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New Canvaskhgkghand12.png
Invented by Varied
Used by All Races, but some limitations
Proficiency Point-Buy System

Engineering is a craft tradition that has existed for longer than even the Allorn Empire in more recent memory, but has risen and faded from existence for a variety of factors. Engineering is about as widely used as Alchemy, though used less than Magic despite there being less magically inclined people, because the craft of Engineering is complicated, and the resources required for it usually fairly expensive. Engineering does not really have a central historical narrative, after all, a variety of the technological branches are just part of racial history and came about independently. It is however largely a shared belief among the many technology users of the world, that the true pinnacle of technological progress and engineering, was the Dewamenet Empire, the predecessor of the Asha people. The Dewamenet Empire was lost to time and war however, and as such most of their discoveries were also lost or buried by the march of Magic. This has caused the general prevailing theory that modern Engineering is mere child's play to what engineers had access to many aeons ago. This fact does not however impede on the willpower of the technicians and inventors to create new machines, and further the march of mundane progress through cooperation and iteration. The most praised function of Engineering among the more underground elements of Regalia is its immunity to Ability Counters and Purestone, thus being usable even in environments where Magic cannot be used.

Engineering Rules

Engineering is divided into "Branches", which are the distinct styles of Engineering, and "Packs", which are the individual Proficiency Point-Buy Abilities with wider applications. When a Character makes use of Engineering, the person must first select one single Branch. A Character must stick to this Branch and cannot expand sideways into other Branches. We believe players should be allowed to fill unique niches, and if we allow Characters to make use of multiple Branches, it robs other players of their uniqueness. A Branch dictates the aesthetics of the Packs, from where Packs can simply be purchased at the cost of 3 Proficiency Points each, while they function exactly the same in each of the Branches just with aesthetic differences. To summarize the rules of Engineering:

  • A Character must select a single Branch and stick to that aesthetic forever (with exceptions below). Branch Aesthetics apply to all Ability Packs.
  • A Character can then Point-Buy Engineering Packs for 3 Proficiency Points Each. When adding to the Character App, mention the Branch in Abilities.
  • Living Metal Branch is exclusive to the Asha Race, and cannot even be given to others. (If giving items to other non-Asha, the item defaults to Clockwork).
  • Dark Metal Branch is exclusive to the Cratos Affliction, and cannot even be given to others. (If giving items to other non-Cratos, the item defaults to Magitech).
  • If a Character has any Branch that is not Dark Metal and becomes Cratos, this Branch is converted to Dark Metal. If cured, the Branch is converted back to normal.
  • There is no upper limit to the amount of Engineering Packs that can be bought, so long as the character has enough Proficiency Points to spend on it.

Engineering Branches

Depiction Name Description
New Canvaskhgkghand1.png Notech Just a dude's hand. No technology involved, just pure biology (point of reference). This is not an actual Branch and should as such be disregarded. It is only present in the table so that a real hand can be used as reference to all the prosthetic appearance hands framed below.
New Canvaskhgkghand12.png Clockwork Clockwork is a technology branch mostly practiced by the Qadir, but usable by all Races and faily wide-spread. Clockwork is powered by cycling Essences from the environment, causing the many gears and pistons inside Clockwork to come alive. Clockwork is almost always Brass, Bronze, or Copper, and has a large number of gears visible, with a gentle ticking and clicking noise coming from within.
New Canvaskhgkghand123.png Steamtech Steamtech is a technology branch mostly practiced by the Ailor and Dwarves, the latter who developed it, but it is about as widespread as Clockwork. Steamtech is powered by extremely densely pressured steam capsules that provide pneumatic movement. Most Steamtech is made out of Iron, Steel, or Blacksteel, and has vapors and steam escaping from small holes and the occasional pressure venting.
New Canvaskhgkghand12345.png Crystaltech Crystaltech is a technology branch that is relatively rare and developed by the Meraic, thus now used by the Maraya. Crystaltech is powered by Crystal resonance energies that group together Crystals with different properties to combine their elements. Crystaltech is usually thought to be Magic, but it still makes use of technological devices. Crystaltech always looks like a collection of blue/green/purple/pink crystals and gems.
New Canvaskhgkghand1234.png Hallowtech Hallowtech is a technology branch that is relatively rare and developed by the Unionist Ailor, particularly the more devout Unionists (not necessarily the same developers as Puretek) as a counter movement to all the magic-induced technologies. Hallowtech is powered by a barely understood concept of faith and spirituality, though not necessarily Unionism. Hallowtech always appears like segments of porcelain held together by golden light rims.
New Canvaskhgkghand123456.png Magitech Magitech is a technology branch developed by the Allorn people many aeons ago, largely forgotten, though recently rediscovered. Magitech different from the other technologies in that it entirely relies on the Magic of the user to sustain form and function, and as such cannot really be seen as a Technology, but is still classified as such. Magitech is always made of Electrum, and smaller loose parts are held together by blue, white, or red magical light with sparks. Note, even if Magic is technically the controlling function, even if the user does not have any Magical Abilities, it will still function for fairness reasons.
New Canvaskhgkghand12345678.png Living Metal Living Metal is a technology branch entirely unique to the Asha, that cannot be used by any other race. Living Metal replaces or covers any body part, replacing its function in its entirety thus merely appearing to be made of metal, but being life-like and able to bleed. Living Metal appears almost always like a dark metallic compound, where things like nails, eyes, ears, finger pads and tails gain a faint grey-blue glow and hue. Even if an Ability dictates that Engineering items are given to others, Living Metal only works when making contact with an Asha body. Any Engineering items given to non-Asha turn into Clockwork by someone using Living Metal as Branch.
New Canvaskhgkghand1234567.png Dark Metal Dark Metal is a technology branch entirely unique to the Cratos Affliction that cannot be used by anyone who is not Afflicted as a Cratos. Dark Metal functions much the same as Living Metal, but it also has more chaotic properties in that it constantly seems to want to lose cohesion, break apart, and re-form with chaotic red lights and glows venting magical energies. Dark Metal is said to have a mind of its own and can affect the user. Even if an Ability dictates that Engineering items are given to others, Dark Metal only works when making contact with a Cratos Afflicted. Any Engineering items given to non-Cratos turn into Magitech by someone using Dark Metal as Branch.

