Artificer Point Buy: Difference between revisions

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==Artificer Branches==
==Artificer Branches==
Before Point Buying any Packs, it is important to settle on an Artificer Branch. Each Character may only have a single Artificer Branch (and a single Technician Branch if they have Technician Point Buy). The Artificer 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. The Branches listed below are available, providing a name and description to style after.
Before Point Buying any Packs, it is important to settle on an Artificer Branch. Each Character may only have a single Artificer Branch (and a single Technician Branch if they have Technician Point Buy). If a Character has both Artificing and Technician Point Buy, they can apply the Branches to the other's Packs, and vice versa. The Artificer 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. The Branches listed below are available, providing a name and description to style after.
<gallery mode="traditional" widths="260px" heights="300px">
<gallery mode="traditional" widths="260px" heights="300px">
File:New Canvaskhgkghand1234.png|'''Hallowtech''' is a branch developed by devout Unionists with clean white porcelain paneling and golden glowing connectors.|alt=alt language
File:New Canvaskhgkghand1234.png|'''Hallowtech''' is a branch developed by devout Unionists with clean white porcelain paneling and golden glowing connectors.|alt=alt language
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File:Nephiltech2.png|'''Nephiltech''' is a branch of Exist essence infused technology developed by the Estellon faithful that brings about order and purity.|alt=alt language
File:Nephiltech2.png|'''Nephiltech''' is a branch of Exist essence infused technology developed by the Estellon faithful that brings about order and purity.|alt=alt language
File:Necromindug.png|'''Necrotech''' is a branch of Ordial essence infused technology, brought about by Ordial tech priests, fusing bone and dark energies.|alt=alt language
File:Necromindug.png|'''Necrotech''' is a branch of Ordial essence infused technology, brought about by Ordial tech priests, fusing bone and dark energies.|alt=alt language
File:Servotec.png|'''Servotech''' is a branch developed by Dwarves, an opposite to Vaulttech, saving on cost and metal material by using pneumatics.|alt=alt language
File:Nalontech.png|'''Nalontech''' is a branch developed by the Maraya, an iteration on Crystaltech that uses liquified Chrysalis to create flexible casings.|alt=alt language
File:Teslatec.png|'''Teslatech''' is a branch developed by a multi-faith team of Ailor who tried to capture and harness the power of thunder and lightning.|alt=alt language
File:Gothictec.png|'''Gothitech''' is a branch developed by the Wirtem people of Calemberg, invoking the shapes and arches of their grand Unionist Temples.|alt=alt language
File:Vivitech.png|'''Vivitech''' is a branch developed by Maquixtl, neither technology nor biology exactly, with a carapace structure and circuits.|alt=alt language
</gallery>
</gallery>
==Artificer Packs==
==Artificer Packs==
===Medical Pack===
===Medical Pack===
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| style="background-color:#cdc5bb;" | Healing Hands
| style="background-color:#cdc5bb;" | Healing Hands
| Healing Power
| Healing Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 3 blocks.}}
| Grants the user {{#simple-tooltip: Healing Hands | The user and the (willing) Target (who is not Knocked Out or Downed) must be rooted together for the duration of this Ability, and cannot use any Abilities, Mundane Techniques, or Specials while this Ability is active. The user establishes a Link Power onto the Target, healing any wounds and refreshing their stamina over the duration of 10 minutes. If the Link Power is Disrupted, or the user is Displaced or attacked, the Ability is Canceled, though this Ability has 5 minute Cooldown. This Ability can be used out of combat on a knocked out or downed target, but only if they do not return to combat for at least 2 hours afterwards.
| Grants the user {{#simple-tooltip: Healing Hands | The user and the (willing) Target (who is not Knocked Out or Downed) must be rooted together for the duration of this Ability, and cannot use any Abilities, Mundane Techniques, or Specials while this Ability is active. The user establishes a Link Power onto the Target, healing any wounds and refreshing their stamina over the duration of 10 minutes. If the Link Power is Disrupted, or the user is Displaced or attacked, the Ability is Canceled, though this Ability has 5 minute Cooldown. This Ability can be used out of combat on a knocked out or downed target, but only if they do not return to combat for at least 2 hours afterwards.
}}
}}
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|-
|-
|}
|}
===Barricade Pack===
===Barricade Pack===
The Barricade Pack provides some means for the Artificer to protect themselves, using either Engineering or Alchemy to create.
The Barricade Pack provides some means for the Artificer to protect themselves, using either Engineering or Alchemy to create.
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| Mundane Technique
| Mundane Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Makeshift Weapon | The user produces a makeshift weapon out of mechanical parts or alchemical concoctions. This Weapon can be Ranged, Firearm, or Melee weapon, however it does not count as a Weapon Summon. This Weapon can only be used in 3 distinct actions, whether that is 3 Mundane Techniques, 3 Abilities, or 3 attack Emotes (or any combination of them). (Even if the actions are countered/avoided/missed, they are still ‘used’). After the 3 uses have been used up, the Weapon disintegrates. This Mundane Technique has a 2 Hour Cooldown.
