hacking diaspora to mass effect - threats adversaries and npcs

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HACKING DIASPORA TO MASS EFFECT Threats, Adversaries and NPCs Sample non-player characters, locations, adversaries and threats for players to encounter in the MASS EFFECT setting. By M.Gooding (Reaganstorme)

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Supplement to the Hacking Diaspora to Mass Effect conversion for the Fate RPG

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Page 1: Hacking Diaspora to Mass Effect - Threats Adversaries and NPCs

HACKING DIASPORA TO

MASS EFFECT Threats, Adversaries and NPCs

Sample non-player characters, locations, adversaries and

threats for players to encounter in the MASS EFFECT setting.

By M.Gooding

(Reaganstorme)

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Document Version 1.0 June 2010

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Table of Contents PAGE ARDAT-YAKSHI 5 ASARI HUNTRESSES Young Asari Commando 6 Diplomat and Veteran Huntress 6 BATARIAN SLAVERS Batarian Captain 8 Batarian Rocket Trooper 8 Batarian Sentinel 8 Batarian Shock Trooper 9 Batarian Trooper I 9 Batarian Trooper II 9 CERBERUS Cerberus Anti-tank Unit 10 Cerberus Commando I 10 Cerberus Commando II 10 Cerberus Defender 11 Cerberus Research Technician 11 Cerberus Sniper 11 COLONISTS Colonial Administrator 12 Colonial Archaeologist 12 Colonial Chief Security Officer 12 Colonial Engineer 12 Colonial Engineering Assistant 13 Colonial Junior Security Officer 13 Colonial Research Assistant 13 Colonial Scientist I 13 Colonial Scientist II 13 Colonial Terraformer 14 Colonial Zoological Assistant 14 CORPORATIONS 15 C-SEC OFFICERS Customs Officer I 18 Customs Officer II 18 Enforcement Officer I 19 Enforcement Officer II 19 Enforcement Officer III 19 Investigation Detective 19 Network Technician 19 Patrol Division Officer 20 Special Response Officer 20

PAGE DRELL ASSASSINS 21 GETH Geth Armature 22 Geth Colossus 22 Geth Destroyer 22 Geth Drones 22 Geth Hopper 23 Geth Juggernaught 24 Geth Prime 24 Geth Rocket Trooper 24 Geth Shocktrooper 24 Geth Sniper 25 Geth Stormtrooper 25 Geth Troopers 25 HUSKS 27 MERCENARIES Mercenary Adept I 28 Mercenary Adept II 28 Mercenary Anti-Tank Unit 29 Mercenary Sniper 29 Mercenary Soldier I 29 Mercenary Soldier II 29 Mercenary Soldier III 30 Mercenary Soldier IV 30 Mercenary Turret 30 MERCHANTS, TRADERS AND

PROFESSIONALS

Asari Dancer 31 Asari Doctor 31 Asari Trader 31 Elcor Bouncer 31 Elcor Programmer 32 Hanar Artist 32 Hanar Merchant 32 Human Dancer 32 Human Nurse 33 Human Reporter 33 Human Trader 33 Krogan Game Hunter 34 Maintenance Specialist 34 Quarian Broker 34 Quarian Machinist 34 Salarian Doctor 35

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PAGE MERCHANTS, TRADERS AND

PROFESSIONALS (cont’d)

Salarian Spacer 35 Sales Clerks 35 Volus Merchant 36 Volus Broker 36 PIRATES Pirate Boss 37 Pirate Foot Soldier I 37 Pirate Foot Soldier II 38 Pirate Foot Soldier III 38 Pirate Sniper 38 RACHNI Rachni Workers 39 Rachni Soldiers 39 Rachni Brood Warriors 39 Rachni Queen 40 ROGUE SPECTRE AGENTS 41 SPECIAL TASKS GROUP STG Operator I 42 STG Operator II 42 STG Operator III 42 STG Operator IV 43 STG Scientific Operator 43 STG Squad Leader 43 STG Technical Operator 43 TECH CRIMINALS Tech Genius 44 Tech Menace 44 Tech Offender 44 THRESHER MAWS 45 TUCHANKA 46 VARREN Alpha Varren 47 Trained Varren 47 Varren Pup 47 VORCHA Vorcha Clan Leader 48 Vorcha Mercenary Conscript 48

PAGE OTHER THREATS Ondeste System: Zesmeni 7 T3 Pirate Ship

“Righteous Revenge” 9

Cerberus Minuteman Station 11 Greater Newton Colony 13 T3 C-Sec Space Patrol Cruiser

“Shriluka” 20

Designing Geth 26 EAE Krafla Station 30 T3 Trade Ship

“Drops of Juipter” 33

T2 Pirate Ship “Farnellian Snare”

37

Gagarin System: Antirumgon 38 Codename: Snowmere 40 Sample Thresher Maw

Locations 45

Feros System: Zhu’s Hope Colony

47

Adversaries and NPCs by Skill Cap

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Adversaries and NPCs by Affiliation

ARDAT-YAKSHI Ardat-Yakshi (meaning 'Demon of the Night Winds' in an old Asari dialect) is a rare condi-tion in Asari, specifically affecting their nervous systems. During mating, the Ardat-Yakshi's nervous system completely overpowers and dominates that of her mates, causing brain haemorrhage and then death. The Asari be-comes smarter, stronger and deadlier after each 'mating'. An addictive condition; Ardat-Yakshi feel com-pelled to mate, a compulsion that grows stronger each time they succeed. All known Ardat-Yakshi have exceptional Biotic abilities. As such, afflicted Asari are given a choice: live in quiet seclusion or be executed. It is sus-pected that this condition is what lies at the root of the Asari prejudice against purebloods.

Priasa Senetzia (5 cap) Role: Asari fugitive Ardat-Yakshi. Skills: Culture/Tech 5 (all), Agility, 4, Resolve 4, Biotic Training 3, Charm 3, Intimidation 3, Arts 2, Brokerage 2, Brawling 2, Bureaucracy 2, Stamina 2, Alertness 1, Computer 1, Energy Weapons 1, Medical 1, Stealth 1. Aspects: • “Diplomat’s Daughter” • “Killed my best friend” • “Hunted by all, including my mother” • “In love with my victims” • “On the run again” • “Tired of running” • “Looking for my “father” ” Health: OOO O Cpsure: OOO OO Wealth: OOO Stunts: • Latent Memories – Once per scene, Priasa may swap out a skill that hasn’t been used already this scene for one not currently in her skill pyramid. The new skill is used at the swapped out skill’s rank, and reverts at the end of the scene.

• Asari Biotic: Priassa has developed the Barrier, Stasis and Throw Biotic effects, and uses a Polaris Bio-Amp.

Weapon: Kassa Fabrication Razer class hold-out pistol; Range 0/2, Harm 3, Penetration 1; Stunts: Low Recoil, Civilian, Thermal Clip.

Armour: Sirta Foundation Phoenix armour (Asari); Defense rating 5, Stamina mod +2, Agility mod 0; Stunts: Powered Armour (servos, sensors (+1 to Alertness), shields, recharge booster)

Priasa Senetzia is the pureblood daughter of a union between her Asari diplomatic attaché mother, and another unknown Asari. Upon reaching the Matron stage of her life, Priasa’s mother Nyrena decided that she had spent her two hundred years as an Asari commando well, and settled on a career in the diplomatic corp as the next step in her life. Initially posted to “difficult” locations and duties, such as second assistant to the Asari Republic Director of Min-ing Purity Control on the planet Zesmeni, Nyrena quickly showed that her martial skills were matched by her smooth negotiation and natural charm. Sometime during her tenure on Zesmeni, Nyrena melded with another Asari, choosing to become pregnant in the process. Promoted to the Citadel to continue her diplo-matic duties, Nyrena raised her daughter well by exposing her to as many different cultures and people as she could, from the lowliest squatters and duct rats, to merchants, sailors, soldiers and civil servants of the upper wards. Many years after arriving on the Citadel, Priasa made fast friends with Krolyk, a Turian son of one of her mother’s colleagues. With her hor-mones raging, Priasa and Krolyk became inti-mate before, to her exhilaration and horror, she consumed his memories in the onset of her latent condition. Realising what had hap-pened, and what she had become, she at-tempted to hide his body before booking trans-port on a departing ship, planning to flee to safety before bringing shame on her mother. Telling Nyrena that she had decided to track her biological father down and that she was leaving that afternoon, Nyrena called attention to the blood on her daughter’s sleeve. Brush-ing it off as a sparring accident with her friend Krolyk, Priasa fled. Feeling fear twisting her gut, Nyrena tracked down Krolyk’s body and realised that her daughter was Ardat-Yakshi, before deciding that she would have to take up the mantle of huntress again to find and either save or kill her daughter herself.

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ASARI HUNTRESSES Powerful Biotic commandos, huntresses form the elite of the Asari military and usually fight in small groups using guerrilla tactics. Some Asari commandos were among the first to be chosen as Spectres. They may serve as bodyguards to prominent Asari Matriarchs or be found carrying out mercenary work. 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.

Young Asari Commando (5 cap) Role: elite Asari militia commando. Skills: Close Combat 5, Agility 4, [Biotic Training / Energy Weapons] [4/3], Alertness 3 (+1 from armour), Stealth 3, Brawling / Demolitions 2, EVA / Any Space 2, Intimidation 2, Medical 2, Air-craft / Vehicles 1, Resolve 1, Profession (Commando) 1, Science 1, Survival / Tactics 1. Aspects: • “Our Honour to Serve” • “Flexible of Mind and Body” • “Precise and Effective” • “We are the Elite” • “Lead by Example” Health: OOO Cpsure: OOO O Wealth: OOO Stunts: • Asari Biotic: special – see below. • Battlefield Locus: Asari Commandos improve the abilities of all nearby allies; each ally receives a +1 to any one skill roll, once per scene, as long as they share the same zone as the commando at the time.

Weapon: choose one of the following weapons, and add one of the following Weapon Mods: Armax Arsenal Crossfire Assault Rifle; Range 1/3, Harm 4, Penetration 2; Stunts: Low Recoil, Thermal Clip.

Armax Arsenal Avalanche Shotgun; Range 0/2, Harm 4, Penetration 1; Stunts: Dispersed Fire, Limited Range, Low Recoil, Thermal Clip.

High Caliber Barrel (+2 to Harm; "Low Recoil" swapped for "High Recoil")

Improved Heat Sink (-1 Harm, and “Overheated" tag clears half a turn faster than normal).

Armour: Armax Arsenal Predator X armour (Asari); Defense rating 5, Stamina mod +2, Agility mod 0; Stunts: Powered Armour (servos, sensors (+1 to alertness), shields, recharge booster).

Choose between the following options: Biotic Training 4 and Energy Weapons 3 or Energy Weapons 4 and Biotic Train-ing 3; then select a number of Biotic ef-fects equal to the chosen Biotic Training skill ranks; Brawling or Demolitions at rank 2; EVA or any Space skill at rank 2; Survival or Tactics at rank 1; Aircraft or Vehicle at rank 1.

Trained with a wide variety of skills at their dis-posal, Asari commandos are respected and feared as the best special forces warriors throughout the galaxy. Only the citadel council Spectres receive more training and resources, some of which were former Asari Commandos themselves.

Nyrena Senetzia (5 cap) Role: Asari diplomat and former veteran Huntress. Skills: Bureaucracy 5, Agility 4, Close Combat 4, Biotic Training 3, Charm 3, Tactics 3, Alertness 2 (+1 from armour), Energy Weapons 2, Profession (Diplomat) 2, Intimidation 2, Communi-cations 1, Culture/Tech (Asari Republic, Citadel) 1, Medicine 1, Stealth 1, Re-solve 1. Aspects: • “Battle Hardened Veteran” • “Focus on the Now” • “Mental Defenses like a Rock” • “Hardline Bargainer” • “Woman of My Word” • “Quick Study on the Job” • “I Must Save or Kill My Daughter” Health: OOO Cpsure: OOO O Wealth: OOO Stunts: • Asari Biotic: Nyrena knows the Bar-rier, Singularity and Throw Biotic ef-

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fects, and uses an elite Serrice Council Savant Bio-Amp.

• Swap-a-Skill – Death by Red Tape: Use Bureaucracy for Intimidation.

• Military Grade Profession: Extensive work as a commando prior to her diplomatic duties has allowed Nyrena to retain her military connections, enabling her access to restricted in-formation and items.

Weapon: Armax Arsenal Crossfire Assault Rifle - (Range 1/3, Harm 4, Penetration 2; Stunts: Low Recoil, Thermal Clip). Radioactive Rounds (+1 Harm to targets with Biotic Train-ing and/or Tech Training skills; In-flicts Mild consequence "Radiation Poisoning" when they cause damage; affected targets with the Biotic and/or Tech Training skills receive a +2 to difficulty level when using those skills.

Armour: Armax Arsenal Predator X armour (Asari); Defense rating 5, Stamina mod +2, Agility mod 0; Stunts: Powered Armour (servos, sensors (+1 to alertness), shields, recharge booster).

After a long and successful career in the militia as a huntress, Nyrena decided to enter the dip-lomatic services. Initially posted to an impor-tant, but badly managed mining world, she showed those in charge that she had the strength and mental fortitude to unlock stale-mates whilst breaking as few heads as possi-ble. As she pushed her bureaucratic skills, letting her body relax from the intense combat situa-tions she was used to, she began to rack up an impressive list of achievements, turning around the struggling industrial world and di-recting efforts to more lucrative lodes. Rewarded for her efforts with a promotion and posting to the Citadel, the heart of Galactic politics, Nyrena began to dream of doing great good and having children, and decided to be-come pregnant during an intimate celebration of her news prior to her leaving. Watching her daughter grow and learn in the heart of the many dynamic civilisations using the Citadel, Nyrena never realised the turn her life was about to take. Alerted by blood on daughters sleeve to a worrying incident with her daughter’s best friend, a Turian named

Krolyk, Nyrena discovered his body crammed into a locker by employing her long dormant martial skills. Realising that she had unwit-tingly given birth to an abomination, an Ardat-Yakshi, Nyrena quickly used her military con-tacts to equip herself and set out into the gal-axy to save it from her daughter, by any means necessary. ONDESTE SYSTEM: ZESMENI Environment -2: Hostile environment (gravity

but dangerous atmosphere) Resources +2: One significant export (light

metals) Order -1: Corruption Located deep in the Crescent Nebula, Zes-meni is the closest planet to the dim red dwarf star Ondeste at approximately 0.8 AU. There are two sister planets: Acaeria is a planet nearly the size of Earth, but with only 28 percent of its mass. It has a trace atmosphere of neon and molecular nitrogen, but the predominant carbon dioxide has long since frozen and fallen to the surface as frost. While Acaeria has a core of heavy metals, the bulk of the planet's volume consists of ice. Several unique forms of long-chain carbon molecules have been recovered on the sur-face, pushed up from beneath the ice by cryo-volcanic processes. Aceria orbits at 1.68 AU. Maisuth is an ice dwarf, and has attracted no interest beyond a cursory flyby by an Asari automated probe in the Earth year 1874. No significant resources were noted. Maisut orbits at 2.35 AU. Cold, dim, and shrouded by a methane-ammonia atmosphere, Zesmeni has neverthe-less attracted development by Asari mining concerns that service military industries. There are significant lodes of valuable light metals present, including titanium and lithium. Titanium is the primary material used in mass accelerator slugs, and lithium is used in the military-grade "droplet" heat radiators used aboard warships. With labour disputes common, and the ever present threat of atmospheric seal leakage, it is generally a dismal and cheerless place for the 620 miners, geological engineers, adminis-trators, and support staff who work there.

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BATARIAN SLAVERS Slavery is an integral part of the Batarian caste system, despite being illegal according to Council law. Once victims are captured, the slavers implant control devices in the skulls of their slaves without bothering with anaesthet-ics. Batarian slavers are also known to use varren to corral or chase escaped prisoners. The Batarians are also known to enslave ad-dicts of the biotic drug 'red sand' when they can no longer afford to support their habit. Found prominently throughout the Skyllian Verge where active human colonisation efforts are underway, the Systems Alliance military is constantly on alert for raids, and have had several recent victories against their opera-tions.

Batarian Captain (4 cap) Role: Leader of a crew specialising in slavery. Skills: Intimidation 4, EVA 3, Gunnery 3, Energy Weapons 2, Profession (Slaver) 2, Tactics 2, Alertness 1 (+1 from ar-mour), Animal Handler 1, Medicine 1, Assets 1. Aspects: • “Humans Must Pay For Their Audacity and Insolence”

• “Reign by Fear” • “Must meet this Month’s Quota” • “Lead from the Rear” Health: OOO Cpsure: OOO Wealth: OOO O Stunts: • Have-a-thing – Spacecraft “Right-eous Revenge” (see page 9)

Weapon: Batarian State Arms Judge-ment class Pistol; Range 0/2, Harm 4 (8 when using Double Tap), Penetra-tion 1; Stunts: Low Recoil, Thermal Clip, Double Tap, Non-Lethal.

Armour: Batarian State Arms Heavy Partisan Armour; Defense rating 5, Stamina mod +2, Agility mod 0; Stunts: Powered Armour (servos, sensors (+1 to alertness), shields, recharge booster).

Batarian Rocket Trooper (3 cap) Role: Base defence and Anti-vehicle soldier. Skills: Demolitions 3, Agility, 2 Energy Weapons 2, Alertness 1 (+1 from ar-mour), Gunnery 1, Resolve 1. Aspects: • “Where’s the Kaboom?” • “Fire and Forget” Health: OOO Cpsure: OOO O Wealth: OOO Stunts: • Military Grade Alertness (as per Diaspora page 46)

• Military Grade Immunity (as per HD2ME page 20)

Weapon: Batarian State Arms Rocket Launcher; Range 3/4, Harm 6, Pene-tration 0; Stunts: Explosive, High Re-coil, Thermal Clip.

Armour: Batarian State Arms Medium Skirmish Armour; Defense rating 5, Stamina mod +2, Agility mod 0; Stunts: Powered Armour (servos, sensors (+1 to alertness), shields, recharge booster).

Batarian Sentinel (3 cap) Role: Specialist training with both Biotic and Tech powers. Skills: Biotic Training 3, Computer 2, Tech Training 2, Resolve 1, Stamina 1 Stealth 1. Aspects: • “Better life as a pirate than as a Slave”

• “Not Tactically Inclined” Health: OOO O Cpsure: OOO O Wealth: OOO Stunts: • L3 Biotic Implant: Polaris Amp with Barrier, Stasis, and Warp effects.

• MG Omni-tool: Cipher Tool with Damping and Neural Shock Talents.

Weapon: none. Armour: Batarian State Arms Light Skirmish Armour; Defense rating 5, Stamina mod +2, Agility mod 0; Stunts: Powered Armour (servos, sensors (+1 to alertness), shields, recharge booster).

