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== Overview == | == Overview == | ||
The general concept of Technomancer is simple: You use your backpack core to cast functions which change and shape the world around you, or simply dispose of those trying to hurt you. To cast them a resource called "Energy" is used. The core recharges it naturally over time and will let you know in percentage how much you got left. Every interruption of the natural flow of things comes with a downside called "Instability". You see objects with instability by a glow forming around them. While this problem takes care of itself with enough time, not separating objects with instability from each other or consistent usage of functions may start to introduce side effects ranging from small odd behaviors like a simple spark to becoming very real and very dangerous to you and everyone nearby. | |||
== This is an RPG now == | |||
There are multiple core stats to keep in mind while casting functions. All of them are determined by your core: | |||
*Spell Power: Increases the effectiveness of many functions, ranging from improved healing to larger auras and such. | |||
*Total Energy Capacity: How much maximum energy you can store and use without having to wait for it to recharge. | |||
*Recharge Rate: Influences how quickly you recover energy. | |||
*Energy Cost Modifier: Influences how many % of its base cost a function will cost you to cast. | |||
*Instability Modifier: How much % of a functions base stability is going to affect the world when you use the function. | |||
== The Catalogue and you == | |||
You spawn with two devices in your pockets. A single use teleporter to reach the Aurora and a catalogue to buy anything you like within reason (1000 points). While on your own station you can simply refund functions via the button inside the catalogue or items by slapping it with them. | |||
=== The "Core" of success === | === The "Core" of success === | ||
As a Technomancer all of your | As a Technomancer all of your functions depend on a single device which you carry on your back. The following is a list of all available cores. Keep in mind that while you can only carry one, your apprentice may want one as well. | ||
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=== Devices and Tools === | === Devices and Tools === | ||
You are able to spend your points on tools and devices as well. Some of them are specific to Technomancers while others may seem oddly familiar. As long as you keep your catalogue with you and some spare points you can purchase these from anywhere on the station. This makes for a good plan B should you get hurt beyond your ability to heal or if you require something specific for a specialized task. Keep in mind that most of these can be found on the station itself if you are cheap or able to procure them without spending anything on them. | |||
== Mixed Gamemodes and AOOC == | == Mixed Gamemodes and AOOC == |
Latest revision as of 19:14, 11 August 2021
WIP Ignore for now.
ENEMY STAFF | |
Technomancer Technomancer |
Access: Wherever your powers bring you. Qualifications: Not defined Employers: Not defined Supervisors: Not defined Duties: Teach the universe about the dark arts or make them suffer for their ignorance. Have fun! Guides: This one. |
"I wonder what this button does and why it's blinking red..." -Last words of an apprentice Technomancer.
Technomancers are a group of people obsessed with technology. You may not be very proficient with it and safety has never advanced your research, but no matter which type of devices you brought along, chaos will surely follow. Unlike a Loner meditating all day to gain powers, you simply bring along your friends for the ride.
Extended skillset - You aren't held to conventional standards on skills.
Overview
The general concept of Technomancer is simple: You use your backpack core to cast functions which change and shape the world around you, or simply dispose of those trying to hurt you. To cast them a resource called "Energy" is used. The core recharges it naturally over time and will let you know in percentage how much you got left. Every interruption of the natural flow of things comes with a downside called "Instability". You see objects with instability by a glow forming around them. While this problem takes care of itself with enough time, not separating objects with instability from each other or consistent usage of functions may start to introduce side effects ranging from small odd behaviors like a simple spark to becoming very real and very dangerous to you and everyone nearby.
This is an RPG now
There are multiple core stats to keep in mind while casting functions. All of them are determined by your core:
- Spell Power: Increases the effectiveness of many functions, ranging from improved healing to larger auras and such.
- Total Energy Capacity: How much maximum energy you can store and use without having to wait for it to recharge.
- Recharge Rate: Influences how quickly you recover energy.
- Energy Cost Modifier: Influences how many % of its base cost a function will cost you to cast.
- Instability Modifier: How much % of a functions base stability is going to affect the world when you use the function.
The Catalogue and you
You spawn with two devices in your pockets. A single use teleporter to reach the Aurora and a catalogue to buy anything you like within reason (1000 points). While on your own station you can simply refund functions via the button inside the catalogue or items by slapping it with them.
The "Core" of success
As a Technomancer all of your functions depend on a single device which you carry on your back. The following is a list of all available cores. Keep in mind that while you can only carry one, your apprentice may want one as well.
Name | Description | Costs |
---|---|---|
Manipulation Core | The default core that you most likely already have. This is here in-case you change your mind after buying another core, don't forget to refund the old core. | 100 |
Rapid Core | A core optimized for passive regeneration, however at the cost of capacity. Has a capacity of 7,000 units of energy, and recharges at a rate of 70 units. Complex gravatics and force manipulation allows the wearer to also run slightly faster. | 100 |
Bulky Core | This core has very large capacitors, however it also has a subpar fractal reactor. The user is recommended to purchase one or more energy-generating Functions as well if using this core. The intense weight of the core unfortunately can cause the wear to move slightly slower, and the closeness of the capacitors causes a slight increase in incoming instability. | 100 |
Unstable Core | This core feeds off unstable energies around the user in addition to a fractal reactor. This means that it performs better as the user has more instability, which could prove dangerous to the inexperienced or unprepared. The rate of recharging increases as the user accumulates more instability, eventually exceeding even the rapid core in regen speed, at a huge risk. | 100 |
Recycling Core | This core is optimized for energy efficency, being able to sometimes recover energy that would have been lost with other cores. Each time energy is spent, there is a 30% chance of recovering half of what was spent. | 100 |
Summoning Core | A unique type of core, this one sacrifices other characteristics in order to optimize it for the purposes teleporting entities from vast distances, and keeping them there. Wearers of this core can maintain up to 40 summons at once, and the energy demand for maintaining summons is severely reduced. | 100 |
Safety Core | This core is designed so that the wearer suffers almost no instability. It unfortunately comes at a cost of subpar ratings for everything else. | 100 |
Overcharged Core | A core that was created in order to get the most power out of functions. It does this by shoving the most power into those functions, so it is the opposite of energy efficent, however the enhancement of functions is second to none for other cores. | 100 |
Magical Functions
Functions can be compared to spells. These are programs installed into your core. They cost a certain amount of power to use and will in return create instability. A focus scepter can amplify their effects, while cores change the energy demands, strengths and downsides.
Name | Description | Scepter Bonus | Costs to Unlock Function |
---|---|---|---|
Abjuration | This ability attempts to send summoned or teleported entities or anomalies to the place from whence they came, or at least far away from the caster. Failing that, it may inhibit those entities in some form. | None | 25 |
Apportation | This allows you to teleport objects into your hand, or to pull people towards you. If they're close enough, the function will grab them automatically. | Range is unlimited. | 25 |
Audible Deception | Allows you to create a specific sound at a location of your choosing. | An extremely loud bike horn sound that costs large amount of energy and instability becomes available, which will deafen and stun all who are near the targeted tile, including yourself if unprotected. | 50 |
Blink | Force the target to teleport a short distance away. This target could be anything from something lying on the ground, to someone trying to fight you, or even yourself. Using this on someone next to you makes their potential distance after teleportation greater. Self casting has the greatest potential for distance, as well as the cheapest cost. | Blink distance is increased greatly. | 50 |
Chroma | Creates light around you, or in a location of your choosing. You can choose what color the light is. This could be useful to trick someone into believing you're casting a different spell, or perhaps just for fun. | None | 25 |
Condensation | This causes rapid formation of liquid at the target, causing floors to become wet, entities to be soaked, and fires to be extinguished. You can also fill contains with water if they are targeted directly. | Floors affected by condensation will also freeze. | 50 |
Dispel | Ends most on-going effects caused by another Technomancer function on the target. Useful if you are worried about hitting an ally with a deterimental function, if your opponent has similar capabilities to you, or if you're tired of Instability plaguing you. | None | 25 |
Energy Siphon | This creates a link to a target that drains electricity, converts it to energy that the Core can use, then absorbs it. Every second, electricity is stolen until the link is broken by the target moving too far away, or having no more energy left. Can drain from powercells, microbatteries, and other Cores. The beam created by the siphoning is harmful to touch. | Rate of siphoning is doubled. | 100 |
Flame Tongue | Creates a miniaturized flamethrower in your hand. Acts as a welder and lights enemies on fire on contact. | None | 50 |
Gambit | This function causes you to receive a random function, including those which you haven't purchased. | Instead of a purely random spell, it will give you a "random" spell. | 50 |
Illusion | Allows you to create and control a holographic illusion, that can take the form of most object or entities. | Illusions will be made of hard light, allowing the interception of attacks, appearing more realistic. | 25 |
Instability Tap | Creates a large sum of energy (5,000 at normal spell power), at the cost of a very large amount of instability afflicting you. | 50% more energy gained, 20% less instability gained. | 100 |
Mark | This function places a specific 'mark' beacon under you, which is used by the Recall function as a destination. Note that using Mark again will move the destination instead of creating a second destination, and only one destination can exist, regardless of who casted Mark. | None | 25 |
Recall | This function teleports you to where you placed a mark using the Mark function. Without the Mark function, this function is useless. Note that teleporting takes three seconds. Being incapacitated while teleporting will cancel it. | Recall takes two seconds instead of three. | 25 |
Mend Internals | Greatly heals the target's wounds, both external and internal. Restores internal organs to functioning states, even if robotic, reforms bones, patches internal bleeding, and restores missing blood. | None | 100 |
Oxygenate | This function creates oxygen at a location of your chosing. If used on a humanoid entity, it heals oxygen deprivation. If casted on the envirnment, air (oxygen and nitrogen) is moved from a distant location to your target. | None | 25 |
Passwall | An uncommon function that allows the user to phase through matter (usually walls) in order to enter or exit a room. Be careful you don't pass into somewhere dangerous. | Cost per tile is halved. | 100 |
Phase Shift | Hides you in the safest possible place, where no harm can come to you. Unfortunately, a prolonged stay inside the rift you create will afflict you with instability. | None | 50 |
Radiance | Causes you to be very radiant, glowing brightly in visible light, thermal energy, and deadly ionizing radiation. Note that this WILL affect you. | Radiation will not affect the caster or their allies. | 100 |
Reflect | Emits a protective shield fron your hand in front of you, which will reflect one attack back at the attacker. | None | 100 |
Resurrect | This function injects various regenetive medical compounds and nanomachines, in an effort to restart the body, however this must be done soon after they die, as this will have no effect on people who have died long ago. It also doesn't resolve whatever caused them to die originally. | None | 100 |
Shared Burden | One of the few functions able to adjust instability, this allows you to take someone else's instability. | None | 50 |
Shield | Emits a protective shield fron your hand in front of you, which will protect you from almost anything able to harm you, so long as you can power it. Stronger attacks blocked cost more energy to sustain. Note that holding two shields will make blocking more energy efficent. | Blocking is twice as efficent in terms of energy cost per hit. | 100 |
Targeting Matrix | Automatically targets and fires a ranged weapon or function at a non-friendly target near a targeted tile. Each target assisted attack costs some energy and instability. | None | 50 |
Track | Acts as directional guidance towards an object that belongs to you or your team. It can also point towards your allies. Wonderful if you're worried someone will steal your valuables, like a certain shiny Scepter... | You will be able to track most other entities in addition to your belongings and allies. | 25 |
Warp Strike | Teleports you next to your target, and attacks them with whatever is in your off-hand, spell or object. | None | 100 |
Restoration Aura | Heals you and your allies (or everyone, if you want) of trauma and burns slowly, as long as they remain within four meters. | None | 100 |
Fire Storm | This causes everyone within four meters of you to heat up, eventually burning to death if they remain for too long. This does not affect you or your allies. It also causes a large amount of fire to erupt around you, however the main threat is still the heating up. | Increased heat generation, more fires, and higher temperature cap. | 100 |
Chilling Aura | Lowers the core body temperature of everyone around you (except for your friends), causing them to become very slow if they stay within four meters of you. | Will make nearby entities even slower. | 100 |
Electric Aura | Repeatedly electrocutes enemies within four meters of you, as well as nearby electronics. | Aura does twice as much damage. | 100 |
Degen Aura | Destabilizes your enemies, breaking their elements down to their basic levels, slowly killing them from the inside. For each person within fourteen meters of you, they suffer 1% of their current health every second. Your allies are unharmed. | None | 150 |
