Gears in the Machine

From Void Collection
General Social Combat knowledge Magic
Name Attribute Source
Athletics Brawn Core Rulebook
Computers(Hacking) Intellect Shadow of the Beanstalk
Computers(SysOps) Intellect Shadow of the Beanstalk
Cool Presence Core Rulebook
Coordination Agility Core Rulebook
Disclipline Willpower Core Rulebook
Mechanics Intellect Core Rulebook
Medicine Intellect Core Rulebook
Operating Intellect Core Rulebook
Perception Cunning Core Rulebook
Piloting Agility Core Rulebook
Resilience Brawn Core Rulebook
Skullduggery Cunning Core Rulebook
Stealth Agility Core Rulebook
Stationwise Cunning Core Rulebook (Streetwise)
Survival Cunning Core Rulebook
Vigilance Willpower Core Rulebook
Name Attribute Source
Charm Presence Core Rulebook
Coercion Willpower Core Rulebook
Deception Cunning Core Rulebook
Leadership Presence Core Rulebook
Negotiation Presence Core Rulebook
Name Attribute Source
Brawl Brawn Core Rulebook
Melee Brawn Core Rulebook
Ranged Light Agility Core Rulebook
Ranged Heavy Agility Core Rulebook
Name Attribute Source
Knowledge Intellect Core Rulebook
Religion Intellect Echoes of the Past
Society Intellect Echoes of the Past
InfoSphere Intellect Echoes of the Past
Name Attribute Source
Arcane Intellect Core Rulebook

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.