User:Cnaym/Sandbox3
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 "Core" of success
As a Technomancer all of your powers 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 |
Devices and Tools
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
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Antagonists | Odyssey - Traitor - Mercenary - Ninja - Changeling - Vampire - Revolutionary - Raider - Cultist - Cortical Borer - Loner - Technomancer |
Jobs on Aurora
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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 |