Character Information
Full Name:
Heritage / Culture:
Mech Automata
Age:
5
Birthday:
Birthday: 25 October
Year born: 307
Gender / Pronouns:
Female, She/Her
Orientation:
Straight
Partner:
Unknown
Religion:
Unionism
Occult:
Mundane
Character Occupation:
Family:
Frya Maghnus | Creater
Nicknames:
Appearance Information:
Eye Color:
Blue
Skin Color:
White
Hair:
Height:
6'5 ft
Body Type:
Muscular
Additional Features:
- To Be Determined
Skill Information:
Hobbies and Talents:
Technology Hobby
Technology Hobby covers broadly things done with machines, making robots, or technology. This includes but is not limited to replacing limbs with prosthetics, producing technological solutions for people with disabilities such as hoverchairs for those who are wheelchair bound, require artificial wombs, want to make air conditioning or washing machines, or generally add mechanical parts to daily tasks or the body to create a better standard of living. While MassiveCraft is a mostly fantasy medieval setting, there are options for more modern technology, where appropriate. If this is chosen, players are encouraged to pick one technology branch that determines what their technology looks like. If you want more branches, consider investing in Tech Point Buy.
Mechanics:
Skyborn:
Mechanic 1: 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.
Mechanic 2: 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.
Mechanic 3: 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.
Mechanic 5 [ 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 Automata
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.
Tech Ghost:
Tech Ghost provides unique Roleplay Function for Roboticist flavor. Firstly, Tech Ghost allows the user to produce Automata, which are autonomous programmed robots. If the Automata is Played Separately, see the Mystech page for all rules. If the Automata is strictly an extension of the Technician Character, then the same design guidelines apply, but they do not gain their own Proficiencies (or the Mechanics on the Mystech page), and instead must follow this section's rules. Tech Ghost Automata can be remotely controlled by their creators: they cannot be in the same scene (unless it's no-stakes Social RP), and must have the same Proficiency investments as the creator, ignoring the logic of a robot casting Magic. This does not count as a disguise. If the creator of the Automaton dies in Roleplay, their consciousness is transferred to one of their Automata, and they continue to live as a robot (now becoming Mystech). Tech Ghost is gained for free upon Point Buying any Tech Point Buy Pack.
Languages:
Fluent:
Common
Sign language [ Sign ]
d'Ithanie [ d'I ]
Calem [ Cal ]
Aontaithe [ Aon ]
Hellas [ Hel ]
Kriv [ Kri ]
Lëtz [ Letz ]
Learning:
Altalar [ Alt ] [ Semi-Fluent ]
Vaman [ Vam ]
Anglian [ Ang ]
Breizh [ Br ]
Backstory/Plothooks:
Backstory:
To Be Determined
plot hooks:
To Be Determined
Combat Proficiencies and Abilities
Attack Stat: 0
Defense Stat: 0
[7/14 points spent]
Proficiency Points:
Strength: 0
Constitution: 0
- Iron Will Pack [ Training ] [ Passive Technique ] [ Free Pack ]
- This Ability can only be used when the user has 6 or less HP. When the user fails a Defense Dice Roll, they can re-roll their Dice only and must use the new result. If they still fail, this Ability's Cooldown is set to 0, but this Ability cannot be re-used instantly. If the succeed, this Ability's Cooldown is set to 1 Hour.
Intelligence: 7
- Tech Auto Pack [ Tech ] [ Instant Technique ]
- To increase reliability, the user raises the minimum result on Attack rolls to 5 for the next 3 turns. During this time, the user's damage from Attack rolls are reduced to 1 HP. Once ended, Tech Auto goes on a 30 minute cooldown.
- Tech Charge Pack [ Tech ] [ Instant Technique ]
- To empower an ally, grant a character within range +2 (breaks cap up to 11/9) to either their Attack or Defense for the next 30 minutes. For as long as Tech Charge is active, the user takes -2 from Attack or Defense (can go into negatives), depending on what was chosen. Tech Charge does not stack, and once ended, goes on a 1 Hour Cooldown.
- Tech Exhaust Pack [ Tech ] [ Instant Technique ]
- When the user is affected by a Status Effect that would negatively affect them (disables an Ability, Action, or movement that the character has), use this ability to set that Status Effect's duration to 30 Minutes, and prevent its removal except by this ability. The user gains 1 Block Token Instantly, and sets their Movement Speed to 15 Blocks. Additionally, for the user's Attack and Defense Rolls, their minimum roll is now 2, instead of 1. Tech Exhaust goes on cooldown once ended, and can only be used Once Per Combat.
- Tech Resist Pack [ Tech ] [ Instant Technique ]
- To specialize against a specific attack, choose either Melee, or Ranged and Deadeye. For the next 30 minutes, the user takes 1 HP less damage from the chosen attack type (never to 0), but deals 1HP less damage on their Attacks. Once ended, Tech Resist goes on a 2 hour cooldown.
- Tech Assimilate Pack [ Tech ] [ Counter Technique ]
- To protect the user from harm, the user sets their maximum HP to 2 and gains 6 Block Tokens which exceed the limit. For the duration of this ability, any instances of 1HP damage caused by other characters is reduced to 0, unless that damage was already reduced by another source, and the user cannot benefit from HP threshold mechanics while active. If the user were to take -1HP damage, it does not ignore Block Tokens, and instead breaks a Block Token. Tech Assimilate ends when the last Block Token is Broken, and has a 2 Hour Cooldown.
- Tech Exchange Pack [ Tech ] [ Movement Technique ]
- To reposition an ally, target an ally within range to trade positions with them. This movement can be used through other characters, does not trigger Opportunity Attacks, but the user is given the Trapped Status Effect for the next turn. Tech Exchange has a 1 hour cooldown.
- Hook Shot Pack [ Tech ] [ Movement Technique ]
- To get around quickly, the user instantly fires a grappling hook to propel themselves to anywhere within range, Horizontally or Vertically, with limits. This can be shot upwards whilst directly beneath a block, allowing the user to climb to the top of it. Additionally, this can be shot across a horizontal gap to establish a zip-line that can be slid down to cross to the other side. Hook Shot has a 4 hour cooldown. If Hook Shot is used outside of Combat, it has a Range of Emote Range.
- Tech Livewire Pack [ Tech ] [ Passive Technique ] [ Free Pack ]
- To prevent Link Powers, the user places a Link Power of their own on a character within range. As long as this Link is upheld, both the user and the Target cannot be affected by Link Powers. Tech Livewire lasts for up to 30 minutes. Links applied before this ability remain. Tech Livewire does Not Stack, and once broken goes on a 2 Hour Cooldown.
Wisdom: 0
Dexterity: 0
Faith: 0
Magic: 0
Charisma: 0
relationships:
Found Family:
Enemy: