Cthulhu Void Tech

Cthulhu Void Tech is an attempt by some intrepid fa/tg/uys to replace the broken-ass Framewerk system of CthulhuTech with a system based on The Void. The goal is to swap out the mechanics of CthulhuTech while leaving the story and setting intact.
Character Building
Potential Race Builds:
1) Arcology Born Human (very technologically sound and very well read)
2) Rural Born Human (less well read, but more survival skills)
3) Coastal Born Human (similar to rural born human, but focus on some occult knowledge from encounters with deep ones and dagon cult)
4) Refugee Born Human (battle skills and occult knowledge)
5) Fleet Born Nazadi (combat and leadership skills)
6) Arcology Born Nazadi (culture focused skills)
7) Nazza-Duhni Born Nazadi (mix of culture and military focused skills)
Humans:???
Nazzadi: Nightvision
White Xenomix: Parapsychic? Latent Parapsychic.
Black Xenomix: Something diplomatic?
Ghoul:???
>We need to redo the races to fit the new racial architecture in the void. 3 skills to a race.
>We need to redo the professions. Each of them will have a different starting number in each stat (between 1-3 as I recall), a definitive list of skills, and a definitive list of qualities they can buy from at the start.
--->Each class has a distribution of 15 points that are hard set by their class, and an additional 5 points that can be distributed by the player.
--->Players have 30 points to spend on skills.
--->Players choose 2 secondary specialties out of 5 total. These are subclasses, and each adds between 5 and 8 skills to your class' skill list. You have 10 points to spend on each secondary specialization. Soldier might have for example 'criminal past' and 'sailor' or something.
--->You have 5 points to spend on advantage qualities. up to 12 in disadvantages
--->I can't recall. Does CTech have a 'talents' section? If it does, you get 1 talent.
>Free form design for a character with no profession is as follows:
--->20 points in attributes
--->choose homeworld and the 3 skills you get from it. Then spend 50 points total on skills.
--->5 points of advantages, and up to 12 points of disadvantages.
--->choose 1 talent
--->personal wealth 2, sponsored wealth 1.
Mech Rules
1 Integrity = 5 Vitality.
So then. We take our 20 integrity mech right? That gives him a total of 80 HP total in this system.
With the system reducing that ratio by 1 each time you drop a damage grade
Undamaged (80 HP): He can take a total of 100 Vitality damage before he'll drop to the next level. 1 Integrity = 5 Vitality
Cosmetic/Light Damage (60 HP): He can take a total of 80 Vitality damage before dropping to the next level. 1 Integrity = 4 Vitality
Medium Damage (40 HP): He can take a total of 60 vitality damage before he drops to the next level. 1 Integrity = 3 Vitality
Serious Damage (20 HP): He can take a total of 40 vitality damage before he drops to the next level). 1 Integrity = 2 Vitality
Vitality-scale damage does 1 damage per 1d6
Vitality scale must deal all damage to integrity scale in one hit (Not piecemeal)
Therefore, to deal one point of integrity damage to a powered armor suit (5 Integrity, 1 Armor), you must deal 6d6 damage in a single attack.
Tagers
+ Tagers recieve no benefits when unshifted.
+ All tagers gain Insistant Symbiont and Exaggerated Sybiont (Ancient Enemies).
+ Tagers Orgone levels are halved. If their Orgone drops below 0, they take damage instead of losing Orgone.
+ Tagers start Cracked, and their Awareness and Demeanor is reduced by their current Madness Level (1).
+ The monthly madness test increases in difficulty by 1 for each time the Tager shifted fully during that month.
+ Tagers have three forms: (1) Non-shifted (no benefits). (2) Partially shifted (first set of benefits), must pass [difficulty] test to stay partially shifted, and risk shifting back to human or becoming (3) Fully Shifted (full benefits).
+ Shifting from one state to another counts as an involved action.
+ Shifting back to human is a painful process that leaves the PC Battered (Partial) or Hurt (Full) depending on how far they shifted during the encounter.