Gears in the Machine: Difference between revisions
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Revision as of 18:22, 30 October 2021
In the future, where corporations hold a good chunk of the power. Many have taken the chance to setup stations far outside the jurisdiction of most governments.
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Companies
Major Companies
Molkot and Son: One of the bigger corps around, leading the way in technological advancements. This corp has a negative rep among many rim worlds, due to their way of taking over small towns and running them into the ground for more employees. While many races are allowed into this company, its believed that those who are not human have it harder when working there. Of course no one can really prove this.
The Company: Started by a hand full of smaller corps. Its purpose is to disrupt operations by Molkot and son. Usually this is through stealing things from the many stations M&S have around the galaxy. Though sometimes this leads to a more extreme job of straight nuking the station.
Merlin Tech: An ancient order of Wizards who safe guard their ancient magical skills. They do not have any actual items for sell, they merely offer their services to those in need. This group has been known to attack companies that dare mess with them.
Minor Companies
Ponk Co.: Started as a company focused on quick and cheap meals, Has expanded into many different fields, from cheap toys to cheap furniture to even cheap space ships.
Miliban: Mostly works on Kitchen tech. But they also are one of the best generator makers this side of the galaxy.
Sirplus: Makers of Cheap knock-offs of most things around the galaxy. Molkot and Sons usually doesn't buy from them. Though sometimes you will find their stuff in the older sections of the station.
Races
Human
Humans from the planet Earth, these bad bois are the only ones allowed to hold a Command role in Molkot and Son
Name | Description |
Ready for Anything | Once per session (Or Once per Day) as an out of turn incidental, you may move one Story Point from the GM’s pool to the Player’s Pool. |
Cool Under Pressure | When a Cool roll is required you can spend 1 strain to add a Bonus Die, this can be used after the roll is made. |
Guan
Draconian Humanoids who come from a lava planet.
Name | Description |
A Volcanic Home | You can remove any j that comes from the environment affecting your character. |
Hard to Kill | When you are either knocked unconscious from breaking the Strain threshold or from wounds. You can remain standing an amount of turns equal to your Willpower. |
Skeleton
Humans who have finally released their inner skeleton
Name | Description |
Nothing but Bones | You lack the need to sleep, eat or breathe. You are a calcium automaton animated by ancient Magic |
Pile of Bones | You can detach and control your limbs remotely. Your limbs can only move a short distance before they are uncontrollable. You also always know where your bones are in a short range |
Inther
Walking Light bulbs made of pure energy
Name | Description |
Portable Battery | You are able to power any machine just by touch, and its possible for you to overcharge any energy weapons at the cost of 2 strain. Making all s add 2 damage instead of 1 |
Personal Lightsource | You can light up the area around you. Doing so reduces your ranged defense by 1 but increases your melee defense by 1. This also lights up the area around you to short range. |
Ki'lisa
Large Moths who traveled the stars aimlessly.
Name | Description |
Flight | As a moth you have two perfectly working wings to use. Getting hit while in the air requires a hard coordination check to remain in the air. While in a Low/Zero Gravity environment you can move normally |
Night Guide | You can remove any j from your pool related to being in the dark. |