| Grants the user {{#simple-tooltip: Makeshift Weapon | The user is able to summon a temporary weapon to their hand, granting them the proficiency to utilize basic attacks with said weapon for a total of 3 attack emotes before the weapon is destroyed. If the user has any Mundane Techniques from their own proficiencies, they can use them with this weapon, but it also utilizes 1 of the 3 charges. Once destroyed, Makeshift Weapon has a 2 Hour Cooldown.
}}
}}
| {{#simple-tooltip: Artificer Modifier | Can be either engineering based or alchemical based.}}
| {{#simple-tooltip: Artificer Modifier | Can be either engineering based or alchemical based.}}
|-
|-
|}
|}
===Communicator Pack===
===Communicator Pack===
The Communicator Pack provides an all around useful communicator, great for avoiding meta-gaming and planning and coordinating.
The Communicator Pack provides an all around useful communicator, great for avoiding meta-gaming and planning and coordinating.
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| Mundane Technique
| Mundane Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Redstone Radio | The user produces two Redstone Radios, one for themselves, and one for another person. They may communicate to each other remotely regardless of distance, however it is not possible to whisper into Redstone Radios, regular Local Chat must be spoken, and responses (received in Direct Message) must be emoted out. A new pair can be created, causing both to remotely fall apart. The Redstone Radio belonging to the other person can be stolen, but the one owned by the creator cannot be removed from them. Additionally, Redstone Radios can track each other like Radars. However, when this feature is activated, both Radio holders must emote a loud beeping noise repeatedly while the devices are searching.  
| Grants the user {{#simple-tooltip: Redstone Radio | The user produces two Redstone Radios, one for themselves, and one for another person. They may communicate to each other remotely regardless of distance, however it is not possible to whisper into Redstone Radios, regular Local Chat must be spoken, and responses (received in Direct Message) must be emoted out. A new pair can be created, causing both to remotely fall apart. The Redstone Radio belonging to the other person can be stolen, but the one owned by the creator cannot be removed from them. Additionally, Redstone Radios can track each other like Radars. However, when this feature is activated, both Radio holders must emote a loud beeping noise repeatedly while the devices are searching. Radios only ever pick up the voice/sounds of the owner, other people cannot speak into them, nor is ambient noise/background conversation picked up.
}}
}}
| {{#simple-tooltip: Artificer Modifier | Must be engineering based.}}
| {{#simple-tooltip: Artificer Modifier | Must be engineering based.}}
|-
|-
|}
|}
===Tussling Pack===
===Tussling Pack===
The Tussling Pack is designed to get difficult to reach people down to a reasonable position, either using alchemy or engineering.
The Tussling Pack is designed to get difficult to reach people down to a reasonable position, either using alchemy or engineering.
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*The Automaton may make their own Character Application, but their Proficiency spread is always the same: 7 Point Buy Divided between (player choice): Wisdom (Excluding Technician Point Buy), Melee Weapon Point Buy, and Charisma, with Point Buy within them following normal rules. They do not gain Racials, because they are not of a Race, and cannot be afflicted. Automatons cannot have their Stats altered or changed in any way (positively or negatively).
*The Automaton may make their own Character Application, but their Proficiency spread is always the same: 7 Point Buy Divided between (player choice): Wisdom (Excluding Technician Point Buy), Melee Weapon Point Buy, and Charisma, with Point Buy within them following normal rules. They do not gain Racials, because they are not of a Race, and cannot be afflicted. Automatons cannot have their Stats altered or changed in any way (positively or negatively).
*Automatons cannot be killed, though also do not surrender Kill Perms as a result. They have a pool of 5 Hitpoints, meaning after 5 unique mundane attacks, or Abilities or Mundane Techniques with specific harm applied, they are destroyed. A destroyed Automaton can be repaired, or completely re-built, by their Artificer.  
*Automatons cannot be killed, though also do not surrender Kill Perms as a result. They have a pool of 5 Hitpoints, meaning after 5 unique mundane attacks, or Abilities or Mundane Techniques with specific harm applied, they are destroyed. A destroyed Automaton can be repaired, or completely re-built, by their Artificer.  
*Automatons always have the Common Language, plus their Artificer's Native Language (it must be exactly that language and not changed).
*Automatons can look like whatever the player has creativity to imagine, so long as they are vaguely Humanoid.  
*Automatons can look like whatever the player has creativity to imagine, so long as they are vaguely Humanoid.  
*Automatons require a lot of communication between host and Automaton. It is generally recommended that OOC agreements about asking each other to log on are made. The Automaton should not start overly and independently acting from the host. While it is okay to occasionally wander away from the host, the Attendant should ideally always remain in Emote Distance of the Host (if played by another player).
*Automatons require a lot of communication between host and Automaton. It is generally recommended that OOC agreements about asking each other to log on are made. The Automaton should not start overly and independently acting from the host. While it is okay to occasionally wander away from the host, the Attendant should ideally always remain in Emote Distance of the Host (if played by another player).
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* '''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.
* '''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.
* '''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.


