- Joined
- Sep 9, 2024
- Messages
- 2
- Reaction score
- 2
- Points
- 18
Name - Forge
Heritage - Mech Automata/Mystech
Age - 102
Pronouns - He/Him
Religion - N/A
Occult - N/A
Occupation - Tinker/Blacksmith
Eye Color - N/A
Skin Material - Brass
Hair - N/A
Height - 1.6 Meters
Body Type - Machine
Additional Features - Coal-powered Boiler, Back Tank
Hobbies/Skills - Technology
Tech Branches - Clockwork, Steamtech
Mechanics (of which there are many):
Languages - Common, Sign Language
Personality/Concept - An old mining automaton with a simplified personality/unimatrix, causing it to be highly literal in what it says or does. Was powered back on via unknown means (possible lightning strike) after a long bout of being shut off.
APPEARANCE:
Heritage - Mech Automata/Mystech
Age - 102
Pronouns - He/Him
Religion - N/A
Occult - N/A
Occupation - Tinker/Blacksmith
Eye Color - N/A
Skin Material - Brass
Hair - N/A
Height - 1.6 Meters
Body Type - Machine
Additional Features - Coal-powered Boiler, Back Tank
Hobbies/Skills - Technology
Tech Branches - Clockwork, Steamtech
Mechanics (of which there are many):
Mech Mechanic I: Mech Automata cannot invest in the Magic or Faith Proficiencies at all. They however gain 1 free Point Buy Pack from any other Category without Proficiency investment.
Mech Mechanic II: Mech Automata gain the Shapeshift Pack Mundane Variant for free, but have to always appear mechanical or robot-like with at least two legs and two arms.
Mech Mechanic III: Mech Automata gain the First, Second, and Third Mechanics from the Skyborn Heritage Mechanics section. Additionally, Magic cannot tamper with their memories.
Mech Mechanic IV: Mech Automata can choose one Skyborn Ancestry Mechanic to gain. Additionally, they will always know if a technician has altered their personality/programming.
Mechanic Mechanic V: Mech Automata can always create backups of themselves/their personalities, meaning if they are killed, they can be re-built/respawn, but are liable to have an existential crisis about it.
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ADDITIONAL MECHANICS AS STATED BY PREVIOUS MECHANICS - SKYBORN
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Skyborn do not need to choose a Tech Branch for any engineering or technology tinkering they do. They can build/edit/repair any Branch. Even if a unique Technology Branch has specific requirements they do not meet (such as Religion, or Affliction), then they are not able to build or make it, but can repair or edit it. They can install security systems in their Rentals, requiring OOC notification of Break-ins.
Skyborn have a unique sequential memory that allows almost perfect recall. With mechanical equipment, they can extract their own memories including all sensory experiences, and copy them onto so-called Memkeys. Memkeys in turn can be used by other Skyborn to "watch" such an experience and feel as If it was them who experienced it, or use a virtual-reality-like device to allow non-Skyborn to experience them.
Skyborn have a high analytical ability to perceive and understand the machinery that is witnessed or operated during Events. This may allow them to learn more about the devices that are seen or used, or discover hidden features or functions that other people cannot perceive. Make sure to contact an Event Dm for any potential uses in Private Message during the Event or beforehand to learn more.
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ADDITIONAL MECHANICS AS STATED BY PREVIOUS MECHANICS - SKYBORN ANCESTRY
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Reclaimer Ancestry Mechanic: Reclaimer Ancestry Skyborn have extended analytical abilities when it comes to understanding component ingredients, and material identification. They can identify any metal or material that they can touch and are able to smell what ingredients or compounds are present in any alchemical mixture. This extends itself even to smelling poison in their drinks.
Mech Mechanic II: Mech Automata gain the Shapeshift Pack Mundane Variant for free, but have to always appear mechanical or robot-like with at least two legs and two arms.
Mech Mechanic III: Mech Automata gain the First, Second, and Third Mechanics from the Skyborn Heritage Mechanics section. Additionally, Magic cannot tamper with their memories.
Mech Mechanic IV: Mech Automata can choose one Skyborn Ancestry Mechanic to gain. Additionally, they will always know if a technician has altered their personality/programming.
Mechanic Mechanic V: Mech Automata can always create backups of themselves/their personalities, meaning if they are killed, they can be re-built/respawn, but are liable to have an existential crisis about it.
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ADDITIONAL MECHANICS AS STATED BY PREVIOUS MECHANICS - SKYBORN
=====================================
Skyborn do not need to choose a Tech Branch for any engineering or technology tinkering they do. They can build/edit/repair any Branch. Even if a unique Technology Branch has specific requirements they do not meet (such as Religion, or Affliction), then they are not able to build or make it, but can repair or edit it. They can install security systems in their Rentals, requiring OOC notification of Break-ins.
Skyborn have a unique sequential memory that allows almost perfect recall. With mechanical equipment, they can extract their own memories including all sensory experiences, and copy them onto so-called Memkeys. Memkeys in turn can be used by other Skyborn to "watch" such an experience and feel as If it was them who experienced it, or use a virtual-reality-like device to allow non-Skyborn to experience them.
Skyborn have a high analytical ability to perceive and understand the machinery that is witnessed or operated during Events. This may allow them to learn more about the devices that are seen or used, or discover hidden features or functions that other people cannot perceive. Make sure to contact an Event Dm for any potential uses in Private Message during the Event or beforehand to learn more.
=====================================
ADDITIONAL MECHANICS AS STATED BY PREVIOUS MECHANICS - SKYBORN ANCESTRY
=====================================
Reclaimer Ancestry Mechanic: Reclaimer Ancestry Skyborn have extended analytical abilities when it comes to understanding component ingredients, and material identification. They can identify any metal or material that they can touch and are able to smell what ingredients or compounds are present in any alchemical mixture. This extends itself even to smelling poison in their drinks.
Languages - Common, Sign Language
Personality/Concept - An old mining automaton with a simplified personality/unimatrix, causing it to be highly literal in what it says or does. Was powered back on via unknown means (possible lightning strike) after a long bout of being shut off.
- Strength: 5
- Technique Parry
- Concussive Blow
- Knockback Sweep
- Bruising Strike
- Combat Sight
- Constitution: 5
- Shield Slam
- Shield Snare
- Shield Wall
- Shield Bunker
- Shield Cover (Free Pack from having 4 Shield skills)
- Interception
- Intelligence: 4
- Hook Shot
- Tech Exhaust
- Tech Assimilate
- Tech Livewire
- Wardrobe Pack (Free Pack from Mech Automaton Mechanic #1)
- Wisdom: 0
- [EMPTY]
- Dexterity: 0
- [EMPTY]
- No Magic/Faith is available.
APPEARANCE: