Artificer Point Buy

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The Artificer Point buy is part of the bigger Proficiency System. Please read the Proficiency Page first before reading this one. The Artificer Point Buy provides Packs for the Character to become proficient in Engineering and Alchemy Inventions. Each Pack has one Ability or Mechanic that players can use in Roleplay. With each Pack bought in this Point Buy Category, the player may also choose two Specials from the list at the bottom to add to their Character Sheet. Artificer Point Buy differs from Technician Point Buy in that it is very light on rules, and can be combined with Afflictions, Magic, and Combat Skills.

Technological Branches

Before Point Buying any Packs, it is important to settle on one of the Technology Branches as a style. Each Character may only have a single Technological Branch (though some exceptions exist, explained on the page). The Technological Branch roughly provides context to the aesthetics of Abilities (and Specials) used by an Artificer. Some Races or Afflictions may have different rules regarding Branches, all exceptions and limitations are provided on the linked page.

Artificer Packs

Medical Pack

The Medical Pack provides a good mundane Healing Ability that can use either Engineering or Alchemy to provide its effects.

Ability Name Ability Type Ability Range Ability Description Modifiers
Healing Hands Healing Power Melee Range

Grants the user Healing Hands

Artificer Modifier

Barricade Pack

The Barricade Pack provides some means for the Artificer to protect themselves, using either Engineering or Alchemy to create.

Ability Name Ability Type Ability Range Ability Description Modifiers
Quick Cover Mundane Technique Self

Grants the user Quick Cover

N/A

Scrapper Pack

The Scrapper Pack provides some flexible utility in a pinch for those caught without weapons either with alchemy or engineering.

Ability Name Ability Type Ability Range Ability Description Modifiers
Makeshift Weapon Mundane Technique Self

Grants the user Makeshift Weapon

Artificer Modifier

Communicator Pack

The Communicator Pack provides an all around useful communicator, great for avoiding meta-gaming and planning and coordinating.

Ability Name Ability Type Ability Range Ability Description Modifiers
Redstone Radio Mundane Technique Self

Grants the user Redstone Radio

Artificer Modifier

Tussling Pack

The Tussling Pack is designed to get difficult to reach people down to a reasonable position, either using alchemy or engineering.

Ability Name Ability Type Ability Range Ability Description Modifiers
Cast Down Mundane Technique Emote Range

Grants the user Cast Down

Artificer Modifier

Tracker Pack

The Tracker Pack uses either Alchemy or Engineering to provide a more reliable means to track difficult to catch people.

Ability Name Ability Type Ability Range Ability Description Modifiers
Tracking Node Mundane Technique Self

Grants the user Tracking Node

Artificer Modifier

Mech-Suit Pack

The Mech Suit pack does exactly what it advertises, equipping the wielder with a Mech suit to solve immediate problems in style.

Ability Name Ability Type Ability Range Ability Description Modifiers
Mech-Suit Passive Technique Self

Grants the user Mech-Suit

Artificer Modifier

Automaton Pack

This pack can be taken for Free by any Artificer with at least one Artificier Point Buy Pack. The Artificer can create an independent Automaton, which can be programmed specifically to do things, with a custom personality designed by the maker, or a copy of the maker’s personality, or an altered version (but never the maker’s memories). An Artificer can only ever have one Automaton. It is required to record the Automaton creation on the Character Application, but it doesn't have to be overly specific, just when and why the Automaton was created. An Automaton can be played by another player, or the player themselves can play them, but it is highly preferred to have someone else play them. An Automaton is a separate entity from their creator that can freely move around and away from their creator, but must always return to their creator because they need maintenance. A character cannot take both the Automaton Pack and the Anchored Summoning Pack at the same time.