{{Proficiency}}
{{Proficiency}}
[[category:Proficiency]] [[category:Wisdom Point Buy]]
[[category:Proficiency]] [[category:Wisdom Point Buy]]

Latest revision as of 04:54, 28 November 2022

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.

Artificer Branches

Before Point Buying any Packs, it is important to settle on an Artificer Branch. Each Character may only have a single Artificer Branch (and a single Technician Branch if they have Technician Point Buy). If a Character has both Artificing and Technician Point Buy, they can apply the Branches to the other's Packs, and vice versa. The Artificer 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. The Branches listed below are available, providing a name and description to style after.

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

Artificer Modifier

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 Info Power 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 Vehicle Power Self

Grants the user Mech-Suit

Artificer Modifier

Automaton 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 Automaton can be played by another player, or the player themselves can play them, but if the player themselves plays their Automaton, they cannot have both Artificer and Automaton present and active in the same scene at the same time (except briefly for “repairs”). An Automaton is a separate entity from the host that can freely move around and away from the host, but must always return to the host because they need maintenance, follow their commands (unless they are being rebellious, if the player programmed them to allow them to be). An Artificer can only ever have one Automaton (for balance reasons), and choosing Automaton Pack blocks the user from investing in Demon Attendant Pack and vice versa.

  • The Automaton may make their own Character Application, but their Proficiency spread is always the same: 7 Point Buy Divided between (player choice): Wisdom (Excluding Technician Point Buy), Melee Weapon Point Buy, and Charisma, with Point Buy within them following normal rules. They do not gain Racials, because they are not of a Race, and cannot be afflicted. Automatons cannot have their Stats altered or changed in any way (positively or negatively).
  • Automatons cannot be killed, though also do not surrender Kill Perms as a result. They have a pool of 5 Hitpoints, meaning after 5 unique mundane attacks, or Abilities or Mundane Techniques with specific harm applied, they are destroyed. A destroyed Automaton can be repaired, or completely re-built, by their Artificer.
  • Automatons always have the Common Language, plus their Artificer's Native Language (it must be exactly that language and not changed).
  • Automatons can look like whatever the player has creativity to imagine, so long as they are vaguely Humanoid.
  • Automatons require a lot of communication between host and Automaton. It is generally recommended that OOC agreements about asking each other to log on are made. The Automaton should not start overly and independently acting from the host. While it is okay to occasionally wander away from the host, the Attendant should ideally always remain in Emote Distance of the Host (if played by another player).
  • If a player is actively playing an Automatons, they are not allowed to play another character (even on an alternate account) in the same scene.
  • Looking for a player to be your Automatons, or looking or an Artificer to be your creator? Consult your friends group first, it is always easier to find a way in roleplay there. If that does not fulfill your needs, consider putting an OOC request or advertisement on the Rp Community Discord, looking for Automaton/Artificer.
  • Automatons can be altered (or alter themselves) by their Artificer, but this does not count as a disguise. They can change their size, gender presentation, race presentation, and much more, so long as their silhouette remains the same, and their identity is never obfuscated from their design, or their themes become invisible.

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 the Presence Point Buy Pet Husbandry Pack, 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.