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>Cnaym
(Technomancer Inbound)
 
>Cnaym
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(не показано 7 промежуточных версий этого же участника)
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'''Extended skillset - You aren't held to conventional standards on skills.'''
'''Extended skillset - You aren't held to conventional standards on skills.'''


== Your host is your castle ==
== Overview ==
As a borer, it is mandatory to take good care of your host, as your host will in return take good care of you. A chemical compound injected into them allows you to influence their decisions and actions. While [[Captain#Antaging|strong minds]] might try to resist you, everyone else is required to follow your command or risk having their brain wiped clean and body directly taken over by you. Your species outside of a host is weak, but with the right strategy survival and spread are possible. While some may fear the loss of autonomy [[Mercenary|others]] may be convinced to accept you in exchange for your unique powers. Enabling a host to use advanced psionics is only one of the many ways to convince another host to join the collective. If diplomacy fails, forcing your host to take someone by force is also an option.
The general concept of Technomancer is simple: You use your backpack core to cast functions which change and shape the world around you, or simply dispose of those trying to hurt you. To cast them a resource called "Energy" is used. The core recharges it naturally over time and will let you know in percentage how much you got left. Every interruption of the natural flow of things comes with a downside called "Instability". You see objects with instability by a glow forming around them. While this problem takes care of itself with enough time, not separating objects with instability from each other or consistent usage of functions may start to introduce side effects ranging from small odd behaviors like a simple spark to becoming very real and very dangerous to you and everyone nearby.


=== Hiding in plain sight ===
== This is an RPG now ==
Convincing your host that you mean no harm or that their brain is now your hostage can develop a unique relationship between the two of you. While inside a host, they are forced to follow your commands. Should you ever be forced to leave or change a host, having a build a good relationship with them can make the difference between survival and death. While some may feel rapid signs of withdrawel such as a sudden loneliness, others may be disgusted by what happened to them and seek medical attention. A medical scanner is able to identify a borer as unknown mass and should be avoided at all costs. If found to be hostile, crew may try to force scans upon people and rot out any remaining borers, while a peaceful approach may lead to crew following first contact protocols and becoming more helpful without being forced. Choice of host should be considered carefully. A janitor can go almost everywhere without raising an eyebrow, while a doctor shredding a dozen scans might raise suspicion. If you are ever forced to leave your host, keep in mind that your small size enables you to hide in vents, under tables or even inside the pockets of your hosts jacket.
There are multiple core stats to keep in mind while casting functions. All of them are determined by your core:
*Spell Power: Increases the effectiveness of many functions, ranging from improved healing to larger auras and such.
*Total Energy Capacity: How much maximum energy you can store and use without having to wait for it to recharge.
*Recharge Rate: Influences how quickly you recover energy.
*Energy Cost Modifier: Influences how many % of its base cost a function will cost you to cast.
*Instability Modifier: How much % of a functions base stability is going to affect the world when you use the function.


=== The hive and you ===
== The Catalogue and you ==
The Borers mastery of infiltration and the shared hivemind make them a strong force when working together. You can use ,x to communicate with other bores that may be nearby. While usually friendly and helpful towards each other, some might wait their time before helping you out of a tight spot or outright harm your host to keep the hive hidden. It is often more useful to spend some brig time than endanger your entire hive by exposing yourself. Social sensitivity is vital to this, since an officer known for overstepping regulations will raise less suspicion when tazing someone than a pacifistic CMO suddenly demanding field executions for theft. Keep in mind that a single borer with a host is enough to regrow your hive and find new hosts.
You spawn with two devices in your pockets. A single use teleporter to reach the Aurora and a catalogue to buy anything you like within reason (1000 points). While on your own station you can simply refund functions via the button inside the catalogue or items by slapping it with them.