  • Automatons must always be played by a player. It is preferred that this is always another Player, but can also be the Artificer. An Automaton can never be in the same scene where another one of the Player’s Characters is already present.
  • Automatons need Character Applications. They do not have a Race (no Racial Abilities or Specials), always speak Common and one other language their host can speak, and can only spend 12 Proficiency Points of their choosing instead of the standard 14.
  • Automatons cannot cannot take Magic Point Buy, Theurgy Point Buy, or the Automaton Pack. Artificer Automatons cannot take Technician Point Buy.
  • Automatons can be made to look like anything, or changed to look like anything by their Artificer, making them functionally shapeshifters, but none of their shapeshifting ever counts as a Disguise, for fairness sake, even if they suddenly look radically different. They also don’t have an age, instead being as old as their creation, but always summoned mentally and physically as adults.
  • Automatons cannot be killed, though also do not surrender Kill Perms as a result. They have a pool of 6 Hitpoints, meaning after 6 unique mundane attacks, or Abilities with specific harm applied, they are destroyed. A destroyed Automaton can only be "revived" and repaired or re-built at a Rental Region (or equivalent "home base") their Artificer belongs to.
  • Automatons must follow their creator's commands, unless they are being rebellious, if the creator programmed them to allow them to be.
  • Automatons require a lot of OOC communication between Robot player and Creator Player. You are recommended to sample playability in your own friends group before reaching out to strangers, though you can ask in OOC notices for availability.

Artificer Specials

  • Medical Patent: The user is a practiced doctor and can diagnose ailments, diseases and wounds and cure them, and perform surgery. They have knowledge of healing plants and herbs and poultices.
  • Foam-mix Patent: The user can utilize foam alchemy to plug small holes or cracks in items or structures. Strong enough to prevent a ship from sinking by plugging holes, but never blocking doors.
  • Body-chem Patent: The user can utilize Alchemy to create body change serums, allowing consumers to change their gender presentation without changing their biological sex (equivalent to HRT in our lore).
  • Hair-chem Patent: The user can utilize Alchemy to create serums to change anything to do with hair: texture, shape, color, cure baldness, length, and apply for example sparkle or glow aesthetics.
  • Common Patent: The user can create assorted potions, mixtures and pills to solve every day aesthetic problems like bug infestations, dandruff, acne, dirty walls, wrinkles clothes and stained carpets.
  • Servo-golem Patent: The user can create small golems to complete simple household tasks like sweeping or opening doors and curtains on command in their Shop or Rental/Estate/Base.
  • Biotic Patent: The user can install and maintain prosthetics of lost limbs (arms and legs and tails) on others or themselves, replacing perfectly all lost functions of that lost limb, though needing checkups.
  • Addiotic Patent: The user can install additional prosthetics of non-existent limbs like tails or additional arms to themselves or others that were not there before, adding purely aesthetic functions to the body.
  • Berserk Patent: The user may inject or shoot a beserk serum at any (non Magical) mechanical or organic domestic pet or familiar, causing them to claw at their owner and refuse orders for some time.
  • Appliance Patent: The user may produce useful household appliances and machines, like self-serving bars, fridges, air conditioners and others in Rental/Estate/Base regions, or shops owned by others.
  • Momentum Patent: The user may create movement mechanics for (for example) wheelchair bound people, like hoverballs or micro thrusters to allow them normal movement as if they were abled.
  • Lifegiver Patent: The user may create life-saving machinery like dialysis machines or diabetes treatment machines that successfully treat life threatening conditions for others or self.
  • Lifecreater Patent: The user may create an artificial womb that can draw DNA from two Racially compatible parents to birth and infant in normal gestation period from an artificial womb machine.
  • Mechpet Patent: The user may, if they have a pet or familiar, exchange their organic pet (or rebuild their organic pet) as an entirely mechanical pet.
  • Chassis Patent: The user may, on themselves or others, exchange internal body organs and functions with mechanics, this is highly frowned upon in many cultures and societies.
  • Hacking Patent: The user may hack into programming or machining of any Special-based machines or devices in Emote Range to cause them to go haywire. Hacks can be overruled by other Hacks.
  • Mindslave Patent: The user may apply a mechanical control device on a user granting OOC Consent, which allows them to mind control the Target. The device can be physically removed to break the effect.