Technomancer: различия между версиями

Материал из FIJTeam Project Wiki
Перейти к навигации Перейти к поиску
{{#widget:YaWidget}}
>La Villa Strangiato
мНет описания правки
>La Villa Strangiato
мНет описания правки
 
(не показана 1 промежуточная версия этого же участника)
Строка 289: Строка 289:


*'''Lightning Strike'''
*'''Lightning Strike'''
**This uses a hidden electrolaser, which creates a laser beam to ionize the enviroment, allowing for ideal conditions for a directed lightning strike to occur. The lightning is very strong, however it requires a few seconds to  
**This uses a hidden electrolaser, which creates a laser beam to ionize the enviroment, allowing for ideal conditions for a directed lightning strike to occur. The lightning is very strong, however it requires a few seconds to prepare a strike. Lightning functions cannot miss due to distance.
  prepare a strike. Lightning functions cannot miss due to distance.
**Cost: 150
**Cost: 150


Строка 318: Строка 317:


{{Antagonists}}
{{Antagonists}}
{{Gameplay Guides}}
{{Guides}}

Текущая версия от 11:25, 15 октября 2023

This section or article is not up to desired standards.

This page is currently not up to quality standards, but has no one assigned. Please contact a wiki maintainer on discord if you are willing to help.

ENEMY
Должность
не определена
Файл:File:Generic captain.png

Technomancer

Руководители: None
Сложность: Hard
Обязанности: Antagonize the Horizon. Be strange and whimsical. Be a Wizard in everything but name.
Руководства: This is the guide
Доступ: Wherever your core can take you
Альтернативные названия: Отсутствуют

Файл:F19.png

A Technomancer is a powerful outsider, whose mysterious abilities come from the core on their back and the wide variety of tools they can summon before they on arrive the station. Owing to its open-ended nature and customization options, there are a variety of ways one can play a technomancer.

Starting Out

You spawn in your mind palace, where you can access a Quickie's Plastic Surgeon to change your name, physical appearance, and attributes. You have assorted equipment, clothing, and items with which to flesh out your gimmick. Also, you spawn in wearing chameleon clothing! This allows you to change the appearance of all your clothing by right-clicking on it and selecting Change [Item] Appearance.

On your back, there is a large black item. This is a manipulation core, which is what lets you use all your fancy abilities. Don't lose it! You're (almost) powerless without it. In your pocket, there is a catalog where you can purchase "functions" for your core (more on this later).

You can also refund functions, equipment items, and assistance items so long as you are in your base. After leaving, you can no longer refund anything. You can still buy things in your catalog if you still have points remaining; to refund functions, just click the Refund Functions command in the Functions tabs. Equipment can be refunded by clicking on the catalog with the equipment you want to refund in your hand.

Your Core

Your core is the source of most of your strange powers. This section covers how to use it appropriately.

Firstly, your core requires energy, which should be displayed as both an icon above your internals indicator and as a number in the Spell Core tab on the UI. The majority of functions require energy in order to work. Therefore, it is important to keep an eye on the energy level of your core. While all types of core regenerate energy on their own (some faster than others), you can also purchase functions that generate more energy when doing a specific action (again, more on this later).

Secondly, using the powers of your core generates instability. Instability is a result of using your highly-advanced technology to cast spells perform functions. High instability is very dangerous, and will grow and cling to you as you use more functions more often. More powerful functions creating more instability per use. While the effects of instability are generally harmless at lower levels and have minor effects such as sparks or forced blinking, high levels of instability will have progressively more dangerous and deadly effects. Thankfully, instability goes away on its own over time.

Your core will tell you your current level of instability, and instability levels can be viewed in the "Spell Core" tab, right below your core charge. Aside from that, you also have a visual indicator of instability; purplish lightning will appear around your character if instability is present.

At high levels of instability, affected persons will begin to glow a dark purple. This effect spreads the instability and is very dangerous! Multiple glowing objects can create a dangerous feedback loop if not separated.

To help keep your core secure, each core comes with a locking mechanism that prevents forceful removal by a third party until it is unlocked by the wearer. Your core will automatically unlock if you die, but don't worry; you get the last laugh. An anti-tamper mechanism is installed in your core, which discharges large amounts of instability in to anyone who picks up said core until they put it down again.

List of Cores

Technomancer Equipment

In your catalog, you have many other useful items that can compliment usage of your core.

Other Equipment

Technomancer Functions

As a Technomancer, functions are essentially your spells. They can be offensive, defensive, or passive to crew. Some functions can have their abilities enhanced by a special rod called the Scepter of Enhancement. If a function is able to be modified with it, it will be shown underneath the description of the function as Scepter Effect. Functions can also be boosted with the core itself; a function that is able to benefit from this will have Spell Power underneath its description. Different cores have different amounts of spell power.

When a function refers to 'allies', it means you, your apprentices, currently controlled entities (with the Control function), and friendly simple-minded entities that you've summoned with the Scepter of Enhancement.

Also, when a spell refers to meters, a meter is equal to one tile.

To use most functions, you first activate it to get the hand item and then select a target with the hand item, like using a gun. If a function doesn't have a spell power effect or scepter effect listed, it doesn't have one.

Utility Functions

These functions are pretty diverse, but all functions within are bent towards doing something not covered by one of the other categories.

Offensive Functions

These functions are all geared towards direct attacks.

Technomancer Roleplay

You are more or less a wizard with a different coat of paint, and therefore what exactly you are is largely up to player interpretation. Your motive is also largely up to interpretation; why are you haunting the Horizon? Is the ship to become your new dominion? Are you going to steal the ship's phoron? Are you some sort of space spirit? Or are you simply a WIZARD, with no sense of right and wrong?

It is also important to remember that while you may enjoy teleporting from point to point on the ship and constantly evading Security Officers, other players may not find this so fun. As an antag which is generally solo, you cannot be expected to please everyone, but try to make sure your gimmick is more than leading security on a wild goose chase for you until you are inevitably gunned down. Engage with the crew, and don't be afraid to be a little wacky... within reason, of course. Flooding the halls with phoron is not wacky.

Antagonist roles
Antagonists Traitor - Mercenary - Ninja - Changeling - Vampire - Revolutionary - Raider - Cultist - Cortical Borer - Loner - Technomancer
Guides of the Aurora
Game Mechanics Getting Started - Guide to Combat - Guide to EVA - Guide to Piloting - Guide to Communication - Corporate Regulations - Stellar Corporate Conglomerate Occupation Qualifications
Command Guide to Command - Guide to Paperwork - Guide to Standard Procedure - Guide to Faxes
Security Guide to Security - Guide to Contraband - Corporate Regulations - Guide to Cadavers
Engineering Guide to Construction - Guide to Advanced Construction - Hacking - Guide to Atmospherics - Supermatter Engine - INDRA Engine - Setting up the Solar Array - Telecommunications - Shields
Medical Guide to Medicine - Guide to Surgery - Guide to Chemistry
Research Guide to Research and Development - Guide to Xenobiology - Guide to Xenobotany - Guide to Xenoarchaeology - Guide to Robotics - Guide to Telescience
Operations Guide to Mining - Guide to Robotics
Civilian Guide to Food - Guide to Drinks - Guide to Hydroponics - Guide to Piloting
Non-human cyborg - AI - Guide to Psionics
Special Mercenary - Ninja - Changeling - Vampire - Raider - Revolutionary - Cultist - Technomancer - Guide to Improvised Weapons - Uplink
{{#widget:YaWidgetDown}}