brawling attacks, and +1 to Brawling rolls in defense.

Tracks • Health: OOO OOO • Composure: OOO O • Wealth: OOO

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Personal Combat Mini-Game Changes

WEAPON TYPES To aid narration, and keep some consistency as the table creates their own weapons, nam-ing conventions should be considered. After all, we have a pretty good idea of the expected differences between different types of weap-ons. Here‘s a brief set of guidelines to help you design your own.

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-tances, pistols should have a range of 0/2, and a low penetration of 1 or 2. They benefit from both the Double Tap and Advanced Optics stunts.

Sniper Rifles The ultimate long range weapon, sniper rifles should not have a minimum range below 3. A high penetration is valuable, and the Advanced Optics, Double Tap and High Recoil stunts are all appropriate.

Shotguns The ultimate close range weapon, shotguns should have a range of 0/2 and take the Lim-ited Range stunt. They should not have much penetration power, but the Both Barrels and Dispersed Fire stunts should be considered.

Sub-Machine Guns Designed for rapid fire, SMGs often have simi-lar ranges to pistols (0/2), generally have low accuracy and damage per shot, offset by their clip size and rate of fire. They should have the Dispersed Fire and High Capacity stunts.

EQUIPMENT In creating the gear below, I began by deciding at what level to set for the purposes of equip-ment design. I decided to have all weapon and armour gear at T3 across the board, and that all weapons should take the Thermal Clip stunt. Time for some fun with equipment.

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.

Both Barrels/Double Tap Transfer Aspect; doubles Harm rating of the weapon for the next shot only and tags "Overheated" from Thermal Clip Aspect. "Overheated" tag must be free to use this stunt, which then clears at the end of the players next turn. Cost 1bp. Advanced Optics2 Transfer Aspect; allows weapon to be fired with a reduced penalty for firing in-side its minimum or outside its maximum range. Penalty reduced from -2 to -1. Cost 1bp. Limited Range2 Transfer Aspect; this weapon is unable to be used for ranges other than those specified. Cost -1bp.

Note 1: Due to the Rechargeable (Diaspora page 234) and Thermal Clip stunts being functionally identical, it is not recom-mended to have both stunts on the same weapon Note 2: Advanced Optics and Limited Range are incompatible stunts, and cannot both be placed on the same weapon.

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Sample Weapons

Manufacturer: Hahne-Kedar Equipment: Kessler class Pistol Stats:

Range: 0/2 Harm: 3 Penetration: 1

Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip Civilian (Makes the weapon available to those without the Military-grade Stunt for energy weapons)

Cost: 3 This is your basic mass effect driven pistol, and is available extensively. Manufacturer: Haliat Armoury Equipment: Equalizer class Sniper Rifle Stats:

Range: 3/5 Harm: 4 Penetration: 3

Aspects: High Recoil (can only be fired every other round unless the firer is prone.) Thermal Clip Advanced Optics

Cost: 4 The weapon of choice for fire-support missions, this is a typical sniper rifle with advanced optics reducing the penalties for firing inside and outside it's designat-ed ranges.

Manufacturer: Elanus Risk Control Equipment: Banshee class Assault Rifle Stats:

Range: 1/3 Harm: 4 Penetration: 2

Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip

Cost: 4 Standard issue to Turian military per-sonnel, this is a basic assault rifle. Manufacturer: Cerberus Skunkworks Equipment: Hydra class Shotgun Stats:

Range: 0/2 Harm: 4 (8 when using Both Barrels) Penetration: 0

Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip Dispersed Fire (weapon can fire as an Area of Effect weapon, applying its offensive roll to each target in a zone. Cannot be Civilian) Both Barrels Limited Range

Cost: 4 Cerberus produce their own hardware for black-ops wetwork. This shotgun has been rigged to take an extra shot for massive damage at the expense of im-mediately requiring cool down time.

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Weapon Manufacturers There are a large number of weapon produc-ers in the Mass Effect setting, but for gaming purposes there is little need to differentiate one manufacturer from another due to the variabili-ty of weapons able to be created with the

energy weapon creation rules on page 233 of the Diaspora rulebook. Instead, use them to provide inspiration for colourful aspects such as ―Never been let down by an Armax‖ or ―As cool as Devlon Industries gear‖ and so on.

Sample Weapon Manufacturers 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.

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Spectre Gear Options High tech Spectre gear is very distinctive and fabricated by a variety of manufactures, for use solely by the Citadel Council‘s elite Spectre units. Spectres may authorise squadmates to purchase and use such gear, but any non-authorised users will be tracked down by other Spectre agents for item retrieval. Tracking down unauthorised shipments of such gear is a good mission for a team of rookie Spectres.

Costs Basic Spectre gear costs 5, Advanced Spectre gear costs 6, and Master Spec-tre gear costs 7. Creation Basic Spectre weapons should be cre-ated with a +1bp bonus, Advanced Spectre weapons also have a +1bp bo-nus and have the Advanced Optics stunt for free, and Master Spectre weapons are built with a +2bp bonus. There are no Spectre armour manufacturers, so there is no Spectre rated armour avail-able for purchase. 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

to the effective armour of the character for the purposes of the defense roll against energy weapons, lasting 3 turns or until another Biotic effect is used. Alternatively, they can choose to add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons, lasting 4 turns 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 Spectre-grade Omni-tools increase the numerical values of known Tech Talents. This may be a further +1 increase to a skill bonus, an additional -1 penalty to enemy skill checks, one additional zone able to be reached by a talent, or ex-tending the effect by one additional turn. Basic Spectre Omni-tools augment one Talent numerical value, Advanced Spec-tre Omni-tools augment two Talent vari-ables, and Master Spectre Omni-tools augment three Talent variables. Dura-tion based effects must cool down be-tween uses by one turn per increase. Some examples are below:

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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 target for its next two turns instead of the usual one turn, or place a "system rebooting" free tag on a target for its next two turns instead of the usual one turn. Both of these Talents now require one turn of cool-down between uses of the same Talent. Alternatively, a character that knows the Neural Shock Tech Talent with a HMOT Advanced Omni-tool may instead choose boost the effect by two, and place a "disoriented and confused" free tag on a target for three turns in-stead of the usual one turn, and not augment any other known Talent. The character must now wait two turns after using this Talent before being able to use it again. The changes to Tech Talent variables must be chosen when the Spectre rated Omni-tool is purchased, and cannot be changed afterward.

Whilst such advanced gear would seem to fa-vour characters with a high assets skill rank, there are other ways of obtaining these items. Bribery, theft, blackmail, infiltrating manufac-turers warehouses, and corruption are all vi-able tactics for underhanded characters to use, and all lead to potentially interesting stories of obligation and debt, being hunted, and the place of law and order in the galaxy.

Bio-Amp and Omni-tool Manufacturers

In the highly competitive Bio-Amp and Omni-tool markets, there are plenty of corporations out there to choose from. Use the lists below to inspire aspects, character histories, or to assist in narration. Sample Bio-Amp Manufacturers Manufacturer Bio-Amp Aldrin Labs Solaris Amp

Armali Council Prodigy

Armax Arsenal Gemini

Kassa Fabrication Polaris

Serrice Council Savant

Sirta Foundation Unity Amp

Spectre Gear1 HMBA Basic

Spectre Gear1 HMBA Adv

Spectre Gear1 HMBA Master Note 1: See the Spectre Gear Options section above.

Sample Omni-tool Manufacturers Manufacturer Manufacturer Aldrin Labs Bluewire Tool

Ariake Technologies Logic Arrest Tool

Armali Council Nexus

Kassa Fabrication Polaris

Serrice Council Savant

Sirta Foundation Chameleon Tool

Elkoss Combine Cipher Tool

Spectre Gear1 HMOT Basic

Spectre Gear1 HMOT Adv

Spectre Gear1 HMOT Master Note 1: See the Spectre Gear Options section above.

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New T3+ Powered Armour Stunts The following stunts require the "Powered Armour" stunt as a prerequisite.

Shields

Transfer Aspect; using a mass effect field to protect the wearer, armour with this aspect confers a taggable aspect "Shields are Down!" which may be com-pelled for a -2 to Armour defense. Shields require spending a fate point to recharge, but cannot be spent on the same turn that "Shields are Down!" has been tagged. Cost -1bp.

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.

Sample Armour

Manufacturer: Devlon Industries Equipment: Explorer line of Armour Stats:

Defense: 5 Stamina Mod: +2 Agility Mod: 0

Aspects: Powered Armour (Stamina checks +2, ―Out of Juice‖ taggable aspect) Servos (removes agility penalty) Sensors (Alertness checks at +1) Shields Recharge Booster

Cost: 4 An example of Turian standard light mili-tary armour.

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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.

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New T3+ Energy Weapon Ammunition The variety of adversaries in the Mass Effect setting can be dealt with more easily by ensur-ing that you are using the appropriate ammuni-tion. With nine different ammo types, there's plenty of opportunity for customisation. Am-munition must be purchased separately from weapons, and can only be installed or re-moved from the weapon during the refresh phase of the game. All variant ammunition costs 3 to purchase. New Variant Ammunition:

Anti-Personnel Rounds

Designed to shred flesh and other or-ganic matter, these rounds are particu-larly effective against living targets. They are similar in construction to hollow point rounds. • +1 Harm to targets with a 0 armour

defense rating. • -1 Penetration to targets with an ar-

mour defense rating greater than or equal to 2.

Armour Piercing Rounds Specifically designed to puncture metal, these rounds are particularly effective 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.

Cryo Rounds

Cooling lasers collapse ammunition into small Bose-Einstein condensate - a mass of super-cooled subatomic parti-cles - capable of snap-freezing impacted objects. • -1 Harm, +2 Pen to targets with an

uncompelled Shields stunt. • If installed on a weapon with a maxi-

mum range not exceeding 2, re-moves the Thermal Clip stunt.

High Explosive Rounds Designed to detonate on impact, high explosive rounds have one major draw-back: a massive increase in weapon overheating. • causes 2 additional shifts on a suc-

cessful hit, and places a free tag-gable aspect "Massive Fireball!" on the target until the player's next turn.

• on an unsuccessful attack, places a free taggable aspect "Massive Fire-ball!" around the target, 1dF zones away (yes, this could mean back in the attacking character's zone.)

• if used in two successive rounds, ac-tivates the weapon's "Overheated" tag and extends it for one additional round.

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Incendiary Rounds

Incendiary rounds are powerful rounds that can melt or burn through nearly any known substance. • on a successful hit, causes +1 shift to

all subsequent successful attacks against target until player's next turn.

• extends the "Overheated" tag for one additional turn after being compelled.

Phasic Rounds Instead of projectiles, upgraded weap-ons release charged particle bolts that can bypass kinetic barrier shields. How-ever, the actual damage done to the tar-get is typically less than what's done by a standard round. • -2 Harm, +3 Penetration to targets

with an uncompelled Shield aspect "Shields are Down!"

• -2 Harm to targets without the shields stunt, or with a tagged Shield aspect "Shields are Down!"

Radioactive Rounds

These rounds are stamped with a min-uscule amount of radioactive material, inducing low levels of radiation sickness in targets. This sickness makes it more difficult for Biotic or Tech abilities to be deployed. • +1 Harm to targets with one or both Biotic Training and Tech Training skills. • A character who has taken damage from Radioactive rounds also gains the Mild consequence "Radiation Poisoning". Raise all target difficulty levels by 2 for Biotic Training and Tech Training skills in characters who currently have the "Radiation Poisoning" consequence. This consequence can be removed by a character with the First Aid Tech Talent, or disappears after a short rest, usually one that occurs between scenes.

Sledgehammer Rounds 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.

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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 mods cost 3 to purchase.

New Weapon Mods

Combat Scanner Designed to interface with the Sensor packages installed on powered armour, Combat Scanners increase the chance of detecting enemies. This comes at a cost of decreasing the agility bonus as the Combat Sensor draws off some of the power intended to run the armour servos. If weapon and armour are sepa-rated, this mod ceases to provide its bo-nuses and penalties. • +1 to Alertness when operated by an

individual in powered armour. Stacks with Alertness bonus from Powered Armour "Sensors" aspect.

• -1 to Agility checks; Agility checks now at -3 if no "Servo" stunt on ar-mour.

Frictionless Materials

Frictionless Materials give rounds more power at impact. They are more expen-sive to obtain than other weapon mods, and must be installed on higher quality weapons. • +2 to Penetration. • Cost of this mod is 4, and cannot be

applied to weapons with the "Civilian" aspect.

High Caliber Barrel Increases the damage of the weapon at a cost of increased recoil. • +2 to Harm. • Replaces "Low Recoil" aspect with

"High Recoil" aspect (weapon can only be fired every other round unless the firer is prone). If "High Recoil" is already present, this mod cannot be applied.

Improved Heat Sink Improves the thermal efficiency of the weapon at the cost of reduced accuracy. • The "Overheated" tag from Thermal

Clip aspect clears half a turn faster than normal. For example, if it would normally clear at the beginning of their next turn, it instead clears at the end of the players current turn. This allows it to be compelled again before the player's next turn.

• -1 to Harm.

Kinetic Coil This mod increases projectile accelera-tion for improved penetration but causes a high chance of knocking the user 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.

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Kinetic Stabiliser

Advanced VI functionality reduces weapon kickback to improve accuracy. Comes at a cost of reduced power. • Penalty reduced from -2 to -1 for fir-

ing inside its minimum or outside its maximum range.

• -1 to Harm.

Rail Extension Modifies the length of the barrel to in-crease damage, it now becomes more difficult to move due to its awkwardness. • +1 to Harm. • - 1 to Agility checks.

Recoil Damper Reduces kickback to improve accuracy at the cost of decreased power. • Replaces "High Recoil" aspect with

"Low Recoil" aspect. If "Low Recoil" is already present, this mod cannot be applied.

• -1 to Harm.

Scram Rail This prototype upgrade greatly in-creases damage, but causes a greater chance of weapon overheating. • +3 to Harm. • After every turn in which the weapon

is fired, the player rolls 1dF. On any-thing other than a +1 result the weapon automatically activates the "Overheated" tag from Thermal Clip aspect immediately and it does not clear until the end of the player's next turn. This effect overrides any benefit that improves a weapon‘s Thermal Clip aspect, such as Cryo Rounds or the Improved Heat Sink weapon mod.

New T3+ Powered Armour Modifications With all those lethal variant ammunition and weapon mods out there, it‘s a good thing that there are plenty of Armour Mods out there to increase the protection you receive. All mods require the aspect "Powered Armour" to be installed, and each armour can be modified to take a maximum of two Armour Mods. These mods may only be installed or removed from the armour during the refresh phase of the game. All Armour Mods cost 3 to purchase unless otherwise stated. New Armour Mods

Ablative Coating

Ablative coating is designed to chip away when impacted, redirecting the energy of incoming projectiles away from the body. • +4 bonus to Defense rating of armour. • Any shifts generated against the ar-

mour reduces the bonus by 1 for every two shifts, until the bonus is re-duced to a minimum of +0 for the re-mainder of the scene.

Armour Plating Hardened ceramic plates can be applied to body armour suits, increasing their ef-fectiveness. • +2 bonus to Defense rating of Armour. • Confers the free taggable aspect

"Cracked Plates" which may only tagged after the first turn of combat.

Combat Exoskeleton This prototype armour upgrade com-bines mechanical augmentation, ele-ment zero microcores and firewall tech-nology to give the wearer brute strength, resistance to weapons force and resis-tance to Biotic and tech attacks. • 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.

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• +4 bonus to Defense rating of armour. • Increases the target for Biotic Effects

or Tech Talents to affect the charac-ter or their armour by +1.

• This armour costs 4 to purchase, and counts as two Armour mods.

Energised Plating A prototype upgrade designed specifi-cally for heavy combat use, it provides maximum protection for the user. • +6 bonus to Defense rating of 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 Defense bonus and remove the agility penalty.

• This armour costs 4 to purchase, and counts as two Armour mods.

Energized Weave A prototype armour with a complex fila-ment network of element zero micro-cores combined with advanced firewall technology provides protection against both Biotic and tech attacks. Designed for heavy combat use, this armour pro-vides maximum protection for the user. • 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

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 Mechanical augmentation increases the brute strength of the wearer, allowing them to deliver powerful blows when rifle butting or pistol whipping opponents. • Grants a +2 bonus to Close Combat

checks.

First Aid Interface Microprocessors wired into a combat suit can monitor vital functions and re-lease small, localised doses of medi-gel to accelerate the healing process. • The armour disables the first free tag

gained from the Health stress track of the wearer as a combat action (this prevents an opponent using the Con-sequence to your disadvantage).

Hardened Weave A complex filament network of element zero microcores combined with ad-vanced firewall technology provides pro-tection against both Biotic and tech at-tacks. • Increases the target for Biotic Effects

or Tech Talents to affect the charac-ter or their armour by +2.

• -1 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour.

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Kinetic Buffer This mod draws on the user's stamina to boost their agility. • +1 to Agility checks. • -1 to Stamina checks (this does not

confer any changes to the Health stress track).

Kinetic Exoskeleton This prototype armour upgrade com-bines multiple Technologies to improve shield regeneration and maximize the wearer's physical abilities and athletic prowess. Requires the Shield aspect on the armour to be installed. • +2 Shield bonus to the Defense rat-

ing of the armour. • +1 to agility checks. • Any time the "Shields are Down!" tag

is activated, the shield bonus from this mod is also negated.

• Confers the free taggable aspect "Servo Lockup" which may be com-pelled to prevent the user from apply-ing any manouver aspects on the scene.

• This armour costs 4 to purchase, and counts as two Armour mods.

Medical Exoskeleton A prototype upgrade combining numer-ous advanced medical technologies to monitor and regulate all vital systems, maximising healing and minimising re-covery times for the user. • +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

(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.

• This armour costs 4 to purchase, and counts as two Armour mods.

Medical Interface Specialised microprocessors wired into a combat suit monitor vital functions and release small, localised doses of medi-gel to accelerate the healing process. This interface also provides resistance to toxic attacks. • The armour disables the first free tag

gained from the Health stress track of the wearer as a combat action (this prevents an opponent using the Con-sequence to your disadvantage).

• Chemical rounds are unable to confer the "Toxic Shock" aspect, and Radio-active rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour.

• This bulky armour mod decreases the power available to run other systems, causing a -1 to Agility checks.

Shield Battery To generate kinetic barriers, combat suits rely on capacitors to store energy from a generator. The greater the ca-pacitor storage, the more potent the bar-rier. Requires the Shield aspect on the armour to be installed. • +2 Shield bonus to Defense rating of

armour. • Any time the "Shields are Down!" tag

is activated, the shield bonus from this mod is also negated.

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Stimulant Pack

Armour equipped with stim packs re-leases targeted shots of adrenaline to speed up recovery and recharge times. • +1 to Biotic Training and Tech Train-

ing skill checks. • This mod confers the free taggable

aspect "Overstimulated and Dis-tracted" that may be compelled to remove the bonus to Biotic Training and Tech Training skill checks, and causes a -2 penalty to Agility checks. May not be compelled two turns in a row.

Toxic Seals Specially-sealed body armour provides increased protection against radiation, gases, and a host of other toxins. • Chemical rounds are unable to confer

the "Toxic Shock" aspect, and Radio-active rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour.

• Aspects on the scene relating to envi-ronmental effects are unable to be tagged against the user of this ar-mour mod.

The prototype armour mods provide some of the better bonuses, though they count as two mods instead of just one, and become unreli-able when dramatically necessary.

Advanced Gear All weapon and armour gear starts at T3 across the board. Here's a look at some of the possibilities. Sample Advanced Gear

Tali'Zorah's Pistol Manufacturer: Devlon Industries Equipment: Stinger class Pistol Base Stats: • Range: 0/2 • Harm: 4 • Penetration: 1 Aspects: • Low Recoil • Thermal Clip Cryo Rounds: • -1 Harm, +2 Penetration to targets

with an uncompelled Shields stunt. • If installed on a weapon with a maxi-

mum range not exceeding 2, re-moves the Thermal Clip stunt.

Kinetic Stabiliser: • Penalty reduced from -2 to -1 for fir-

ing inside its minimum or outside its maximum range.

• -1 to Harm. Costs: Pistol 4, Cryo Rounds 3, Kinetic

Stabiliser 3 Final Weapon Stats: • Range: 0/2 (Penalty reduced from -2

to -1 for firing inside its minimum or outside its maximum range.)

• Harm: 3 (2 against shielded armour) • Penetration: 1 (3 against shielded

armour) • Low Recoil (weapon can be fired

without penalty in low gravity)

Purchased from one of the citadel 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.

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Garrus Vakarian's Sniper Rifle Manufacturer: Elanus Risk Control Equipment: Hammer class Sniper Rifle Base Stats: • Range: 3/5 • Harm: 4 • Penetration: 3 Aspects: • High Recoil • Thermal Clip • Advanced Optics Armour Piercing Rounds: • +1 Harm and +1 Penetration to 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.

Frictionless Materials: • +2 to Penetration. • Cost of this mod is 4, and cannot be

applied to weapons with the "Civilian" aspect.

Rail Extension: • +1 to Harm. • - 1 to Agility checks. Costs: Rifle 4, AP Rounds 3, Friction-

less Materials 4, Rail Extension 3. Final Weapon Stats: • Range: 3/5 • Harm: 5 (6 against Synthetics) • Penetration: 5 (6 against Synthetics/

Armour >=4) • - 1 to Agility checks • High Recoil (weapon can only be

fired every other round unless the firer is prone.)

• Thermal Clip (weapon has the Aspect "Overheated" which may be com-pelled to prevent firing)

• Advanced Optics (allows weapon to be fired with a reduced penalty for fir-ing inside its minimum or outside its maximum range. Penalty reduced from -2 to -1)

Garrus' military background and training has honed his sniping skills to fearsome levels. Assisting this was his access to some of the best mods available. He appreciates the ability to take down highly armoured foes from great dis-tances, and knows that with correct field placement, the awkwardness of his modified rifle should never become a deciding factor.

Urdnot Wrex’ Armour Manufacturer: Kassa Fabrication Equipment: Colossus Krogan Armour Base Stats: • Defense: 6 • Stamina Mod: +2 • Agility Mod: 0 Aspects: • Powered Armour (Sta +2) • Servos (removes agility penalty) • Shields • Recharge Booster Combat Exoskeleton: • Armour gains the "Very Heavy" as-

pect, negating the benefits of the "Lightweight" aspect; may be com-pelled for all sorts of scene effects.

• +4 bonus to Defense rating of armour. • Increases the target for Biotic Effects

or Tech Talents to affect the charac-ter or their armour by +1.

• This armour costs 4 to purchase, and counts as two Armour mods.

Costs: Armour 4, Combat Exoskeleton 4. Final Armour Stats: • Defense: 10 • Stamina Mod: +2 • Agility Mod: 0 • Powered Armour (Stamina +2, ―Out

of Juice‖ taggable aspect) • Servos (removes agility penalty) • Shields (taggable aspect "Shields are

Down!" which may be compelled for a -2 to Armour defense. Fate point to recharge after current turn)

• Recharge Booster (taggable aspect "Taking Cover!". No movement re-quired to activate, and clears"Shields are Down!" tag automatically. +2 bonus on armour defense the turn after "Taking Cover!", if Wrex remains stationary)

• Very Heavy • Biotic/Tech Defense (target to affect

Wrex / armour increased by +1)

Weighing in at over a metric ton when wearing his favoured armour, Wrex be-comes a battlefield juggernaught. With enough protection to allow him to get up close and personal in a fight, a Krogan Battlemaster running in at a charge is terrifying beyond belief. Little tricks, like the defense against Biotic Effects and Tech Talents, have helped him survive more than 300 years of mercenary work and have added to his fame as an elite, unstoppable warrior.

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Cerberus Defender Modified Shotgun Manufacturer: Cerberus Skunkworks Equipment: Hydra class Shotgun Base Stats: • Range: 0/2 • Harm: 4 (8 when using Both Barrels) • Penetration: 0 Aspects: • Low Recoil • Thermal Clip • Dispersed Fire • Both Barrels (doubles Harm for next

shot and tags ―Overheated‖ aspect until end of next round)

• Limited Range Sledgehammer Rounds: • On a successful hit, knocks the target

over and confers the free taggable aspect "Knocked prone".

Frictionless Materials: • +2 to Penetration. • Cost of this mod is 4, and cannot be

applied to weapons with the "Civilian" aspect.

Improved Heat Sink: • The "Overheated" tag from Thermal

Clip aspect clears half a turn faster than normal.

• -1 to Harm.

Costs: Rifle 4, Sledgehammer Rounds 3, Frictionless Materials 4, Improved Heat Sink 3.

Final Weapon Stats: • Range: 0/2 • Harm: 3 (6 when using Both Barrels) • Penetration: 2 • Low Recoil (weapon can be fired

without penalty in low gravity) • Improved Thermal Clip (has the As-

pect "Overheated" which may be compelled to prevent firing; clears at the start of the players next turn if Both Barrels stunt used)

• Dispersed Fire (can fire as an Area of Effect weapon, applying its offensive roll to each target in a zone).

• Both Barrels • Limited Range • On a hit, knocks targets over and

confers "Knocked Prone" free tag.

Cerberus believes they have created a weapon that truly represents the awe-someness of a multi-headed Hydra. This shotgun is able to double its Harm rating every turn, and apply that to every target in an area, knocking them all prone in the process.

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ADVERSARIES Apart from chasing after rogue Spectre agents, destroying Batarian pirate and slaving rings, collecting bounties on escaped Tech criminals, or hunting rogue psychotic Asari purebred Biotics, there are other races, creatures and organisations out there for the characters to encounter.

Cerberus Cerberus is the codename for a black ops organization that was formerly part of the Alliance military, but which has now gone rogue. They have also been described as a pro-humanity terrorist or paramilitary group, due to their activities. 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 the Alliance database. Information on at least two of their known planets in the astronomical database is described as "surprisingly sparse," and may have been edited by Cerberus agents to discourage casual explorers. Cerberus bases are usually guarded by the following forces:

• Cerberus Commandos: Highly train-ed shock troops armed with assault rifles or pistols.

• Cerberus Defenders: Found protect-ing research technicians; they are rapidly deployed, highly armoured, and use modified shotguns (page 61).

• Cerberus Snipers: Often found in-doors, these snipers find cover and hit with Assassination.

• Cerberus Anti-Tank: These units are on patrol outside their base and are armed with rocket launchers, which they don‘t just use against vehicles such as the M35 Mako.

• Research Technicians: The techni-cians are normally Biotics; though unarmoured, they use powerful Throw attacks.

The bases also contain whatever dangerous experimental subjects Cerberus is currently working on, which includes Rachni (soldiers and workers), Husks, or other dangerous nas-ties. Led by a mysterious figure known only as the Illusive Man, Cerberus has operatives all over Citadel space and the Terminus Systems, re-porting regularly. Due to their widespread network, Cerberus effectively has access to almost every settled system, major trade stop, and colony in the galaxy. However, Cerberus has no knowledge of what goes on in un-charted systems and the Migrant Fleet, thus rendering the Illusive Man blind in those areas.

Cerberus is very well-funded. They have several suppliers and contributors within the Alliance military-industrial complex who trust the Illusive Man to make the right decisions. Cerberus also runs several front corporations meant to fund and support their operations. Spending trends indicate that Cerberus has a reliable income running up to several billion credits per year. The agency is divided into numerous different and independent cells which have no knowl-edge of their counterparts. This ensures that should one cell be compromised, the others would not be captured. Each cell is led by an operative who reports directly to the Illusive Man. Cerberus operates many other kinds of cells than purely para-military focused ones, ranging from political to scientific but all united under the common goal of advancing humanity.

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Geth As described in the Racial Backgrounds sec-tion, practically all Geth encountered outside the Perseus Veil likely belong to the violent faction of Geth Heretics and will react with hos-tility to any organic not working for the Reapers. Geth encountered beyond the Veil will have programs developed equivalent to skills, have access to Tech Talents, and vary according to role.

Some of the known Geth variants include:

• Geth Armature: Anti-personnel light walkers capable of launching Geth siege pulses. Also possesses shields.

• Geth Hopper: Cyberwarfare and ambush platform, capable of using Tech Talents selected from Sabotage (Geth equivalent to Damping), Over-load, and Jamming. Attacks using the Geth sniper beam. Has shielding 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.

• Geth Trooper: Standard Geth troops equipped with Geth pulse rifles, Geth barriers and capable of recharging shields. Has the Geth Shield Boost ability (treat as Ablative Armour).

• Geth Rocket Trooper: Equipped with Geth pulse rifles, shielding and rocket launchers. Utilize both disrup-tor and scram rockets heavy weap-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 attacks. Extremely strong armour and shields with recharger.

The Geth are entirely synthetic creatures, and thus immune to effects that target only organ-ics, such as the Neural Shock Tech Talent, and Toxic rounds. Some have a stunt that grants them the equivalent abilities of an Omni-tool, with the number of Talents equal to the skill rating.

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Husks

Husks are synthetic "zombies" created by the Geth. When a human is captured they are placed on impaling devices, huge spikes that Alliance marines have nicknamed "dragon's teeth". Over time the body's organs, skin and water content are converted into cybernetic materials; blood is changed to a sickly green fluid, and the body generates an electrical charge. When the spikes are approached – say, if marines try to recover their dead com-rades – the Husks are released and attack. The husks will charge at their enemies and, once close enough, give off a powerful electri-cal blast which disables shields and causes massive damage.

No one knows why the Geth do this to their captives: it seems like a lot of effort for a small result, though it is effective psychological war-fare to make soldiers fight their own dead. The Geth used a ship full of Husks, the MSV Cor-nucopia, partly as a trap and partly as a warn-ing to other organic races not to enter their space. 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.

MECHs Earth based weapons manufacturer Hahne-Kedar has become a major supplier to the Sys-tems Alliance military, and is also the manufac-turer of the FENRIS, LOKI, and YMIR classes of mechanical infantry units, commonly called MECHs, often fielded by the Alliance.

• LOKI Mech: The LOKI Mech is a bi-pedal humanoid security robot de-signed for security detail and guard duty in locations where manpower is an issue, or where the use of organ-ics for "around the clock" shifts is un-feasible. Originally used by the Alli-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 from white to red. LOKI Mechs are incapable of any complex tactics, never seek cover during a firefight, and their civilian-grade firewalls are insufficient to deal with modern hacking, allowing their programs to be easily overridden and turned upon their owners.

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• FENRIS Mech: Like other mechs produced by Hahne-Kedar, they are identifiable by their white armor and red lights. For many humans, the FENRIS Mechs are viewed as the mechanical analogs of "attack dogs" and mimic dog-like behavior when they attack a target.

FENRIS Mechs possess advanced sensory equipment allowing them to detect weapons and narcotics, used in the same manner bomb- and drug-sniffing dogs would, and have been seen deployed alongside LOKI Mechs. A major disadvantage to FENRIS Mechs, and indeed to all mechs, is that their software pro-gramming can be hacked, altered, or overridden by an experienced hacker, and FENRIS Mechs can be turned against those they are tasked with serving. 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.

• YMIR Mech: The Battle YMIR Mech, or Model 34-A, is a massive killing machine designed for anti-infantry purposes. Heavily armoured and shielded, YMIR Mechs possess twin automatic mass accelerator cannons concealed in the right arm and a 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 Cannons on the move however, it must pause to fire rockets to ensure a stable launching platform. To protect the workings of the weapon arms from small arms fire, they are fitted with protective actuated shield covers. In order to fire either weapon, these covers must open, giving warning to those able to see the mech. As a military model, the YMIR Mech has better firewalls than other models, but is still vulnerable to hacking by dedicated hackers.

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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-ployer's investments or operations. Able to field a variety of personnel to fulfil their contract, most fill one of the following roles:

• Mercenary: The standard merce-nary, usually equipped with an as-sault rifle or a shotgun. They often have the ability to use Immunity. Krogan mercenaries regenerate their shields particularly quickly in a fight.

• Mercenary Sniper: Mercenary Snipers take cover or wait in sniper towers, and line up for an Assassina-tion shot; they are usually lightly ar-moured.

• Mercenary Anti-Tank: Some mer-cenaries carry a rocket launcher, and focus on vehicles such as the M35 Mako.

• Mercenary Adept: Very occasion-ally, a biotic can be found amongst 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.

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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 Wars. The accidental discovery of the Rachni led to the Citadel races to curb their rapid expansion, in fear of being plunged into another galactic war. There are several Rachni subtypes:

Rachni Workers are tiny green Rachni (similar to aphids) which usually act as a first wave for Rachni Soldiers. Acting in swarms, they rush up to the squad and explode in suicide attacks, causing heavy toxic damage which ignores shields. Best handled at a distance, they are quite fragile. Given their name, they likely fill the niche occupied by drones in other hive species, tending to the needs of the queen. Rachni Soldiers are slower, but much larger creatures than Rachni Workers, with thin tentacles ending in little pods. These tentacles are used to impale enemies - the Rachni can use weapons but prefer to use these tentacles to im-pale their victims. They can also spit acid, causing heavy toxic damage. Rachni soldiers are cunning and like to ambush their enemies. They are most at home in vents and tunnels.

