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system:creator

Creator

From builders to mad scientists, Creators are tinkerers and inventors who not only recognise the potential in all things, but strive to realise or even exceed it, and create new potential where there was none. In battle, Creators use various alchemical devices, concoctions and mechanisms to aid them and their allies, as well as use resources left behind by slain foes to produce autonomous fighters under their control. The Resource used by Creators is the Potential. Creators have a pool of Potentials which are consumed as they produce things.

Class Baseline

At baseline, a Creator has the following (above what is provided by general abilities):

  • 6 Potentials
  • The ability to spend 1 Potential to produce a basic Construct
  • The ability to spend 1 Potential to heal someone by fitting them with Construct-like mechanisms
  • The ability to spend 1 Potential to produce a basic Contraption
  • The ability to spend 1 Potential to produce 6 points worth of Alchemy
  • Knowledge of how to produce the “Grappling Hook” Alchemy

Constructs

Constructs are autonomous creations which fight for their Creator. Building them requires sufficient resources with the right potential, which are best salvaged from defeated foes. With 10 seconds of work in close proximity to an unresisting body other than themself, a Creator may consume 1 Potential to turn that body into an ally which unquestioningly follows their combat-related orders. During this time they should inform the phys-rep of this body of this and provide them with their stats as a Construct.

If this is done to a monster with Waves this instead cancels out one Wave (it is assumed that the Construct is fighting the cancelled wave until the encounter ends), unless they have only one Wave remaining, in which case the Wave is deferred until the Construct is defeated.

A basic Construct will have 8 hits and strike for SINGLE, using whatever weapons the phys-rep had at the time, discarding shields. The construct makes a constant background mechanical noise whilst not making calls.

A Creator typically may only have one Construct or Contraption active at once, and they last until the end of the encounter or until destroyed. A Construct may never benefit from the HEAL call.

Healing

The mechanisms which power Constructs may also be used to sustain someone's life. With 10 seconds of work in close proximity to a downed target besides themself, a Creator may consume 1 Potential to call HEAL.

If you have used this ability on someone, do not currently have an active Construct and you are certain that they have not received the HEAL call through other means since, you may call EFFECT: “Follow my orders” ONGOING on them as their body is effectively puppeted by these mechanisms. This ONGOING call has no lasting consequences.

Contraptions

Contraptions are small tactical siege weapons with which a Creator can shoot down their foes or maintain a defensive position at the cost of mobility. With 10 seconds of appropriate roleplaying, a Creator may consume 1 Potential to build a Contraption. A basic Contraption gains 1 charge per 20s, may hold only 1 charge, and may be fired at targets up to about 10 meters away to deal 1 point of damage per charge. Upon firing, any charges not used are wasted. A Creator typically may only have one Construct or Contraption active at once, and they last until the end of the encounter, or in the case of a Contraption, until moving from where it was constructed or falling unconscious.

Alchemy

Alchemy is the term for miscellaneous concoctions, potions and small devices that a Creator may build en masse. Between encounters (unless there is no time to rest), a Creator may consume 1 Potential to create a cache of Alchemy. The various things which may be produced each have a point cost, and a Creator will be able to create a limited number of points worth of Alchemy in the cache. Initially this is 6. They may only produce items they know how to make.

Whilst Alchemy can be produced in a much more stable form by more traditional means with extended work and a lab these products of Alchemy are distinctly unstable and will last until the Creator produces a new cache of Alchemy or the end of the adventure, whichever comes first. This ad hoc alchemy is only usable by its creator.

A list of all available alchemy may be found on the Alchemy page.

Skills (Tree)

Construct Skills

Construct Alchemy 1

You are able to work Alchemical creations into your Constructs. Each construct you produce gains 4 of the call associated with a 1 point Alchemy you know how to make, or 2 of the call associated with a 2 point Alchemy you know, delivered by melee. In addition, your Constructs have 2 extra hits.

Construct Alchemy 2

You are skilled in working Alchemical creations into your Constructs. This increases the number of calls your Constructs may make to 8 for 1 point Alchemy or 4 for 2 point Alchemy. In addition, your Constructs have 2 extra hits.

