This may not actually get off the ground, considering it's complexity, so for the most part this is a bit of a development thread unless people just instantly pick it up and REALLY want to play it.
All the characters know each others somewhat, and have all been hired by an unknown benefactor, needing money.
All sci-fy rolled together, Starwars, Star Trek, Star Fox, basically if it has Star or Space in the name, this game will contain tropes and concepts from it. Acclimation Technology, or AcTech dominates the universe as a cheap, reliable means of making technology compatable, at it's core, all pieces of AcTech have an AI, ranging from animalistic to at or above human, and making the best pieces of technology require getting the AI involved on agreeable terms, using a variety of methods.
This game uses a simple rock paper scissors system for affinity, or clasification, primary and secondary, you can have two Primaries or Two secondaries however, but you can only have two Classifications on any one instance.
Primary affinities are usually associated with the "How" of how something works, there are four primary affinities.
Space Magic, which is essentially The Force, The life stream, and anything where the means by which it functions is shrouded in mystery and mysticism.
New Unknown Alien Technology, which applies to technology that is both inhuman and not understood, but explicitly stated to be technological in nature, examples include the mechs from Eureka Seven, the Mass Effect, Blue Beetle, so on and so forth.
Really REALLY Good Electronics encompass tech that is explicitly human and mostly understood, examples include Ghost in the Shell, Cowboy Bebop, and the low grade Droids from Star Wars.
Bad Space Magic is identical to normal space magic, but it is evil, more powerful, and may or may not come with a cost, it beats space magic usually unless one side gets a huge power boost, or the odds are tilted in their favor through some other means, such as a plot device being brought in, a trump card being used, or an instance of deceit being utilized.
Secondary Archetypes are the "What"s of this system, and usually are not on their own.
Plasma encompasses anything that uses blobby looking energy, such as plasma guns with orb shaped projectiles, beam whips, and lightsabers.
Lasers encompass anything that uses light or other beam type energies, such as laser cannons, guns that shoot line looking projectiles, and the Beam Katanas from No More Heroes.
Nanotech is anything that is implied to function almost exclusively using tiny machines, Monofillament, Nanomachines, and Nanites all fall under this category.
Unspecified Technology Weapons are the category under which objects with specific, unspecified, or generic explanations are used, Sonic Screwdrivers, Boba Fett's Jetpack, High Frequency weapons from Metal Gear, and Normal guns fall under this category.
Space Magic (SM) gets a X2 bonus against New Unknown Alien Technology (NUAT) Which gets a bonus against Really REALLY Good Electronics, (RRGE), which receives a bonus against Bad Space Magic, (BSM), which receives a bonus against normal Space Magic.
So SM>NUAT>RRGE>BSM>SM
In that same manner, Nanotech beats Unspecified Weapons Technology, which beats Plasma, which beats Lasers, which beats Nanotech.
N>UTW>P>L>N
In both cases, these matchups are determined by specific citations and general consensus between the two tropes.
It is implied that every item, having an AI, can be communicated with in a variety of ways, this is not necessary, but some may choose to do this more frequently than others.
Money is measured in Credits, 100 Small Credits, or 100SCredit, is equal to 1 Medium Credits, or 1MCredit, 100MC is equal to 1LCredit, or Large Credit
Human
No Classification
The Classic, Humans have no particularly jarring modifications, in any sense of the word, they are about as human as it gets.
Coordination set to 10 on chargen
1d20 SCredit to start.
Xeno
No classification, SM, or BSM
Not a Native, by any stretch, these aliens are the Mexicans of the universe, setting up shop on the humble blue marble.
Set a stat to 9 on chargen
2d6 SCredit to start
Cyborg
Two of the following, UTW, NUAT, or RRGE
Part organic, Part robotic, all awesome, these Cybernetically enhanced beings come standard with technology on their side
Add +3 to two separate stats, subtract -8 from one stat, these are not exclusive to one another.
2d6 SCredit to start
Robot
UTW, NUAT, or RRGE
A being of pure technology, these crafted creatures have never quite known the nature of those fleshbags, they all have an original purpose which they hold to strictly, either in body or in mind.
Set 3 stats to 8, set 3 stats to 0. Add discarded stat rolls to starting credits.
3d4 + Stat rolls SCredit to start
Synthetic
Any
These organic beings are not made by nature, but by science, and so their nature is known not by any above or below, but to themselves and their creators.
Start with a single P/N/UTW item below 1 MCredit reflavored as a biological component, keeping all stats and effects the same.