Rachni Brood Warriors are Rachni who are much larger and stronger than normal Rachni Soldiers. They are the 'elder males' of the hive that usually mate with the queen. It is said that they only attack when the hive is particularly strained for warriors. The Brood Warrior has abilities comparable to a standard Rachni Soldier, although its attacks in-flict more damage. It is also unique among Rachni in that it possesses some Biotic ability; it will occasionally place a squad member in Stasis and appears to use a form of Barrier. Rachni Queens are the largest and most intelligent of the species, and rarely, if ever, seen. Defended by Brood Warriors who will die to protect them, Rachni Queens are capable of possess-ing the minds of other Biotics, using them as proxies to translate and com-municate when necessary. They are the controllers behind the hive-mind intelli-gence linking all Rachni from the same brood mother.

The Rachni aren't as extinct as the galaxy had been led to believe. Several human organisa-tions discovered dormant Rachni eggs on an-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.

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Thresher Maws Thresher Maws are subterranean carnivores that spend their entire lives eating or searching for something to eat. They are enormous, vio-lent creatures that burst up from the ground without warning when disturbed. They repro-duce via spores that lie dormant for millennia, yet are robust enough to survive prolonged periods in deep space and atmospheric re-entry. As a result, thresher maw spores appear on many worlds, spread by previous genera-tions of space travelers.

Thresher maws are solitary creatures; two or three at most can be found on a single planet. They live alone in nests spanning large areas underground. They can grow to be in excess of 30 metres tall above the ground, with a body nearly twice that size beneath the surface. The body of an adult thresher maw never en-tirely leaves the ground; only the head and ten-tacles erupt from the earth to attack. Aggres-sive and highly territorial, thresher maws feed by absorbing huge amounts of solar radiation and survive best on planets, asteroids or moons with little or no atmosphere. They also consume minerals and ores from the ground itself and use an odd form of photosynthesis to combine solar radiation and minerals into energy they can use to fuel their significant mass. 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,

burrowing up from beneath their prey, and smashing with their claws in close range while emitting infrasound. Owing to the nature of their attacks, they completely ignore shields, and are a menace to any structures or vehicles in their nesting area. Fortunately, thresher maws usually live in large flat open spaces on uninhabited planets, and do not inhabit rolling hills, mountains, or valleys. Threshers com-monly have some sort of "lure" in their nest, such as a crashed probe to draw unwary sca-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-ing their natural weapons.

• Native Burrower: Thresher Maws never fully leave the ground they live in, and are immobile when they raise up to attack. They may use their one free move to rise up or drop back underground, or they may take an additional zone of movement when they take their free move when fully underground. When moving underground, the Thresher Maw cannot be targeted.

• Dauntless: Thresher Maws have no composure or wealth tracks, and in-stead have an extended health track of 3dF+9

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Varren

Varren are omnivores with a preference for living prey. Originally native to the Krogan homeworld of Tuchanka, they are – like most life from Tuchanka – savage, clannish, and consummate survivors. They are pack hunters when vulnerable prey is readily available and become scavengers when outnumbered or outclassed.

Their supreme adaptability, vicious demeanor and rapid breeding cycle have made them ubiquitous and dangerous pests on many 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'.

Vorcha The Vorcha originate from a small, hostile, overcrowded planet which has been largely stripped of natural resources by successive generations of this fast-breeding, savage spe-cies. The lack of resources has resulted in a tight-knit clan based society in which rival clans wage constant war against one another for control of scarce resources. 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-cha gives a mercenary band a formidable ad-vantage; each additional Vorcha magnifies the gang‘s combat ferocity exponentially.

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Space Combat Mini-Game Changes

SPACECRAFT Knowing that Mass Effect is not set in the hard sci-fi genre allows us to tweak the Diaspora starship creation rules to align with the Space Opera ideas that big ships with lots of people and weapons are possible. Warships in Mass Effect are classified in one of four weight classes: Frigates, Cruisers, Carriers, and Dreadnaughts.

Spacecraft and Tech Levels Diaspora made the design decision that ship size, for a hard sci-fi genre, is not important, thus Technology is the difference between ships. We can adjust this for our game, so that instead of limiting ships build points by tech-nology, we just say that they are limited by size. With this small tweak, we have a quick and 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 (17bp), or at T3 with a few sink stunts. Geth dropships are classed as Frigates.

• Cruisers are firmly in the realm of T3 (23bp) ships.

• Carriers are usually the same size as Cruisers at T3, but use the optional rules for Fighters on page 228 of the main rules.

• Fighters are small, one man ships, usually fielded by carriers, and built with 8bp.

• Dreadnaughts are the largest vessels in Council space, and are limited in number to only a few operated by each member race. These behemoths are built at T4 (29 bp).

• Reapers are sentient ships, larger than any-thing else built by the council races. These terrors of the black are built at T5 (35 bp) or T6 (41 bp), depending on the individual size and age.

All ships in the Mass Effect universe must have the Mass Effect Drive stunt below to ac-cess the mass relay system. 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". New T0+ Spacecraft Stunts

Government Subsidy Spacecraft with this stunt are officially part of the navy of the government, as-signed a dedicated crew to operate all systems, and have access to shipyard facilities that supply dedicated repair engineers.

Crew must adhere to the standard oper-ating procedures of the government, with severe consequences for variation from those limits so imposed. Space-craft must take the aspect "Government Owned and Operated" as well as one of the following Aspects (or similar). • "Antagonistic Crew‖ • "Control System Bugs‖ • "Design Flaw" • "Ex-Civilian Retrofit" • "Experimental Design"

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• "Incorporates Dodgy Alien Tech‖ • "Infamous Captain" • "Is It Meant To Do That?‖ • "Known Weakness in Tactics" • "Last Generation Tech‖ • "Money Sink‖ • "Must Not Shoot First" • "Not Built To Do This‖ • "Operating Beyond Its Limits‖ • "Pirate Doppelganger‖ • "Poorly Maintained‖ • "Protection Obligations" • "Rules and Regulations by the Book" • "Should Have Retired Years Ago‖ • "Slow To Respond‖ • "Sub-standard Sub-systems‖ • "Variable Training Levels" • "We Have An Operative Aboard‖ This stunt also provides a +2 bonus to maintenance checks when at govern-ment facilities, and a +2 bonus to repair checks to remove consequences, ex-cept when such consequences were gained when the aspect chosen above was tagged. Cost 1bp.

New T1+ Spacecraft Stunts

Mass Effect Drive The pinnacle of interstellar drive design, a Mass Effect Drive is required to ac-cess the mass relay system, and allows ships to move ten times faster between their destinations for the same reaction mass. See Diaspora page 69 for stan-dard travel times, then divide those by ten. Cost 2bp.

Tantalus Drive Core This advanced drive core boosts the ef-fective V-Shift of the spacecraft, whilst also powering the Internal Emissions Sink. This experimental system may only be installed on spacecraft with a

Trade stat of 0. Requires the Internal Emissions Sink stunt (or similar bp cost high energy usage system), and pro-vides a +1 bonus to V-Shift. Cost 1bp.

Internal Emissions Sink This stealth system is able to temporar-ily "store" heat generated by routine shipboard operations in lithium heat sinks deep within the hull. This system does not operate during mass relay travel as the heat generated is too much to absorb, and thus reserved for critical operations. Spacecraft can go to 'silent running' for around 2-3 hours, or drift passively through a system for days before having to vent and give away her position, but the stored heat must eventually be radi-ated, or it will build up to levels capable of cooking the crew alive. Requires the Tantalus Core Stunt, and provides a +2 bonus to Heat Track as well as a +2 bonus to the Navigation check during the Detection phase of space combat. 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 the ―Shields Down!‖ aspect that may be compelled for a +2 bonus to Beam or Torpedo attacks. Cost: -1bp.

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Sample Mass Effect Spacecraft SSV Normandy SR-1 (T3) Manufacturer: Systems Alliance, co-

developed with the Turian Hierarchy, and with the sponsorship of the Citadel Council

Ship Class: Prototype "Deep Scout" Frigate

Base Stats: • V-Shift: 4 • Beam: 3 • Torpedo: 1 • EW: 3 • Trade: 0 • Frame Track: 3 • Data Track: 4 • Heat Track: 4 Stunts: • Mass Effect Drive • Government Subsidy (Experimental

Design) • Tantalus Drive Core (+1 to V-Shift) • Internal Emissions Sink (+2 Heat

Track, +2 to Nav check) • Kinetic Barriers • Interface Vehicle Cost: 8 Final Spacecraft Stats: • V-Shift: 5 • Beam: 3 • Torpedo: 2 • EW: 3 • Trade: 0 • Frame Track: OOO • Data Track: OOO O • Heat Track: OOO OOO • Mass Effect Drive (All travel times

reduced by factor of 10)

• Government Subsidy (+2 to conse-quence removal, except when "Experimental Design" was tagged)

• Tantalus Drive Core • Internal Emissions Sink (+2 bonus to

Nav check in detection phase) • Kinetic Barriers • Interface Vehicle (M35 Mako Infantry

Fighting Vehicle) Aspects • Government Owned and Operated

(Systems Alliance) • Experimental Design • Tough Little Spacecraft • Fast, nimble, but strangely balanced • Experienced Crew • Shields Down! • Out of Ammo (Torpedos) The SSV Normandy SR-1, fully de-scribed as the Systems Alliance Space Vehicle Stealth Reconnaissance 1, is a prototype "deep scout" frigate, first of the eponymous Normandy class Co-developed by the Alliance and the Turian Hierarchy with the sponsorship of the Citadel Council, she is optimised for solo reconnaissance missions deep within unstable regions, using state-of-the-art stealth technology powered by an experimental drive core. Should the Normandy‘s design prove useful in field tests, it is expected that a follow-up class incorporating "lessons learned" will be produced.

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Asari Cruiser “Cybaen” (T3) Manufacturer: Asari Republics Ship Class: Frontline War Cruiser Spacecraft Stats: • V-Shift: 4 • Beam: 4 • Torpedo: 2 • EW: 0 • Trade: 0 • Frame Track: OOO OOO • Data Track: OOO O • Heat Track: OOO OOO Stunts: • Mass Effect Drive (All travel times

reduced by factor of 10) • Government Subsidy (+2 to conse-

quence removal, except when "Non-Standard Design" was tagged)

• Oversize Drive Core • Kinetic Barriers Cost: 8 Aspects • Government Owned and Operated

(Asari Republics) • Non-standard Design • Shields Down! • Oversize Drive Core • As Graceful as she is Deadly • Shields as tough as a Dreadnaught’s The Cybaen is an Asari cruiser-class warship. 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.