== Abilities ==
=== The "Core" of success ===
These are your abilities as a borer, you can use these at any time with the exception of the paralyze ability which only works outside of hosts:
As a Technomancer all of your functions depend on a single device which you carry on your back. The following is a list of all available cores. Keep in mind that while you can only carry one, your apprentice may want one as well.
*Paralyze Victim - Stuns a single target next to you, it is free but has a wait period between uses.
*Crawl Through Vent - Escape through pipes, scrubbers, filters and pumps will kill you.
*Infest - Climb into host through their ears, full suits block, helmets don't. Takes a while and should be done while the target is paralyzed or supportive.
*Hide - Hide under tables and such, it will hide your sprite but you can still be found via the context menu (i.e. someone searching carefully).
*Assume Control - Control your host, they can resist out of it after a while, mind shield implants block it.
*Inspect Host Health - Medical scanner to see how well your host is doing.
*Exit Host - Leave your host peacefully, you talk with your hosts mouth if you use ,say


== Spread your hive ==
{| class="sortable" border="1" cellspacing="0" cellpadding="2" align="center"
To grow and spread as a member of this species you will have to consume whatever material of use your host can offer you. You are free to decide if you go vegan and only demand apples or straight up threaten your hosts with eating their brain whole. Ingame this is displayed by a skill point system towards your right. As long as you remain inside a host you will claim points to use for the different abilities. For simplicity and the baseline goal of this game mode you will have to assume control over your host and spend 100 points to vommit out additional borers which can then be taken by observing players that feel like it. Should you notice that spreading is not really working you should focus on survival or whatever goal you came up with during your AOOC prep talks with the other antags.
! style='background-color:Grey;'|Name
! style='background-color:Grey;'|Description
! style='background-color:Grey;'|Costs
|-
!Manipulation Core
|The default core that you most likely already have. This is here in-case you change your mind after buying another core, don't forget to refund the old core.
|100
|-
!Rapid Core
|A core optimized for passive regeneration, however at the cost of capacity. Has a capacity of 7,000 units of energy, and recharges at a rate of 70 units. Complex gravatics and force manipulation allows the wearer to also run slightly faster.
|100
|-
!Bulky Core
|This core has very large capacitors, however it also has a subpar fractal reactor. The user is recommended to purchase one or more energy-generating Functions as well if using this core. The intense weight of the core unfortunately can cause the wear to move slightly slower, and the closeness of the capacitors causes a slight increase in incoming instability.
|100
|-
!Unstable Core
|This core feeds off unstable energies around the user in addition to a fractal reactor. This means that it performs better as the user has more instability, which could prove dangerous to the inexperienced or unprepared. The rate of recharging increases as the user accumulates more instability, eventually exceeding even the rapid core in regen speed, at a huge risk.
|100
|-
!Recycling Core
|This core is optimized for energy efficency, being able to sometimes recover energy that would have been lost with other cores. Each time energy is spent, there is a 30% chance of recovering half of what was spent.
|100
|-
!Summoning Core
|A unique type of core, this one sacrifices other characteristics in order to optimize it for the purposes teleporting entities from vast distances, and keeping them there. Wearers of this core can maintain up to 40 summons at once, and the energy demand for maintaining summons is severely reduced.
|100
|-
!Safety Core
|This core is designed so that the wearer suffers almost no instability. It unfortunately comes at a cost of subpar ratings for everything else.
|100
|-
!Overcharged Core
|A core that was created in order to get the most power out of functions. It does this by shoving the most power into those functions, so it is the opposite of energy efficent, however the enhancement of functions is second to none for other cores.
|100
|}
</div></div>
=== Magical Functions ===
Functions can be compared to spells. These are programs installed into your core. They cost a certain amount of power to use and will in return create instability. A focus scepter can amplify their effects, while cores change the energy demands, strengths and downsides.