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Batarian Shock Trooper (3 cap) Role: Close quarters trooper with Biotic abilities. Skills: Stamina 3, Biotic Training 2, En-ergy Weapons 2, Agility 1, Close Com-bat 1, Micro G 1. Aspects: • “Must Get Closer” • “State Owns My Debt For Surgery” Health: OOO OO Cpsure: OOO Wealth: OOO Stunts: • Stable L2 Implant – rolls 1dF and adds to skill level before combat to determine final effective skill level; uses a Polaris Amp and knows two of the following effects: Lift, Singular-ity, Throw, and Warp.

Weapon: Batarian State Arms Execu-tioner class Shotgun; Range 0/2, Harm 4 (8 when using Both Barrels), Penetration 0; Stunts: Low Recoil, Thermal Clip, Dispersed Fire, Both Barrels, Limited Range.

Armour: Batarian State Arms Light Skirmish Armour; Defense rating 5, Stamina mod +2, Agility mod 0; Stunts: Powered Armour (servos, sensors (+1 to alertness), shields, recharge booster).

Batarian Trooper I (2 cap) Role: Basic Batarian pirate/slaver. Skills: Energy Weapons 2, Agility 1, In-timidation 1. Aspects: • “Afraid of my Captain” • “Crack Shot” Health: OOO Cpsure: OOO Wealth: OOO Stunts: • MG Immunity (per HD2ME page 20) Weapon: Batarian State Arms Termina-tor Assault Rifle; Range 1/3, Harm 4, Penetration 2; Stunts: Low Recoil, Thermal Clip.

Armour: Batarian State Arms Light Skirmish Armour; Defense rating 5, Stamina mod +2, Agility mod 0; Stunts: Powered Armour (servos, sensors (+1 to alertness), shields, recharge booster).

Batarian Trooper II (2 cap) Role: Basic Batarian pirate/slaver. Skills: Alertness 2 (+1 from armour), Agility 1, Energy Weapons 1. Aspects: • “Son of the Captain” • “Forward Scout” Health: OOO Cpsure: OOO Wealth: OOO Stunts: • MG Carnage (per HD2ME page 20) Weapon: Batarian State Arms Judge-ment class Pistol; Range 0/2, Harm 4, Penetration 1; Stunts: Low Recoil, Thermal Clip.

Armour: Batarian State Arms Light Skirmish Armour; Defense rating 5, Stamina mod +2, Agility mod 0; Stunts: Powered Armour (servos, sensors (+1 to alertness), shields, recharge booster).

T3 Pirate Ship “Righteous Revenge” Manufacturer: Batarian Hegemony Ship Class: Slave capture Frigate Ship Stats: • V-Shift: 4 • Beam: 4 • Torpedo: 0 • EW: 2 • Trade: 2 • Frame Track: OOO OO • Data Track: OOO • Heat Track: OOO Stunts: • Mass Effect Drive (All travel times reduced by factor of 10)

• Civilian • Automated Defense – Vector Ran-domiser: base defense 2 against beams.

• Government Subsidy (as per HD2ME page 47).

Aspects • Government Owned and Operated (Batarian Hegemony)

• Antagonistic Crew • Boarding Party • Built to Last • Overdue for an Overhaul Cost: 7

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CERBERUS Cerberus is the codename for a black ops or-ganization that was formerly part of the Alli-ance 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 operatives accept that these meth-ods are brutal, but believe history will vindicate them. Cerberus bases are usually guarded by the following forces, and also contain whatever dangerous experimental subjects Cerberus is currently working on, which include Rachni (soldiers and workers) and Husks.

Cerberus Anti-tank Unit (3 cap) Role: Anti-vehicular unit and base de-fender. Skills: Energy Weapons 3, Agility 2 (-1 from weapon), Demolitions 2, Alertness 1 (+1 from armour), Gunnery 1, Tactics 1. Aspects: • “Burn, Baby, Burn” • “Precision Fire” Health: OOO Cpsure: OOO Wealth: OOO Stunts: • Military Grade Alertness (as per Diaspora page 46)

• Military Grade Immunity (as per HD2ME page 20)

Weapon: Cerberus Skunkworks Rocket Launcher; Range 3/4, Harm 7, Pene-tration 0; Stunts: Explosive, High Re-coil, Thermal Clip; Rail Extension (+1 Harm, -1 to Agility).

Armour: Aldrin Labs Onyx Armour; De-fense rating 5, Stamina mod +2, Agil-ity mod 0; Stunts: Powered Armour (servos, sensors (+1 to alertness), shields, recharge booster).

Cerberus Commando I (3 cap) Role: Highly trained shock troops. Skills: Agility 3, Energy Weapons 2, MicroG 2, Alertness 1 (+1 from armour), Profession (Commando) 1, Tactics 1. Aspects: • “Proud Perfectionist” • “Blindingly Fast” Health: OOO Cpsure: OOO Wealth: OOO Stunts: • Military Grade Agility: reduce barrier pass ratings by an additional 1 shift on a successful move check.

Weapon: Cerberus Skunkworks Harpy Pistol; Range 0/2, Harm 3, Penetra-tion 1; Stunts: Low Recoil, Thermal Clip; Incendiary Rounds (on hit causes +1 shift to all successful at-tacks; extends "Overheated" tag for one extra turn after compelled).

Armour: Aldrin Labs Onyx Armour; Defense rating 5, Stamina mod +2, Agility mod 0; Stunts: Powered Ar-mour (servos, sensors (+1 to alert-ness), shields, recharge booster).

Cerberus Commando II (3 cap) Role: Highly trained shock troops. Skills: Tactics 3, Energy Weapons 2, Stealth 2, Agility 1, Bureaucracy 1, Oratory 1. Aspects: • “Command Fast Track” • “Always Has a Plan” Health: OOO Cpsure: OOO Wealth: OOO Stunts: • Military Grade Tactics – Backup Plan: once per scene, allows the character to re-roll a failed tactics skill check.

Weapon: Cerberus Skunkworks Gorgon Assault Rifle; Range 1/3, Harm 3, Penetration 2; Stunts: Low Recoil, Thermal Clip; Improved Heat Sink (“Overheated” clears half a turn faster, -1 Harm).

Armour: Aldrin Labs Onyx Armour; Defense rating 5, Stamina mod +2, Agility mod 0; Stunts: Powered Ar-mour (servos, sensors (+1 to alert-ness), shields, recharge booster).

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Cerberus Defender (3 cap) Role: Close Combat specialist. Skills: Close Combat 3, Agility 2, En-ergy Weapons 2, MicroG 1, Profession (Soldier) 1, Vehicle 1. Aspects: • “Love Freefall Combat” • “Let’s Get Up Close and Nasty” Health: OOO Cpsure: OOO Wealth: OOO Weapon: Cerberus Skunkworks Hydra Shotgun; Range 0/2, Harm 3 (6 when using Both Barrels), Penetration 2; Stunts: Low Recoil, Thermal Clip Dispersed Fire, Both Barrels (doubles Harm for next shot and tags “Over-heated” aspect until start of next turn), Limited Range; Sledgehammer Rounds (on a successful hit, knocks the target over and confers the free taggable aspect “Knocked Prone”); Frictionless Materials (+2 Penetra-tion); Improved Heat Sink (“Over-heated” clears half a turn faster, -1 Harm).

Armour: Aldrin Labs Onyx Armour; Defense rating 5, Stamina mod +2, Agility mod 0; Stunts: Powered Ar-mour (servos, sensors (+1 to alert-ness), shields, recharge booster).

Cerberus Research Technician (2 cap) Role: Biotically trained specialist. Skills: Biotic Training 2, Alertness 1, Science 1. Aspects: • “Spoiling for a Fight” • “Just Want to Get Back to Work” Health: OOO Cpsure: OOO Wealth: OOO Stunts: • L4 Bio Implant (aspect “Occasionally distracted by VI”); uses a Prodigy Bio-Amp and knows the Stasis and Throw effects.

Weapon: none. Armour: none.

Cerberus Sniper (4 cap) Role: Long range sneak attacker. Skills: Stealth 4, Energy Weapon 3, Profession (Sniper) 3, Alertness 2 (+2 from armour), Survival 2, Agility 2 (-1 from weapon), Aircraft 1, Art 1, Tactics 1, Resolve 1. Aspects: • “Perfect Ambush” • “Patient Stalker” • “Combat Veteran” • “Everything Must be Perfect” Health: OOO Cpsure: OOO O Wealth: OOO Stunts: • Military Grade Assassination (per HD2ME page 20)

Weapon: Cerberus Skunkworks Titan Sniper Rifle; Range 3/5, Harm 5 (6 against synthetics), Penetration 5 (6 against synthetics / armour >=4); Stunts: High Recoil, Thermal Clip, Advanced Optics; Armour Piercing Rounds (+1 Harm and +1 Pen to synthetic targets; +1 Pen to non-synthetic targets with armour >=4); Frictionless Materials (+2 Penetra-tion); Rail Extension (+1 Harm, -1 to Agility checks).

Armour: Hahne-Kedar Predator Armour; Defense rating 4, Stamina mod +2, Agility mod 0; Stunts: Powered Ar-mour (servos, sensors (+2 to alert-ness), shields, recharge booster).

CERBERUS MINUTEMAN STATION Environment +1: One garden and several

hostile environments Resources +0: Sustainable Order +3: Institutionalisation Located in the Terminus Systems on the planet Horizon, this base is staffed by Cer-berus researchers investigating the rapidly flourishing introduced Earth species of crops, whilst also examining associated cross-breeding potential for new pharmaceutical products to benefit humanity. Hidden from the main colony, and entirely “off the grid”, the station must still maintain regular contact with the Illusive Man for progress up-dates, so is protected by a small team of Cer-berus special forces soldiers.

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COLONISTS Expanding into the Skyllian Verge, Human colonisation efforts are continuing to uncover a wealth of natural resources to exploit, buried archaeological wonders hinting at the lives of long vanished races, and the unparalleled beauty of alien vistas. Accompanying these motivations to colonise are the negative factors. Hostile weather con-ditions and unbreathable air, potential raids by Batarian pirates or worse, slavers, and possi-ble attacks by native unfriendly life forms all take special capability to want to risk. Enter the colonial pioneers:

Colonial Administrator (3 cap) Role: Chief supervisor and manager of the colony. Skills: Profession (Botanist) 3, Bureauc-racy 2, Oratory 2, Charm 1, Resolve 1, Science 1. Aspects: • “Embracing the Chance of a Lifetime” • “Attempting to Herd Stray Cats” Health: OOO Cpsure: OOO O Wealth: OOO Stunts: • Have a thing - Extensive Database: once per scene, allows the character to re-roll any failed skill check

Weapon: none. Armour: Devlon Industries Explorer Pressure suit (human); Defense rat-ing 1; Stunts: pressurised, flexible, lightweight, civilian.

Colonial Archaeologist (3 cap) Role: Tech and history specialist. Skills: Computer 3, Archaeologist 2, Science 2, Assets 1, Communications 1, Tech Training 1. Aspects: • “Fascinated by the Past and Future” • “Awkward and Geeky” Health: OOO Cpsure: OOO Wealth: OOO O Stunts: • Military Grade Computer (as per Diaspora page 46)

• MG Omni-tool: leveraging assets to obtain a specialist Omni-tool from a passing trader, the Archaeologist knows the Decryption talent.

Weapon: none. Armour: Devlon Industries Explorer Pressure suit (human); Defense rat-ing 1; Stunts: pressurised, flexible, lightweight, civilian.

Colonial Chief Security Officer (3 cap) Role: The colony’s security specialist. Skills: Stealth 3, Profession (Security) 2, Energy Weapons 2, Agility 1 (+2 from armour), Alertness 1 (+2 from armour), EVA 1. Aspects: • “Ex-Systems Alliance Marine” • “Medical Discharge” Health: OOO Cpsure: OOO Wealth: OOO Stunts: • Have a thing – Military gear loadout. Weapon: Rosenkov Materials Sokolov Sniper Rifle; Range 3/5, Harm 4, Penetration 3; Stunts: High Recoil, Thermal Clip, Improved Optics.

Armour: Devlon Industries Survivor Hostile Environment suit (human); Defense rating 4, Stamina mod +2, Agility mod +2; Stunts: Powered Ar-mour (servos, sensors (+2 to alert-ness), booster power pack (+2 to agility checks when “Out of Juice” not tagged), shields).

Colonial Engineer (3 cap) Role: Chief mechanic and fix-it guru of the colony. Skills: Repair 3, Engineering 2, Vehicle 2, Close Combat 1, Demolitions 1, Stamina 1. Aspects: • “Ain’t Nothing That Can’t Be Fixed” • “Better with Machinery than People” Health: OOO O Cpsure: OOO Wealth: OOO Stunts: • Have a thing – Every tool imaginable: +2to Repair checks when at base.

Weapon: Knife (per Diaspora page 118). Armour: Devlon Industries Explorer Hostile Environment suit (human); Defense rating 4, Stamina mod +2, Agility mod -2; Stunts: power suit (pressurised, sensors (+1 Alertness), industrial equipment, self-repairing, “out of juice”, civilian).

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Colonial Engineering Assistant (2 cap) Role: Apprentice Engineer. Skills: Assets 2, Brokerage 1, Repair 1. Aspects: • “Funded by Parents” • “Chose this over the Military” Health: OOO Cpsure: OOO Wealth: OOO O Stunts: • Swap a skill – Born Rich: Use Assets for Charm.

Weapon: none. Armour: Devlon Industries Explorer Hostile Environment suit (human); Defense rating 4, Stamina mod +2, Agility mod -2; Stunts: power suit (pressurised, sensors (+1 Alertness), industrial equipment, self-repairing, “out of juice”, civilian).

Colonial Junior Security Officer (3 cap) Role: New recruit fresh from training. Skills: Alertness 3, Agility 2, Close Combat 2, Bureaucracy 1, Energy Weapons 1, Profession (Security) 1. Aspects: • “Does Everything by the Book” • “Never Faced a Real Crisis” Health: OOO Cpsure: OOO Wealth: OOO Stunts: • Resiliant: player may use four Con-sequences instead of three. The fourth is another mild Consequence.

Weapon: Armax Arsenal Brawler pistol; Range 0/2, Harm 4, Penetration 1; Stunts: Low Recoil, Thermal Clip, Civilian, Non-Lethal, Limited Range.

Armour: Elanus Risk Control Services Guardian Pressure suit (human); De-fense rating 1; Stunts: pressurised, flexible, lightweight, civilian.

Colonial Research Assistant (2 cap) Role: Post-graduate research assistant. Skills: Science 2, Agility 1, Communica-tions 1. Aspects: • “A Long Way From Home” • “In Love with the Planet” Health: OOO Cpsure: OOO Wealth: OOO

Stunts: • Military Grade Communications (able to jam radio communications, caus-ing a -2 to non-ally alertness checks on a successful Communications check at the beginning of combat).

Weapon: none. Armour: Devlon Industries Explorer Pressure suit (human); Defense rat-ing 1; Stunts: pressurised, flexible, lightweight, civilian.

Colonial Scientist I (3 cap) Role: Research Scientist and Geologist. Skills: Profession (Geologist) 3, Com-puter 2, Science 2, Alertness 1, Intimida-tion 1, Medical 1. Aspects: • “Arrogant and Opinionated” • “Exacting and Precise” Health: OOO Cpsure: OOO Wealth: OOO Stunts: • Military Grade Computer (as per Diaspora page 46)

Weapon: none. Armour: Devlon Industries Explorer Pressure suit (human); Defense rat-ing 1; Stunts: pressurised, flexible, lightweight, civilian.

Colonial Scientist II (3 cap) Role: Research Scientist and Physicist. Skills: Science 3, Navigation 2, Profes-sion (Physicist) 2, Charm 1, Communi-cations 1, Vehicle 1. Aspects: • “Relaxed and Easy Going” • “Never Shuts up” Health: OOO Cpsure: OOO Wealth: OOO Stunts: • Swap a Skill - Applied Science: use Science for Repair

Weapon: none. Armour: Devlon Industries Explorer Pressure suit (human); Defense rating 1; Stunts: pressurised, flexible, lightweight, civilian.

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Colonial Terraformer (3 cap) Role: Climatologist and atmospheric re-searcher. Skills: Profession (Climatologist) 3, EVA 2, Science 2, Archaeology 1, Engineer-ing 1, Vehicle 1. Aspects: • “Full of Hot Air” • “This should work, in theory” Health: OOO Cpsure: OOO Wealth: OOO Stunts: • Have a Thing – All-Terrain Ground Crawler

Weapon: none. Armour: Devlon Industries Explorer Pressure suit (human); Defense rat-ing 1; Stunts: pressurised, flexible, lightweight, civilian.

Colonial Zoological Assistant (2 cap) Role: Post-graduate research assistant. Skills: Animal Handler 2, Alertness 1, Energy Weapon 1. Aspects: • “Life Saved by the Colony Financiers” • “Sixth Sense with Animals” Health: OOO Cpsure: OOO Wealth: OOO Stunts: • L1 Bio Implant: can only sense, but not manipulate, Mass Effect fields.

Weapon: Tranquilliser Rifle; Range 1/3, Harm 4, Penetration 0; Stunts: Civil-ian, Non-Lethal, Low Recoil.

Armour: Devlon Industries Explorer Pressure suit (human); Defense rat-ing 1; Stunts: pressurised, flexible, lightweight, civilian.

GREATER NEWTON COLONY Environment -2: Hostile environment (gravity

but dangerous atmosphere) Resources +2: One significant export

(heavy metals) Order -3: Ad-Hoc rule Located in the Skyllian Verge, Greater Newton colony is not as grand as its name makes out. Home to a population of just over one hundred and twenty people, it is a difficult proposition for habitation, let alone large scale mining as was intended by the colony financiers. Detailed mapping and surveying by a Systems Alliance cruiser detected significant quantities of heavy metals such as Iridium, Palladium, and Platinum, all useful to the construction and maintenance of spacecraft. Further, there were some early indications that there may be accessible deposits of Element Zero on the smallest of the three continents. So, funded by a consortium, and with colonists each able to earn shares in it after a nominal period, the decision was made to build a small colony on the southern, smallest continent. After incidents with Batarian slavers in other places in the verge, and pirates pillaging the mined ore from fully laden supply ships from other colonies, it was decided that due to the high level of power required to transmit a signal through the ionosphere, the colony would best be served by almost complete ra-dio silence to minimise the chance that those scavengers would not notice the small colony. In this way, it was hoped that they would be able to perform the difficult tasks of locating extractable quantities of ore, assessing purity and ease of access, and long term habitation risks without drawing attention to their pres-ence. Living in protected caves with only a small contingent of security officers for protection, the colonists are essentially on their own, gov-erned by an appointed administrator, and only earning “shares” if the colony is deemed suc-cessful ten years from now. Battling extreme atmospheric conditions, water that must be purified before it is drinkable and unknown wildlife threats, the colonists are nevertheless mostly happy to be able to chart their own success in a very tangible way, revelling in the pioneering atmosphere despite their adversity.