Cerberus Fighter/Bombers Manufacturer: Cord-Hislop Aerospace Ship Class: Fighter Spacecraft Stats: • V-Shift: 5 • Beam: 1 • Torpedo: 3 • EW: 3 • Trade: 0 • Frame Track: O • Data Track: O • Heat Track: OO Stunts: • Vector Randomiser: Base defense 2

against Beams • Kinetic Barriers Cost: 7 Aspects • Missileer Formation Tactics • Out of Ammo (Torpedos) • Shields Down! Manufactured in secrecy, Cerberus fields its own defense ships around their secret research stations. De-signed with killing much larger ships in mind, these fighter craft work as a unit to jam the comms of any intruding ves-sels, bring down their kinetic barriers, and then cause them to catastrophically vent their atmosphere, explosive style.

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Platoon Combat Mini-Game Changes

Mass Effect Platoons

The Mass Effect computer games are played from the point of view of one small squad in a very large galactic struggle. At the gaming table, though, there is an opportunity to ex-plore larger scale events through multiple squads in the Platoon level combat mini-game.

Platoon Creation Changes When constructing platoons, change the ―Out of Ammo‖ aspect assigned to all platoons to the more thematically accurate ―Overheated Weapons‖ aspect. There are no new platoon skills added in this section. All normal rules for character asso-ciation with units apply as per Diaspora page 192. However, there are a few ways Mass Effect characters can augment their assigned platoon. Characters with the Biotic Training skill can amplify one of the following platoon skills when assigned to units: Hand-to-Hand, Direct Fire, Anti-Air, or Armour. Similarly, the Tech Training skill can be used to amplify one of the following platoon skills by characters as-signed to the unit: Signals, Command, or Direct Fire.

New Platoon Stunts The following stunts may be taken by any unit that meets the type restriction (if any).

Shield Projector Kinetic barriers, colloquially called "shields", provide protection against most mass accelerator weapons. Whether on a starship or a soldier's suit of armour, the basic principle remains the same.

At platoon level, the Shield Projector stunt provides a +1 Tech Enhancement bonus to Armour. Biotic Defender (Infantry) Biotic shielding abilities are much less overt than their offensive equivalents, while no less potent to their unit. At 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-Hand, and +1 to one of Direct Fire or Anti Air, determined at creation. Biotic Specialist units who attack with either of the two chosen skills immediately gain +1 spot markers after attacking, and re-ceive a -1 penalty to Camouflage next turn. Tech Defender (Infantry) Superior information control grants this unit a +1 to the Command skill. Addi-tionally, the Defenders gain an extra aspect ―Power Drained‖, as well the ability to try to use a manouver to re-move a free tag on an ally that is cur-rently within Command range. Tech Specialist (Infantry) Seizing control of the electronic battle-space, this stunt grants +1 to the Sig-nals skill of the unit. Additionally, the Specialists gain an extra aspect ―Power Drained‖, as well as +1 to one of the Observation or Armour skills. Tech Infiltrator (Infantry) Using their jamming skills to great effect, this stunt grants +1 to the Armour skill of the unit as enemies find it harder to hit accurately. Additionally, the infiltra-tors gain an extra aspect ―Power Drained‖, as well as +1 to one of the Signals or Camouflage skills.

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Example Platoons All platoons are created at tech level T3. “Goldylocks” Platoon (Alliance) • 2x Alliance Marines • 2x Alliance M29 Grizzly Infantry Fighting

Vehicles • 1x Alliance M29C Grizzly Command IFV • Platoon Fate: 6 FP An older styled platoon, the Alliance Mobile Infantry utilised the M29 Grizzly IFV to great effect, advancing deep into enemy territory for cutting supply lines and harassment of other units from unexpected directions. Whilst slower and bulkier than its successor, the M35 Mako, the Grizzly has had a long career pro-tecting its troops well, and was a bane against the Turians during the First Contact War, dis-rupting communications, taking out support units and delivering marines to weak points in the enemy formations.

Alliance Marines (T3 Infantry) Direct Fire 3, Hand-to-Hand 2, Observation 2, Armour 1, Command 1, Movement 1. Morale OO Command Range: 2 Max Move: 3 zones Cavalry: undersized and overpowered; Max Move +1 Scout: able to continue move when entering a zone containing an enemy Wireless: Command Range +1 Reach Out with Precision Fire Overheated Weapons Alliance M29 Grizzly Infantry Fighting Vehicle (T3 Armour) Armour 5, Direct Fire 3, Signals 2, Movement 1. Morale O Command Range: 3 Infantry Carrier: able to transport Infantry Shield Projector: Armour +1

Wireless: Command Range +1 Wireless: Command Range +1 (command range is 2) Proven Battle Taxi Overheated Weapons Alliance M29C Grizzly Command IFV (T3 Armour Leader) Armour 4, Direct Fire 3, Anti-Air 2, Movement 1. Morale OOO O Engineer: improved Aspect usage Highly Trained: Morale +1 Long Range: ignore 1 range on attacks Zone Effect: -2 to attack zone; no spot of en-emy units required Battlefield Genius: platoon units gain Com-mand Range +1 Command and Control of the Battlespace Overheated Weapons As Protective As a Papa Bear A61 Mantis Multirole Gunship (Citadel Races Only) The Gunship is driven by vectored-thrust 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 no FTL drive. The Mantis houses an element zero core which lightens the engines with a mass effect field, allowing it to take off vertically and hover in place using minimum fuel. This also gives it far greater range and speed than the helicop-ters and jump-jet aircraft that once filled its niche.

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A61 Mantis Gunship - Ground Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5, Movement 3, Armour 2, Observation 2 Morale OO VTOL: Able to stay on map and move 1 zone Shield Projector (TE): Armour +1 Mass Accelerator (TE): Direct Fire +1 Highly Trained: Morale +1 Agile and Aggressive Overheated Weapons A61 Mantis Gunship - Infantry Carrier Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader pla-toon Direct Fire 5, Movement 3, Armour 2, Observation 2 Morale OO Infantry Carrier: able to transport Infantry Shield Projector (TE): Armour +1 Mass Accelerator (TE): Direct Fire +1 Highly Trained: Morale +1 Rapid Deployment and Close Support Overheated Weapons A61 Mantis Gunship - 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

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 Morale OO Scatterable Mine Payload: can deliver area-denial ordnance (mines) Shield Projector (TE): Armour +1 Mass Accelerator (TE): Direct Fire +1 Highly Trained: Morale +1 Suddenly, Bombing Run From Nowhere! Out of Ammunition (prevent Mine laying) Overheated Weapons (prevent Direct Fire) Asari Huntress Platoon (Asari Republics) • 2x Asari Commandos • 1x Asari Huntresses • 1x Asari Bodyguards • 1x Asari Matriarch • Platoon Fate: 6 FP Asari choose to be warriors at a young age, and their education from that point is dedi-cated to sharpening their mind and body for that sole purpose. Huntresses fight individu-ally or in pairs, depending on the tactics pre-ferred 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 alac-rity. Like an army of ninja, they are adept at ambush, infiltration, and assassination, de-moralizing and defeating their enemies through intense, focused guerrilla strikes.

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Asari Commando Team (T3 Infantry) Hand-to-Hand 4, Direct Fire 3, Movement 2, Camouflage 1, Armour 1, Veteran 1. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand, +1 to Direct Fire; +1 spot marker and -1 to Camou-flage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. Wireless: Command Range +1 Elite Biotic Abilities Overheated Weapons Asari Huntresses (T3 Infantry) Hand-to-Hand 3, Movement 3, Direct Fire 2, Observation 2, Armour 1, Veteran 1. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand, +1 to Direct Fire; +1 spot marker and -1 to Camou-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 Special Forces: not automatically spotted when it shares a zone with an enemy unit. Wireless: Command Range +1 Protect the Matriarch Overheated Weapons Asari Matriarch (T3 Infantry Leader) Veteran 3, Hand-to-Hand 3, Direct Fire 2, Anti-Air 2, Movement 1, Command 1. Morale OOO OOO O

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 Geth Platoons All Geth are networked to each other, they may communicate their exact thoughts and ideas at the speed of light. This makes them extremely efficient in battlefield conditions. The key element of Geth warfare is surprise. The Geth make perfect ambushers—"they don't move, they don't make noise, they don't even breathe." Their freedom from the need to eat or sleep allows the Geth to leave dormant garrison units in ambush at key positions, and the fact they don't feel pain allows them to literally drop units from overhead out of nowhere. Geth can even be packed tightly into crates and left in storage, shutting down their power sources to stay undetected. A tactic particu-larly favoured by the Geth is to set 'distress signals' and then ambush the rescuers.

Geth Infantry Platoon • 4x Geth Troopers • 1x Geth Juggernaught • Platoon Fate: 6 FP Geth Heavy Weapons Platoon • 2x Geth Troopers • 2x Geth Rocket Troopers • 1x Geth Destroyer • Platoon Fate: 6 FP

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Geth Anti-Armour Platoon • 4x Geth Rocket Troopers • 1x Geth Destroyer • Platoon Fate: 6 FP Be sure when assembling Geth Platoons to adjust them for the Leadership Stunt bonus, which varies depending on which Leader is assigned to a Platoon. Geth Troopers (T3 Infantry) Hand-to-Hand 3, Armour 2, Signals 2, Direct Fire 2, Movement 1, Observation 1. Morale OO Command Range: 2 Anti-Personnel Rounds (TE): Direct Fire +1 Wireless: Command Range +1 Wireless: Command Range +1 (command range is 2) Relentless Automatons Overheated Weapons Geth Rocket Troopers (T3 Infantry) Direct Fire 3, Movement 2, Signals 2, Anti-Air 2, Armour 1, Observation 1. Morale OO Command Range: 1 Long Range: ignore 1 extra zone of range when attacking Thermal Tracking (TE): Anti-Air +1 Wireless: Command Range +1 Precision Guided Munitions Out of Ammo Geth Juggernaught (T3 Infantry Leader) Direct Fire 3, 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

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 Command. Carnage (TE): Direct Fire +1 Shield Projector (TE): Armour +1 Geth Network: able to use Signals in place of Command Tactical Genius: Units in platoon ignore 1 extra zone of range when attacking Close Range Nightmare Overheated Weapons Relentless Killing Machine

New Stunt: Geth Network (Geth only) Due to their synthetic nature, and that they are extensively reliant on digital communication for interaction, Geth re-pair their morale using Signals instead of Command.

M35 “Mako” Infantry Fighting Vehicle (Alliance / Cerberus) The M35 Mako infantry fighting vehicle was designed for the Systems Alliance's frigates. It is designed to fulfill the role of rapid deploy-ment that its predecessor, the M29 Grizzly, fell short of accomplishing. Though the interior is cramped, an M35 is small enough to be car-ried in the cargo bay and easily deployed on virtually any world. It is equipped with micro-thrusters and a small element zero core, which can be used to increase mass and pro-vide greater traction, or reduce its mass for limited evasive or positioning manouvers.

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Several combat support vehicles using the Mako's basic chassis are manufactured for Alliance surface garrisons. These include a recon drone controller, a mobile air defense platform, and the M38 military ambulance nicknamed "Moby" because it is painted white during peacekeeping operations.

