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system:creator [2018/01/20 23:01]
mousus6 created
system:creator [2020/01/30 22:29] (current)
chaos New call names that were missed
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 ======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. 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.
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   * 6 Potentials   * 6 Potentials
   * The ability to spend 1 Potential to produce a basic Construct   * 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 a basic Contraption
   * The ability to spend 1 Potential to produce 6 points worth of Alchemy   * The ability to spend 1 Potential to produce 6 points worth of Alchemy
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 ===Constructs=== ===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 orders. During this time they should inform the phys-rep of this body of this and provide them with their stats as a Construct.+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. 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 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.
-If used on a cooperative target the mechanisms can instead be used to sustain them, providing a call of HEAL against that target at the point that the Construct is built around them instead of the usual effect. At any point whilst they are within this Construct the Creator may switch it to its usual operation, this replaces their stats with those of the Construct and they must unquestioningly follow the Creator’s orders as their body is effectively puppeted by the Construct - call TIME FREEZE to explain these new rules and stats.+
  
-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 ​that is not operating as an autonomous player ​may never benefit from the HEAL call.+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===
-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 30 seconds of appropriate roleplaying,​ a Creator may consume 1 Potential to build a Contraption.+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 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.+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===
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 ====Self Construct==== ====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. 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==== ====Second Construct====
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 ====Knockback Shot==== ====Knockback Shot====
-You may have your Contraptions launch particularly forceful shots. By expending 2 charges, you may include ​REPEL in the call when firing them.+You may have your Contraptions launch particularly forceful shots. By expending 2 charges, you may include ​PUSH in the call when firing them.
  
 ====Hookshot==== ====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. 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 ​DAZE 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==== ====Contraption Mobility====
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 ====Volatile Contraption==== ====Volatile Contraption====
-You are capable of rigging your Contraptions to explode when triggered. Upon abandoning a Contraption,​ you may call MASS REPEL or MASS DAZE.+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===== =====Alchemy Skills=====
 ====Basic Alchemy==== ====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.+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==== ====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 know how to create an additional type of Basic (1 point) Alchemy, and may produce 1 extra point of Alchemy per cache.
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 ====More Advanced Alchemy==== ====More Advanced Alchemy====
-You know how to create an additional type of 2 point Alchemy, and may produce 1 extra point of Alchemy per cache.+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. You may buy this skill up to four times as long as there is Alchemy you don’t yet know how to make.
  
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 ====More Personal Alchemy==== ====More Personal Alchemy====
-You know how to create an additional type of 3 point Alchemy, and may produce 1 extra point of Alchemy per cache.+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. You may buy this skill as many times as there is Alchemy you don’t yet know how to make.
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 ====Alchemical Traps==== ====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. 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.+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. 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.
  
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 Alchemy: You create twice as many points worth of Alchemy Alchemy: You create twice as many points worth of Alchemy
  
-Traps: You may call TIME FREEZE ​and instantaneously lay your trap near your current position.+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. 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.
system/creator.1516489308.txt.gz · Last modified: 2018/01/20 23:01 by mousus6