1d6 SCredit to start
AcTech
Any
This brand of Technology has become popular in recent years, Machines that can Acclimate to any other machine, learning to integrate with it, and allowing compatibility between previously worlds apart pieces, each piece of AcTech contains a powerful AI that lets it converse with other AcTech devices, and even learn to connect to non-AcTech devices, though ultimately, it is designed for finished products, and each new piece it must acclimate to takes more and more time, fresh AcTech provides a creative boost making untouched parts very easy to attach, even to older devices.
Start as a player item, with according stats.
1d4 MCredit to start.
((This would be a very RP heavy race, so choose wisely, due to it involving a certain amount of agency being given up.))
Mercenary
UTW
A handyman of the pricey variety, mercenaries can work alone or in groups, so long as money is involved.
Effect: Add +2 to all stats
Starting credits: 0
Skills ((Start with three skills related to this theme.))
Paid by the bullet:
Band of Brothers:
Scavenge:
Bounty Hunter
RRGE/UWT
A go getting slayer of men, this person works for money or the hunt, and both are achieved through bounty hunting.
Effect: Add +10 to Coordination
Starting credits: 1d10
Skills ((Start with three skills related to this theme.))
Bite the bullet:
Bounty:
Account Management:
Space Wizard
SM or BSM
Whatever their method, these beings perform seemingly impossible feats using powers that they claim science cannot fully understand.
Effect: Add an SM or BSM tag to any one item of choice on chargen, and double it's stats.
Starting credits: 1d6
Skills ((Start with three skills related to this theme.))
Kinetic energy:
Mental powers:
Spirit force:
Engineer
P, N, L, UTW, NUAT, or RRGE
People who like the fiddly bits, these masters of machinery devote their lives to making better machines.
Effect: Start with one extra item worth less than 1MCredit total
Starting credits: 1d10 SCredits
Skills ((Start with three skills related to this theme.))
Make it:
Break it:
Shake it up:
Doctor
P, N, UTW, NUAT, or SM
They are a doctor of some kind, don't question them.
Effect: On chargen, characters can choose to get either +5 to skill rolls involving Organics, or Technological beings.
Starting Credits: 1d6 SCredits
Skills ((Start with three skills related to this theme.))
Fixer upper:
Liquids make everything better:
At a Glance:
Thrallseeker
NUAT/any BSM/any
These guys are looking for something bad, whether or not they ARE bad is up in the air.
Effect: Double BSM or NUAT for your Total and Significance calculations.
Starting Credits: 1d10 SCredits
Skills ((Start with three skills related to this theme.))
Curbstomp the weak:
Hit them where it hurts:
Show them more power:
Name: ((Name))
Race: ((Race chosen))
Class: ((Class chosen))
Class Name: ((For Flavor))
Classification: Type Granted by Race and Class, pick two, ones with a slash between them must be used together if at all.
Theme: ((Granted by GM for creativity, good roleplaying, and aesthetic design.))
((8d8 remove the two median, after Chargen, multiply health by 10.
Health: / ((Survivability, at 0, become inactive, unconscious, or dead, depending on circumstances.))
Energy: / ((Used for actions that exert yourself, or your technology.))
Attack ((Offensive power, Strength.))
Defence ((Shielding, Deflecting, Resisting Damage))
Speed: ((Movement Speed, Agility, Avoiding Damage))
Coordination: ((Dexterity, Mental ability, Technological ability, Acclimation ability))
((Add up each instance of a Classification across race, items, and class to get each total))
Unspecified Technology Weapon Total:
Plasma Total:
Laser Total:
Nanotech Total:
Space Magic Total:
New Unknown Alien Technology Total:
Really REALLY Good Electronics Total:
Bad Space Magic Total:
Significance : ((Add all red stats, used for intimidation, diplomacy, and enemy level calculations.))
Credits: ((Add Race's Starting Credits and Class's Starting credits.))
Skills
1:
2:
3:Items have Statblocks just like characters, though these are significantly shortened for sanity's sake.
Name: Example Item
Level: 1
Significance: 2
Classification: None
Stats: T0 H0/0 E0/0 A0 D0 S0 C2
Equip Stats: +0 to all ((Equip stats are derived from the item's Coordination divided by it's Significance, multiplied by it's level, or C/S*L))
Effect: Shows players how item creation works.
Parts:
"Example", "Item".
Name: Hope Slapper
Significance: 2
Classification: UTW/P
Stats: T5 H5/5 E5/5 A10 D3 S3 C2
Equip Stats: +5T +5H +5E +10A +3D +3S +2C
Effect: Active; Consume 5 energy and deal 1d10 damage.