Alliance M35 Mako Infantry Fighting Vehicle (T3 Armour) Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader 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 Overheated Weapons Make the following changes to the above stats for the following variant designs: • M35A Mobile Air Defence Variant Replace Direct Fire for Anti-Air Replace Infantry Carrier for Zone Effect • M35D Recon Drone Controller Replace Hand-to-Hand for Indirect Fire Replace Direct Fire for Observation Replace Infantry Carrier for Zone Effect • M38 Military Ambulance Variant Replace Direct Fire for Signals Replace Hand-to-Hand for Command Be sure to adjust these stats for Leadership stunts when added to a platoon.

Salarian Special Tasks Group Platoons • 1x STG Cell Leader • Choose 4 units from the following:

STG Recon Unit STG Combat Engineers STG Infiltrators

• Platoon Fate: 6 FP

The Special Tasks Group (STG) is a Salarian espionage organization, 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.

STG Recon Unit (T3 Infantry) Camoflage 3, Hand-to-Hand 2, Observation 2, Armour 1, Movement 1, Signals 1. Morale OO Command Range: 1 Scout: able to continue move when entering a zone containing an enemy Special Forces: not automatically spotted when it shares a zone with an enemy unit. Wireless: Command Range +1 We Were Never Here Overheated Weapons STG Combat Engineers (T3 Infantry) Signals 4, Observation 3, Hand-to-Hand 2 Armour 1, Direct Fire 1, Movement 1. Morale OO Command Range: 1 Engineer: improved Aspect usage 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

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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. Wireless: Command Range +1 Never Where You Thought They Were Overheated Weapons Power Drained

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

Other Platoons and Units These are just a small sample of the potential types of units that can be created for the Pla-toon mini-game. I encourage you to create 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

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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 protect the known races from an unknown en-emy from deep space. Whilst you can explore hundreds of worlds across the series, explor-ing ancient ruins and fabulous cities alike, bat-tling aliens and making allies (and vice versa), by its very nature as programmed entertain-ment, there are hard limits on what you can do and where you can go. At the gaming table, our options are not so limited, which in turn can seem daunting as you go ―Where do we start?!‖ But don‘t worry, as the structure of the Diaspora RPG cluster and character creation is designed to help you. Cluster creation is intended for each player to suggest themes they‘d like to explore, creating hooks for potential plots on these worlds in the creation of aspects and their interaction with the system attributes. Character creation works in a similar way, with steps designed to help link your characters to each other. In this section, I‘ll raise some themes and potential campaign hooks that may help you in the creation of your own stories in this exciting and fun setting. Humans are new to the galaxy A little over 35 years ago, no one in the wider galactic community had ever heard of humans. Their independent discovery of a Prothean data cache on Mars and their activation of the Charon Mass Relay thrust them into politics of the existing races and upset many delicate balances.

They are the newest sentient species of nota-ble size to enter the galactic stage and are the most rapidly expanding and developing. Hop-ing to expand their territory and driven by im-mense curiosity about the galaxy, they began activating every mass relay they could find. This recklessness was what trigged the Turi-ans to attack as they attempted to activate a dormant Relay, beginning the First Contact War. At the time of the first game, humans have an active role in galactic commerce and settle-ment, and are heavily petitioning for full mem-ber status in the Citadel Council, to join the Asari, Salarians, and Turians in the decision making process. Many races have petitioned for elevation to this status for a long time, and some members of those races resent the ap-pearance that humans are going to jump the queue ahead of them. Humans are still discovering what it takes to survive on these newly discovered worlds, as well as confronting the prevailing opinions of humans as intelligent, abnormally ambitious, highly adaptable, individualistic and thus, un-predictable. Law and Order The Mass Effect games place strong empha-sis on the theme of law and order in the gal-axy, as well as how individuals choose to op-erate within, or outside, those confines. Whilst the Citadel is seen as the primary location of galactic rule, there are many places that the reach of the council doesn‘t extend, such as

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the iron fisted rule of the Asari crime lord Aria on Omega, or the corporate control of Noveria. Tying into the first theme of humans being new to the galaxy, this can be explored in the ways humans protect, or circumvent, the law. C-Sec is a volunteer organisation, and is al-ways happy to take new recruits. They have successfully incorporated humans into their structure to help with policing and patrol duties, with them making up the largest of the minori-ties. Conversely, many mercenary groups employ humans as hired muscle, notably Blue Suns and Eclipse, to provide protection to in-terests not necessarily desired by the Council. Along these lines, replacing the Technology attribute in the Cluster creation mini-game with the Order attribute allows players to decide for themselves how this theme impacts their characters. Organics vs Synthetics In the large scale, the imminent return of the organo-synthetic Reapers coming to absorb all sentient organic life in an orgy of destruc-tion is a key issue behind the plot of the Mass Effect games. At the personal level, so too is the nature of how organics deal with synthetic intelligences. The Quarian peoples are adrift in space, exiled from their home planet by their own creations, the Geth. The Citadel Council heavily controls all research into synthetic in-telligences, banning AI research almost en-tirely, lest the same mistakes get made. As one character in the game puts it: synthetic races have no use whatsoever for organics — they don't have the same needs or drives as biological creatures, so they have no need to

trade resources or information with them. An AI gives the view from the other side of the fence when it says that, from a synthetic point of view, "all organics must destroy or control synthetic life forms". However, these potentially disastrous out-comes are neither certain, nor impossible to work around. The introduction of both a Geth character, and an Artificial Intelligence charac-ter as allies of the player in the second and third game shows that there is much that can be learned by both sides when working to-wards the same goals. Unfortunately for the council races, the Reapers possess no such inclination to deal with organics in any other way except consumption or extinction. Special Operations and Apex Skills When there are dangerous missions to per-form, there are those who are sent in to do them. Whether they are the biotic power-house Asari Huntresses, the covert and clan-destine Salarian Special Tasks Group, or even the elite Council Spectres, there is much ap-peal to playing highly competent beings break-ing heads and taking names. Diaspora supports this style of play with its pyramid skill structure. With only one skill at the Superb (+5) level, take some time to de-cide why your character is so good at that par-ticular skill. The apex skill represents a sig-nificant investment in time, resources and atti-tude for the character, and Elite special opera-tions groups are one place to develop them. Partial Characters and Cool Stuff As you have read through this book, you have probably noted things of interest you‘d like 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.

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HACKING DIASPORA TO

Name Race Homeworld Class/Concept

Rank 5 Skill Rank 4 Skills Rank 3 Skills Rank 2 Skills Rank 1 Skills

Aspects

Stunt

Stunt

Stunt Gear

Cluster

Known Biotic Effects Tech Talents

Or Combat Excellence

Abilities

Health

Composure

Wealth Mild Consequence Medium Consequence Severe Consequence

Weapon

Range / Harm Pen Stunts

Armour Stunts Defense Rating

Ammunition

Effects

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New System Stat: ORDER (Page 8) O-4 Virtual chaos O-3 Ad-hoc Rule O-2 Establishment O-1 Corruption O+0 Stability O+1 Progress O+2 Licensed O+3 Institutionalisation O+4 Total Control

Racial Backgrounds (Page 9) Asari Powerful Biotics; mono-gendered

race of female appearance Batarians Pirates, slavers; Hate humans Drell Rescued from their dying world,

now militantly serve the Hanar Elcor Ponderous giants; emotive prefix

declared when speaking Hanar Polite religious jellyfish who

revere the Protheans as gods Humans Newest race to join the galaxy;

admired and distrusted equally Geth Synthetic AI race created by, and

overthrew, the Quarians Krogan Reptilian mercs and enforcers;

Broken by the genophage Quarians Evicted by own AI creations;

home is where the flotilla is. Salarians Amphibious information seekers;

adept at sneaky and subtle Turians Public service peacekeepers;

direct and forthright VI / AI Synthetic lifeforms living in com-

puters or starships Volus Traders and merchants; client

race of the Turians Vorcha Aggressive, clannish primitives

used as cannon fodder by mercs Yahg Towering, adaptive predators

loyal only to the strongest

Alliance Network News A galactic news network founded by Humans and broadcast through Citadel space.

Aldrin Labs A Human manufacturer providing basic, reliable and affordable equipment such as armour, omni-tools and bio-amps.

Class Packages (Page 24) Adept Biotic specialist; no Tech Train-

ing; Minimal combat training. Soldier Combat specialist; Three or four

combat skills; Combat Excellence stunt available with ranks in Tac-tics; no Biotic or Tech Training.

Engineer Tech specialist; no Biotic Train-ing; Minimal combat training.

Vanguard Biotic and Combat skills not higher than rank 4; other combat skills not higher than rank 3; no Tech Training.

Sentinel Biotic and Tech Training skills not higher than rank 4; no combat skills; Non-technical apex skill.

Infiltrator Tech and Combat skills not higher than rank 4; combat skills not higher than rank 3; no Biotic Training.

Ariake Technologies An Earth-based electronics con-cern best known for their high grade omni-tools and armour.

New Skill: Biotic Training (Page 26) Number of effects equal to skill training level, modified by Bio-Amp Implant stunt. Primary Biotic Effects: Barrier +2 to own armour defense rating;

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 takes one additional damage shift from any successful attacks.

Effects last until the next turn only unless oth-erwise specified.

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Armali Council An affiliation of Asari manufactur-ing guilds who make high-grade omni-tools and bio-amps to only a select few clients.

Advanced Biotic Effects (pages 27, 28): Charge Requires: Barrier or Throw effect

and Close Combat skill. Spend one turn preparing this effect, then next turn make a full turn move, reducing any pass costs by 1. Then, make a Close Combat check at +2 bonus for having one of the required ef-fects, or +4 for having both. Next, apply Barrier to self, or Throw to target, or both if you possess both effects. Finally, you are unable to act the follow-ing turn.

Dominate Requires: Stasis effect and Resolve skill.

Place ―Dominated‖ taggable as-pect on biological target when multiple enemy targets present; That target becomes immune to further Domination next turn.

Reave Requires: Warp effect and Medicine skill.

Spend one turn focussing on a target, then next turn gain a +2 bonus to armoured or synthetic target, or a +4 bonus to unarmed biological target. If target is in-valid, must start again. If target was unarmoured biological, may spend a FP to gain a defense bonus equal to half Medicine ranks, rounding up against other biologicals. Finally, you are un-able to act the following turn.

Shockwave Requires: Lift or Singularity effect and Tactics skill.

Draw line on map from character (Tactics -1) zones in length. Make a Biotic check at +2 for one effect, or +4 for both. All zones affected must resist this attack. Effected targets with the Shielding stunt are unable to move next round, those without Shielding have the Lifted effect applied to them. Place ―Biotic Shockwave‖ aspect if have Sin-gularity. Unable to use another Biotic effect next turn.

Slam Requires: Lift effect and one of Throw or Pull effects.

Must not take free move. Place ―Slammed‖ aspect on target. They must then resist an attack equal to Biotic Training +2. May pay a FP to resolve the effect immediately, otherwise resolves at the end of turn. Unable to use this effect in consecutive turns.

Armax Arsenal Supplier of elite Turian military units. Their weapons and armour are high quality, high priced and very difficult to acquire for most non-Turians.

New Stunt: Bio-Amp Implant (Page 29)

Modifies number of effects. Asari Biotic No implant required;

Effects = Skill rank L1 Implant Cannot take skill;

Effects = 0 Stable L2 Implant Max skill rank = 4;

Add 1dF to skill rank before combat to de-termine skill level; Effects = Skill rank.