Construct Power 1

You can create Constructs with more destructive power. Your Constructs call DOUBLE. If the phys-rep had a shield, they may instead keep the shield but strike for SINGLE. In addition, your Constructs have 2 extra hits. The insight provided into generating destructive force also allows you to make improvements to your Contraptions, and they take 1 second less to gain a charge.

Construct Power 2

You can create Constructs with even greater destructive power. Your Constructs call TRIPLE. If the phys-rep had a shield, they may keep the shield but strike for DOUBLE. In addition, your Constructs have 2 extra hits. The insight provided into generating destructive force also allows you to make improvements to your Contraptions, and they take 1 second less to gain a charge.

Reuse Construct

When one of your Constructs is destroyed you may reuse some of the parts. A single subsequent standard Construct in the same encounter may be produced without spending a Potential (but does require a new body to work from). In addition, your Constructs have 2 extra hits.

Self Construct

Instead of applying the process to produce a Construct to another, you may apply it to yourself. This takes the usual 10 seconds of work and 1 Potential, at the end of which you take a HEAL and gain any Alchemy-related calls your Construct would have had for the encounter. If you choose, in the Physical world you may instead replace your stats with those of your Construct. In addition, your Constructs have 2 extra hits. Whilst you are sustained by the HEAL or still have calls remaining you count as an active Construct.

Notably, this skill does not allow you to use mechanisms to HEAL yourself without counting as having an active Construct.

Second Construct

You are adept at creating and managing multiple Constructs at once. When you already have a Construct or Contraption active, you may create another by expending 3 Potential instead of the usual 1.

Volatile Construct

You are capable of rigging your Constructs to explode after they have sustained enough damage. When creating a Construct, you may choose to make it explosive. If so, the Construct MUST call MASS QUAD upon hitting 0 hits. In addition, your Constructs have 2 extra hits.

Contraption Skills

Contraption Competency

Your are able to build much more effective Contraptions. Your Contraptions gain 1 charge per 10s base, and may hold 2 charges. The insight into charge capacity also allows you to make improvements to your Constructs, and they have 2 extra hits.

Contraption Capacity

You are able to build even more effective Contraptions. Your Contraptions may hold 3 charges, and deal 2 points of damage per charge when fired. The insight into charge capacity also allows you to make improvements to your Constructs, and they have 2 extra hits.

Ultimate Contraption

You are able to build extremely effective Contraptions. Your Contraptions may hold 4 charges, and deal 3 points of damage per charge when fired. The insight into charge capacity also allows you to make improvements to your Constructs, and they have 2 extra hits.

Knockback Shot

You may have your Contraptions launch particularly forceful shots. By expending 2 charges, you may include PUSH in the call when firing them.

Hookshot

You may have your Contraptions launch shots akin to a Grappling Hook. By expending 2 charges, you may include DRAW in the call when firing them.

Concussive Shot

You may have your Contraptions launch extremely forceful shots. By expending 3 charges, you may include STUN in the call when firing them.

Contraption Mobility

You are able to add features to your Contraptions to make them slightly more mobile. By devoting the entirety of your effort towards doing so you are able to move at a slow walk without losing your Contraption. The insight into mobility also allows you to make improvements to your Constructs, and they are capable of carrying an armoured humanoid in one hand.

Volatile Contraption

You are capable of rigging your Contraptions to explode when triggered. Upon abandoning a Contraption, you may call MASS PUSH or MASS STUN.

Alchemy Skills

Basic Alchemy

In addition to the basic Grappling Hook, you know how to create a single type of Basic (1 point) Alchemy, and may produce 1 extra point of Alchemy per cache.

More Basic Alchemy

You know how to create an additional type of Basic (1 point) Alchemy, and may produce 1 extra point of Alchemy per cache.

You may buy this skill up to two times as long as there is Alchemy you don’t yet know how to make.

Advanced Alchemy

You know how to create a single type of Advanced (2 point) Alchemy, and may produce 1 extra point of Alchemy per cache.

More Advanced Alchemy

You know how to create an additional type of 1 or 2 point Alchemy, and may produce 1 extra point of Alchemy per cache. You may buy this skill up to four times as long as there is Alchemy you don’t yet know how to make.