Haste | Allows the target to run at speeds that should not be possible for an ordinary being. For five seconds, the target runs extremely fast, and cannot be slowed by any means. | None | 100 |
Mend Life | Heals minor wounds, such as cuts, bruises, burns, and other non-lifethreatening injuries. Instability is split between the target and technomancer, if seperate. The function will end prematurely if the target is completely healthy, preventing further instability. | None | 50 |
Mend Synthetic | Repairs minor damage to prosthetics. Instability is split between the target and technomancer, if seperate. The function will end prematurely if the target is completely healthy, preventing further instability. | None | 50 |
Beam | Fires a laser at your target. Cheap, reliable, and a bit boring. | None | 100 |
Force Missile | This fires a missile at your target. It's cheap to use, however the projectile itself moves and impacts in such a way that armor designed to protect from blunt force will mitigate this function as well. | None | 50 |
Ionic Bolt | Shoots a bolt of ion energy at the target. If it hits something, it will generally drain energy, corrupt electronics, or otherwise ruin complex machinery. | None | 50 |
Lightning Strike | This uses a hidden electrolaser, which creates a laser beam to ionize the enviroment, allowing for ideal conditions for a directed lightning strike to occur. The lightning is very strong, however it requires a few seconds to prepare a strike. Lightning functions cannot miss due to distance. | None | 50 |
Overload | Fires a bolt of highly unstable energy, that does damaged equal to 0.3% of the technomancer's current reserve of energy. This energy pierces all known armor. Energy cost is equal to 10% of maximum core charge. | Will do damage equal to 0.4% of current energy. | 100 |
Darkness | Disrupts photons moving in a local area, causing darkness to shroud yourself or a position of your choosing. | None | 25 |
Destabilize | Creates an unstable disturbance at the targeted tile, which will afflict anyone nearby with instability who remains nearby. This can affect you and your allies as well. The disturbance lasts for twenty seconds. | None | 100 |
Fire Blast | Causes a disturbance on a targeted tile. After two and a half seconds, it will explode in a small radius around it. Be sure to not be close to the disturbance yourself. | None | 175 |
Pulsar | Emits electronic pulses to destroy, disable, or otherwise harm devices and machines. Be sure to not hit yourself with this. | None | 100 |
Summon Creature | Teleports a specific creature from their current location in the universe to the targeted tile, after a delay. The creature summoned can be chosen by using the ability in your hand. Available creatures are; mice, crabs, parrots, bats, goats, cats, corgis, spiders, and space carp. The creatures take a few moments to be teleported to the targeted tile. Note that the creatures summoned are not inherently loyal to the technomancer, and that the creatures will be hurt slightly from being teleported to you. | Summoned entities will never harm their summoner. | 100 |
Devices and Tools
You are able to spend your points on tools and devices as well. Some of them are specific to Technomancers while others may seem oddly familiar. As long as you keep your catalogue with you and some spare points you can purchase these from anywhere on the station. This makes for a good plan B should you get hurt beyond your ability to heal or if you require something specific for a specialized task. Keep in mind that most of these can be found on the station itself if you are cheap or able to procure them without spending anything on them.
Mixed Gamemodes and AOOC
Technomancer is sometimes played along other gamemodes such as mercenary. Decide at round start if you will work together or fight it out on the unsuspecting Aurora. AOOC is an OOC channel that is exclusive to those playing antags, it is a very good way to make gimmicks and plan your round with the other antags. The possibilities are endless when it comes to telling a story, just remember to stay in the bounds of the game and follow the Server Rules about IC in OOC. Remember to ahelp if you have a question.
Antagonist roles
| |
Antagonists | Traitor - Mercenary - Ninja - Changeling - Vampire - Revolutionary - Raider - Cultist - Cortical Borer - Loner - Technomancer |
Jobs on Aurora
| |
Command | Captain - Executive Officer - Head of Security - Chief Engineer - Research Director - Chief Medical Officer - Operations Manager |
Command Support | Corporate Liaison - Consular Officer - Bridge Crewman |
Security | Security Officer - Warden - Investigator - Security Cadet |
Engineering | Engineer - Atmospheric Technician - Engineering Apprentice |
Medical | Surgeon - Physician - Paramedic - Psychologist - Pharmacist - Medical Intern |
Research | Scientist - Xenobiologist - Xenobotanist - Lab Assistant |
Operations | Hangar Technician - Shaft Miner - Machinist |
Service | Assistant - Off-Duty Crewman - Passenger - Bartender - Chef - Chaplain - Librarian - Janitor - Botanist - Corporate Reporter |
Non-human | AI - Cyborg - Personal AI |
Special | Merchant - Ghost Roles |