Unstable L2 Implant Max skill rank = 3; Add 3dF to skill rank before combat to de-termine skill level; If 0, no effects avail; If >5, one composure or health damage cumulative per use; Effects = Skill rank.

L3 Implant Max skill rank = 3 Effects = Skill rank.

L3-R Implant Max skill rank = 3 -1 to composure track; Effects = Skill rank +1.

L4 Implant Aspect: ―Occasionally Distracted by VI‖; No max skill rank; Effects = Skill rank.

Krogan Battlemaster Older than 300: im-plant equivalent to current L4 without as-pect; Younger than 300: are dying, have no implant and cannot take skill.

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Devlon Industries Best known for basic armour that can withstand a variety of environmental extremes such as cold, heat or toxic exposure.

Bio-Amp Manufacturers (Page 50)

Manufacturer Bio-Amp Aldrin Labs Solaris Amp

Armali Council Prodigy

Armax Arsenal Gemini

Kassa Fabrication Polaris

Serrice Council Savant

Sirta Foundation Unity Amp

Spectre Gear1 HMBA Basic

Spectre Gear1 HMBA Adv

Spectre Gear1 HMBA Master Note 1: See the Spectre Gear Options (page 49, 89)

New Skill: Tech Training (Page 31) Characters can have a total number of talents equal to number of ranks they have in the Tech Training skill. All Tech Talents last for one turn, in same or adjacent zone to the character unless otherwise noted below.

Primary Tech Talents: Damping Use defensively to contest

Biotic Effects. Offensively, place ―Sup-pressed by Tech‖ aspect on appropriate target, including Biotics.

Decryption Unlock doors, bypass alarms, access secure systems, etc; Multiple Redundancy: Use my Tech Training, +1 to computer skill checks during damage control phase

Electronics Disable free tag on own or ally equipment in same zone as combat action.

Energy Drain Move own tagged ―Over-heated‖ aspect and place on an enemy with an untagged ―Overheated‖ aspect.

First Aid Disable a free tag on Health track of you or ally in same zone as a combat action; Must have at least 1 rank in Medicine skill.

Hacking Place ―Targeting Malfunction‖ taggable aspect on synthetic target when multiple enemy targets present; That target becomes immune to further Hacking next turn.

Jamming -2 penalty to enemy alertness checks; May be taken multi-ple times to stack penalty, and lasts 2 turns when acti-vated.

Medicine Substitute ranks in Tech Training for Medicine skill rolls; Must have at least 1 rank in Medicine skill.

Neural Shock Place ―Disorientated and Confused‖ taggable aspect on biological target.

Overload Place ―System Rebooting‖ taggable aspect on synthetic target. Target becomes im-mune to further Overloads next turn.

Repair Substitute ranks in Tech Training for Repair skill rolls; Must have at least 1 rank in Repair skill.

Elanus Risk Control Services A private security corp that can provide event security, profes-sional mercs, starships, to weapons and armour.

Advanced Tech Talents: Must also have Computer (space) skill. Advanced Hacking

Requires: Hacking talent. Restrictions removed to allow repeated Hacking attempts on same target, and to hack lone targets.

Combat Drone

Requires: Hacking Talent, and Have-a-Thing: Combat Drone stunt.

A mobile weapon platform at your command. Drone Stats: Range 0/1,

Harm 2, Pen 2; Non-Lethal; Transfer Aspect ―Combat Hover Drone”

Cryo Blast Requires: Neural Shock talent.

Target the zone you are in or an adjacent zone and roll Tech Training against a diffi-culty of 2. On a success, place a ―Frozen and immobi-lised‖ aspect on the zone for one turn. All targets in the zone, or passing through must roll their Stamina skill against the number of shifts, ending their turn if they fail.

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Advanced Tech Talents (cont’d): Incinerate Requires: Energy Drain

talent. Target an enemy with a tagged ―Overheated‖ aspect and roll Tech Training against a difficulty of 1. On a success, target takes Health damage of number of shifts, absorbed by armour. Unable to be used on successive turns against the same enemy.

Advanced Overload

Requires: Overload talent. Restriction removed to allow repeated Overload attempts on same target. Can pay a FP once per scene to place a ―Comprehensively Compro-mised‖ aspect on a target that you have successfully over-loaded twice.

Tactical Cloak Requires: Jamming talent. Base Jamming talent duration extends by 1 turn. May also pay a FP to impair all at-tempts to attack or target you by -1 per level of Jamming you possess whilst it is active.

Tech Armour Requires: Hacking talent, and Armour with Shields stunt.

Armour bonus granted by Shields boosted by +3 when this talent is activated. At-tacks reduce this bonus by 1 per shift. When neutralised, the Tech Armour detonates, causing all Shielded targets in same zone to have their ―Shields Down!‖ stunt tagged, and un-shielded targets must resist 3 shifts of Composure damage, excluding the user.

Elkoss Combine A Volus manufacturer that produces less expensive versions of items carried by high-end manufacturers.

New Stunt: MG Omni-tool (Page 33) MG Omni-tool A Military Grade Omni-tool is

required to use Tech Talents.

Omni-Tool Manufacturers (Page 50)

Manufacturer Omni-Tool Aldrin Labs Bluewire Tool

Ariake Technologies Logic Arrest Tool

Armali Council Nexus

Kassa Fabrication Polaris

Serrice Council Savant

Sirta Foundation Chameleon Tool

Elkoss Combine Cipher Tool

Spectre Gear1 HMOT Basic

Spectre Gear1 HMOT Adv

Spectre Gear1 HMOT Master Note 1: See the Spectre Gear Options (page 49, 89)

Hahne-Kedar Earth-based major supplier to the Systems Alliance military. Their weapons are stock quality at best, though their armour lines are generally recognized as above average.

New Stunt: Combat Excellence (Page 34)

This stunt grants access to a number of weapon based abilities as long as the prereq-uisites are met. Characters unable to meet those prerequisites to take the base stunt may instead take the individual abilities as Stunts like normal, but must still meet all other prereq-uisites, including possessing an appropriate weapon. Combat Excellence

Requires: Energy Weapon skill of at least Rank 3, any level of Tactics skill, and no ranks in either Biotic Training or Tech Training.

Characters who take this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill rank.

Primary Combat Excellence Abilities: MG Assassination

Focus for one turn to dupli-cate effect of ―Double Tap‖ weapon stunt with Sniper Ri-fles.

MG Carnage Duplicate effect of ―Double Tap‖ weapon stunt once per scene.

MG Immunity Once per scene, after ―Shields are Down!‖ com-pelled, gain a +4 bonus to armour defense when "Tak-ing Cover!" in addition to the bonus granted by that aspect.

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Advanced Combat Excellence Abilities: Adrenaline Rush

Requires: Alertness and Agility skills.

Spend a FP to gain a +3 to your next roll. You also gain +2 shifts to damage for any attacks you make until the beginning of your next turn. Unable to use this ability in consecutive turns.

Concussive Shot

Requires: Science skill. Spend a FP to replicate the effects of Sledgehammer rounds (page 54, 89) until the weapon‘s ―Overheated‖ as-pect is tagged.

Disruptive Shot

Requires: Repair skill. Add +1 Harm to weapons with ammunition that impose penalties to the Harm rating of the weapon.

Fortification Requires: Repair skill; Armour with Shields stunt.

Spend a FP to gain a +4 shield bonus to Armour until the end of next turn, when it then activates the ―Shields are Down!‖ tag.

Hot-Swap Ammunition

Requires: Agility skill. As a full round action, change from normal rounds to a vari-ant ammunition type, or from a variant back to normal. You may not switch one variant ammo for another variant without switching to normal rounds first.

Unity Requires: Resolve and Oratory skills.

Once per scene, you may spend a FP to grant a conse-quence (1/2/4) to an ally that has been Taken Out.

This is in addition to any consequences they already possess. You take a penalty to all rolls equal to the consequence rating for the next round only. Assign an aspect to the conse-quence as usual. You may spend another FP next round to keep the character active in the scene, but you no longer incur the consequence penalty. The character resumes their Taken Out status and the consequence is removed when no FP are spent, they take enough stress to be taken out again, or the end of scene occurs.

Haliat Armoury A smaller Turian weapons manufacturer that specializes in a line of basic level weapons that are actually of high quality.

Paragons and Renegades (Page 36) Option 1: Skill Progression Take both the charm and intimidation skills at tier five at character creation. During refresh phase, to promote either skill further, character must have used charm or intimidation skill at least the same number of times that they have ranks in it, and they must promote the one they have used more than the other. Option 2: Status Stress Tracks Characters gain two new stress tracks, one for tracking Paragon Status, the other for tracking Renegade Status. Both tracks start 6 boxes long, but may be modified by stunts. When Spin is obtained outside of a combat situation, you can spend the +1 Spin bonus on increas-ing one of your Status stress track levels. You should increase the Paragon track for good or positive actions that benefit others, and the Renegade track for conduct that is selfish or callous. When a track is full, you may generate a Status consequence (1/2/4) on that track, which doesn‘t count towards your maximum number of consequences. You can have only 3 Status consequences in total, one each of Minor (+1), Moderate (+2), and Severe (+4). Give the consequence an Aspect when cre-ated, and reduce the Status track by the rating. These consequences are only able to be tagged outside of combat (by anyone), and are removed once tagged by the player. Spin generated when Status aspects are tagged by the player do not count towards further Status stress.

New Status Stress Track Stunts (Page 37)

Heightened Reputation

Reduce one Status Stress Track to 5 boxes. You may only take this Stunt once.

Cult of Personality

Status Consequences are rated 2/3/4 instead of 1/2/4.

Lasting Reputation

You are able to bank one additional Minor (+1) Status consequence.

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Jormangund Technology A rising Human corp that pur-sues aggressive integration of alien technologies. Makes ad-vanced optical computers and AI "blueboxes", as well as superior environmental hazard armour

New T3+ Energy Weapon Stunts (Page 46)

Thermal Clip Weapon gains ―Overheated‖ taggable aspect; Cost -1bp.

Both Barrels/ Double Tap

Doubles Harm and activates ―Overheated‖ tag; Cost 1bp.

Advanced Optics

Reduced penalty of -1 for fir-ing outside min/max range; Cost 1bp.

Limited Range

Weapon unable to be used outside min/max ranges; Cost -1bp.

Spectre Gear Options (Page 49) Costs Basic Spectre gear costs 5;

Adv Spectre gear costs 6; Master Spectre gear costs 7.

Weapon Creation

Basic: +1bp bonus; Adv: +1bp bonus and Ad-vanced Optics stunt; Master: +2bp bonus.

Bio-Amps and Omni-tools

Spectre rated gear increases the numerical values of stunts; Basic: one Effect variable; Adv: two Effect variables; Master: three Effect variables.

New T3+ Powered Armour Stunts (Page 51)

Shields "Shields are Down!" compel-lable aspect causes -2 to ar-mour defense. Fate point to recharge. Cost -1bp.