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CORPORATIONS Corporations are important entities in the gal-axy, funding research and development, new colonies, and expeditions to unknown regions of space looking for resources or salvage. Many corporations sign exclusive contracts with alien governments, so their armed forces often use only one brand of weapons, armour or omni-tools, whereas mercenaries or bounty hunters use equipment from a variety of sources. Aldrin Labs Aldrin Labs is a human manufacturer based on the Luna colony. Providing basic, reliable equipment at an affordable cost has made them a primary supplier of armour, omni-tools and bio-amps to the Systems Alliance military. Ariake Technologies An Earth-based electronics concern, Ariake Tech is best known for their high grade omni-tools. Recently they have branched out to de-velop a line of high grade armour with an en-hanced ablative weave to provide extra protec-tion. Ariake's name is of Japanese origin, translating poetically as "Dawn, But Still the Moon Remains in the Sky." This is echoed in their company logo. Armali Council The Armali Council is an affiliation of Asari manufacturing guilds recognized for maintain-ing consistent standards of excellence. Armali make high-grade omni-tools and their bio-amps are widely recognized as the finest money can buy, though these are only avail-able to a select list of clients. Armax Arsenal The main supplier of elite Turian military units, Armax Arsenal weapons and armour are high quality, high priced and very difficult to acquire for most non-Turians. They also make a basic grade omni-tool which is available to the gen-eral public. Batarian State Arms The Batarian government does not trust pri-vate industry to create their military hardware. BSA is a vast nationalized institution infamous for its waste and corruption. It produces effec-tive, if unethical, chemical weapons and a line of Nuclear, Chemical, and Biological (NBC) protective armour.

Binary Helix Binary Helix is a leader in the fields of genetic engineering and biotechnology. They currently have a significant presence on Noveria, which provides them security from Luddites, organic base-liners, and fundamentalist groups who are opposed to their work. They also do some research in the field of biotic implants. The Nautilus Facility beneath the ice sheet of Eu-ropa in the Sol system is owned and operated by Binary Helix. Cerberus Skunkworks The operatives of Cerberus produce their own specialist hardware for black ops wetwork. Their weapons are advanced particle beams with excellent shield penetration, damage, and accuracy. Their field hardsuits feature ad-vanced protective measures and sophisticated anti-hacking measures. Cord-Hislop Aerospace Cord-Hislop Aerospace is a well-respected corporation known for manufacturing and sell-ing starships. Their corporate headquarters is on Earth. Cord-Hislop is actually used by Cer-berus as a front to fund their activities. Dah'tan Manufacturing Company The Dah'tan Manufacturing Company was a Batarian manufacturer based on Camala which specialised in making computer components, but was attacked and burnt to the ground. Devlon Industries Devlon Industries is best known for producing basic armor models that can withstand a vari-ety of environmental extremes such as cold, heat or toxic exposure. They also market a complete line of military grade weapons. Elanus Risk Control Services Elanus Risk Control Services (ERCS) is a pri-vate security corporation that provides a host of services ranging from simple event security to professional mercenary companies and starships to counter piracy. ERCS began as a privately-owned Turian security firm but has since expanded into an interstellar conglomer-ate after opening itself up to foreign investment. Their affordable yet reliable armour, weapons and omni-tools are popular with security per-sonnel and mercenaries. As their name sug-gests, they also specialise in riot equipment or dangerous situations.

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Eldfell-Ashland Energy Eldfell-Ashland Energy is a human mining cor-poration, notable for having developed the process for mining helium-3 for consumption as a fuel for human starships in 2137. In 2185, the corporation hired Drell assassin Zaeed Massani to liberate their refinery on the planet Zorya from the Blue Suns mercenaries. The founder of the Eldfell-Ashland Energy Corpora-tion is Jonah Ashland. His granddaughter, Aish Ashland, is a well-known celebrity and red sand user. Elkoss Combine A Volus manufacturer based in the Terminus Systems, the Elkoss Combine produces less expensive versions of items carried by high-end manufacturers. Functional yet affordable armor, weapons and omni-tools are all avail-able from the Elkoss Combine. ExoGeni Corporation ExoGeni Corporation has funded the estab-lishment of several human colonies to promote exploration. ExoGeni has incidentally secured resource rights to worlds that may have undis-covered resources or remnants of alien tech-nology, such as their newest colony on Feros. Described as being a genius at "repurposing anything and everything", they founded the Zhu's Hope settlement on Feros. The company provided funding for the colony; in return, the settlers handed over any valuable finds from the Prothean ruins. It converted one of the ancient towers above the Skyway into a base of operations, using Zhu's Hope as a port and housing most of the researchers closer to the labs. ExSolar Shipping ExSolar Shipping own and run a small fleet of cargo ships, transporting goods to and from the Sol system. One of their ships, the MSV Cornucopia, was previously reported lost out near the Perseus Veil. Geth Armoury Few details are known about the manufacture of Geth equipment, though their weapons and armour are of the highest quality. The Geth Pulse Rifle is a compact highly-accurate, high-powered, advanced energy pulse assault weapon manufactured by the Geth Armoury, which when discharged manifests itself briefly as a sharp, cyan beam ending in an electrical discharge. It is the standard infantry weapon

for the Geth military, and is standard-issue to many of their troops, including Juggernauts, Shock Troopers, and many other Geth units. The weapon shares the appearance of the Geth with glowing parts, smooth rounded edges and a shiny, chrome finish. Due to the rarity of these weapons, they are frequently sought after for research purposes, but rarely differ substantially from other weapons of the same type. Haliat Armory One of the smaller Turian weapons manufac-turers, Haliat Armoury was given permission by the Hierarchy to sell excess units on the galactic market. Rather than trying to compete with high end manufacturers, Haliat specializes in a line of basic level weapons. Regardless, their weapons are of high quality Hahne-Kedar Reliable and efficient, Earth-based Hahne-Kedar has become a major supplier to the Sys-tems Alliance military. Their weapons are stock quality at best, though their armour lines are generally recognized as above average. Because the corporation's weapons are stan-dard issue to Alliance troops, it is easy to iden-tify impostors posing as Alliance military secu-rity officers, due to the Hahne-Kedar models being unavailable to the general public. It has at least one known subsidiary organisa-tion, the Hahne-Kedar Shadow Works. Found-ed a decade ago, this Hahne-Kedar subsidiary is a place for younger employees to "think out-side the box". HKSW supplies weapons and armour to Alliance special forces units. In keeping with the parent company's philosophy, products are rugged, reliable, and require less maintenance than competitors. Jormangund Technologies A rising star of post-contact human industry, Jormangund returns consistent profits through aggressive integration of alien technologies. They are mainly known for advanced optical computers and AI "blueboxes". Creation of a conscious AI requires adaptive code, a slow, expensive education, and a specialized quan-tum computer called a “blue box”. Kassa Fabrication A human-controlled private company, Kassa Fabrication is known to make the some of the finest body armour in the galaxy (Colossus

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Armour). When it comes to personal protection suits, no expense is spared - as reflected in the exorbitant cost of their products. Kassa also makes top quality weapons such as the advanced Harpoon Sniper Rifle. Recently, Kassa has also begun to manufacture omni-tools, though it will be some time until the qual-ity is brought up to the high standards of their armour lines. MarsGene Over time, human genetic research had devel-oped to such an extent that basic genetic flaws could be corrected, either in utero or shortly after birth. Most human governments offer free assessment and correction therapies to its citizens, which has nearly eliminated genetic diseases from the human gene pool. All Alli-ance soldiers receive gene therapy – provided by MarsGene – upon enrolling, though most genetic therapies take years to come into their full effect. Nashan Stellar Dynamics Nashan Stellar Dynamics is a human corpora-tion that makes parts for starships. In 2173, the political party Terra Firma was involved in a kickback scandal with Nashan Stellar Dynamics. The political fallout was immense and forced the leader of Terra Firma, Inez Simmons, to step down from her position. Noveria Development Corporation The Noveria Development Corporation (NDC) is a holding company that claimed the planet Noveria with the combined capital of two dozen major high-technology companies (likely including Binary Helix, Elanus Risk Control Services and Synthetic Insights). Because of the NDC's ownership, Noveria is a privately-chartered colony without input from any Citadel race's government, and therefore is not legally part of Citadel space. The NDC's interests are represented by the Executive Board, which essentially governs Noveria and keeps the tech companies there in line. The Executive Board appoints an ad-ministrator to oversee day-to-day business on Noveria. The administrator's position allows him a great deal of power, which often opens him up to the temptations of corporate corrup-tion. The NDC's Executive Board accepts this and normally tolerates self-interest as long as it doesn't interfere with their business. Al-though Noveria is not technically under Citadel law, the NDC allows Spectres special privi-

leges, but they are in a unique position to hamper a Spectre's investigation if it might cause problems for the NDC's investors. Though they will not directly interfere, they can bury the Spectre under litigation and paper-work. Rosenkov Materials A human corporation of supposedly Russian origin, Rosenkov Materials has forged a repu-tation as one of the premier armor manufac-turers in Citadel space. Serrice Council An Asari consortium, the Serrice Council is the creator of the most powerful bio-amp on the market. Not just concerned with profit, they typically make customers undergo a rigorous screening process before being approved to purchase their products. Serrice Council amps are incredibly rare – and highly prized – items on the galactic market. The Serrice Council manufactures the highest quality omni-tools and bio-amps, with their Phantom Armour fea-turing the best biotic / tech protection available. Sirta Foundation A biomedical firm, Sirta made its fortune elimi-nating several genetic diseases endemic to human populations. Sirta also created medi-gel, which, while technically illegal under Council law, is far too useful to ban. The Foundation is renowned for its humanitarian efforts, and refuses to produce weapons or similar "offensive" products. They do, however, offer basic protective or utilitarian items rang-ing from armour – including Phoenix Armour – to omni-tools to bio-amps. Their armour re-generates the health of characters when worn (by having the First Aid Interface, Medical Exoskeleton, or Medical Interface armour mods; see HD2ME pages37 and 38). Synthetic Insights, Ltd. Synthetic Insights, Ltd. is one of only four cor-porations licensed by the Citadel Council to develop artificial intelligence. They have ex-tensive holdings on Noveria, where tight secu-rity allows them to work without harassment from politically hostile organizations; therefore they invest heavily there. Given the recent Geth attacks on human colo-nies, Synthetic Insights has been consulted as experts on artificial intelligence, whilst also be-ing freshly criticised for their research.

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C-SEC OFFICERS Citadel Security Services (C-Sec) handles law enforcement on the Citadel. It is a volunteer police service answering to the Citadel Council, and is headed by an Executor who often liaises between C-Sec and the Council. Befit-ting their "public service" culture, it was the Turians who first proposed creating a police force for the Citadel, which may be why more than half of all C-Sec officers are Turian. Hu-mans appear to form the largest minority, with at least 116 officers in the Zakera ward as of 2185, followed by Salarians and Asari. The 200,000 constables of C-Sec are responsible for maintaining public order in the densely populated Citadel, as well as providing pirate suppression, customs enforcement, and search-and-rescue throughout the Citadel and surrounding space. Joining C-Sec is prestigious; applicants must be sponsored by a Citadel Councillor or the ambassador of an associate Council race. Generally applicants have many years of dis-tinguished service in the military or police forces of their respective nation, but an inexpe-rienced applicant with demonstrable talent will be fairly considered. Most rookies are posted to the comparatively-calm Presidium to get some operational experience and familiarity with protocol before being assigned to the Wards. • Customs: Officers who screen the passen-gers and cargo that pass through the Cita-del's ports, confiscate contraband, and arrest smugglers.

• Enforcement: Uniformed officers who patrol the Citadel, discipline minor infractions, re-solve disputes, and respond to emergencies.

• Investigation: Detectives who gather evi-dence, solve crimes, and bring their perpe-trators to justice.

• Network: Technicians who deal with "cy-bercrimes", such as identity theft, copyright theft, hacking, viral attacks, and illegal AI.

• Patrol: The ships crewed by the Patrol di-vision serve "coast guard" functions, such as search and rescue, piracy suppression, and interdiction of illegally transported ma-terials.

• Special Response: Officers who deal with hostage situations, bombs, and heavily armed criminals. In the event the Citadel is attacked, they are the front line of interior defense, armed with military-grade weap-onry.

C-Sec Customs Officer I (3 cap) Role: Turian port authority officer. Skills: Culture/Tech 3 (Turian Hegem-ony, Asari Republic, Salarian Union, Citadel), Alertness 2 (+1 from armour), Bureaucracy 2, Close Combat 1, Energy Weapons 1, Tech Training 1. Aspects: • “Welcome back, traveller” • “You can’t bring that into the Citadel” Health: OOO Cpsure: OOO Wealth: OOO Stunts: • Swap a skill – Persuasive Minutiae: use Bureaucracy for Intimidation.

• MG Omni-tool: as suits the security focus of their job, this Customs Offi-cer uses the Decryption talent.

Weapon: ERCS Striker class Pistol; Range 0/2, Harm 4 (8 when using Double Tap), Penetration 1; Stunts: Low Recoil, Thermal Clip, Double Tap, Non-Lethal.

Armour: ERCS Guardian Armour (Turian); Defense rating 5, Stamina mod +2, Agility mod 0; Stunts: Pow-ered Armour (servos, sensors (+1 to alertness), shields, recharge booster).

C-Sec Customs Officer II (3 cap) Role: Human port authority officer. Skills: Computer 3, Bureaucracy 2, In-timidation 2, Agility 1, Profession (Cus-toms Officer), Tech Training 1. Aspects: • “Nose for Trouble” • “Paper Trail Wizard” Health: OOO Cpsure: OOO Wealth: OOO Stunts: • Swap a Skill – Tax Duty Database: use Computer for Brokerage

• MG Omni-tool: as suits the security focus of their job, this Customs Offi-cer uses the Decryption talent.

Weapon: ERCS Striker class Pistol; Range 0/2, Harm 4 (8 when using Double Tap), Penetration 1; Stunts: Low Recoil, Thermal Clip, Double Tap, Non-Lethal.

Armour: ERCS Guardian Armour (Hu-man); Defense rating 5, Stamina mod +2, Agility mod 0; Stunts: Pow-ered Armour (servos, sensors (+1 to alertness), shields, recharge booster).

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C-Sec Enforcement Officer I (3 cap) Role: Regular Turian Citadel beat officer. Skills: Alertness 3 (+1 from armour), Intimidation 2, Profession (Enforcement Officer) 2, Culture/Tech 1 (Turian He-gemony, Citadel), Oratory 1, Vehicle 1. Aspects: • “Careful with Your Tone Citizen” • “Nothing Escapes My Notice” Health: OOO Cpsure: OOO Wealth: OOO Stunts: • Swap a Skill – Interrogation Tech-niques: use Intimidation for Brawling.

Weapon: Hand Held Taser (B); Range 0, Harm 2, Penetration 0; Stunts: Non-Lethal, “Scary Blue Arc”.

Armour: ERCS Guardian Armour (Turian); Defense rating 5, Stamina mod +2, Agility mod 0; Stunts: Pow-ered Armour (servos, sensors (+1 to alertness), shields, recharge booster).

C-Sec Enforcement Officer II (3 cap) Role: Regular Asari Citadel beat officer. Skills: Brawling 3, Agility 2, Energy Weapon 2, Bureaucracy 1, Charm 1, Profession (Enforcement Officer) 1. Aspects: • “You Don’t Want to Make My Colleague Here Angry, Trust Me”

• “The Rush of the Chase” Health: OOO Cpsure: OOO Wealth: OOO Stunts: • Military Grade Agility: reduce barrier pass ratings by an additional 1 shift on a successful move check.

Weapon: Hand Held Taser (B); Range 0, Harm 2, Penetration 0; Stunts: Non-Lethal, “Scary Blue Arc”.

Armour: ERCS Guardian Armour (Asari); Defense rating 5, Stamina mod +2, Agility mod 0; Stunts: Pow-ered Armour (servos, sensors (+1 to alertness), shields, recharge booster).

C-Sec Enforcement Officer III (3 cap) Role: Regular Human Citadel beat officer. Skills:, Bureaucracy 3, Intimidation 2, Profession (Enforcement Officer) 2, Alertness 1 (+1 from armour), Brawling 1, Culture/Tech 1 (Systems Alliance, Cita-del), Tactics 1.

Aspects: • “Protect and Serve” • “No Infraction Too Minor to Penalise” Health: OOO Cpsure: OOO Wealth: OOO Stunts: • Swap a Skill – I am the Law: use Bureaucracy for Intimidation.

Weapon: Hand Held Taser (B); Range 0, Harm 2, Penetration 0; Stunts: Non-Lethal, “Scary Blue Arc”.

Armour: ERCS Guardian Armour (Human); Defense rating 5, Stamina mod +2, Agility mod 0; Stunts: Pow-ered Armour (servos, sensors (+1 to alertness), shields, recharge booster).

C-Sec Investigation Detective (3 cap) Role: Regular citadel detective (Turian or Salarian). Skills: Profession (Detective) 3, Alert-ness 2 (+1 from armour), Charm 2, Bu-reaucracy 1, Medical 1, Resolve 1. Aspects: • “You Don’t Want to Do That” • “Backup is on the Way” Health: OOO Cpsure: OOO O Wealth: OOO Stunts: • Have a Thing – Network of Infor-mants: gives a +2 bonus to Profes-sion (Detective) checks, except when made for Energy Weapon checks.

• Swap a Skill – Police Training: use Profession (Detective) for Energy Weapon checks.

Weapon: ERCS Striker class Pistol; Range 0/2, Harm 4 (8 when using Double Tap), Penetration 1; Stunts: Low Recoil, Thermal Clip, Double Tap, Non-Lethal.

Armour: ERCS Guardian Armour (Turian/Salarian); Defense rating 5, Stamina mod +2, Agility mod 0; Stunts: Powered Armour (servos, sensors (+1 to alertness), shields, recharge booster).

C-Sec Network Technician (3 cap) Role: Cybercrimes Division officer. Skills: Tech Training 3, Computer 2, Communications 2, Brokerage 1, Repair 1, Science 1. Aspects: • “Code Breaker Extraordinaire”

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• “Omni-tool Genius” Health: OOO Cpsure: OOO Wealth: OOO Stunts: • MG Omni-tool: proficient with the Damping and Decryption Talents.

• MG Tech Training: the technician also knows the Neural Shock talent.

Weapon: None. Armour: ERCS Guardian Armour (Turian); Defense rating 5, Stamina mod +2, Agility mod 0; Stunts: Pow-ered Armour (servos, sensors (+1 to alertness), shields, recharge booster).

C-Sec Patrol Officer (3 cap) Role: Turian interdiction crewmember. Skills: [Any Space Skill] 3, Energy Weapons 2, Profession (Patrol Officer) 2, [Alertness / Tactics] 1, [MicroG / EVA] 1, [Any Other Space Skill] 1. Aspects: • “Despises Pirates” • “Proud to Serve” Health: OOO Cpsure: OOO Wealth: OOO Stunts: • Military Grade Space Skill: as per Diaspora pages 45 and 46.

Weapon: ERCS Striker class Pistol; Range 0/2, Harm 4, Penetration 1; Stunts: Low Recoil, Thermal Clip.

Armour: ERCS Guardian Armour (Turian/Salarian); Defense rating 5, Stamina mod +2, Agility mod 0; Stunts: Powered Armour (servos, sensors (+1 to alertness), shields, recharge booster).