Personal Alchemy

You know how to create a single type of Personal (3 point) Alchemy, and may produce 1 extra point of Alchemy per cache.

More Personal Alchemy

You know how to create an additional type of 1-3 point Alchemy, and may produce 1 extra point of Alchemy per cache.

You may buy this skill as many times as there is Alchemy you don’t yet know how to make.

Alchemical Equipment

You may create Alchemy-infused equipment as part of your cache. Each such item costs 4 points, and may be one of the following:

  • Weapon: May make the call associated with a Basic (1 point) Alchemy you know twice per encounter, or the call associated with an Advanced (2 point) Alchemy once per encounter. (Which call is chosen when the weapon is produced.) This weapon may also be used in a Vision Quest as though attuned to it (though still without the use of other weapon skills).
  • Armour: Gain 2 RESISTs to Physical effects per encounter. In a Vision Quest this also counts as armour.
  • Talisman: Gain 2 RESISTs to Mental effects per encounter. In a Vision Quest this also counts as armour.

As per other Alchemical items, these only last until the point you next produce more Alchemy, or the end of the adventure, whichever comes first.

Alchemical Overload

You may consume all of the potential of some Alchemy-infused equipment you have produced in one burst for a powerful effect at the cost of destroying that equipment, returning it to being non-infused. This has an effect dependent on what type of item it was:

  • Weapon: Strike for HEX plus whatever call is associated with the weapon
  • Armour: NULL all damage for 30s
  • Talisman: Gain 3 calls of BE EFFECTED “Follow my orders” until the end of the encounter or you make any other offensive call

Conceptual Weapon

You may create a facsimile of your favoured weapon in a Vision Quest, allowing you to use that weapon as though attuned to it (though still without the use of other weapon skills). The insight into creation of items also allows you to produce 1 extra point of Alchemy per cache.

Alchemical Traps

You are capable of rigging traps with Alchemy that is triggered when people stumble into them. Whilst moving no faster than a slow walk and using both hands as you walk the path you intend it to occupy you may consume 1 Potential to create a 10m long line infused with one type of Alchemy you know how to make (this does not consume and cannot make use of any pre-produced Alchemy you happen to be carrying). This then remains in place for the rest of the encounter (and for up to 2 further encounters should they happen to take place in the same IC location). Whenever anybody crosses that line you may make the call associated with that Alchemy at them (though this is still subject to the usual 1 second rule). Once they have identified a call associated with a particular trap a GM may make that call against anybody besides you who crosses the line up to once every 30s. The Orrery of Horrors is too intricate to work into a trap, whilst Personal Alchemy is insufficiently stable, and so these cannot be used at the basis for a trap.

Advanced Traps

You are able to rig traps infused with multiple kinds of Alchemy. When you lay a trap your line is infused with two types of Alchemy you know. Whenever anybody crosses that line you may make the call associated with one of those types of Alchemy at them.

Other Skills

Unlock Greater Potential

You have a greater insight into the potential of all things, and how it might be exceeded. Your Resource pool now includes 1 Greater Potential, which may be used any time that a single Potential would be used for the following effects: Construct: Your Construct has two of the following:

  • Damage +1
  • Double hits
  • Double uses of its Alchemy call

Contraption: Your Contraption is created instantly and is formed fully charged.

Alchemy: You create twice as many points worth of Alchemy

Traps: You may call TIME STOP and instantaneously lay your trap near your current position.

If used to create an enhanced Construct but this instead nullifies a Wave, you gain the calls that Construct would have had as ranged calls to represent supporting fire as your Construct continues to fight.

Personal Creation

You have developed your own creations which you can readily reproduce. Discuss with the organisers what you would like this to do, generally it will come in the form of a Construct, Contraption or Alchemy which comes at a greater cost to produce.

Act of Creation

You may channel the power of the Creator into your works. For each instance of this skill you gain 1 Act of Power per adventure. Having the second rank of this skill allows you to gain 2 levels from self sacrifice, though note that there is no such thing as a level 4 Act of Power.

system/creator.txt · Last modified: 2020/01/30 22:29 by chaos