Engineering Packs

Engineering Pack One: Environment

Engineering Pack One: Environment costs 3 Proficiency Points, and gives the user access to environmental aesthetics and third party functions brought about by engineering. Think for example of producing an automatic water-boiler, or a technology powered fridge. Other inventions might be flower-watering Clockwork spiders, or Crystal-tech lamps that resonate white noise and cast the lights of the constellations on the ceiling. Environment Engineering should purely be aesthetic like Arcane Mastery 1, allowing remote functions and use of autonomous engineering constructs to perform tasks. Environment Engineering can under no circumstance be used in Combat Roleplay, but there is no upper limit to the amount of functions in this Pack, and items produced may be sold or given to other Characters to use. Players can create practically anything so long as it respects the no-Combat-Roleplay rule, and is not overly anachronistic for the lore-universe. Fridges for example are not anachronistic because ice-boxes have historical precedence, but cars and airplanes are anachronistic since they are too modern. If in doubt about whether something would be too anachronistic, send in a ticket to Lore Staff on the RP Community Discord.

Engineering Pack Two: Golem

Engineering Pack Two: Golem costs 3 Proficiency Points, and gives the user access to a remote controlled humanoid body, which can be anywhere between 5 to 7 feet tall and mimics their Physical Stat and Proficiencies. Much like Vampire Affliction's "Vampire Form", this is a way of "designing an OC within your OC", where your character can customize the Golem in whatever way they like. By default the Golem should be made of the Branch material described in the Branch table above, but paint and items such as clothing or decoration may be added freely. Golems can only be controlled by their makers, as they have to transfer their consciousness into the machine remotely. Golem Engineering has additional rules attached to it:

  • The Golem has the exact same Proficiency and Phys Stat as the user, and can only be controlled by the maker and operator. A Golem will simply refuse to interface with anyone but its maker.
  • The operator must be seated inside a Rental Region, Clandestine Base, or Noble Estate, to be able to use the Golem. While seated, they are vulnerable to attacks and not aware of their surroundings.
  • Despite the Golem looking different, for gameplay balance reasons, anyone can always detect the user of the Golem no matter how hard they try to hide their identity. This is for fairness reasons.
  • While inside the Golem, the operator cannot use any of their Abilities, except their Racial Abilities, and any Engineering Packs they have access to. These Abilities are used from the Golem.
  • The Golem does not reserve Kill or Maim perms. Anyone can attack a Golem with intent to kill without asking for permission first, and Golems are just as fragile as real people, unable to wear armor.
  • Within Common Sense, Golems are immune to some Ability mechanics. for example, Golems cannot be fed on by Vampires. The Golem operator is however not immune to Illusions, Curses, or Control Powers.
  • Golems may have additional limbs (or even be centaur-like) such as claws or wings, but all modifications are purely aesthetical. They are also immune to any material degrading Abilities.
  • Operators can prematurely leave a Golem, causing it to become inert, and re-activate at any time. If the Golem is destroyed, the user's mind is snapped back to their body with a headache.

Engineering Pack Three: Control

Engineer Pack Three: Control costs 3 Proficiency Points, and gives the user access to a technology based Puppet Control 1 (consent rules of this Ability still apply). This control must be applied through some sort of device on the Target, and the device must be obvious to see on both a skin and a character's reasonable appearance, though it can be anything from a belt to a necklace to a crown. Control Engineering cannot be removed with conventional Exorcism, instead, the Control Band (the item controlling the Target) must be removed manually. Such Bands are resistance to damage in Combat, and can only be removed while the Target is restrained by someone else. For more information about Puppet Control 1, see the Ability List page.

Engineering Pack Four: Biotics

Engineering Pack Four: Biotics costs 3 Proficiency Points, and gives the user access to Engineered Prosthetics both for themselves and to sell to others. While in their workshop/home/base, an Engineer can produce and apply Biotics to replace lost limbs or recover full function of a body part that has lost some motoric function. Biotics appear like the Branch they were made out of, and can replace or cover any body part of the wearer, except for the head (though eyes, noses and mouths can be replaced). Biotics are made in a span of a few days, after which they last a lifetime, but do need regular checkups and maintenance (encourages rp with Engineers). They have the same durability as the body part they replaced would, and Abilities apply to them like normal. This means that a user can actually die from excessively damaged Biotics, as they are directly linked to the heart and brain of the user. That being said, some Branches cause differing effects on Biotics, explained below:

  • Clockwork Branch: Cold to the touch, no feeling, ceases to function in extreme-cold environments (arctic blizzards, frozen sea)
  • Steamtech Branch: Cold to the touch, no feeling, ceases to function in extreme-heat environments (volcanos, magma caves)
  • Crystaltech Branch: Warm to the touch, feeling, and is immune to Abilities that degrade materials.
  • Hallowtech Branch: Warm to the touch, feeling, and is immune to Abilities that degrade materials.
  • Magitech Branch: Cold to the touch, feeling, but ceases to function for several minutes if the user is shot with Puretek.
  • Living Metal Branch: Warm to the touch, feeling, has no drawbacks.
  • Dark Metal Branch: Cold to the touch, feeling, has no drawbacks.

Engineering Pack Five: Mending

Engineering Pack Five: Mending costs 3 Proficiency Points, and gives the user access to a healing Ability harnessed through engineered micro-automata, or nano-bots. This Ability functions much the same as Light Mend 2, but differs a bit: While within Direct Touch, the user can heal wounds on a target through this Ability that counts as an Immobile Channel. Surface tissue wounds like cuts and bruises can be fixed within 30 seconds of continued channeling with the target standing still and controlling the various technological devices used to repair damage, while deeper cuts and gashes take up to two minutes. Greater wounds like internal damage or severe bleeding require the target to be laying down, with the user healing deeper wounds over the timespan of 15 minutes. This Ability cannot be used on self, unless the user is actively inside their Golem, and used on the Golem. Maims classified as Aesthetic maims can be healed with this Ability through the Greater wounds specification. Regular maims such as removed limbs or eyes, maims that detriment a character cannot be recovered through this Ability. Healing applied with this Ability is effectively the same as surgery, as the Engineered automata and devices use regular surgery techniques. Attacking the user disrupts the effect, though unlike Light Mend 2, the user can pick up where they left off when danger subsides.

Engineering Pack Six: Weapons

Engineering Pack Six: Weapons costs 3 Proficiency Points, and gives the user access to a summon able weapon. The weapon is usually folded up or in some way or shape minimized in size and stored somewhere on the body, after which it is rapidly unfolded or assembled on the spot to be any type of weapon the user wants to be. They can only summon and unsummon (unfold and store) a single weapon, and if they were handed away, they have to take it back manually. If Engineered Weapons are lost for over 24 hours, a new one is made to replace it, and the old one degrades beyond use. Engineered Weapons can also change into other weapons on the fly (including Ranged weapons though the user must still have separate projectiles on them). Proficiency is however not shared, so if the user only has Sword Combat Proficiency and they summon the weapon as a Spear, they have 0 Spear Combat Proficiency. Engineering Weapons are not immune to material degrading Abilities, and have the same durability as any normal steel weapon, regardless of Branch.