Parts:
"Laser gun", "Big Laser Gun"
Name: Laser gun
Significance: 1
Classification: UTW
Stats: T0 H2/2 E2/2 A3 D1 S1 C1
Equip Stats: +0T +2H +2E +3A +1D +1S +1C
Effect: Active; Consume 1 energy, deal 1d4 Damage
Parts:
Name: Big Laser gun
Significance: 1
Classification: P
Stats: T0 H3/3 E3/3 A7 D2 S2 C1
Equip Stats: +0T +3H +3E +7A +2D +2S +2C
Effect: Active; Consume 2 energy, deal 1d6 Damage
Parts:
More parts:
AcTech Core
None
1 SCredit
A small core, with a touch of personality and no prior knowledge, it is an empty room to grow. Used in crafting
0T 1HP 1E 0A 0D 0S 1C
SJoint Motor
UTW
2 SCredit
A Small mechanical motor, set to function as a joint, it's AcTech is exceedingly small,
Used in crafting
0T 1HP 1E 1A 0D 1S 1C
SJoint Muscle
N
2 SCredit
A Small Synthetic Muscle, an AcTech core is set in the middle. Used in crafting
0T 1HP 1E 1A 0D 1S 1C
SJoint Mystery
NUAT
2 SCredit
A small piece of Alien Technology, it's AcTech lets one know it is a rotator of some kind. Used in crafting
0T 1HP 1E 1A 0D 1S 1C
Scrap
None
2 SCredit
A single solid piece of high quality steel, varying in shape and size, and no more than 20 pounds in weight.
Used in crafting
No AcTech, 0T 2HP 0E 2A 2D 0S 0C
Small HF Module
UTW 5 SCredit
A unit that can make any weapon it is attached to high frequency, which is to say, calculated sonic energy and vibrations are sent through it to make it able to glide through targets, controlled by an efficient AcTech core. Does not work for things it is not attached to.
Used In crafting
0T 1HP 1E 5A 5D 5S 1C
Small Beam Module
L
5 SCredit
A High powered laser, and the cooling, refracting, and reflecting components needed to use to to craft a laser weapon, all controlled by a precise AcTech Core
Used In crafting
0T 1HP 1E 5A 0D 8S 1C
Small Plasma Module
P
5 SCredit
An engine capable of creating superheated plasma, along with the magnetic manipulators to control it, all ran by an effective AcTech core.
Used In crafting
0T 1HP 2E 6A 6D 3S 1C
Small Nanowire Producer
N
5 SCredit
A microscopic extruder that produces incredibly thin wire, capable of cutting through almost anything weaker than it, controlled by a pragmatic AcTech Core
Used In crafting
0T 1HP 1E 8A 0D 5S 1C
Hyper Crystal
SM
5 SCredit
The peddlers who sold this insist that it holds special powers, the AcTech core attached to it agrees.
Used In crafting, Add 2 to any stat but Coordination and attack, unless that stat is over 20.
0T 1HP 1E 0A 0D 0S 2C
Ultra Crystal
BSM
5 SCredit
The businessman who sold this insist that it holds special powers, the AcTech core attached to it agrees.
Used In crafting, Add 2 to any stat but Coordination and defense, unless that stat is over 20.
0T 1HP 1E 0A 0D 0S 2C
Alien Component
NUAT
5 SCredit
This small piece of alien Tech has had an AcTech Core attached, it may have special properties. Used In crafting, Add 2 to any stat but Coordination and Health, unless that stat is over 20.
0T 1HP 1E 0A 0D 0S 2C
Assorted Technology
RRGE
5 SCredit This small piece of familiar Tech has an AcTech core attached, it is bound to have some good uses.
Used In crafting, Add 2 to any stat but Coordination and Speed, unless that stat is over 20.
0T 1HP 1E 0A 0D 0S 2C
Acclimator Screen
None
1 MCredit
This touchscreen is designed to allow conglomerates of Acclimated tech to interact in a virtual manipulatable environment, for teaching, communicating and as the name implies, acclimating them using avatars. This one has no particular base set, it is ran by an empathetic AcTech Core.
0T 1HP 1E 0A 0D 0S 1C
Skill rolls = 1d20+your stat verses 1d20+their stat, or +some number if there is no character/npc in opposition
Damage rolls = 1dYour total Speed vs 1dTheir Total Speed, if you fail, the attack's damage is cut by the fraction of the two rolls, rounding down, before defence calculations. 1dAttack Total+bonuses-1dDefense Total+bonuses
Feel free to suggest changes and content.