Special Response Officer (4 cap) Role: Turian elite tactical officer. Skills: Tactics 4, Close Combat 3, En-ergy Weapons 3, Agility 2, Alertness 2, [Brawling / MicroG] 2, [Demolitions / EVA] 1, Profession (Special Forces) 1, Stealth 1, [Charm / Intimidation] 1. Aspects: • “Obsessively Trained” • “Protect the Innocent” • “Itchy Trigger Finger” Health: OOO Cpsure: OOO Wealth: OOO Stunts: (Choose two of the following) • Take a Bonus – Cover me: use my

Energy Weapon skill for a +1 bonus on Agility in combat (the Agility roll may be used for defense or for movement).

• Lucky: player uses the Consequence progression 2/3/4 instead of the usual 1/2/4 (this applies to Conse-quences mitigating hits to any track).

• Military Grade Carnage (as per HD2ME page 20)

• Military Grade Immunity (as per HD2ME page 20)

Weapon: ERCS Banshee Assault Rifle; Range 1/3, Harm 4, Penetration 1; Stunts: Low Recoil, Thermal Clip, Advanced Optics; *see below.

Armour: ERCS Guardian Armour (Turian/Salarian); Defense rating 5, Stamina mod +2, Agility mod 0; Stunts: Powered Armour (servos, sensors (+1 to alertness), shields, recharge booster); *see below.

* Choose one variant ammunition, one weapon mod, or one armour mod from HD2ME pages 34 to 38.

T3 C-Sec Citadel Space Patrol

Cruiser “Shriluka” Manufacturer: Turian Hegemony Ship Class: Piracy Interdiction Cruiser Ship Stats: • V-Shift: 4 • Beam: 0 • Torpedo: 5 • EW: 0 • Trade: 0 • Frame Track: OOO O • Data Track: OOO • Heat Track: OOO OO Stunts: • Mass Effect Drive (All travel times reduced by factor of 10)

• High Capacity Magazine (as per Diaspora page 227)

• Automated Defenses – Vector Ran-domiser and Firewall: (as per Dias-pora page 227)

• Government Subsidy (as per HD2ME page 47).

Aspects • Government Owned and Operated (Citadel Security)

• Must not shoot first • Behind a wall of Torpedos • Experienced Crew • Stop in the Name of the Law Cost: 8

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DRELL ASSASSINS The debt of gratitude that the Drell owe the Hanar is referred to as the Compact, which the Drell fulfil 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.

Prethe Tornios (5 cap) Role: Noble Hanar enforcement agent. Skills: Energy Weapon 5, Agility 4 (-1 from weapon), Close Combat 4 (+2 from armour), Alertness 3 (+1 from armour), Resolve 3, Stamina 3, Culture/Tech 2 (Citadel, Hanar Illuminated Primacy, Mercenary Organisations), Demolitions 2, Stealth 2, Survival 2, Arts 1, Charm 1, EVA 1, Intimidation 1, Tactics 1. Aspects: • “Honoured by the Hanar Elders” • “Blessings to Amonkira, Lord of Hunters ”

• “The Hunter is Patient” • “There come a time to Act” • “Eidetic Memory” • “This is not the Direction I Would Have Chosen, But So Be It”

• “The smell of Demael Flowers in the Presidium Spring”

• “Involuntary Eidetic Memory Recall based on smell”

Health: OOO OO Cpsure: OOO OO Wealth: OOO Stunts: • Military Grade Assassination (as per HD2ME page 20)

• Extensive Bio-modification: player uses the Consequence progression 2/3/4 instead of the usual 1/2/4; this applies to Consequences mitigating hits to any track.

Weapon: Armax Arsenal Punisher class Sniper Rifle; Range 3/5, Harm 8 (16 when using Assassination), Penetra-tion 3; Stunts: High Recoil, Thermal Clip, Advanced Optics; Scram Rail (+3 Harm; auto activates “Thermal Clip” unless rolls +1 on 1dF after fir-ing); Rail Extension (+1 Harm; -1 to Agility checks).

Armour: Rosenkov Materials Titan armour (Drell); Defense rating 5, Stamina mod +2, Agility mod 0; Stunts: Powered Armour (servos, sensors (+1 to Alertness), shields,

recharge booster); Exoskeleton (+2 to Close Combat checks); First Aid Interface (Disables first free tag on Health stress track).

Prethe’s extensive bio-modification has im-proved his abilities from impressive to aston-ishing. Appointed to tasks that require a swift and brutal response by his beloved Hanar con-trollers, Prethe is an assassin par-excellence. His most memorable kill was of a veteran of the Krogan Rebellions, a mobster by the name of Brugot. Atop a building overlooking the Presidium, the second most heavily guarded place in the citadel after the council chambers themselves, Prethe assassinated the Krogan who had displeased his masters; From over a kilometre away as the lift doors closed taking the target away to the wards…

The Demael flowers that adorned the Presidium promenade filled the air with a sweet and fresh scent… The hair on a Human function-ary’s head, who had just disem-barked from the lift and was wearing a fetching cream and brown jumpsuit that accentuated her complexion nicely, swayed in the breeze the bullet generated as it gently passed by her head two inches away… The passing red and white X3M rapid transit contra-gravity speeder with a dam-aged rear cargo hatch, car-ring two Turians and an Asari dressed for a day at one of the nicer dance clubs, Flux perhaps, that rose into his scope blocking his direct line of sight for almost 1.27 seconds just before he took the shot... The gentle trickling sound of an unseen fountain in a courtyard just behind him…

Prethe loves to revel in the detailed memories of that particular kill, and always enjoys the Presidium in the springtime. Especially when the Demael flowers are in bloom.

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GETH The Geth are a race of networked artificial in-telligences, and were the victors in the “Morn-ing War” against their Quarian creators. They are almost universally isolationist with respect to the rest of the races of the galaxy, except a small group of Geth recruited to the Reaper cause. Referred to as heretics by the greater Geth population, they were allowed to peace-fully leave the Geth network. Their forms take many shapes and vary according to role. A listing of all Geth skills, aspects, stunts, and weapons can be found on pages 26 and 27.

Geth Armature (3 cap) Role: Anti-vehicle and anti-personnel light quadruped walkers. Skills: Energy Weapons 3, Alertness 2, Stamina 2, Intimidation 1, Profession (Artillery) 1, Tactics 1. Aspects: • “Attack Highest Armour Target” • “Slow moving Powerhouse” Health: OOO O Cpsure: OOO Stunts: • Very Strong Cybernetic Frame (grants +6 to armour defense; max rating of Agility skill equal to Cap level -3)

• Shields Stunt (may be compelled for a -2 to defense, FATE point to re-charge)

• Integral Equipment: Energy Weapon (Siege Pulse Cannon - requires Strong or Very Strong Cybernetic Frame)

Weapon: Geth Siege Pulse Cannon Armour: rating 6. Geth Colossus (4 cap) Role: Heavy quadruped design weapons platform. Skills: Energy Weapons 4, Stamina 3,Tactics 3, Alertness 2, Tactics 2, Intimidation 2, Agility 1, MicroG 1, Resolve 1, Stamina 1. Aspects: • “Attack Priority Targets First” • “Slow Moving Powerhouse” • “Tag Team with Ally” Health: OOO OO Cpsure: OOO O Stunts: • Very Strong Cybernetic Frame (grants +6 to armour defense; max

rating of Agility skill equal to Cap level -3)

• Integral Equipment: Energy Weapon (Siege Pulse Cannon - requires Strong or Very Strong Cybernetic Frame)

• Integral Equipment: Energy Weapon (Pulse Rifle)

Weapons: Geth Siege Pulse Cannon, Geth Pulse Rifle Armour: rating 6 Geth Destroyer (3 cap) Role: Large bipedal walkers found lead-ing groups of lesser Geth troopers. Skills: Stamina 3, Energy Weapons 2, Profession (Frontline Commander) 2, Agility 1, Alertness 1, Tactics 1. Aspects: • “Attack Grouped Targets” • “Move to Frontline” Health: OOO OO Cpsure: OOO Stunts: • Good Cybernetic Frame (grants +3 to armour defense)

• Military Grade Carnage (double Harm rating of next shot only, once per scene; Thermal Clip Aspect tagged next turn)

• Shields with Recharger (may be compelled for a -2 to defense; able to activate the associated aspect “Tak-ing Cover” to remove penalty; gains a +2 to defense if it doesn’t move)

Weapons: Geth Pulse Rifle (range >2), Geth Shotgun (range 0-2) Armour: rating 3 Geth Assault Drone I (2 cap) Role: Mobile airborne remote controlled weapons platform. Skills: Agility 2, Alertness 1, Energy Weapons 1. Aspects: • “Always on the Move” • “Tag Team with Ally” Health: OO Stunts: • Poor Cybernetic Frame (grants +1 to armour defense and reduces health and composure tracks by 1)

• Integral Equipment: Energy Weapon (Pulse Rifle)

Weapon: Geth Pulse Rifle Armour: rating 1

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Geth Assault Drone II (2 cap) Role: Mobile airborne remote controlled weapons platform. Skills: Agility 2, Energy Weapons 1, Stamina 1. Aspects: • “Always on the Move” • “Move to Flank Targets” Health: OOO Stunts: • Poor Cybernetic Frame (grants +1 to armour defense and reduces health and composure tracks by 1)

• Integral Equipment: Energy Weapon (Pulse Rifle)

Weapon: Geth Pulse Rifle Armour: rating 1 Geth Assault Drone III (2 cap) Role: Mobile airborne remote controlled weapons platform. Skills: Energy Weapons 2, Agility 1, Alertness 1. Aspects: • “Move to Flank Targets” • “Tag Team with Ally” Health: OO Stunts: • Poor Cybernetic Frame (grants +1 to armour defense and reduces health and composure tracks by 1)

• Integral Equipment: Energy Weapon (Pulse Rifle)

Weapon: Geth Pulse Rifle Armour: rating 1 Geth Recon Drone (2 cap) Role: Mobile airborne remote controlled sensor platform. Skills: Alertness 2, Agility 1, Stealth 1. Aspects: • “Hidden Stalker” • “Move to Flank Targets” Health: OO Stunts: • Poor Cybernetic Frame (grants +1 to armour defense and reduces health and composure tracks by 1)

• Integral Equipment: Combat Scanner (+1 to Alertness Checks)

Weapon: None Armour: rating 1

Geth Repair Drone (3 cap) Role: Mobile airborne remote controlled repair platform. Skills: Tech Training 3, Agility 2, Alert-ness 2, Repair 1, Resolve 1, Stealth 1. Aspects: • “Defend Highest Armoured Ally” • “Defend Most Damaged Ally” Health: OOO Cpsure: OOO O Stunts: • Good Cybernetic Frame (grants +3 to armour defense)

• Shields with Recharger (may be compelled for a -2 to defense; able to activate the associated aspect “Tak-ing Cover” to remove penalty; gains a +2 to defense if it doesn’t move)

• Integral Equipment: Omni-Tool (Damping, Electronics, Repair)

Weapon: None Armour: rating 3 Geth Rocket Drone (2 cap) Role: Mobile airborne remote controlled weapons platform. Skills: Agility 2, Demolitions 1, Energy Weapons 1. Aspects: • “Attack Grouped Targets” • “Tag Team with Ally” Health: OO Stunts: • Poor Cybernetic Frame (grants +1 to armour defense and reduces health and composure tracks by 1)

• Integral Equipment: Energy Weapon (Rocket Launcher)

Weapon: Geth Rocket Launcher Armour: rating 1 Geth Hopper (3 cap) Role: Cyber-warfare and ambush platforms. Skills: Agility 3, Stealth 2 Tech Training 2, Alertness 1, Energy Weapon 1, Pro-fession (Cyberwarfare) 1. Aspects: • “Move to Flank Targets” • “Hidden Striker” Health: OOO Cpsure: OOO Stunts: • Standard Cybernetic Frame (grants +2 to armour defense)

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• Shields Stunt (may be compelled for a -2 to defense, FATE point to re-charge).

• Integral equipment: Omni-tool (Damping, Jamming)

Weapon: Geth Sniper Beam Armour: rating 2 Geth Juggernaught (3 cap) Role: Large bipedal walkers found lead-ing groups of lesser Geth troopers. Skills: Energy Weapons 3, Demolitions 2, Stamina 2, Alertness 1, Profession (Rocketeer) 1, Tactics 1. Aspects: • “Attack Grouped Targets” • “Defend Most Damaged Ally” Health: OOO O Cpsure: OOO Stunts: • Improved Cybernetic Frame (grants

+4 to armour defense; max rating of Agility skill equal to Cap level -3)

• Shields with Recharger (may be compelled for a -2 to defense; able to activate the associated aspect “Tak-ing Cover” to remove penalty; gains a +2 to defense if it doesn’t move)

Weapon: Geth Rocket Launcher, Geth Pulse Rifle

Armour: rating 4 Geth Prime (4 cap) Role: Elite large bipedal Geth leaders. Skills: Energy Weapon 4, Stamina 3, Tactics 3, Alertness 2, Profession (Geth Leader) 2, EVA 2, Micro G 1, Resolve 1, Agility 1, Intimidation 1, Tech Training 1. Aspects: • “Move to Frontline” • “Attack nearest Target” • “Direct the Battle” Health: OOO OO Cpsure: OOO O Stunts: • Strong Cybernetic Frame (grants +5 to armour defense; max rating of Agility skill equal to Cap level -3)

• Integral Equipment: Omni-tool (Improve Geth; +1 to all skill checks by allied Geth in same or adjacent zones; this ability is unique to Primes only).

• Shields with Recharger (may be compelled for a -2 to defense; able to

activate the associated aspect “Tak-ing Cover” to remove penalty; gains a +2 to defense if it doesn’t move)

Weapons: Geth Rocket Launcher, Geth Pulse Rifle

Armour: rating 5 Geth Rocket Trooper (2 cap) Role: Standard Geth troops. Skills: Energy Weapon 2, Agility 1, Stamina 1. Aspects: • “Tag Team with Ally” • “Attack Grouped Targets” Health: OOO Stunts: • Poor Cybernetic Frame (grants +1 to armour defense and reduces health and composure tracks by 1)

• Shields Stunt (may be compelled for a -2 to defense, FATE point to re-charge)

• Integral Equipment: Armour Plating (grants +2 to armour rating; confers the free taggable aspect “Cracked Plates” which may only tagged after the first turn of combat)

Weapon: Geth Rocket Launcher Armour: rating 3 Geth Shocktrooper (3 cap) Role: Advanced bipedal frontline Geth soldiers. Skills: Stamina 3, Agility 2, Energy Weapons 2, Alertness 1, Intimidation 1, Profession (Frontline Soldier) 1. Aspects: • “Move to Frontline” • “Attack Closest Target” Health: OOO OO Cpsure: OOO Stunts: • Standard Cybernetic Frame (grants +2 to armour defense)

• Military Grade Carnage (double Harm rating of next shot only, once per scene; Thermal Clip Aspect tagged next turn)

• Shields with Recharger (may be compelled for a -2 to defense; able to activate the associated aspect “Tak-ing Cover” to remove penalty; gains a +2 to defense if it doesn’t move)

Weapon: Geth Shotgun Armour: rating 2

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Geth Sniper (3 cap) Role: Bipedal Geth, specialised for long range combat. Skills: Stealth 3, Alertness 2, Energy Weapons 2, Tactics 1, Tech Training 1, Profession (Sniper) 1. Aspects: • “Hidden Striker” • “Attack Lowest Armour” Health: OOO Cpsure: OOO Stunts: • Cybernetic Frame (grants +2 to ar-mour defense)

• Military Grade Assassination (double Harm rating of next shot after one round of only focussing on the next shot; Thermal Clip Aspect tagged next turn)

• Integral equipment: Omni-tool (Jam-ming)

Weapon: Geth Sniper Beam Armour: rating 2 Geth Stormtrooper (3 cap) Role: Advanced ship-boarding bipedal frontline Geth soldiers. Skills: Stamina 3, Energy Weapons 2, Tech Training 2, Agility 1, MicroG 1, Profession (Ship-boarding) 1. Aspects: • “Breach the Ship” • “Priority Targets First” Health: OOO OO Cpsure: OOO Stunts: • Standard Cybernetic Frame (grants +2 to armour defense)

• Integral Equipment: Omni-Tool (Damping, Decryption)

• Shields with Recharger (may be compelled for a -2 to defense; able to activate the associated aspect “Tak-ing Cover” to remove penalty; gains a +2 to defense if it doesn’t move)

Weapon: Geth Pulse Rifle Armour: rating Geth Trooper 1 (2 cap) Role: Standard Geth troops. Skills: Energy Weapon 2, Agility 1, Alertness 1. Aspects: • “Move to Frontline” • “Attack Closest Target” Health: OO Stunts:

• Poor Cybernetic Frame (grants +1 to armour defense and reduces health and composure tracks by 1)

• Shields Stunt (may be compelled for a -2 to defense, FATE point to re-charge)

• Integral Equipment: Ablative Armour (grants +4 to armour rating; bonus reduced by -1 for every 2 shifts made against it)

Weapon: Geth Pulse Rifle Armour: rating 5 (base 1) Geth Trooper I1 (2 cap) Role: Standard Geth troops. Skills: Agility 2, Energy Weapon 1, Stamina 1. Aspects: • “Tag Team with Ally” • “Attack Grouped Targets” Health: OOO Stunts: • Poor Cybernetic Frame (grants +1 to armour defense and reduces health and composure tracks by 1)

• Shields Stunt (may be compelled for a -2 to defense, FATE point to re-charge)

• Integral Equipment: Armour Plating (grants +2 to armour rating; confers the free taggable aspect “Cracked Plates” which may only tagged after the first turn of combat)

Weapon: Geth Pulse Rifle Armour: rating 3 Geth Trooper I1I (2 cap) Role: Standard Geth troops. Skills: Alertness 2, Agility 1, Energy Weapon 1. Aspects: • “Move to Frontline” • “Attack Closest Target” Health: OO Stunts: • Poor Cybernetic Frame (grants +1 to armour defense and reduces health and composure tracks by 1)

• Shields Stunt (may be compelled for a -2 to defense, FATE point to re-charge)

• Military Grade Carnage (double Harm rating of next shot only, once per scene; Thermal Clip Aspect tagged next turn)

Weapon: Geth Shotgun Armour: rating 2

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Designing Geth There are a number of common features to all Geth forms which can be used to design other Geth opponents. Geth Skills All Geth are proficient at some level in the En-ergy Weapon skill, and have some designated purpose defined by an appropriate Profession if 3-cap or higher. Stamina is also vastly more common than Resolve, as appropriate for a race of cybernetic beings. Select the remain-der of their skills from the following list: Alertness, Agility, Aircraft, Close Combat, Demolitions, EVA, Intimidation, Micro G, Resolve, Repair, Space Skills (all), Stamina, Stealth, Tactics, Tech Training, Vehicle.

Geth Aspects Geth Aspects usually take the form of standing orders or priority tasks, and should reflect their mechanised outlook on the universe: Sample Geth Aspects • “Attack Biotics First” • “Attack Closest Target” • “Attack Furthest Target” • “Attack Grouped Targets” • “Attack Highest Armour Target” • “Attack Least Damaged Target” • “Attack Lone Targets” • “Attack Lowest Armour Target” • “Attack Most Damaged Target” • “Attack Priority Targets First” • “Attack Tech Targets First” • “Defend Highest Armoured Ally” • “Defend Most Damaged Ally” • “Hidden Striker” • “Move to Flank Targets” • “Move to Frontline” • “Priority Task: Breach the Ship” • “Priority Task: Defend Item” • “Slow Moving Powerhouse” • “Tag Team with Ally”

Geth Stunts Geth must take one of the six listed Cybernetic Frame stunts listed here. • Very Strong Cybernetic Frame (grants +6 to armour defense; max rating of Agility skill equal to Cap level -3)

• Strong Cybernetic Frame (grants +5 to armour defense; max rating of Agility skill equal to Cap level -3)

• Improved Cybernetic Frame (grants +4 to armour defense; max rating of Agility skill equal to Cap level -3)

• Good Cybernetic Frame (grants +3 to armour defense)

• Standard Cybernetic Frame (grants +2 to armour defense)

• Poor Cybernetic Frame (grants +1 to armour defense and reduces health and composure tracks by 1)

Geth with the Tech Training skill must take the Integral Equipment: Omni-Tool stunt and choose a number of Tech Talents equal to their rating in that skill. The remaining stunts can be chosen from the list below: Sample Geth Stunts • Shields Stunt (may be compelled for a -2 to defense, FATE point to re-charge)

• Shields with Recharger (may be compelled for a -2 to defense; able to activate the associated aspect “Tak-ing Cover” to remove penalty; gains a +2 to defense if it doesn’t move)

• Integral Equipment: Armour Plating (grants +4 to armour rating; confers the free taggable aspect “Cracked Plates” which may only tagged after the first turn of combat)

• Integral Equipment: Ablative Armour (grants +4 to armour rating; bonus reduced by -1 for every 2 shifts made against it)

• Integral Equipment: Energy Weapon (Siege Pulse Cannon - requires Strong or Very Strong Cybernetic Frame)

• Integral Equipment: Energy Weapon (Pulse Rifle)

• Integral Equipment: Energy Weapon (Sniper Rifle)

• Integral Equipment: Omni-Tool (with skill rating number of Talents)

• Military Grade Assassination (double Harm rating of next shot after one round of only focussing on the next shot; Thermal Clip Aspect tagged next turn)

• Military Grade Carnage (double Harm rating of next shot only, once per scene; Thermal Clip Aspect tagged next turn)

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Geth Weapons Their self-imposed isolation from galactic soci-ety has meant that Geth weapon designs have begun to drift away from current standards and ideas. Personal weapons are still separate from individual Geth, however there has been some progress towards integrating weapon systems into the frames of some specially de-signed Geth, such as the Geth Armatures, Geth Colossi and Geth Drones. Geth weapons are designed from the same T3 level build points as all other weapons, except-ing the Siege Pulse Cannon, which is at T4. Sample Geth Weapons

Geth Pulse Rifle Range 1/3, Harm 4, Penetration 2; Stunts: Low Recoil, Thermal Clip. Geth Rocket Launcher Range 2/4, Harm 5, Penetration 0; Stunts: Explosive, Improved Optics, High Recoil, Thermal Clip Geth Shotgun Range 0/2, Harm 4, Penetration 1; Stunts: Dispersed Fire, Limited Range, Low Recoil, Thermal Clip. Geth Sniper Beam Range 3/5, Harm 4, Penetration 4 Stunts: High Recoil, Thermal Clip. Geth Siege Pulse Cannon (T4) Range 3/5, Harm 5, Penetration 2 Stunts: Dispersed Fire, High Recoil, Improved Optics, Special Requirement. This weapon requires the Integral Equipment: Energy Weapon stunt to use.

HUSKS Husks are synthetic "zombies" created by the Geth. When a human is captured they are placed on impaling devices. When the spikes are approached – say, if marines try to recover their dead comrades – the Husks are released and attack. The Husks will charge at their enemies and, once close enough, give off a powerful electrical blast which disables shields and causes massive damage.

Husks (3 cap) Role: Partially cybernetic victims of Geth violation. Skills: Electrical Blast 3, Alertness 2, Brawling 2, Agility 1, MicroG 1, Tactics 1. Aspects: • “Attack Closest Target” • “Move to Frontline” Health: OO Cpsure: OO Stunts: • Poor Cybernetic Frame (grants +1 to armour defense and reduces health and composure tracks by 1)

• Integral Equipment: Electrical Blast • Military Grade Brawling (as per Diaspora page 46

Weapon: Husk Electrical Blast Armour: rating 1 Husk Electrical Blast Range 0/0, Harm 5, Penetration 0; Stunts: Undetectable, Dispersed Fire, Non-lethal, Single Use, Negates Shields.

Husks that reach the same zone as any char-acter attack first with their electrical blast, which immediately causes any effected char-acters 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. An individual husk can only generate one elec-trical blast, but unfortunately for those that en-counter them, there is never only one husk around. Thereafter, husks attack by using their enhanced brawling skill. Husks count as both biological and synthetic creatures for the purposes of Tech Talents, variant weapon ammunition, and so on.

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MERCENARIES 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. 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.

Mercenary Adept I (3 cap) Role: Human Biotic adept for hire. Skills: Resolve 3, Biotic Training 2, In-timidation 2, Culture/Tech (Systems Alli-ance, Mercenary Groups) 1, Energy Weapon 1, Profession (Mercenary) 1. Aspects: • “Implant Migraines” • “Allies Fear My Powers Too” Health: OOO Cpsure: OOO OO Wealth: OOO Stunts: • Unstable L2 Implant: Implant – rolls 3dF and adds to skill level before

combat to determine final effective skill level; if 0 or less, is unable to manifest any Biotic effects; uses a Gemini Amp and knows two of the following effects: Lift, Singularity, Throw, and Warp.

Weapon: Ariake Technologies Raikou class Pistol; Range 0/2, Harm 4, Penetration 1; Stunts: Low Recoil, Thermal Clip.

Armour: Ariake Technologies Merce-nary Armour (Human); Defense rat-ing 4, Stamina mod +2, Agility mod +2; Stunts: Powered Armour (servos, sensors (+2 to alertness), booster power pack (+2 to agility checks when “Out of Juice” not tagged), shields).

Mercenary Adept II (3 cap) Role: Krogan Battlemaster for hire. Skills: Stamina 3, Biotic Training 2, Intimidation 2, [Agility / Alertness] 1, [Brawling / Energy Weapon] 1, Profes-sion (Mercenary) 1. Aspects: • “Crush, Kill, Destroy” • “Loyal to the Highest Bidder” Health: OOO OO Cpsure: OOO Wealth: OOO Stunts: • Krogan Battlemaster; uses a Unity Amp and knows two of the following effects: Barrier, Lift, Stasis, and Throw.

• Krogan Redundancy: equivalent to Lucky stunt, as per Diaspora page 48.

Weapon: (if takes Energy Weapon skill); Armax Arsenal Avalanche Shotgun; Range 0/2, Harm 4, Penetration 1;Stunts: Dispersed Fire, Limited Range, Low Recoil, Thermal Clip

Armour: Ariake Technologies Merce-nary Armour (Krogan); Defense rat-ing 4, Stamina mod +2, Agility mod +2; Stunts: Powered Armour (servos, sensors (+2 to alertness), booster power pack (+2 to agility checks when “Out of Juice” not tagged), shields).

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Mercenary Anti-Tank Unit (3 cap) Role: Human anti-vehicular unit and base defender for hire. Skills: Demolitions 3, Energy Weapons 2, Profession (Mercenary) 2, [Agility / Alertness] 1, Brawling 1, Intimidation 1. Aspects: • “Raining Rockets” • “Trigger Happy” • “Not Too Careful With Placement” Health: OOO Cpsure: OOO Wealth: OOO Stunts: choose one of the following; • Military Grade Brawling (as per Diaspora page 46)

• Military Grade Immunity (as per HD2ME page 20)

Weapon: Jormangund Technology Rocket Launcher; Range 3/4, Harm 6, Penetration 0; Stunts: Explosive, High Recoil, Thermal Clip.

Armour: Ariake Technologies Merce-nary Armour (Human); Defense rat-ing 4, Stamina mod +2, Agility mod +2; Stunts: Powered Armour (servos, sensors (+2 to alertness), booster power pack (+2 to agility checks when “Out of Juice” not tagged), shields).

Mercenary Sniper (3 cap) Role: Turian long range sneak attacker. Skills: Energy Weapon 3, Alertness 2 (+2 from armour), Profession (Sniper) 2, Resolve 1, Stealth 1, Tactics 1. Aspects: • “Perfect Ambush” • “Mercenary Veteran” Health: OOO Cpsure: OOO O Wealth: OOO Stunts: • Military Grade Assassination (per HD2ME page 20)

Weapon: Jormangund Technology Helix Sniper Rifle; Range 3/5, Harm 4, Penetration 3; Stunts: High Recoil, Thermal Clip, Advanced Optics.

Armour: Ariake Technologies Merce-nary Armour (Turian); Defense rating 4, Stamina mod +2, Agility mod +2; Stunts: Powered Armour (servos, sensors (+2 to alertness), booster power pack (+2 to agility checks when “Out of Juice” not tagged), shields).

Mercenary Soldier I (2 cap) Role: Basic Batarian mercenary. Skills: Alertness 2, Energy Weapons 1, [Agility / Close Combat / Intimidation] 1. Aspects: • “Better Pay than Piracy” • “Superior Attitude” Health: OOO Cpsure: OOO Wealth: OOO Stunts: choose one of the following; • Take a Bonus – Cover me: use my Energy Weapon skill for a +1 bonus on Agility in combat (the Agility roll may be used for defense or for movement).

• Military Grade Immunity (as per HD2ME page 20)

Weapon: Jormangund Technology Torrent assault rifle; Range 1/3, Harm 4, Penetration 2; Stunts: Low Recoil, Thermal Clip.

Armour: Batarian State Arms Light Skirmish Armour; Defense rating 5, Stamina mod +2, Agility mod 0; Stunts: Powered Armour (servos, sensors (+1 to alertness), shields, recharge booster).

Mercenary Soldier II (2 cap) Role: Basic Human mercenary. Skills: Agility 2 (+2 from armour), En-ergy Weapons 1, [Alertness / Charm / Tactics] 1. Aspects: • “Alliance Military Wouldn’t Take Me” • “Paranoia Issues” Health: OOO Cpsure: OOO Wealth: OOO Stunts: choose one of the following; • Military Grade Carnage (as per HD2ME page 20)

• Swap a Skill – Submission Holds: use Agility for Brawling.

Weapon: Ariake Technologies Raikou class Pistol; Range 0/2, Harm 4, Penetration 1; Stunts: Low Recoil, Thermal Clip.

Armour: Ariake Technologies Merce-nary Armour (Human); Defense rat-ing 4, Stamina mod +2, Agility mod +2; Stunts: Powered Armour (servos, sensors (+2 to alertness), booster power pack (+2 to agility checks when “Out of Juice” not tagged), shields).

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Mercenary Soldier III (2 cap) Role: Basic Krogan mercenary. Skills: Stamina 2, Energy Weapons 1, [Animal Handler / Demolitions / Intimidation] 1. Aspects: • “For Glory!” • “Charge!” Health: OOO O Cpsure: OOO Wealth: OOO Stunts: • Military Grade Carnage (as per HD2ME page 20)

• Krogan Redundancy: equivalent to Lucky stunt, as per Diaspora page 48.

Weapon: Armax Arsenal Avalanche Shotgun; Range 0/2, Harm 4, Pene-tration 1;Stunts: Dispersed Fire, Lim-ited Range, Low Recoil, Thermal Clip.

Armour: Ariake Technologies Merce-nary Armour (Krogan); Defense rat-ing 4, Stamina mod +2, Agility mod +2; Stunts: Powered Armour (servos, sensors (+2 to alertness), booster power pack (+2 to agility checks when “Out of Juice” not tagged), shields).

Mercenary Soldier IV (2 cap) Role: Basic Turian mercenary. Skills: Tactics 2, Energy Weapon 1, [Agility / Alertness / Oratory] 1. Aspects: • “Leadership Potential” • “Smart Choices Equals More Money” Health: OOO Cpsure: OOO Wealth: OOO Stunts: • Military Grade Carnage (as per HD2ME page 20)

• Military Grade Immunity (as per HD2ME page 20)

Weapon: Jormangund Technology Torrent assault rifle; Range 1/3, Harm 4, Penetration 2; Stunts: Low Recoil, Thermal Clip.

Armour: Ariake Technologies Merce-nary Armour (Turian); Defense rating 4, Stamina mod +2, Agility mod +2; Stunts: Powered Armour (servos, sensors (+2 to alertness), booster power pack (+2 to agility checks when “Out of Juice” not tagged), shields).

Mercenary Turret (2 cap) Role: Immobile base defense rocket emplacement. Skills: Energy Weapon 2, Alertness 1, Stamina 1. Aspects: • “VI Controlled” • “Target Acquisition in Progress” • “Target Locked” Health: OOO O Stunts: • Dual Weilding: able to use two weapons without penalty.

Weapon: 2 x Jormangund Technology Rocket Launcher; Range 3/4, Harm 5, Penetration 0; Stunts: Dispersed Fire, High Recoil, Transfer Aspect (“Im-moble”). Kinetic Stabiliser (reduced penalty for firing outside min/max range; -1 Harm)

Armour: rating 3.

EAE KRAFLA STATION Environment -2: Hostile environment (gravity

but dangerous atmosphere) Resources +1: Rich Order -4: Virtual Chaos Naxell is an ammonia-methane ice giant with Krafla Station, an HE3 intermediary cargo and transportation depot, stationed above the at-mosphere. Seeing as Naxell is orbiting at 9.37 AU, the 6,700 inhabitants never get to see much of the Tasale system’s pale yellow sun. Home to several smaller energy corporations shut out of the big market in the Faia gateway system, they are attempting to develop a local Helium-3 fuel mining infrastructure to service Illium, the second plant of the Tasale system and only 8 AU away. The leading investor is the human corporation Eldfell-Ashland Energy. Their efforts have been hampered by the extralegal presence the "H-3 Cartels" in the Faia system can bring to bear, from simple price undercuts to bureau-cratic obstructions (denied permits and con-stant "health and safety" inspections). As such, they have decided to employ a Mer-cenary group, the Twin Rings Security Group, to provide protection at the main transfer points to prevent any escalation by the Faia cartels to outright sabotage.

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MERCHANTS, TRADERS AND PROFESSIONALS There are many more people in the universe than pirates, criminals and secret organisa-tions bent on racial supremacy. If your players are un/lucky, they might even happen to meet them and hear their stories.

Asari Dancer (2 cap) Role: A young maiden out exploring the universe beyond the Hegemony worlds for the first time, paying her way with her natural talents. Skills: Agility 2, Charm 1, Culture/ Tech (Asari Hegemony, Criminal Underworld) 1. Aspects: • “Care for my Customers” • “Police Informer” Health: OOO Cpsure: OOO Wealth: OOO Stunts: • Military Grade Agility: reduce barrier pass ratings by an additional 1 shift on a successful move check.

Weapon: none. Armour: none. Asari Doctor (3 cap) Role: Continuing her medical career away from the stress of being a combat ERT medic, this matron is enjoying the transition to general practitioner. Skills: Medicine 3, Science 2, Tech Training 2, Agility 1, Close Combat 1, Computer 1. Aspects: • “Focus on my smile as I patch you up” • “Former Combat Medic” • “Sick of seeing bullet wounds” Health: OOO Cpsure: OOO Wealth: OOO Stunts: • MG Omni-tool: The doctor is profi-cient with the First Aid talent.

• Omni-tool Combat Training: The doc-tor also knows the techniques of the Neural Shock talent.

Weapon: Krogan scalpel (treat as a large knife; Range 0/1, Harm 1, Penetration 1; “Now that’s a Knife!”)

Armour: Stab-proof, armour lined, medical lab coat; Defense rating 1.

Asari Trader (2 cap) Role: One of thousands of investors in the commodities exchange markets, this Asari trader specialises in two key trade fields, and knows other brokers who will send a kickback her way if she can’t help you directly. For a price, maybe she’ll introduce you? Skills: Culture/Tech (Asari Hegemony, Speculative Investments, Minerals Markets) 2, Assets 1, Brokerage 1. Aspects: • “Quick to follow trends” • “I’ll make you a deal…” Health: OOO Cpsure: OOO Wealth: OOO O Stunts: • Researcher: once per scene, the trader is able to re-roll a failed Bro-kerage check.

Weapon: none. Armour: none. Elcor Bouncer (2 cap) Role: Favoured due to their careful enunciation and deliberate choice of words, Elcor bouncers are no-nonsense guards who, whilst not quick to react to sudden events, are never-the-less thor-ough and exact with potential customers. If you ever manage to upset one, be aware that their armed backup is not that far away, and rest assured, they will remember you for a long time. Skills: Stamina 2, Bureaucracy 1, Oratory 1. Aspects: • “Insincere regret; you are not on the list”

• “With relief; security has been dispatched to eject you from the premises”

Health: OOO OO Cpsure: OOO Wealth: OOO Stunts: • Toughened Hide: (Integral equipment: Bulletproof vest) this character an ex-tremely tough skin, equivalent to a bulletproof vest.

Weapon: none. Armour: equivalent Defense rating 2.

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Elcor Programmer (3 cap) Role: This skilled professional is well known for his abilities to restore the functionality of computer systems and data bases after virus intrusion or hack-ing by callous criminals. Skills: Stamina 3, Computer 2, Tech Training 2, Communication 1, Profes-sion (Data Recovery) 1, Repair 1. Aspects: • “With self-importance; I am a thor-ough and precise coder whose work is very reliable”

• “Advanced VI diagnostics and recovery suite”

Health: OOO OO Cpsure: OOO Wealth: OOO Stunts: • MG Omni-tool: giving him an edge over his competitors, this program-mer knows the Electronics and Re-pair talents.

• Advanced VI Suite: once per scene, this stunt allows the programmer to re-roll a failed Tech Training check.

Weapon: none. Armour: Naturally tough skin gives an Elcor an equivalent Defense rating of 1.

Hanar Artist (3 cap) Role: One of the few Hanar to have left their home systems, this one has de-cided to explore the art forms of the other races of the galaxy, and is cur-rently employed as an action movie star. Skills: [Art / Oratory] [3/2], Assets 2, Charm 1, Culture / Tech (Entertainment Industry, Hanar Illuminated Primacy) 1, Profession (Actor). Aspects: • “This one wonders if the criminal scum considers itself fortunate”

• “Breakout Celebrity” Health: OOO Cpsure: OOO Wealth: OOO O Stunts: • Drell Bodyguard: aware that its status as a celebrity is an unusual thing, this Hanar is at all times pro-tected by one of its family’s Drell servants (use the Drell Assassin on page 21).

Weapon: none. Armour: none.

Hanar Merchant (2 cap) Role: Renowned across the citadel as one of the finer haberdasheries, the Hanar that runs Presidium Adornments is also known by the various armed forces for having access to prototype armours and armour mods. Skills: Culture / Tech (Hanar Illuminated Primacy, Citadel Fashions, Armour Manufacturers) 2, Assets 1, Brokerage 1. Aspects: • “This one humbly believes that the mustard colour of the under-tunic diverts attention away from the em-bedded energised weave throughout this armour. If this one may, it also accents the natural colour of your… this one believes it is called, hair?”

• “Connections in the armour industry” • “This one wonders if the customer would be able to assist it with a small matter of field testing some equip-ment

Health: OOO Cpsure: OOO Wealth: OOO Stunts: • Have-a-thing – Exclusive Emporium: due to the high class nature of this Hanar’s store, with its well connected clients and impeccable reputation, it grants the Hanar a +2 to Asset skill checks when relating to purchasing armour or armour mods.

Weapon: none. Armour: none. Human Dancer (2 cap) Role: Unable to afford a ticket home, this young Human has taken to waiting ta-bles and entertaining customers to make ends meet. Skills: Resolve 2, Charm 1, Stealth 1. Aspects: • “Drunk customers won’t miss a few extra credits”

• “Wish I was good enough to be an acolyte for the Consort”

Health: OOO Cpsure: OOO O Wealth: OOO Stunts: • Nimble Fingers: once per scene, the Dancer is able to re-roll a failed stealth check used for pickpocketing.

Weapon: none. Armour: none.

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Human Nurse (2 cap) Role: An essential member of the medi-cal team, the nurse is the one that per-forms initial triage, and then deals with the patients and families, allowing the doctor to concentrate on diagnosis, treatment, and assessment of progress. Skills: Medicine 2, Charm 1, Profession (Nurse) 1. Aspects: • “Let me take a look at that” • “Emergency Room Veteran” • “Now that we’ve patched you up, I don’t want to see you back here, okay?”

Health: OOO Cpsure: OOO O Wealth: OOO Stunts: • Skill Replacement – Emergency Room Veteran: use Profession (nurse) instead of Resolve to modify the Composure track.

Weapon: none. Armour: none. Human Reporter (2 cap) Role: With as many worlds, cultures, and beings that Humanity has encoun-tered, someone needs to make sure that important, relevant information is making its way back to the “Folks Back Home”TM. Skills: Oratory 2, [Alertness / Bureauc-racy / Brokerage / Culture/Tech] 1, [Charm / Intimidation] 1. Aspects: • “Nose for a Story” • “Look, here’s your opportunity to set the record straight and tell your side of the story…”

Health: OOO Cpsure: OOO Wealth: OOO Stunts: • Change of Tact: once per scene, the reporter may swap out their current social skill (Charm or Intimidate) for the one they do not currently have in their skill pyramid.

Weapon: none. Armour: none.

Human Trader (2 cap) Role: Where there are Humans, there are people who are willing to pay for luxuries, be they food, military grade weaponry, or even atmospheric proc-essing equipment. So too, there are those willing to deliver it. For a price. Skills: Pilot 2, Brokerage 1, Profession (Merchant Trader) 1. Aspects: • “Aspect one” • “Aspect two” Health: OOO Cpsure: OOO Wealth: OOO Stunts: • Have-a-thing – Spacecraft “Drops of Jupiter” (see below)

Weapon: none. Armour: none. T3 Trade Ship “Drops of Jupiter” Manufacturer: Systems Alliance Ship Class: Registered Armed Trader Ship Stats: • V-Shift: 3 • Beam: 3 • Torpedo: 2 • EW: 3 • Trade: 4 • Frame Track: OOO O • Data Track: OOO • Heat Track: OOO Stunts: • Mass Effect Drive (All travel times reduced by factor of 10)

• Civilian • Interface Vehicle Aspects • Cargo Hauler • Expecting Pirates • Defender Party • Well Established and Reliable Design • Top Notch Crew Cost: 6 A fast vessel designed to trade along more dangerous space routes, such as deep in the Skyllian Verge, or the less lawful regions of the Terminous Sys-tems. An experienced crew of sailors, weaponry to make potential pirates think twice, and a dedicated counter-boarding team on standby just in case, make this ship a tough little vessel with the teeth to match it with almost anything in a fight.

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Krogan Game Hunter (4 cap) Role: Veteran of the Krogan Rebellions, content with being reduced to big game tour guide operator for Rodam Expedi-tions. Skills: Energy Weapons 4, Alertness 3 (+2 from armour), Animal Handler 3, Charm 2, Oratory 2, Survival 2, Close Combat 1, Culture / Tech (Citadel, Wealthy Clients) 1, Medical 1, Stamina 1. Aspects: • “Tourists Love the War Stories” • “Knows where to shoot it to kill it” • “Hobnobbing with the Rich Tourists” • “At Least I Get Paid to Kill Things” Health: OOO O Cpsure: OOO Wealth: OOO Stunts: • Krogan Redundancy: equivalent to Lucky stunt, as per Diaspora page 48.

• Resiliant: as per Diaspora page 48 Weapon: Armax Arsenal Crossfire Assault Rifle; Range 1/3, Harm 4, Penetration 2; Stunts: Low Recoil, Thermal Clip.

Armour: Armax Arsenal Predator X Armour (Krogan); Defense rating 4, Stamina mod +2, Agility mod +2; Stunts: Powered Armour (servos, sensors (+2 to alertness), booster power pack (+2 to agility checks when “Out of Juice” not tagged), shields).

Maintenance Specialist (3 cap) Role: Able to pull ingenious repairs off with nothing more than welding rods, duct tape and prayer, the true specialist is also able to make lasting repairs that improve upon the original. Skills: Repair 3, [Communications / Computer / Engineering] 2, Tech Train-ing 2, Bureaucracy 1, EVA 1, Profession (Maintenance). Aspects: • “Skilled Diagnostician” • “I can fix it quick and cheap, but it’ll fall apart again worse later, or…”

• “I can fix it permanently, but it’ll cost you, and won’t be quick”

Health: OOO Cpsure: OOO Wealth: OOO Stunts: • MG Omni-tool: the specialist knows the Electronics talent, and one other.

Weapon: none. Armour: Hahne-Kedar Scorpion Armour; Defense rating 5, Stamina mod +2, Agility mod 0; Stunts: Powered Ar-mour (servos, sensors (+1 to alert-ness), shields, recharge booster).

Quarian Broker (3 cap) Role: A lucky young Quarian on their pilgrimage, dabbling in computerised trading, and trying to earn enough to buy a ship to take back to the Migrant Fleet and prove their worth. Skills: Computer 3, Communication 2, Tech Training 2, Assets 1, Brokerage 1, Charm 1. Aspects: • “Programming Genius” • “Purpose Written Stockmarket VI” Health: OOO Cpsure: OOO Wealth: OOO O Stunts: • MG Omni-tool: with several success-ful trades under the belt, this young Quarian has been able to purchase a superior Omni-tool and has learnt the Damping and Hacking talents.

Weapon: none. Armour: Aldrin Labs Onyx Pressure suit (Quarian); Defense rating 1; Stunts: pressurised, flexible, lightweight, civilian.

Quarian Machinist (3 cap) Role: Stranded a long way from the Flo-tilla, this young Quarian is looking for a way to redeem their pilgrimage. Skills: [Communications / Engineer- ing] 3, Computer 2, Tech Training 2, Demolitions 1, EVA 1, Repair 1. Aspects: • “Speaks only when spoke to” • “Sells repaired junk tech to get by” Health: OOO Cpsure: OOO Wealth: OOO Stunts: • MG Omni-tool: the Machinist knows the Repair talent, and one other.

Weapon: none. Armour: Aldrin Labs Onyx Pressure suit (Quarian); Defense rating 1; Stunts: pressurised, flexible, lightweight, civilian.

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Salarian Doctor (4 cap) Role: Not many patients realise the dark history their surgeon has had, and would probably wish they didn’t if they did know. Whilst he is not proud of the pain and mutilations he performed in service to his government, he believes he wouldn’t be as good a surgeon now without such atrocious experiences. Skills: Medicine 4, Arts 3, Science 3, Agility 2, Close Combat 2, Energy Weapons 2, Computer 1, Profession (Surgeon) 1, Resolve 1, Tech Training 1. Aspects: • “Redeeming my past” • “A little pain is good nourishment for the soul”

• “Will kill to keep my past in the past” • “Curious when in control” • “Borderline Sadist” Health: OOO Cpsure: OOO O Wealth: OOO Stunts: • MG Omni-tool: The doctor is profi-cient with the First Aid talent.

• Omni-tool Combat Training: The doc-tor also knows the techniques of the Neural Shock talent.

• Swap a Skill – Terrifying Knowledge: use Medicine for Intimidation.

Weapon: Krogan scalpel (treat as a large knife; Range 0/1, Harm 1, Penetration 1; “Now that’s a Knife!”)

Armour: Stab-proof, armour lined, medical lab coat; Defense rating 1.

Salarian Spacer (3 cap) Role: An experienced spacer, down on his luck and looking for his next job to take him away from the local heat that is-totally-not-his-fault-and-would-have-happened-anyway-but-he: was-just-in-the-vicinity / was-minding-his-business-on-the-periphery / was-an-innocent-bystander / was-just-trying-to-help / didn’t-know-that-was-going-to-happen. Skills: [Non-Pilot Space Skill] 3, Alertness 2 (+1 from armour), Profes-sion (Spacer) 2, [any Track skill] 1, [any Combat skill] 1, Pilot 1. Aspects: • “Fast Talking Risk Taker” • “One Step Ahead of Gambling Debts / Girlfriend’s Father / Jilted Bride / Previous Crew / etc”

Health: OOO Cpsure: OOO Wealth: OOO Stunts: • MG Space Stunt that the character has 3 ranks in (as per Diaspora pages 45 and 46).

Weapon: if Energy Weapons skill is taken: Armax Arsenal Brawler pistol; Range 0/2, Harm 4, Penetration 1; Stunts: Low Recoil, Thermal Clip, Civilian, Non-Lethal, Limited Range.

Armour: Aldrin Labs Onyx Armour (Salarian); Defense rating 5, Stamina mod +2, Agility mod 0; Stunts: Pow-ered Armour (servos, sensors (+1 to alertness), shields, recharge booster).

Sales Clerk (2 cap) Role: From the Turian shopkeeper sell-ing tickets to the Merchant Marine ball, to the Asari retailer working the Sirta Foundation booth; from the Salarian gamer hocking his wares and his tips, to the Krogan mercenary rep advertising his franchise; from the Turian barman who looks at you strangely when you ask him if he's heard any news, to the Hanar tailor who can never wear the clothes he designs; everyone wants something, and these people are more than willing to sell it to you, and you never know what they might have avail-able to select customers behind their counter. Skills: [Charm / Oratory] [2/1], Culture / Tech (Home Race, Relevant Industry) 1. Aspects: • “I really shouldn’t give you the staff discount, but seeing as you’re spend-ing so much with us…”

• “If you buy now, I’ll throw in space cow insurance as a bonus”

Health: OOO Cpsure: OOO Wealth: OOO Stunts: • Swap-a-Skill – Insider Trading: use Culture/Tech for Brokerage.

Weapon: none. Armour: none / as appropriate.

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Volus Broker (3 cap) Role: This Volus was one of the quicker ones who realised that the Citadel Council’s decision to force the Turian government to pay reparations to the newly encountered Earth-clan Humans would immediately have wide reaching market ramifications as that much capi-tal was move to a new bloc. Literally overnight there were suddenly hundreds, if not thousands, of advantageous trades that could be made, and soon, the Earth-clan themselves would be en-tering the markets proper. Someone would need to teach them the ropes. Someone who could return them, and himself, a lot of credits on their invest-ments. Skills: Brokerage 3, Assets 2, Culture / Tech (Volus Protectorate, Turian He-gemony, Human Systems Alliance) 2, Oratory 1, Science 1, Tactics 1. Aspects: • “Trend Setter, not Trend Follower” • “Earth-clan corporations are more volatile, but often pay greater divi-dends”

• “Investments always pay off in the long run”

Health: OOO Cpsure: OOO Wealth: OOO O Stunts: • Swap-a-skill – Satisfied Customers: use Brokerage for Charm

• Military Grade Assets: allows the broker to invest in restricted military industries, gaining access to their products in the process.

Weapon: none. Armour: Volus pressure suit; Defense rating 1; Stunts: pressurised, flexible, lightweight, civilian.

Volus Merchant (2 cap) Role: More than just a banker, this Volus Merchant will help you invest your hard earned credits, growing your nest egg in wonderful ventures such as restaurants specialising in Roast Klixen, financing blockbuster movies starring an emotive cast of Elcor Mimes, and providing back-ing for worthwhile social causes such as “Varren for the Blind”, and “The Blue Suns Retirement Home for Elderly Guardians”. Skills: Profession (Merchant Banker) 2, Brokerage 1, Culture / Tech (Volus Protectorate, Fantastic Investment Op-portunities) 1. Aspects: • “I have an opportunity for you that you won’t want to miss, Earth-clan”

• “After my fees… well, you haven’t made as much as I thought you would. In fact your balance is still in arrears, even after taking into ac-count with windfall you had investing in the Elcor Hamlet production. Would you like to settle up now, be-cause I’ve just gotten wind of this in-teresting proposal…”

Health: OOO Cpsure: OOO Wealth: OOO Stunts: • Swap-a-skill – Knows a clanmate who knows a clanmate who owes him a favour: use Brokerage for Bu-reaucracy.

Weapon: none. Armour: Volus pressure suit; Defense rating 1; Stunts: pressurised, flexible, lightweight, civilian.

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PIRATES Pirates operate on many worlds in the lawless Terminus Systems. Some make their living by scavenging from shipping lanes, or running lightning raids on lightly-defended outposts. Often pirates will also be involved in slaving, gun running and many other types of criminal endeavours. They usually hide out on un-charted worlds, often in abandoned bases or deep underground. Though pirates are by their nature independent bands looking out for number one, they do acknowledge leaders who prove their ruthlessness or prowess in battle. Their ships are no match for a real warship, but pose a genuine danger to un-armed merchant vessels. Bands consist of a mix of races, including hu-mans, Turians, and Krogan. What they usually lack in Biotics or more sophisticated combat-ants like Krogan Battlemasters, they make up in numbers.

Pirate Boss (3 cap) Role: Ruthless leader of a band of rough and ready pirates. Skills: Intimidation 3, [Gunnery / Naviga-tion / Pilot] 2, Energy Weapons 2, [Agility / Alertness] 1, [Brawling / Close Combat] 1, Brokerage 1. Aspects: • “Mean Sumabich” • “Fearless Coward” Health: OOO Cpsure: OOO Wealth: OOO Stunts: • Have a Thing: Spacecraft “Farnellian Snare” (see page 37)

• MG Carnage (per HD2ME page 20) Weapon: Devlon Industries Stinger class Pistol; Range 0/2, Harm 4, Penetration 1; Stunts: Low Recoil, Thermal Clip.

Armour: Hahne-Kedar Predator Armour; Defense rating 4, Stamina mod +2, Agility mod 0; Stunts: Powered Ar-mour (servos, sensors (+2 to alert-ness), shields, recharge booster).

Pirate Foot Soldier I (2 cap) Role: Front line lightly armed pirate. Skills: Brawling 2, Alertness 1 (+2 from armour), Energy Weapon 1. Aspects: • “Adrenaline Driven Thug” • “Lets his Fists do the Talking” Health: OOO Cpsure: OOO Wealth: OOO Stunts: choose one of the following • Military Grade Brawling (as per Diaspora page 46)

• Military Grade Immunity (as per HD2ME page 20)

Weapon: Ariake Technologies Raikou class Pistol; Range 0/2, Harm 4, Penetration 1; Stunts: Low Recoil, Thermal Clip.

Armour: Devlon Industries Liberator Armour; Defense rating 4, Stamina mod +2, Agility mod 0; Stunts: Pow-ered Armour (servos, sensors (+2 to alertness), shields, recharge booster).

T2 Pirate Ship “Farnellian Snare” Manufacturer: Systems Alliance Ship Class: Stolen cargoliner retrofitted for piracy

Ship Stats: • V-Shift: 3 • Beam: 4 • Torpedo: 0 • EW: 0 • Trade: 2 • Frame Track: OOO • Data Track: OOO • Heat Track: OOO Stunts: • Mass Effect Drive (All travel times reduced by factor of 10)

• Civilian • Automated Defense – Vector Ran-domiser: base defense 2 against beams.

Aspects • Looks like, acts like and is a cargo ship, until it’s too late

• Infamous Captain • Boarding Party • Civilian Retrofit • Glory Hungry Pirates Cost: 6

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Pirate Foot Soldier II (2 cap) Role: Krogan or Turian pirate. Skills: [Resolve / Stamina] 2, Agility 1, Energy Weapon 1. Aspects: • “Anti-Social Muscle Head” • “Not smart enough to be a soldier” Health: OOO Cpsure: OOO Wealth: OOO Stunts: choose one of the following • Military Grade Carnage (as per Diaspora page 46)

• Military Grade Immunity (as per HD2ME page 20)

Weapon: ERCS Banshee Assault Rifle; Range 1/3, Harm 4, Penetration 1; Stunts: Low Recoil, Thermal Clip, Advanced Optics.

Armour: Elkoss Combine Assassin Armour; Defense rating 4, Stamina mod +2, Agility mod 0; Stunts: Pow-ered Armour (servos, sensors (+2 to alertness), shields, recharge booster).

Pirate Foot Soldier III (2 cap) Role: Human, Asari or Salarian brigand. Skills: Agility 2, Energy Weapon 1, [Demolitions / Intimidation] 1. Aspects: • “Pack Hunter, Solo Coward” • “Smart Mouth, Dumb Choices” Health: OOO Cpsure: OOO Wealth: OOO Stunts: choose one of the following • Military Grade Agility: reduce barrier pass ratings by an additional 1 shift on a successful move check.

• Military Grade Carnage (as per HD2ME page 20)

Weapon: Armax Arsenal Avalanche Shotgun; Range 0/2, Harm 4, Pene-tration 1;Stunts: Dispersed Fire, Lim-ited Range, Low Recoil, Thermal Clip.

Armour: Aldrin Labs Hydra Armour; Defense rating 4, Stamina mod +2, Agility mod 0; Stunts: Powered Ar-mour (servos, sensors (+2 to alert-ness), shields, recharge booster).

Pirate Sniper (2 cap) Role: The only one who can shoot well with a plundered long rifle. Skills: Energy Weapons 2, Stealth 1, [Alertness / Tactics] 1. Aspects: • “Takes the time to line up the shot” • “Nervous Disposition” Health: OOO Cpsure: OOO Wealth: OOO Stunts: • Military Grade Assassination (as per HD2ME page 20)

Weapon: Rosenkov Materials Sokolov Sniper Rifle; Range 3/5, Harm 4, Penetration 3; Stunts: High Recoil, Thermal Clip, Improved Optics.

Armour: Hahne-Kedar Predator Armour; Defense rating 4, Stamina mod +2, Agility mod 0; Stunts: Powered Ar-mour (servos, sensors (+2 to alert-ness), shields, recharge booster).

GAGARIN SYSTEM: ANTIRUMGON Environment -2: Hostile environment (gravity

but dangerous atmosphere) Resources -3: Multiple Dependencies Order -4: Virtual Chaos The fifth and outermost of the Gagarin system, Antirumgon is a small rock and ice planet, with a trace atmosphere of methane and ethane. The frozen surface is mainly composed of carbon with deposits of calcium. Antirumgon has been used as a crude an-chorage for Terminus pirates for many years. The shells of temporary dwellings blasted by Alliance frigate patrols dot the surface. But always, the pirates return to ground their ships' drive charges, chip out some water ice, and trade slaves and stories. The deeper layers of Antirumgon's interior are semi-liquid slush, due to the presence of methanol. It is thought that bacterium in the deep core create this natural anti-freeze. Some species of Terminus pirate drill through the ice crust to recover this natural alcohol.

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RACHNI The Rachni are an extinct insect-like species that threatened to defeat and overthrow the Citadel Council roughly two thousand years ago. They are the only sapient arthropods known to exist in the galaxy. Intelligent but highly aggressive, the spacefaring Rachni were driven to expand and defend their terri-tory. They were eventually defeated and completely eradicated by the Krogan, who had been groomed by the Salarians to effectively 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. However, the Rachni aren't as extinct as the galaxy had been led to believe. Several hu-man organisations discovered dormant Rachni eggs on ancient derelict space hulks, on diffi-cult to terraform worlds, and other hidden loca-tions. 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. There are several Rachni subtypes:

Rachni Workers: they fill the niche oc-cupied by drones in other hive spe-cies, tending to the needs of the queen.

Rachni Soldiers: Rachni soldiers are cunning and like to ambush their enemies.

Rachni Brood Warriors: They are the 'elder males' of the hive that usually mate with the queen.

Rachni Queens: the largest and most intelligent of the species, and rarely, if ever, seen.

Rachni Workers (animal) (2 cap) Role: tiny green Rachni, they are similar to aphids, and usually swarm forwards, acting as a first wave for the following Rachni Soldiers. Skills: Agility 2, Natural Weapons 1. Aspects: • “Fast Little Blighters” • “Swarm Tactics” Health: OO Cpsure: OO Stunts: • Natural Weapon (Toxic Blast); work-ers that reach the same zone as a PC detonate in a devastating blast.

Weapon: Natural Weapon (Toxic Blast); Range 0/0, Harm 3, Penetration 0; Stunts: Undetectable, Dispersed Fire, Single Use, Negates Shields.

Armour: none. Rachni Soldiers (animal) (3 cap) Role: slower, but much larger creatures than Rachni Workers, with thin tentacles ending in little pods which they use to impale. They are most at home in vents and tunnels, and love to ambush prey from such places. Skills: Tactics 3, Natural Weapons 2, Agility 1. Aspects: • “Ambush Lurker” • “Isolates Weak Victims” Health: OOO O Cpsure: OOO O Stunts: • Natural Weapon (Tentacles) • Natural Weapon (Acid Spit) Weapons: Natural Weapons (Tentacles); Range 0/1, Harm 3, Penetration 1.

Acid Spit; Range 2/3, Harm 4, Penetra-tion 1; unable to attack in consecu-tive turns with this weapon.

Armour: Defense rating 6 (Natural Armour).

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Rachni Brood Warrior (animal) (4 cap)

Role: much larger and stronger than normal Rachni Soldiers. It is said that they only attack when the hive is particu-larly strained for warriors. They are usually found in the direct vicinity of the Rachni Queen. Skills: Natural Weapons 4, Stamina 3, Tactics 2, Biotic Training 1. Aspects: • “Huge, Aggressive Arthropod” • “Hidden Intellect” • “Many Stabbing Legs” Health: OOO OOO Cpsure: OOO OOO Stunts: • Natural Weapon (Sword-shaped Legs)

• Biotic Capacity: Brood Warriors know one Talent, either Barrier or Stasis, and are able to use it twice per scene.

Weapon: Natural Weapons (Sword-shaped Legs); Range 0/1, Harm 3, Penetration 1.

Armour: Defense rating 4 (Natural Armour).

Rachni Queen (animal) (5 cap) Role: the matriarchs of the hive-minded, insectoid Rachni species, they are the largest of their species at about twenty feet long. Queens are powerful and in-telligent creatures who guide the sol-diers and workers of their broods with a form of telepathic song, hinting that they also have biotic talent. This allows them to speak through 'receptive' beings, like Asari commandos. Queens also carry the genetic memory of their mothers, ef-fectively born with all the knowledge of the previous hive. Skills: Biotic Training 5, Resolve 4, Stamina 3, Alertness 2, Tactics 1. Aspects: • “Rule the Hive with total Control” • “Gigantic, Territorial Arthropod” • “Observe and Take Control Through My Children’s Senses”

• “The Hive Must be Protected” • “Must Avoid Extinction by Any Means Necessary”

Health: OOO OOO OO Cpsure: OOO OOO OO Stunts: • Biotic Channelling: the Queen may attempt to mentally possess and con-

trol one character reduced to zero composure; the targeted character must also have a Biotic Talent stunt for this ability to function.

• Rachni Hivemind: the control the Queen has over the members of the hive is total, such that all Rachni re-ceive a +4 bonus on all skill checks whilst within direct line of sight of their Queen as they carry out her orders.

• Biotic Psionicist: some innate ability allows the Rachni Queen to manipu-late the minds of those around her; she possesses the ability to use one psychic ability every four turns, se-lected from the following: Awareness, Mass Suggestion, Psychic Assault, and Telepathic Sugestion (see page Diaspora page 223); the linked skill for these abilities is the Queen’s Biotic Training skill.

Weapon: Natural Weapon (Sword-shaped Legs); Range 0/1, Harm 3, Penetration 1

Armour: Defense rating 6 (Natural Armour).

CODENAME: SNOWMERE Environment +2: One garden and several

survivable worlds Resources +0: Sustainable Order -2: Establishment Located in an unknown system, “Snowmere” is the codename for a world where Cerberus has been experimenting with Rachni DNA. Re-moved from the Systems Alliance planetary databases, it is effectively hidden from the gal-axy’s prying eyes. Containing a wide variety of terrain types, it is quite a pleasant world to live on, with few dan-gerous biologicals and a fairly stable climate year round. The Cerberus base is a mobile affair, able to be relocated wherever the scien-tists need to test their experiments. The current line of enquiry is the investigation of a sample of ancient insectoid DNA. They are attempting to reverse engineer the lifeform from Rachni stock. It bears some similarity with currently known Rachni forms, but seems to diverge markedly, hinting at a two stage metamorhing process, seeming with an final-stage bipedal exoskeletal structure.

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ROGUE SPECTRE AGENTS Spectres are agents under the Special Tactics and Reconnaissance branch of the Citadel, an elite group selected from different species that work for the Citadel Council. They have one primary goal: preserve galactic stability by any means necessary. They are above the law and will do whatever it takes to complete their mission. Spectres either work alone or in small groups depending on what style they prefer. Spectres are not trained, but instead, chosen. Individuals forged in the fire of service and battle – those whose actions elevate them-selves above the rank and file. Whilst such individuals have proven them-selves through their actions, sometimes the burden of their increased responsibilities, their almost limitless power, and the minimal over-sight from the council creates a temptation for abuse. Such individuals who do begin to act in their own interests, instead of in the Council’s inter-ests, are branded as Rogue Agents. If they can be captured, they are imprisoned without trial, hidden away to insulate the Council from potential rapprochement. More commonly, rogue Spectres would rather fight to the death, going out in a blaze of glory rather than com-plying with those attempting to take away their power, and pose significant risk to those caught in the crossfire by the loyal Spectres sent after them.

Mosius Thumakion (5 cap) Role: Elite, rogue Turian Spectre agent, who will no longer suffer the fools of the council getting away with their criminal mismanagement of the galaxy. Skills: Demolitions 5, Profession (Spec-tre) 4, Tactics 4, Energy Weapons 3, Pilot 3, Resolve 3, Agility 2, Alertness 2 (+2 from Armour), Charm 2, Culture / Tech (Turian Hegemony, Piracy, Citadel) 2, Aircraft 1, Computer 1, EVA 1, MicroG 1, Tech Training 1. Aspects: • “Fascination with Fireworks” • “Pirates killed my sisters when they blew up the family’s refuelling depot”

• “Advanced Military Pilot Training”

• “Counter-Terrorist Bomb Disposal Training”

• “Picked for Spectres for maintaining nerve and exemplary tactics under adverse conditions”

• “Collateral Damage Inevitable” • “Enacting Anti-Piracy Agenda” • “Rules Get In the Way” • “Batarians are Worst Kind of Pirates” • “No Limits for Revenge” Health: OOO Cpsure: OOO OOO Wealth: OOO Stunts: • Skill Replacement – Bomb Disposal Training: use Demolitions instead of Resolve to modify the Composure track.

• Military Grade Alertness (as per Diaspora page 46).

• Spectre Grade Omni-tool: using an HMOT-Advanced Omni-tool, Mosius is able to enhance his Jamming tal-ent to cause enemies a -3 to alert-ness checks.

Weapon: Spectre HMWA-Advanced Assault Rifle; Range 1/3, Harm 4, Penetration 1; Stunts: Low Recoil, Thermal Clip, Improved Optics; Incendiary Rounds (on hit causes +1 shift to all successful attacks; ex-tends "Overheated" tag for one extra turn after compelled); Improved Heat Sink (-1 Harm, and “Over-heated" tag clears half a turn faster than normal).

Armour: Ariake Technologies Merce-nary Armour (Turian); Defense rating 4 (+4 from Ablative Coating), Stam-ina mod +2, Agility mod 0; Stunts: Powered Armour (servos, sensors (+2 to alertness), shields, recharge booster); Ablative Coating (grants +4 to armour rating; bonus reduced by -1 for every 2 shifts made against it); Toxic Seals ("Toxic Shock" as-pect from Chem Rounds cannot be applied; Radioactive rounds do not add +1 harm against user with Biotic/ Tech skills; Environmental based as-pects are unable to be used against the user of this mod).

Mosius is just one example of the rogue Spec-tres who were given the best tools to complete their missions to protect the galaxy, and then began to pursue their own agendas instead.

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SPECIAL TASKS GROUP Special Tasks Groups are Salarian espionage units, usually deployed by the Citadel Council. STG operators work in independent cells, per-forming dangerous missions such as counter-terrorism, infiltration, reconnaissance, assassi-nation, and sabotage. They are currently very active in the Terminus Systems. The STG form a large part of the Salarian mili-tary due to their heavy focus on gathering intel-ligence before making a move. They are used to monitor 'developing situations' because they tend to attract less attention than more promi-nent figures, such as Spectres. This also allows them to quietly 'handle' troublesome individuals. STG operators are brutally practi-cal, devoted to accomplishing their mission regardless of the cost involved – to others or themselves. STG operatives who showed exceptional skill were some of the first Spectre candidates. The records of STG missions are sealed and even the greatest agents are only known by codenames. These include the Ever Alert, who kept armies at bay with hidden facts; another, known as the Silent Step, was so successful he once defeated a nation with a single shot.

STG Operator I (3 cap) Role: Combat specialist. Skills: [Close Combat / Energy Weap-ons] [3/2], Agility 2, Alertness 1 (+2 from armour), Demolitions 1, Profession (Commando) 1. Aspects: • “Strike First” • “Strike Hard” Health: OOO Cpsure: OOO Wealth: OOO Stunts: choose one of the following: • Military Grade Carnage (as per HD2ME page 20)

• Military Grade Immunity (as per HD2ME page 20)

Weapon: Armax Arsenal Crossfire As-sault Rifle; Range 1/3, Harm 4, Penetration 2; Stunts: Low Recoil, Thermal Clip.

Armour: Aldrin Labs Onyx Armour (Salarian); Defense rating 4, Stamina mod +2, Agility mod 0; Stunts: Pow-ered Armour (servos, sensors (+2 to alertness), shields, recharge booster).

STG Operator II (3 cap) Role: Biotic and cultural specialist. Skills: [Biotic Training / Energy Weap-ons] [3/2], Culture / Tech (Salarian Union, Terminus Systems, Any Other Culture) 2, Agility 1, Charm 1, Profes-sion (Infiltrator) 1. Aspects: • “Blends in with the Crowd” • “Ferrets out Secrets” Health: OOO Cpsure: OOO Wealth: OOO Stunts: • L4 Bio Implant (aspect “Occasionally distracted by VI”); uses a Sirta Foun-dation Unity Amp and knows a num-ber of effects equal to his Biotic skill ranks (all available).

Weapon: Armax Arsenal Brawler class Pistol; Range 1/2, Harm 4 (8 when using Double Tap), Penetration 1; Stunts: Low Recoil, Thermal Clip, Double Tap, Improved Optics.

Armour: Aldrin Labs Onyx Armour (Salarian); Defense rating 5, Stamina mod +2, Agility mod 0; Stunts: Pow-ered Armour (servos, sensors (+1 to alertness), shields, recharge booster).

STG Operator III (3 cap) Role: Space specialist. Skills: [Any Non-Computer Space Skill] 3, Energy Weapons 2, [Any Other Space Skill] 2, Aircraft 1, EVA 1, MicroG 1. Aspects: • “Ship Systems Specialist” • “Boarding Raider Tactics” Health: OOO Cpsure: OOO Wealth: OOO Stunts: • Space Exchange: once per scene, as long as the Operator has not already used their rank 2 space skill, they may swap it out for another space skill not currently in their skill pyramid;

Weapon: Armax Arsenal Avalanche Shotgun; Range 0/2, Harm 4, Pene-tration 1; Stunts: Dispersed Fire, Lim-ited Range, Low Recoil, Thermal Clip.

Armour: Aldrin Labs Onyx Armour (Salarian); Defense rating 4, Stamina mod +2, Agility mod 0; Stunts: Pow-ered Armour (servos, sensors (+2 to alertness), shields, recharge booster).

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STG Operator IV (3 cap) Role: Stealth specialist. Skills: Stealth 3, Alertness 2 (+2 from armour), Energy Weapons 2, [EVA / Demolitions] 1, [Survival / Tactics] 1, Profession (Commando) 1. Aspects: • “Hidden Stalker” • “Covering Fire Expert” Health: OOO Cpsure: OOO Wealth: OOO Stunts: • Military Grade Assassination (as per HD2ME page 20)

Weapon: Armax Arsenal Punisher class Sniper Rifle; Range 3/5, Harm 4, Penetration 3; Stunts: High Recoil, Thermal Clip, Improved Optics.

Armour: Aldrin Labs Onyx Armour (Salarian); Defense rating 4, Stamina mod +2, Agility mod 0; Stunts: Pow-ered Armour (servos, sensors (+2 to alertness), shields, recharge booster).

STG Scientific Operator (3 cap) Role: Science specialist. Skills: Science 3, Energy Weapons 2, Tactics 2, [Archaeology / Survival] 1, [Agility / Alertness] 1, Profession (Combat Scientist) 1. Aspects: • “Uses Environment to Advantage” • “Always has a Plan” Health: OOO Cpsure: OOO Wealth: OOO Stunts: • Chain Reaction: if an enemy tags a manouver Aspect the Operator pre-viously placed on the scene, the Op-erator may place an additional free Aspect on the scene that is only tag-gable by the Operator or their allies; this stunt is usable twice per scene.

Weapon: Armax Arsenal Brawler class Pistol; Range 0/2, Harm 4, Penetra-tion 1; Stunts: Low Recoil, Thermal Clip.

Armour: Aldrin Labs Onyx Armour (Salarian); Defense rating 4, Stamina mod +2, Agility mod 0; Stunts: Pow-ered Armour (servos, sensors (+2 to alertness), shields, recharge booster).

STG Squad Leader (4 cap) Role: Leader of the commando squad. Skills: Resolve 4, Alertness 3 (+2 from armour), Tactics 3, Agility 2, Close Combat 2, Energy Weapons 2, [Charm / Intimidation / Oratory] 1, Survival 1, [Any Space skill] 1, [Any other Combat skill] 1. Aspects: • “By Any Means Necessary” • “Right Tool for the Job” • “Master Manipulator” Health: OOO Cpsure: OOO OO Wealth: OOO Stunts: • Skill Shuffle: once per scene, the Squad Leader may swap the posi-tions of two skills in his pyramid not yet used this scene; track modifying skills swapped in this way immedi-ately affect their related track lengths.

Weapon: Armax Arsenal Brawler class Pistol; Range 1/2, Harm 4 (8 when using Double Tap), Penetration 1; Stunts: Low Recoil, Thermal Clip, Double Tap, Improved Optics.

Armour: Aldrin Labs Onyx Armour (Salarian); Defense rating 4, Stamina mod +2, Agility mod 0; Stunts: Pow-ered Armour (servos, sensors (+2 to alertness), shields, recharge booster).

STG Technical Operator (3 cap) Role: Tech specialist. Skills: Tech Training 3, Energy Weap-ons 2, Computer 2, [Medical / Repair] 1, [Agility / Alertness] 1, Profession (Technician) 1. Aspects: • “Smug Attitude” • “Tech-fetishist” Health: OOO Cpsure: OOO Wealth: OOO Stunts: • MG Tech Training: the technician knows one of [First Aid / Repair].

• MG Omni-tool: uses a Cipher Tool and knows any two other Talents.

Weapon: ERCS Striker class Pistol; Range 0/2, Harm 4, Penetration 1; Stunts: Low Recoil, Thermal Clip.

Armour: Aldrin Labs Onyx Armour (Salarian); Defense rating 5, Stamina mod +2, Agility mod 0; Stunts: Pow-ered Armour (servos, sensors (+1 to alertness), shields, recharge booster).

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TECH CRIMINALS 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 equipped by Engineers, Senti-nels, and Infiltrators to make use of their tech talents. In the wrong hands, they become dangerous tools capable of shutting down life support systems, hacking and impersonating confidential personal details, or even causing perilous neural shocks in unsuspecting victims.

Tech Genius (5 cap) Role: Called a mad scientist by some, a deranged menace to society by others, the Tech Genius has the assets and willpower to enact his plans. Whether they’re plans of galactic rule, dreams of creating the perfect AI, or creating an ultimate super-weapon, this Techie has the funds and drive to make it happen. Skills: Tech Training 5, Computer 4, Engineering 4. Assets 3, Brokerage 3, Science 3, [Charm / Intimidation] 2, Oratory 2, Resolve 2, Tactics 2, Archae-ology 1, Medicine 1, Pilot 1, Repair 1, [Aircraft / Vehicle] 1. Aspects: • “They all thought I was Mad!” • “I’ll Show Them!” • “Convoluted Plans” • “Secret Base” • “Access to Classified Information” • “Behold! My Greatest Creation!” • “That’s not supposed to happen” • “Undisclosed Benefactors” Health: OOO Cpsure: OOO O Wealth: OOO OO Stunts: • MG Omni-tool: Logic Arrest Tool with the Damping, Electronics, Hacking and Repair Talents.

• MG Tech Training: the technician knows one of [First Aid / Medicine].

• Genius in action: once per scene, the Tech Genius may swap out a cur-rently unused Tech Talent for an-other not currently on their list of known Talents.

Weapon: None. Armour: ERCS Guardian Armour (Any Race); Defense rating 5, Stamina mod +2, Agility mod 0; Stunts: Pow-ered Armour (servos, sensors (+1 to alertness), shields, recharge booster).

Tech Menace (4 cap) Role: More than just a troublemaker to computer security agencies, this Techie uses their talents to run a Pirate radio broadcast throughout the Citadel. They lambast the Citadel Council for their lat-est excesses, and expose their shady political deals, before shutting down ahead of the security teams, and moving onto the next hidden location. Skills: Tech Training 4, Computer 3, Communications 3, Art 2, Charm 2, Ora-tory 2, Alertness 1, Culture / Tech (Own Racial Culture, Citadel) 1, Repair 1, Re-solve 1. Aspects: • “The People Must Know The Truth” • “Dance my Puppets, Dance!” • “Model Public Citizen” • “Insider Connections” • “Acerbic but Humorous Radio Persona”

Health: OOO Cpsure: OOO Wealth: OOO Stunts: • MG Omni-tool: Polaris Omni-tool with the Damping, Decryption and Elec-tronics Talents.

• Lucky: as per Diaspora page 48. Weapon: None. Armour: None. Tech Offender (3 cap) Role: Found in the employ of criminal cartels, this Techie uses a stolen spe-cialist Omni-tool in the service of their syndicate creating cracked bootleg cop-ies of popular software. Skills: Tech Training 3, Computer 2, Vehicle 2, Art 1, Energy Weapon 1, Repair 1. Aspects: • “Aspect one” • “Aspect two” Health: OOO Cpsure: OOO Wealth: OOO Stunts: • MG Omni-tool: Bluewire Tool with the Decryption and Electronics Talents.

Weapon: ERCS Striker class Pistol; Range 0/2, Harm 4, Penetration 1; Stunts: Low Recoil, Thermal Clip.

Armour: None.

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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. 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 un-derground. They can grow to be in excess of 30 meters 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. Due to their size, and their burrowing style of move-ment, 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 com-pletely 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 val-leys. Threshers commonly have some sort of "lure" in their nest, such as a crashed probe to draw unwary scavengers, but there are some "stray" nests, identifiable only by their land-scape profiles.

Thresher Maw (5 cap) Role: Solitary monstrous beast. Skills: Natural Weapons 5, Agility 4, Acid Spit 3, Alertness 2, Survival 1. Aspects: • “Gigantic Subterranean Worm” • “Corrosive Acid Spitter” • “Devastating Multi-segmented Claws” • “At Home Underground” • “Territorial to the Death” Health: OOO OOO [OOO OOO] Stunts: • Extended Reach: Due to their im-mense size, they can reach one ad-ditional zone with their claws when using their natural weapons; increase max range from 1 to 2.

• 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

Weapons: Natural Weapons (Claws): Range 0/2, Harm 3, Penetration 0; unable to at-tack in consecutive turns with this weapon.

Acid Spit: Range 2/5, Harm 8, Penetra-tion 6; unable to attack in consecu-tive turns with this weapon.

Armour: rating 6.

SAMPLE THRESHER MAW LOCATIONS Akuze (E+1, R+1, O+2) In 2177, Akuze was in the early stages of colonization by hu-mans when all contact was lost with the pio-neer team. The Alliance sent in a Marine unit to investigate and look for survivors. When the unit camped for the night, they found them-selves set upon by thresher maws. The Ma-rines had no idea what they were facing and almost the entire unit was slaughtered. 50 Ma-rines died. Antibaar (E-2, R-1, O-2) One Alliance re-port notes the presence of a wrecked Colonial transporter, Geth, and a Thresher Maw. “The vehicle and the human corpses show the telltale signs of Geth weapons fire. The Geth have been mangled by the Thresher Maw. At least they got what was coming to them.” Trebin (E-1, R+1, O+0) The environment is relatively mild, but the scarcity of water or similar enabling substances has prevented the development of any biosphere. ExoGeni Corp recently performed a test impact of a single water-ice comet into the surface, the first step of a long-term plan to thicken the atmosphere and introduce water to the environment. Noted in the survey reports is the location of a Thresher Maw nest focused around a crashed Turian escape pod.

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TUCHANKA Environment -2: Hostile environment. Resources -2: Almost viable. Order -3: Ad-hoc rule. The birthplace of the mighty Krogan race is a harsh and terrible place to live. Scarred by bombardment craters, radioactive rubble, choking ash, salt flats, and alkaline seas, Tuchanka, the Krogan homeworld, can barely support life. Thousands of years ago life grew in fierce abundance under the F-class star Aralakh (a Raik clan word meaning "Eye of Wrath"). Trees grew in thick jungles, their roots growing out of shallow silty seas. Life fed upon life in an evolutionary crucible. This world died in nuclear firestorms after the Krogan split the atom. A "little ice age" of nuclear winter killed off the remaining plant life. The culmination of the Krogan Rebellions re-sulted in their virtual sterilisation, and in the recent centuries, many Krogan returned home, where they were watched over by the Council Demilitarization Enforcement Mission (CDEM) which is based on orbiting battlestations. The reduced albedo has caused global tempera-tures to rise. In order to maintain livable tem-peratures, a vast shroud was assembled at the L1 Lagrange point, which is maintained by the CDEM.

CDEM ADVISORY: Visitors to Tuchanka land at their own risk. The CDEM will not attempt to extract citizens threatened by clan warfare. TRAVEL ADVISORY: The ecology of Tuchanka is deadly. Nearly every native species engages in some predatory behavior; even the remaining vegetation is carnivorous. Travel beyond guarded areas is strongly discouraged.

As the advisories warn, Tuchanka has more than its fair share of dangerous lifeforms. At the apex of that list is the Krogan race them-selves. The Krogan managed to not only sur-vive on their unforgiving homeworld, but actu-ally thrived in the extreme conditions. Due to the brutality of their surroundings, natu-ral selection has played a significant role in the

evolution of the Krogan. Unlike most species on the Citadel, Krogan eyes are wide-set - on Earth this is distinctive of prey animals, but in this case it gives the Krogan 240-degree vision, giving them greater visual acuity and aware-ness of approaching predators. Prior to the genophage, Krogan could reproduce and ma-ture at an astonishing rate. Their large shoulder humps store fluids and nutrients, enabling them to survive extended periods without food or water. A bigger shoul-der hump is seen as a sign of high status, showing how successful an individual Krogan is at hunting. Their thick hides are virtually im-pervious to cuts, scrapes or contusions, and they are highly resistant to environmental haz-ards, including toxins, radiation, and extreme heat and cold. Consequently their diets can include food and drink which would prove very dangerous to other species - a fact reflected in the Krogan liquor of choice, ryncol, which "hits aliens like ground glass". Younger Krogan have yellow or green markings on their hides These markings darken to brown or tan over time, showing their age. Other known nasties include the following:

Thresher Maws - only the second most dangerous lifeform known to in-habit Tuchanka, Krogan clans use them in rite-of-passage rituals for ma-turing Krogan who must survive its at-tacks for a period of time. Klixen - an insectoid species resem-bling crabs or beetles capable of breathing fire, and which explode when they die. Harvesters - huge flying insectoid-reptile creatures nearly the size of a Thresher Maw and equally as ag-gressive, their primary means of at-tack appears to be flying low and "dropping" klixen, suggesting a rather fiendish intelligence. They are smart enough to use klixen both as shock troops and, failing that, mobile ord-nance. Varren - pack hunters when vulner-able prey is readily available and be-come scavengers when outnumbered or outclassed.

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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, vi-cious 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. 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'.

Varren - Alpha (Animal) (4 cap) Role: The largest, most fearsome Varren in the pack, bred for war. Skills: Natural Weapons 4, Stamina 3, Agility 2, Alertness 1. Aspects: • “Relentless Tracker” • “Fang Toothed Terror” Health: OOO OO Cpsure: OOO Stunts: • Natural Weapon – Fanged Maw: equivalent to Knife.

Weapon: Knife (Natural Weapon – Fanged Maw); Range 0, Harm 1, Penetration 1, “Face Full of Teeth”.

Armour: Defense rating 2. (Toughened Skin)

Varren - Trained (Animal) (3 cap) Role: A more typical example of a trained varren. Skills: Natural Weapons 3, Stamina 2, [Agility / Alertness] 1. Aspects: • “Attacks on Command” • “Eager to Hunt” Health: OOO O Cpsure: OOO Stunts: • Natural Weapon – Fanged Maw: equivalent to Knife.

Weapon: Knife (Natural Weapon – Claws); Range 0, Harm 1, Penetra-tion 1, “Face Full of Teeth”.

Armour: Defense rating 1. (Toughened Skin)

Varren Pup (Animal) (2 cap) Role: Barely weaned from it mother, this pup is just beginning to be trained. Skills: Agility 2, [Alertness / Stamina] 1, Natural Weapons 1. Aspects: • “Easily Distracted” • “Doesn’t know own Strength” Health: OOO Cpsure: OOO Stunts: • Natural Weapon – Fanged Maw: equivalent to Knife.

Weapon: Knife (Natural Weapon – Fanged Maw); Range 0, Harm 1, Penetration 0, “Face Full of Teeth”.

Armour: none.

FEROS SYSTEM: ZHU’S HOPE COLONY Environment +0: One garden and several

hostile environments Resources -1: Almost viable Order -3: Ad-hoc Rule Varren thrive on many worlds and in various environments, including the Prothean ruins on Feros, the second world of five in the Theseus System. The ExoGeni Corporation has founded a pilot colony on Feros to explore the Prothean ruins that blanket two-thirds of the planet's land mass. The atmosphere is fouled with dust. Terrestrial travel is hampered by crumbled de-bris dozens of meters deep. There are indica-tions that Feros was a much colder world in the past. Feros has two large moons, Orcan and Vardet (the closer of the two). The pioneer settlement was placed on the up-per levels of the several intact skyscrapers, using the surviving Prothean aqueducts and rooftop hydroponics gardens to support the population. Despite its remote location, the colonists are repeatedly attacked by packs of varren, who are in-turn hunted for the supply of protein they can add to the colonist’s diet.

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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 ne-cessities. This incessant warfare has made each generation of Vorcha stronger and more aggressive than that which preceeded it. However, their continual lack of resources has kept Vorcha society extremely primitive. The Vorcha are the most short-lived sapient species currently known, with an average life-span of only 20 years. The Vorcha are known for a rather unique biology that differentiates them from other known species and which car-ries with it a striking set of advantages and disadvantages. The Vorcha have clusters of non-differentiated cells, allowing them limited regenerative abilities, as well as the ability to adapt quickly to an environment, such as de-veloping thicker skin after being burned or in-creased musculature to survive in high gravity.

Vorcha Clan Leader (3 cap) Role: A vicious and smart predator that leads the clan through intimidation, but has the abilities to back it up. Skills: Natural Weapons 3, Alertness 2, Tactics 2, Agility 1, Close Combat 1, In-timidation 1. Aspects: • “Cunning Combatant” • “Survivor of Countless Fights” • “Might Makes Right” Health: OOO Cpsure: OOO Stunts: • One Thousand Battles: see Expo-sure Regeneration Stunts this page.

• Natural Weapon – Claws: equivalent to Knife.

Weapon: Knife (Natural Weapon – Claws); Range 0, Harm 1, Penetra-tion 0, “Wicked Talons”.

Armour: Defense rating 1. (Toughened Skin)

Vorcha Mercenary Conscript (3 cap) Role: Part of a group of Vorcha rounded up by Krogan Blood Pack mercenaries and beaten into some semblance of a trained soldier, this Vorcha is stronger, faster, smarter, and more resilient than other members of the race. Skills: [Agility / Alertness] [3/2], [Stam-ina / Tactics] [2 /1], Natural Weapons 1, [Stealth / Survival] 1. Aspects: • “Amplified Cunning” • “Attack Vulnerable Targets First” Health: OOO Cpsure: OOO Wealth: OOO Stunts: • Brutal Training: see Exposure Re-generation Stunts this page.

• Natural Weapon – Claws: equivalent to Knife.

Weapon: Kassa Fabrication Razer class hold-out pistol; Range 0/2, Harm 3, Penetration 1; Stunts: Low Recoil, Civilian, Thermal Clip.

Armour: Defense rating 1. (Toughened Skin)

Sample Exposure Regeneration Stunts • Apex Predator: abandoned by a mercenary crew on a dangerous world, this Vorcha has fought its way to the top of the local food chain, and receives a +1 to Animal Handling checks, and a +1 to Survival checks.

• Brutal Training: being physically beaten by stronger and tougher foes has taught this Vorcha to utilise bet-ter tactics to survive; gains a +2 to Tactics skill checks and uses Tactics in place of the Energy Weapon skill.

• High Gravity: Vorcha with this stunt receive a +2 to Stamina checks and one extra Health track box due their reinforced musculature systems.

• One Thousand Battles: Veteran of too many fights to recall, the Vorcha gains a + 2 to Brawling checks, rep-resenting increased fast twitch mus-cle fibre growth.

• Reactor Leak: having survived ex-posure to a near fatal reactor leak, the Vorcha receives a +2 bonus to resist both Biotic Effects and Tech Talents from their improved nervous system.

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Adversaries and NPCs by Skill Cap PAGE Skill Cap 5 NPCs Ardat-Yakshi 5 Asari Commando (young) 6 Asari Diplomat and retired

Veteran Huntress 6

Drell Assassin 21 Rachni Queen 40 Rogue Spectre Agent 41 Tech Genius 44 Thresher Maw 45 Skill Cap 4 NPCs Batarian Captain 8 Cerberus Sniper 11 C-Sec Special Response

Officer 20

Geth Colossus 22 Geth Prime 24 Krogan Game Hunter 34 Rachni Brood Warrior 39 Salarian Doctor 35 STG Squad Leader 43 Tech Menace 44 Varren - Alpha 47 Skill Cap 3 NPCs Asari Doctor 31 Batarian Rocket Trooper 8 Batarian Sentinel 9 Batarian Shock Trooper 9 Cerberus Anti-tank Unit 10 Cerberus Commando I 10 Cerberus Commando II 10 Cerberus Defender 11 Colonial Administrator 12 Colonial Archaeologist 12 Colonial Chief Security Officer 12 Colonial Engineer 12 Colonial Junior Security Officer 13 Colonial Scientist I 13 Colonial Scientist II 13 Colonial Terraformer 14 C-Sec Customs Officer I 18 C-Sec Customs Officer II 18 C-Sec Enforcement Officer I 19 C-Sec Enforcement Officer II 19 C-Sec Enforcement Officer III 19

PAGE Skill Cap 3 NPCs (Cont’d) C-Sec Investigation Detective 19 C-Sec Network Technician 19 C-Sec Patrol Division Officer 20 Elcor Programmer 32 Geth Armature 22 Geth Destroyer 22 Geth Repair Drone 23 Geth Hopper 23 Geth Juggernaught 24 Geth Shocktrooper 24 Geth Sniper 25 Geth Stormtrooper 25 Hanar Artist 32 Husks 27 Maintenance Specialist 34 Mercenary Adept I 28 Mercenary Adept II 28 Mercenary Anti-Tank Unit 29 Mercenary Sniper 29 Pirate Boss 37 Quarian Broker 34 Quarian Machinist 34 Rachni Soldier 39 Salarian Spacer 35 STG Operator I 42 STG Operator II 42 STG Operator III 42 STG Operator IV 43 STG Scientific Operator 43 STG Technical Operator 43 Tech Offender 44 Varren - Trained 47 Vorcha Clan Leader 48 Vorcha Mercenary Conscript 48 Skill Cap 2 NPCs Asari Dancer 31 Asari Trader 31 Batarian Trooper I 9 Batarian Trooper II 9 Cerberus Research Technician 11 Colonial Engineering Assistant 13 Colonial Research Assistant 13 Colonial Zoological Assistant 14 Elcor Bouncer 31 Geth Assault Drone I 22

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PAGE Skill Cap 2 NPCs (Cont’d) Geth Assault Drone II 23 Geth Assault Drone III 23 Geth Recon Drone 23 Geth Rocket Drone 23 Geth Rocket Trooper 24 Geth Trooper I 25 Geth Trooper II 25 Geth Trooper III 25 Hanar Merchant 32 Human Dancer 32 Human Nurse 33 Human Reporter 33 Human Trader 33 Mercenary Soldier I 29 Mercenary Soldier II 29 Mercenary Soldier III 30 Mercenary Soldier IV 30 Pirate Foot Soldier I 37 Pirate Foot Soldier II 38 Pirate Foot Soldier III 38 Pirate Sniper 38 Rachni Worker 39 Sales Clerks 35 Varren Pup 47

PAGE Other Locations and Threats Ondeste System: Zesmeni 7 T3 Pirate Ship

“Righteous Revenge” 9

Cerberus Minuteman Station 11 Greater Newton Colony 13 T3 C-Sec Space Patrol Cruiser

“Shriluka” 20

Designing Geth 26 EAE Krafla Station 30 T3 Trade Ship

“Drops of Juipter” 33

T2 Pirate Ship “Farnellian Snare”

37

Gagarin System: Antirumgon 38 Codename: Snowmere 40 Sample Thresher Maw

Locations 45

Tuchanka 46 Feros System: Zhu’s Hope

Colony 47

Author’s Notes: The NPC’s, ships, and locations in this document are meant to be used in conjunction with its parent document, “Hacking Diaspora to Mass Effect” (HD2ME) and the accompanying “Character Sheet”, both of which can be downloaded at the referenced links. In an effort to provide more differentiation and variation between individual similar characters, many of the NPC’s in this document have multiple skill choices available, denoted by the use of square [ ] brackets around the options. See the Asari Huntress for implementation of these skill variations. Finally, although these NPC’s, ships and locations are presented here as samples of the various types, they are not here to restrict you into my aspect, stunt and weapon choices. So if you have a better idea for a character, or you like one but want to use different gear or stunts, use these as the time savers they were intended to be and modify them till you’re satisfied. After all, your Geth is as good as mine. - M. Gooding (Reaganstorme) June 2010

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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. 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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 EA International (Studio and Publishing) Ltd. All Rights Reserved. BioWare, the BioWare logo and Mass Effect are trademarks or registered trademarks of EA International (Studio and Publishing) Ltd. in the U.S. and/or other countries. EA and the EA logo are trademarks or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. All other trade-marks are the property of their respective owners. Hacking Diaspora to Mass Effect © 2010 by Matthew Gooding, Author Matthew Gooding. Hacking Diaspora to Mass Effect: Threats, Adversaries and NPCs © 2010 by Matthew Gooding, Au-thor Matthew Gooding (Reaganstorme at safe dash mail dot net), 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 lists of ships, weapons, armour, ammunition, weapon modifications, armour modifications).