Engineering Pack Seven: Hooking

Engineering Pack Seven: Hooking costs 3 Proficiency Points, and gives the user a two-function Ability with the same Cooldown. The user wields a Grappling Hook shooting device that is capable of launching a hook and reeling quickly, carrying the user and 1 additional person with them. The primary use of this Ability is to shoot the Hook at a high location, followed by a reeling over a matter of seconds that quickly launches the user safely up to the location where the Hook was shot at, so long as the landing location is reasonably flat and safe. This Ability can both be used to grapple up, down, but also sideways and at diagonal angles, but only ever travel in a straight line, with a maximum distance of 30 blocks. The second function of this Ability is to target a person directly, hooking onto them and launching the user towards them, causing them to safely land 2 blocks away from the Target. This part of the Ability does not harm the Target, but it can prevent them from running while the user is pulled towards them. This part of the Ability can only be used in Emote Distance. Either which function is used, this Ability goes on a 2 Hour Cooldown.

Engineering Pack Eight: Familiar

Engineering Pack Eight: Familiar costs 3 Proficiency Points, and gives the user the means to build their own familiar pet out of Engineering components. This differs from Environment in that Familiars are sentient and autonomous, not relying on instructions to function (though they certainly can be instructed and programmed for functions). Engineering Familiars can appear like any animal and even combination of animals, though can be no smaller than a candle-mouse, or larger than a domestic dog. Familiars can fetch items and carry things around, and even speak, with their own personality. The creator can define the personality, or make a copy of their own personality onto the familiar. The Familiar can however not leave Emote Distance of the user, and familiars cannot be sold or given to others. A Familiar can attack a Target once, Rooting them for 10 seconds as they claw/attack them, but then immediately become inert, having to be re-assembled an hour later before they can be revived. If the body of a Familiar is destroyed, the core soul programming and personality can always be salvaged, as can the familiar's memories.

Engineering Pack Nine: Hacking

Engineering Pack Eight: Primaltech costs 3 Proficiency Points, and gives a number of functions, depending on what type of Engineering it is used. Hacking Engineering is also not Branch-sensitive, meaning that for example Crystal Tech can Hack Steamtech and vice versa despite compatibility issues otherwise, for gameplay reasons. Some of Hacking's functions depend on earlier Point-Buy Engineering Packs, with the following effects (if a Pack is not mentioned, it has no effect):

  • When used on Pack One: Environment: The user is able to target Environmental Engineering and hijack their functions or give them new functions. This hijacking can only be aesthetic in nature, like causing watering spider bots to start watering the floor or spraying water against windows instead of flowers. This part of the Ability has no Cooldown.
  • When used on Pack Two: Golem: The user is able to "ping" the location of the operator of a Golem within Emote Distance. This gives them a mental image of the location where the operator is seated, and how to get there roughly. The Golem operator is aware when this Ability is used on them. This part of the Ability has no Cooldown.
  • When used on Pack Eight: Familiar: The user hijacks the familiar and can make it say crude things (if the Familiar has a voice box), and behave contrary to its master's programming or orders, but cannot compel it to attack anything, or self-destruct. This hijacking lasts for 1 minute, after which control goes back to the master. This part of the Ability has a 24 Hour Cooldown.
  • When 5 or more Engineers with this Ability gather around Primaltech Soulcores (an inaccessible Branch of Leystone Primal Engineering), they can hijack the Soulcore of any Dragon Site, or the Red and Blue Spires. The Engineers don't need to be of the same Branch, and can even formally be enemies but work together on this one case of cracking the gems of power and knowledge that are Soulcores. Each Soulcore provides a different hacked function below. This part of the ability has a 2 week Cooldown for each user, and a 1 week cooldown for the site that was hacked into. In any and all hacking attempts of Soulcores, an announcement will be put in Staff Events, similar to a Vandalism attempt, at the beginning, so any nosy onlookers or people trying to disrupt the hacking attempt can sally forth.
    • The Conduit cannot be hacked outright, but it's Codex subroutine can be hijacked, forcing it to answer 3 questions based on its internal database of historical records.
    • The Orrorey can be hacked outright, forcing it to activate and allow the users to scan the world for a person, object or place, giving them exact descriptions of where it is.
    • The Gardener can be hacked outright, forcing it to activate the Gardens of Everchange, and submit to Race-change a single person to a chosen Race. This is permanent and does not disguise the person.
    • The Forger can be hacked outright, forcing it to print any desired weapon made out of Leystone, which is tough as steel and immune to Abilities that degrade materials.
    • The Red Queen cannot be hacked outright, but it's Extraction subroutine can be hijacked, forcing it to suck the Void out of a Target, curing it of any Void Affliction, or blocking Void Abilities for 7 days.
    • The Blue Queen cannot be hacked outright, but it's Extraction subroutine can be hijacked, forcing it to suck the Exist out of a Target, curing it of any Exist Affliction, or blocking Exist Abilities for 7 days.


Writers MonMarty
Artists MonMarty
Processors HydraLana
Last Editor Firefan96 on 09/27/2021.

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