Recharge Booster

"Taking Cover!" taggable as-pect removes tagged Shields aspect if character doesn‘t move; Further +2 bonus to defense next turn if they stay stationary. Cost 1bp.

Booster Power Pack

Provides a +2 bonus to agility checks. When ―Out of Juice‖ tagged, negates this bonus. Cost 1bp.

New T3+ Energy Weapon Ammo (Page 53)

All variant ammunition costs 3 to purchase. Anti-Personnel

+1 Harm to armour rating 0; -1 Penetration when armour rating greater/equal to 2

Armour Pierc-ing

+1 Harm and +1 Pen to synth; +1 Pen to non-synth targets with armour gr/eq 4

Incendiary On hit causes +1 shift to all successful attacks; Extends "Overheated" tag for one extra turn after com-pelled.

Cryo -1 Harm, +2 Pen to targets with uncompelled Shields; Removes Thermal Clip stunt if max range eq/less 2.

High Explosive Free taggable aspect "Mas-sive Fireball!" on target and 2 extra shifts on hit; Free taggable aspect "Mas-sive Fireball!" 1dF zones away from intended target on a miss; If used for two consecutive turns, activates and extends "Overheated" tag for one extra turn

Sledgehammer Free taggable aspect "Knocked prone" on hit.

Phasic -2 Harm, +3 Pen to targets with uncompelled Shields; -2 Harm to targets with tagged shield aspect or without any shields on ar-mour

Chemical Harm reduced to 0; Free taggable aspect "Toxic Shock" on hit; +2 shifts if tag is used by another player who hits.

Radioactive +1 Harm to Biotic Training and/or Tech Training skills; Mild consequence "Radia-tion Poisoning" on damage; Biotic and Tech Training skill +2 to target difficulty level if character has "Radiation Poisoning".

Kassa Fabrication No expense is spared by this Human corp, as the exorbitant cost of their products show, which include weapons, armour and omni-tools.

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New T3+ Energy Weapon Mods (Page 55)

All weapon mods cost 3 to purchase unless otherwise stated. Combat Scanner

+1 to alertness when wearing powered armour; stacks with sensors aspect; -1 to Agility checks.

Frictionless Materials

+2 Penetration; Cost 4; must not be Civilian.

High Caliber Barrel

+2 to Harm; "Low Recoil" swapped for "High Recoil";

Improved Heat Sink

"Overheated" clears half a turn faster than normal; -1 Harm.

Kinetic Coil +4 Penetration; After every use, user gets free taggable aspect "Knocked prone" unless rolls +1 on 1dF.

Kinetic Stabiliser

Reduced penalty of -1 for firing outside min/max range; -1 Harm.

Rail Extension

+1 Harm; - 1 to Agility checks.

Recoil Damper

"High Recoil" swapped for "Low Recoil"; -1 to Harm

Scram Rail +3 Harm; after every use, auto activates "Overheated" unless rolls +1 on 1dF; Overrides any other improved Thermal effect.

New T3+ Powered Armour Mods (Page 56)

All armour mods cost 3 to purchase unless otherwise stated. Ablative Coating

+4 bonus to Defense; Shifts against armour reduces bonus by 1 for every two shifts.

Armour Plating

+4 bonus to Defense; "Cracked Plates" tag only free after first turn of combat

Combat Exo-skeleton

"Very Heavy" negating any "Lightweight" aspect; +4 bonus to Defense; +1 protection from Biotic/ Tech; Costs 4 and counts as 2 mods.

Energised Plating

+6 bonus to Defense; -2 to Agil-ity checks; "Power Glitches" tag negates bonus and penalty; Costs 4 and counts as 2 mods.

Energised Weave

+4 defense vs Biotic/Tech; -2 penalty to Defense; -2 to agility checks; "Power Glitches" tag negates bonus and penalties; Costs 4 and counts as 2 mods.

Exo-skeleton

+2 to Close Combat checks.

First Aid Interface

Combat action disables the first free tag on the Health stress track

Hardened Weave

+2 protection against Bi-otic/Tech; -1 penalty to Defense

Kinetic Buffer

+1 to Agility checks; -1 to Stamina checks only

Kinetic Exo-skeleton

+2 Shield bonus to Defense; +1 to agility checks. "Shields are Down!" tag also disables shield bonus; "Servo Lockup" tag prevents the user from applying any manouver aspects to scene; Costs 4 and counts as 2 mods.

Medical Exo-skeleton

+3 bonus to Defense; Combat actions disable the first 2 free tags on Health stress track; -2 to Agility checks; "Soft-ware Crash" tag prevents movement this turn; Costs 4 and counts as 2 mods.

Medical Interface

Combat action disables the first free tag on the Health stress track. "Toxic Shock" aspect from Chem Rounds can‘t be applied, Radioactive rounds do not add +1 harm against user with Biotic/ Tech skills; -1 to Agility checks.

Shield Battery

+2 Shield bonus to Defense "Shields are Down!" tag also disables shield bonus;

Stimulant Pack

+1 to Biotic/Tech skill checks; "Overstimulated and Distracted" tag negates Biotic/ Tech bonus and causes -2 to Agility checks; Tag cannot be compelled 2 turns in a row.

Toxic Seals

"Toxic Shock" aspect from Chem Rounds cannot be ap-plied; Radioactive rounds do not add +1 harm against user with Biotic/ Tech skills; Envi-ronmental based aspects are unable to be used against the user of this mod.

Rosenkov Materials A Human corp that has forged a reputation as one of the premier armour manufac-turers in Citadel space.

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Serrice Council An Asari consortium that manufactures the highest quality omni-tools and bio-amps which are considered incredibly rare – and highly prized – items on the galactic market.

Adversaries (Page 62) Cerberus Militant rogue faction of Hu-

mans. Geth Synthetic AI race. Husks Cybernetic zombies created by

Geth from captured Biological races.

Mercenaries Mostly Turians, Humans, Batarians or Krogan.

MECHs Mechanical robots used as supplementary guards.

Rachni Intelligent arachnid race with hive mind.

Thresher Maws

Huge solitary burrowing monsters with acid spit.

Varren Adaptable dangerous pests that hunt in packs.

Vorcha Violent primitive race usually found in forgotten corners of dark places, sometimes used by Krogan Blood Pack mercenaries.

Sirta Foundation A biomedical firm renowned for its humanitarian efforts and groundbreaking research into genetics. They offer basic protective or utilitarian items ranging from armour to omni-tools to bio-amps.

Spacecraft Tech Levels (Page 70) Civilian Spacecraft

T1 (11 BP)

Frigates T2 (17 BP), or T3 (23BP) plus dump stunts

Cruisers T3 (23 BP) Carriers T3 (23 BP) plus Fighters Fighters 8 BP Dreadnaughts T4 (29 BP) Reapers T5 (35 BP), or T6 (41 BP)

New T0+ Spacecraft Stunts (Page 70)

Government Subsidy

Official part of government navy; Crew must adhere to SOPs; "Government Owned and Operated" aspect;

Additional aspect from list below (or similar); +2 bonus to repair checks to remove conse-quences, except when aspect was tagged; +2 bonus to maintenance checks when at government facilities "Antagonistic Crew‖ "Control System Bugs‖ "Design Flaw" "Ex-Civilian Retrofit" "Experimental Design" "Incorporates Dodgy Alien Tech‖ "Infamous Captain" "Is It Meant To Do That?‖ "Known Weakness in Tactics" "Last Generation Tech‖ "Money Sink‖ "Must Not Shoot First" "Not Built To Do This‖ "Operating Beyond Its Limits‖ "Pirate Doppelganger‖ "Poorly Maintained‖ "Protection Obligations" "Rules and Regs by the Book" "Should Have Retired Years Ago‖ "Slow To Respond‖ "Sub-standard Sub-systems‖ "Variable Training Levels" "We Have An Operative Aboard‖

New T1+ Spacecraft Stunts (Page 71)

Mass Effect Drive

Allows access to mass relay network, and all travel times reduced by factor of 10. Cost 2bp.

Tantalus Drive Core

+1 to V-Shift; Must also have one other high energy usage system (IES); Cost 1bp.

Internal Emissions Sink (IES)

Stealth system gives +2 bonus to Nav check in detection phase; +2 to Heat Track. Cost 4bp.

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New Platoon Stunts (Page 74) Shield Projector

+1 Tech Enhancement to Armour

Biotic Defender (Infantry)

Choose one of Armour or Hand-to-Hand: +2 bonus when chosen skill is used defensively, which causes a -1 penalty to Camou-flage the following turn.

Biotic Specialist (Infantry)

+1 to Hand-to-Hand. +1 bonus to one of Direct Fire or Anti-Air. Gain +1 spot marker after attacking with either of the two chosen skills, and get a -1 penalty to Camou-flage next turn.

Tech Defender (Infantry)

+1 to Command and ―Power Drained‖ aspect. Ability to try to use a manuover to remove a free tag on an ally that is within command range.

Tech Specialist (Infantry)

+1 to Signals, and ―Power Drained‖ aspect. +1 to one of Armour or Observation.

Tech Infiltrator (Infantry)

+1 to Armour and ―Power Drained‖ aspect. +1 to one of Camouflage or Signals.

Geth Network Geth repair their morale with Signals instead of Command.

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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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Open Game License Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (―Wizards‖). All Rights Reserved. 1. Definitions: (a) ‖Contributors‖ means the copyright and/or trademark owners who have contrib-uted Open Game Content; (b) ‖Derivative Material‖ means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an exist-ing work may be recast, transformed or adapted; (c) ―Distribute‖ means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) ‖Open Game Content‖ means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. 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You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not consti-tute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this Li-cense. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

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10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0 © 2000, Wizards of the Coast, Inc. Fudge System 1995 version © 1992-1995 by Steffan O‘Sullivan, © 2005 by Grey Ghost Press, Inc.; Author Steffan O‘Sullivan. FATE (Fantastic Adventures in Tabletop Entertainment) © 2003 by Evil Hat Productions LLC; Au-thors Robert Donoghue and Fred Hicks. Spirit of the Century © 2006, Evil Hat Productions LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera Diaspora © 2009, VSCA Publishing. Authors Brad Murray, C.W. Marshall, Tim Dyke, and Byron Kerr. Mass Effect™, © 2008-2012 EA International (Studio and Publishing) Ltd. All Rights Reserved. BioWare, the BioWare logo and Mass Effect are trademarks or registered trademarks of EA Interna-tional (Studio and Publishing) Ltd. in the U.S. and/or other countries. EA and the EA logo are trade-marks or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. All other trademarks are the property of their respective owners. Hacking Diaspora to Mass Effect © 2010 by Matthew Gooding, Author Matthew Gooding ([email protected]), excluding the excerpts taken from the Mass Effect Wikia pages, which have been used under the Creative Commons Attribution-Share Alike License. For purposes of this license, the following things are considered to be Product Identity of their re-spective owners in addition to anything covered in section 1, above: • All art, layout, characters, ―colour‖ quotations and dialogue, names, and examples (including, but not limited to, lists of ships, weapons, armour, ammunition, weapon modifications, armour modifica-tions, and platoons). • All descriptions of the ―ORDER‖ system statistics except the table in the ―Variant Rules Quick Sheets‖ section.

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