=== Uplifting a host ===
{| class="sortable" border="1" cellspacing="0" cellpadding="2" align="center"
Once inside a host you have many abilities to provide aid or strengthen your host, making them more effective in following your orders and protecting you. Keep in mind that once you leave a host those might be turned against you or your new host. You have three major ways (with different costs) to aid your host without taking over completely:
! style='background-color:Grey;'|Name
*Secret Chemicals (20) - Select a healing chemical and secret it into your hosts bloodstream.
! style='background-color:Grey;'|Description
*Awaken Host Psionics (150) - Enables the use of psionics, gives them a full on seizure and alerts anyone nearby, or medical crew over sensors, mind shield implants block this.
! style='background-color:Grey;'|Scepter Bonus
*Advance Psionic Faculty (75) - Allows you to elevate the hosts psionics abilities in one of four categories.
! style='background-color:Grey;'|Costs to Unlock Function
|-
!Abjuration
|This ability attempts to send summoned or teleported entities or anomalies to the place from whence they came, or at least far away from the caster. Failing that, it may inhibit those entities in some form.
|None
|25
|-
!Apportation
|This allows you to teleport objects into your hand, or to pull people towards you. If they're close enough, the function will grab them automatically.
|Range is unlimited.
|25
|-
!Audible Deception
|Allows you to create a specific sound at a location of your choosing.
|An extremely loud bike horn sound that costs large amount of energy and instability becomes available, which will deafen and stun all who are near the targeted tile, including yourself if unprotected.
|50
|-
!Blink
|Force the target to teleport a short distance away. This target could be anything from something lying on the ground, to someone trying to fight you, or even yourself. Using this on someone next to you makes their potential distance after teleportation greater. Self casting has the greatest potential for distance, as well as the cheapest cost.
|Blink distance is increased greatly.
|50
|-
!Chroma
|Creates light around you, or in a location of your choosing. You can choose what color the light is. This could be useful to trick someone into believing you're casting a different spell, or perhaps just for fun.
|None
|25
|-
!Condensation
|This causes rapid formation of liquid at the target, causing floors to become wet, entities to be soaked, and fires to be extinguished. You can also fill contains with water if they are targeted directly.
|Floors affected by condensation will also freeze.
|50
|-
!Dispel
|Ends most on-going effects caused by another Technomancer function on the target. Useful if you are worried about hitting an ally with a deterimental function, if your opponent has similar capabilities to you, or if you're tired of Instability plaguing you.
|None
|25
|-
!Energy Siphon
|This creates a link to a target that drains electricity, converts it to energy that the Core can use, then absorbs it. Every second, electricity is stolen until the link is broken by the target moving too far away, or having no more energy left. Can drain from powercells, microbatteries, and other Cores. The beam created by the siphoning is harmful to touch.
|Rate of siphoning is doubled.
|100
|-
!Flame Tongue
|Creates a miniaturized flamethrower in your hand. Acts as a welder and lights enemies on fire on contact.
|None
|50
|-
!Gambit
|This function causes you to receive a random function, including those which you haven't purchased.
|Instead of a purely random spell, it will give you a "random" spell.
|50
|-
!Illusion
|Allows you to create and control a holographic illusion, that can take the form of most object or entities.
|Illusions will be made of hard light, allowing the interception of attacks, appearing more realistic.
|25
|-
!Instability Tap
|Creates a large sum of energy (5,000 at normal spell power), at the cost of a very large amount of instability afflicting you.
|50% more energy gained, 20% less instability gained.
|100
|-
!Mark
|This function places a specific 'mark' beacon under you, which is used by the Recall function as a destination. Note that using Mark again will move the destination instead of creating a second destination, and only one destination can exist, regardless of who casted Mark.
|None
|25
|-
!Recall
|This function teleports you to where you placed a mark using the Mark function. Without the Mark function, this function is useless. Note that teleporting takes three seconds. Being incapacitated while teleporting will cancel it.
|Recall takes two seconds instead of three.
|25
|-
!Mend Internals
|Greatly heals the target's wounds, both external and internal. Restores internal organs to functioning states, even if robotic, reforms bones, patches internal bleeding, and restores missing blood.
|None
|100
|-
!Oxygenate
|This function creates oxygen at a location of your chosing. If used on a humanoid entity, it heals oxygen deprivation. If casted on the envirnment, air (oxygen and nitrogen) is moved from a distant location to your target.
|None
|25
|-
!Passwall
|An uncommon function that allows the user to phase through matter (usually walls) in order to enter or exit a room. Be careful you don't pass into somewhere dangerous.
|Cost per tile is halved.
|100
|-
!Phase Shift
|Hides you in the safest possible place, where no harm can come to you. Unfortunately, a prolonged stay inside the rift you create will afflict you with instability.
|None
|50
|-
!Radiance
|Causes you to be very radiant, glowing brightly in visible light, thermal energy, and deadly ionizing radiation. Note that this WILL affect you.
