Official Faction Name: The Machinists

Alternate Names: Tech Fiends, Progressives

Faction Philosophy: The Machinists believe implicitly that science and technology can solve all problems, so their goals are simple: to introduce as much high technology as possible. Unfortunately, as they must spend much of their time avoiding the Big Two’s attentions, Machinists seldom stay in a [[space-time]] long enough to teach the proper use of the technologies they leave behind, let alone the scientific principles behind them. More than one timeline has been wiped from history by a careless Machinist and their careless gift of nuclear power.

Base of Operations: The Machinists have no permanent base of operations, operating as a guerrilla group, but their temporary structures are often extremely impressive—high-tech bunkers, mobile fortresses, small-scale domed cities.

Spheres of Influence/Operation: As their tools come from far downtime space-times and their goals are far uptime, they are seldom found between 8000 and 16,000 H, in sharp contrast to most other factions.

Allies and Enemies: The haphazard and single-minded changes that the Machinists aim for are diametrically opposed to most of the Big Two’s operations, so both the Revisionists and OTL spend a substantial portion of their uptime missions stopping Progressive schemes.

Faction Aspect: Machinists believe in progress and in technology solving all problems, so they must take a Faction Aspect like “Toy-Loving Tech Fiend” or “There’s a Pill For That.”

Faction Stunt: Choose one of the following:
  • Always on the Move (Specialization: +2 to Engineering when building or repairing a temporary structure).
  • Downtime Focus (Specialization: +2 to Cultures in space-times PL 6 or higher).
  • Scientific Invention (Invention Stunt)
  • Personal Device (Personal Device)


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