Gears in the Machine
General | Social | Combat | knowledge | Magic | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|
|
|
Summary
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.
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.
Background
Backgrounds represent your life overall. The things you focused on before adventuring. This determines your Attributes, starting skill, and your Wound and Strain Threshold.
(TODO: Convert Backgrounds and Races to the New System)
Well Rounded
Well Rounded | |||||
Wounds | {{{wounds}}} | Strain | {{{strain}}} | ||
Brawn | Agility | Intellect | Cunning | Willpower | Presence |
2 | 2 | 2 | 2 | 2 | 2 |
Skill | |||||
Pick 1 skill from any section. |
Hard Labor
Hard Labor | |||||
Wounds | {{{wounds}}} | Strain | {{{strain}}} | ||
Brawn | Agility | Intellect | Cunning | Willpower | Presence |
3 | 2 | 2 | 1 | 2 | 2 |
Skill | |||||
Pick 1 Skill with the attribute; Brawn |
Long Study Nights
Long Study Nights | |||||
Wounds | {{{wounds}}} | Strain | {{{strain}}} | ||
Brawn | Agility | Intellect | Cunning | Willpower | Presence |
2 | 2 | 3 | 2 | 2 | 1 |
Skill | |||||
Pick any skill with the attribute; Intellect |
Socialite
Socialite | |||||
Wounds | {{{wounds}}} | Strain | {{{strain}}} | ||
Brawn | Agility | Intellect | Cunning | Willpower | Presence |
1 | 2 | 2 | 2 | 2 | 3 |
Skill | |||||
Gain One rank in any Social Skills |
Divine Worshiper
Divine Worshiper | |||||
Wounds | {{{wounds}}} | Strain | {{{strain}}} | ||
Brawn | Agility | Intellect | Cunning | Willpower | Presence |
2 | 2 | 2 | 1 | 3 | 2 |
Skill | |||||
You gain 1 Rank in Divine |
Rogue
Rogue | |||||
Wounds | {{{wounds}}} | Strain | {{{strain}}} | ||
Brawn | Agility | Intellect | Cunning | Willpower | Presence |
1 | 3 | 2 | 2 | 2 | 2 |
Skill | |||||
Gain 1 rank in any skill that uses Agility |
Something Unaccounted For
You can pick any of the above archetypes and swap the Rank 1 Attribute with any rank 2 Attribute.
Races
Human
Humans from the planet Earth.
Human | |||||
{{{RaceDesc}}} | |||||
Ready for Anything | Cool Under Pressure | ||||
Once per session as an out of turn incidental, you may move one Story Point from the GM’s pool to the Player’s Pool. | 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. |
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.
Guan | |||||
{{{RaceDesc}}} | |||||
Filtered Lungs | Hard to Kill | ||||
Gain an automatic s on any resilience roll resisting something dangerous in the air. | When either threshold is broken, you can forgo rolling to instead remain standing for so many turns up to your Willpower.
Once you reach your Willpower, take a critical injury. |
Skeleton
Human or Guan who have finally released their inner skeleton.
Skeleton | |||||
{{{RaceDesc}}} | |||||
Nothing but Bones | Pile of Bones | ||||
You lack the need to sleep, eat or breathe. You are a calcium automaton animated by ancient Magic | You can detach and control your limbs remotely. Your limbs can only move a medium distance before they are uncontrollable. You also always know where your bones are in a short range |
Inther
Walking beings made of pure energy.
Inther | |||||
{{{RaceDesc}}} | |||||
Portable Battery | Personal Lightsource | ||||
You are able to power any machine just by touch. You also may charge your attacks with electrical energy, adding the Stun rating to with a rating based on the amount of Strain used (2 per rank) | You can charge your body with energy causing you to brightly glow. 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.y are uncontrollable. You also always know where your bones are in a short range |
Ki'lisa
Large Moths who traveled the stars aimlessly.
Ki'lisa | |||||
{{{RaceDesc}}} | |||||
Flight | Night Guide | ||||
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. |
ou find the dark easy to navigate, letting you remove any j added to the pool due to darkness. When doing an Astrogration check you may also remove j from the pool. |
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 find the dark easy to navigate, letting you remove any j added to the pool due to darkness. When doing an Astrogration(?) check you may also remove 1 j from the pool. |