|Radiation will not affect the caster or their allies.
|100
|-
!Reflect
|Emits a protective shield fron your hand in front of you, which will reflect one attack back at the attacker.
|None
|100
|-
!Resurrect
|This function injects various regenetive medical compounds and nanomachines, in an effort to restart the body, however this must be done soon after they die, as this will have no effect on people who have died long ago. It also doesn't resolve whatever caused them to die originally.
|None
|100
|-
!Shared Burden
|One of the few functions able to adjust instability, this allows you to take someone else's instability.
|None
|50
|-
!Shield
|Emits a protective shield fron your hand in front of you, which will protect you from almost anything able to harm you, so long as you can power it. Stronger attacks blocked cost more energy to sustain. Note that holding two shields will make blocking more energy efficent.
|Blocking is twice as efficent in terms of energy cost per hit.
|100
|-
!Targeting Matrix
|Automatically targets and fires a ranged weapon or function at a non-friendly target near a targeted tile. Each target assisted attack costs some energy and instability.
|None
|50
|-
!Track
|Acts as directional guidance towards an object that belongs to you or your team. It can also point towards your allies. Wonderful if you're worried someone will steal your valuables, like a certain shiny Scepter...
|You will be able to track most other entities in addition to your belongings and allies.
|25
|-
!Warp Strike
|Teleports you next to your target, and attacks them with whatever is in your off-hand, spell or object.
|None
|100
|-
!Restoration Aura
|Heals you and your allies (or everyone, if you want) of trauma and burns slowly, as long as they remain within four meters.
|None
|100
|-
!Fire Storm
|This causes everyone within four meters of you to heat up, eventually burning to death if they remain for too long. This does not affect you or your allies. It also causes a large amount of fire to erupt around you, however the main threat is still the heating up.
|Increased heat generation, more fires, and higher temperature cap.
|100
|-
!Chilling Aura
|Lowers the core body temperature of everyone around you (except for your friends), causing them to become very slow if they stay within four meters of you.
|Will make nearby entities even slower.
|100
|-
!Electric Aura
|Repeatedly electrocutes enemies within four meters of you, as well as nearby electronics.
|Aura does twice as much damage.
|100
|-
!Degen Aura
|Destabilizes your enemies, breaking their elements down to their basic levels, slowly killing them from the inside. For each person within fourteen meters of you, they suffer 1% of their current health every second. Your allies are unharmed.
|None
|150
|-
!Haste
|Allows the target to run at speeds that should not be possible for an ordinary being. For five seconds, the target runs extremely fast, and cannot be slowed by any means.
|None
|100
|-
!Mend Life
|Heals minor wounds, such as cuts, bruises, burns, and other non-lifethreatening injuries. Instability is split between the target and technomancer, if seperate. The function will end prematurely if the target is completely healthy, preventing further instability.
|None
|50
|-
!Mend Synthetic
|Repairs minor damage to prosthetics. Instability is split between the target and technomancer, if seperate. The function will end prematurely if the target is completely healthy, preventing further instability.
|None
|50
|-
!Beam
|Fires a laser at your target. Cheap, reliable, and a bit boring.
|None
|100
|-
!Force Missile
|This fires a missile at your target. It's cheap to use, however the projectile itself moves and impacts in such a way that armor designed to protect from blunt force will mitigate this function as well.
|None
|50
|-
!Ionic Bolt
|Shoots a bolt of ion energy at the target. If it hits something, it will generally drain energy, corrupt electronics, or otherwise ruin complex machinery.
|None
|50
|-
!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 prepare a strike. Lightning functions cannot miss due to distance.
|None
|50
|-
!Overload
|Fires a bolt of highly unstable energy, that does damaged equal to 0.3% of the technomancer's current reserve of energy. This energy pierces all known armor. Energy cost is equal to 10% of maximum core charge.
|Will do damage equal to 0.4% of current energy.
|100
|-
!Darkness
|Disrupts photons moving in a local area, causing darkness to shroud yourself or a position of your choosing.
|None
|25
|-
!Destabilize
|Creates an unstable disturbance at the targeted tile, which will afflict anyone nearby with instability who remains nearby. This can affect you and your allies as well. The disturbance lasts for twenty seconds.
|None
|100
|-
!Fire Blast
|Causes a disturbance on a targeted tile. After two and a half seconds, it will explode in a small radius around it. Be sure to not be close to the disturbance yourself.
|None
|175
|-
!Pulsar
|Emits electronic pulses to destroy, disable, or otherwise harm devices and machines. Be sure to not hit yourself with this.
|None
|100
|-
!Summon Creature
|Teleports a specific creature from their current location in the universe to the targeted tile, after a delay. The creature summoned can be chosen by using the ability in your hand. Available creatures are; mice, crabs, parrots, bats, goats, cats, corgis, spiders, and space carp. The creatures take a few moments to be teleported to the targeted tile. Note that the creatures summoned are not inherently loyal to the technomancer, and that the creatures will be hurt slightly from being teleported to you.
|Summoned entities will never harm their summoner.
|100
|-
|}
</div></div>


