Post by Neopoke on Mar 21, 2019 3:43:43 GMT
Machinist
Machinists are masters of the machine capable of creating technology that can be as simple as a fire arm, or as complex as an airship. A machinist can specialize into many different fields each opening up a completely different world of crafting possibilities. Machinists can either be a support job or even a viable combat class depending on where the user puts their focus. At later tiers the machinist has the capability of altering the flow of the story in huge ways as their inventions can help open up new possibilities.
Machinist (Job) - Machinists are masters of machinery, and technology. They are able to dismantle any piece of technology depending on its size (1 turn for inventory sized objects, 2 for person sized, 4 for 10 foot+, 5 for 20 foot+, 10 for 30 foot+, 12 for 50 foot+.) They must be uninterrupted when doing so. Upon doing so, they salvage every ingredient that was required to build said piece of tech. In addition, Machinists gain +2 INT.
+30 HP, +30 MP, +30 SP.
Perks
Gunsmith branch:
Basic Machina Weaponsmith (T1) - This individual is capable of creating the basics of what every self respecting machina gunsmith can make. (Rudimentery guns like pistols/rifles, small bio blaster, chainsaw)
Basic Ammosmith (T2) - This individual is capable of infusing bullets with the basic elements of fire, water, earth, thunder as well as basic scattershot shells and low quality AP rounds.
Advanced Machina Weaponsmith (T3) - This individual has progressed in the creation of the traditional weapons of machinists. (Advanced guns and upgraded variants
of their basic inventions)
Terraformer (T3) - This Machinist has learned how to make 'Terraforming' machines; i.e, Node Refreshers. When used, these Node Refreshers will reinvigorate used up Gathering nodes within a 3x3 radius of the user.
Advanced Machina Ammosmith (T4) - This individual has become capable of creating all the elements as well as upgraded scattershot shells and high quality AP rounds.
Nethicite Ammosmith (Semi-Unique) (T5) - This individual has discovered and become able to refine nethicite into bullets to be used within guns to deal 2x damage and force it to make a DC15 fortitude save or be stunned for the next round.
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Armormech Branch:
Initiate Roboticist (T2) - This individual is capable of creating basic magitek troopers and small robots to a limit of two total.
Experienced Roboticist (T3) - This individual has become capable of creating advanced magitek troopers and large robots with the same limit. (Must already have Initiate Roboticist)
Armor Engineer (T4) - This individual has learned how to create and support the weight of a bipedal weapons platform in various models for combat.
Mecha Engineer (Unique) (T5) - This individual has learned how to utilize Magitek technology to a superb degree. They are able to create hundred foot tall Mecha Magitek Armor, that have immense power. These Mechas require an immense amount of resources to build, but are unrivaled in horse-power.
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Mechanic Branch:
Vehicle Mechanic (T2) - This individual is able to make basic land vehicles, such as Land Rovers - and they can potentially augment their Rovers with custom parts.
Shipwright (T2) - This individual is able to make naval vehicles, such as Ships - and they can potentially augment their Ships with custom parts.
Behemoth Mechanic (Semi-Unique) (T3) - Pushing their knowledge to the limits this individual can create massive wheeled vehicles.
Airship Engineer (T4) - This individual has learned the art of aerodynamics. They are able to design ships that can traverse the skies, and add onto them in time.
Abilities
Machinists have no unique abilities.
Machinists are masters of the machine capable of creating technology that can be as simple as a fire arm, or as complex as an airship. A machinist can specialize into many different fields each opening up a completely different world of crafting possibilities. Machinists can either be a support job or even a viable combat class depending on where the user puts their focus. At later tiers the machinist has the capability of altering the flow of the story in huge ways as their inventions can help open up new possibilities.
Machinist (Job) - Machinists are masters of machinery, and technology. They are able to dismantle any piece of technology depending on its size (1 turn for inventory sized objects, 2 for person sized, 4 for 10 foot+, 5 for 20 foot+, 10 for 30 foot+, 12 for 50 foot+.) They must be uninterrupted when doing so. Upon doing so, they salvage every ingredient that was required to build said piece of tech. In addition, Machinists gain +2 INT.
+30 HP, +30 MP, +30 SP.
Perks
Gunsmith branch:
Basic Machina Weaponsmith (T1) - This individual is capable of creating the basics of what every self respecting machina gunsmith can make. (Rudimentery guns like pistols/rifles, small bio blaster, chainsaw)
Basic Ammosmith (T2) - This individual is capable of infusing bullets with the basic elements of fire, water, earth, thunder as well as basic scattershot shells and low quality AP rounds.
Advanced Machina Weaponsmith (T3) - This individual has progressed in the creation of the traditional weapons of machinists. (Advanced guns and upgraded variants
of their basic inventions)
Terraformer (T3) - This Machinist has learned how to make 'Terraforming' machines; i.e, Node Refreshers. When used, these Node Refreshers will reinvigorate used up Gathering nodes within a 3x3 radius of the user.
Advanced Machina Ammosmith (T4) - This individual has become capable of creating all the elements as well as upgraded scattershot shells and high quality AP rounds.
Nethicite Ammosmith (Semi-Unique) (T5) - This individual has discovered and become able to refine nethicite into bullets to be used within guns to deal 2x damage and force it to make a DC15 fortitude save or be stunned for the next round.
----------------------------
Armormech Branch:
Initiate Roboticist (T2) - This individual is capable of creating basic magitek troopers and small robots to a limit of two total.
Experienced Roboticist (T3) - This individual has become capable of creating advanced magitek troopers and large robots with the same limit. (Must already have Initiate Roboticist)
Armor Engineer (T4) - This individual has learned how to create and support the weight of a bipedal weapons platform in various models for combat.
Mecha Engineer (Unique) (T5) - This individual has learned how to utilize Magitek technology to a superb degree. They are able to create hundred foot tall Mecha Magitek Armor, that have immense power. These Mechas require an immense amount of resources to build, but are unrivaled in horse-power.
------------------------
Mechanic Branch:
Vehicle Mechanic (T2) - This individual is able to make basic land vehicles, such as Land Rovers - and they can potentially augment their Rovers with custom parts.
Shipwright (T2) - This individual is able to make naval vehicles, such as Ships - and they can potentially augment their Ships with custom parts.
Behemoth Mechanic (Semi-Unique) (T3) - Pushing their knowledge to the limits this individual can create massive wheeled vehicles.
Airship Engineer (T4) - This individual has learned the art of aerodynamics. They are able to design ships that can traverse the skies, and add onto them in time.
Abilities
Machinists have no unique abilities.