=== Using a host ===
=== Devices and Tools ===
Should you feel threatened or in need of some hands you can always assume direct control over your host, as long as they do not have a mindshield implant. This can be used for a lot of roleplay reasons or to simply help them break into a place when they ICly or OOCly do not know how to do so. For combat it is generally advised to keep a backseat position. Your health scanner and chemicals provide a giant boost to your host and make you much more useful. On an OOC level you want to keep in mind that your host may have a plan to escape a dangerous situation none violently by tricking known characters or using a clever lie. Under no circumstances should you just take over the host and go wham on people nearby just because you did not feel appreciated enough as it will lead to an early death and at least one salty player that was giving you your best chance to enjoy the round.
You are able to spend your points on tools and devices as well. Some of them are specific to Technomancers while others may seem oddly familiar. As long as you keep your catalogue with you and some spare points you can purchase these from anywhere on the station. This makes for a good plan B should you get hurt beyond your ability to heal or if you require something specific for a specialized task. Keep in mind that most of these can be found on the station itself if you are cheap or able to procure them without spending anything on them.
 
=== Nothing to waste ===
Should your host die due to a number of likely causes you will have to find a new one, to help you in this you have multiple options at hand. If you still have enough points you can take control over a corpse and spawn additional borers to aid you or, should the body not be damaged too badly, you could also eat the brain and try to reanimate the corpse, controlling it yourself to make it easier to blend in and capture or convince a new target.


== Mixed Gamemodes and AOOC ==
== Mixed Gamemodes and AOOC ==


Borer is frequently played along other gamemodes such as mercenary. Decide at round start if you will work together or fight it out on the unsuspecting Aurora. AOOC is an OOC channel that is exclusive to those playing antags, it is a very good way to make gimmicks and plan your round with the other antags. The possibilities are endless when it comes to telling a story, just remember to stay in the bounds of the game and follow the [[Server Rules]] about IC in OOC. Remember to ahelp if you have a question.
Technomancer is sometimes played along other gamemodes such as mercenary. Decide at round start if you will work together or fight it out on the unsuspecting Aurora. AOOC is an OOC channel that is exclusive to those playing antags, it is a very good way to make gimmicks and plan your round with the other antags. The possibilities are endless when it comes to telling a story, just remember to stay in the bounds of the game and follow the [[Server Rules]] about IC in OOC. Remember to ahelp if you have a question.
{{Antagonists}}
{{Antagonists}}
{{Jobs}}
{{Jobs}}
[[Category: Jobs]] [[Category:Antagonists]]
[[Category: Jobs]] [[Category:Antagonists]]

Текущая версия от 21:14, 11 августа 2021

WIP Ignore for now.


ENEMY
Должность
не определена
Файл:Technomancer.png

Technomancer

Руководители: Не определен
Сложность: Не определена
Обязанности: Teach the universe about the dark arts or make them suffer for their ignorance. Have fun!
Руководства: This one.
Доступ: Wherever your powers bring you.
Альтернативные названия: Отсутствуют

Файл:F19.png


"I wonder what this button does and why it's blinking red..." -Last words of an apprentice Technomancer.


Technomancers are a group of people obsessed with technology. You may not be very proficient with it and safety has never advanced your research, but no matter which type of devices you brought along, chaos will surely follow. Unlike a Loner meditating all day to gain powers, you simply bring along your friends for the ride.

Extended skillset - You aren't held to conventional standards on skills.

Overview

The general concept of Technomancer is simple: You use your backpack core to cast functions which change and shape the world around you, or simply dispose of those trying to hurt you. To cast them a resource called "Energy" is used. The core recharges it naturally over time and will let you know in percentage how much you got left. Every interruption of the natural flow of things comes with a downside called "Instability". You see objects with instability by a glow forming around them. While this problem takes care of itself with enough time, not separating objects with instability from each other or consistent usage of functions may start to introduce side effects ranging from small odd behaviors like a simple spark to becoming very real and very dangerous to you and everyone nearby.

This is an RPG now

There are multiple core stats to keep in mind while casting functions. All of them are determined by your core:

  • Spell Power: Increases the effectiveness of many functions, ranging from improved healing to larger auras and such.
  • Total Energy Capacity: How much maximum energy you can store and use without having to wait for it to recharge.
  • Recharge Rate: Influences how quickly you recover energy.
  • Energy Cost Modifier: Influences how many % of its base cost a function will cost you to cast.
  • Instability Modifier: How much % of a functions base stability is going to affect the world when you use the function.

The Catalogue and you

You spawn with two devices in your pockets. A single use teleporter to reach the Aurora and a catalogue to buy anything you like within reason (1000 points). While on your own station you can simply refund functions via the button inside the catalogue or items by slapping it with them.

The "Core" of success

As a Technomancer all of your functions depend on a single device which you carry on your back. The following is a list of all available cores. Keep in mind that while you can only carry one, your apprentice may want one as well.

Name Description Costs
Manipulation Core The default core that you most likely already have. This is here in-case you change your mind after buying another core, don't forget to refund the old core. 100
Rapid Core A core optimized for passive regeneration, however at the cost of capacity. Has a capacity of 7,000 units of energy, and recharges at a rate of 70 units. Complex gravatics and force manipulation allows the wearer to also run slightly faster. 100
Bulky Core This core has very large capacitors, however it also has a subpar fractal reactor. The user is recommended to purchase one or more energy-generating Functions as well if using this core. The intense weight of the core unfortunately can cause the wear to move slightly slower, and the closeness of the capacitors causes a slight increase in incoming instability. 100
Unstable Core This core feeds off unstable energies around the user in addition to a fractal reactor. This means that it performs better as the user has more instability, which could prove dangerous to the inexperienced or unprepared. The rate of recharging increases as the user accumulates more instability, eventually exceeding even the rapid core in regen speed, at a huge risk. 100
Recycling Core This core is optimized for energy efficency, being able to sometimes recover energy that would have been lost with other cores. Each time energy is spent, there is a 30% chance of recovering half of what was spent. 100
Summoning Core A unique type of core, this one sacrifices other characteristics in order to optimize it for the purposes teleporting entities from vast distances, and keeping them there. Wearers of this core can maintain up to 40 summons at once, and the energy demand for maintaining summons is severely reduced. 100
Safety Core This core is designed so that the wearer suffers almost no instability. It unfortunately comes at a cost of subpar ratings for everything else. 100
Overcharged Core A core that was created in order to get the most power out of functions. It does this by shoving the most power into those functions, so it is the opposite of energy efficent, however the enhancement of functions is second to none for other cores. 100

Magical Functions

Functions can be compared to spells. These are programs installed into your core. They cost a certain amount of power to use and will in return create instability. A focus scepter can amplify their effects, while cores change the energy demands, strengths and downsides.

Name Description Scepter Bonus Costs to Unlock Function
Abjuration This ability attempts to send summoned or teleported entities or anomalies to the place from whence they came, or at least far away from the caster. Failing that, it may inhibit those entities in some form. None 25
Apportation This allows you to teleport objects into your hand, or to pull people towards you. If they're close enough, the function will grab them automatically. Range is unlimited. 25
Audible Deception Allows you to create a specific sound at a location of your choosing. An extremely loud bike horn sound that costs large amount of energy and instability becomes available, which will deafen and stun all who are near the targeted tile, including yourself if unprotected. 50
Blink Force the target to teleport a short distance away. This target could be anything from something lying on the ground, to someone trying to fight you, or even yourself. Using this on someone next to you makes their potential distance after teleportation greater. Self casting has the greatest potential for distance, as well as the cheapest cost. Blink distance is increased greatly. 50
Chroma Creates light around you, or in a location of your choosing. You can choose what color the light is. This could be useful to trick someone into believing you're casting a different spell, or perhaps just for fun. None 25
Condensation This causes rapid formation of liquid at the target, causing floors to become wet, entities to be soaked, and fires to be extinguished. You can also fill contains with water if they are targeted directly. Floors affected by condensation will also freeze. 50
Dispel Ends most on-going effects caused by another Technomancer function on the target. Useful if you are worried about hitting an ally with a deterimental function, if your opponent has similar capabilities to you, or if you're tired of Instability plaguing you. None 25
Energy Siphon This creates a link to a target that drains electricity, converts it to energy that the Core can use, then absorbs it. Every second, electricity is stolen until the link is broken by the target moving too far away, or having no more energy left. Can drain from powercells, microbatteries, and other Cores. The beam created by the siphoning is harmful to touch. Rate of siphoning is doubled. 100
Flame Tongue Creates a miniaturized flamethrower in your hand. Acts as a welder and lights enemies on fire on contact. None 50
Gambit This function causes you to receive a random function, including those which you haven't purchased. Instead of a purely random spell, it will give you a "random" spell. 50
Illusion Allows you to create and control a holographic illusion, that can take the form of most object or entities. Illusions will be made of hard light, allowing the interception of attacks, appearing more realistic. 25
Instability Tap Creates a large sum of energy (5,000 at normal spell power), at the cost of a very large amount of instability afflicting you. 50% more energy gained, 20% less instability gained. 100
Mark This function places a specific 'mark' beacon under you, which is used by the Recall function as a destination. Note that using Mark again will move the destination instead of creating a second destination, and only one destination can exist, regardless of who casted Mark. None 25
Recall This function teleports you to where you placed a mark using the Mark function. Without the Mark function, this function is useless. Note that teleporting takes three seconds. Being incapacitated while teleporting will cancel it. Recall takes two seconds instead of three. 25
Mend Internals Greatly heals the target's wounds, both external and internal. Restores internal organs to functioning states, even if robotic, reforms bones, patches internal bleeding, and restores missing blood. None 100
Oxygenate This function creates oxygen at a location of your chosing. If used on a humanoid entity, it heals oxygen deprivation. If casted on the envirnment, air (oxygen and nitrogen) is moved from a distant location to your target. None 25
Passwall An uncommon function that allows the user to phase through matter (usually walls) in order to enter or exit a room. Be careful you don't pass into somewhere dangerous. Cost per tile is halved. 100
Phase Shift Hides you in the safest possible place, where no harm can come to you. Unfortunately, a prolonged stay inside the rift you create will afflict you with instability. None 50
Radiance Causes you to be very radiant, glowing brightly in visible light, thermal energy, and deadly ionizing radiation. Note that this WILL affect you. Radiation will not affect the caster or their allies. 100
Reflect Emits a protective shield fron your hand in front of you, which will reflect one attack back at the attacker. None 100
Resurrect This function injects various regenetive medical compounds and nanomachines, in an effort to restart the body, however this must be done soon after they die, as this will have no effect on people who have died long ago. It also doesn't resolve whatever caused them to die originally. None 100
Shared Burden One of the few functions able to adjust instability, this allows you to take someone else's instability. None 50
Shield Emits a protective shield fron your hand in front of you, which will protect you from almost anything able to harm you, so long as you can power it. Stronger attacks blocked cost more energy to sustain. Note that holding two shields will make blocking more energy efficent. Blocking is twice as efficent in terms of energy cost per hit. 100
Targeting Matrix Automatically targets and fires a ranged weapon or function at a non-friendly target near a targeted tile. Each target assisted attack costs some energy and instability. None 50
Track Acts as directional guidance towards an object that belongs to you or your team. It can also point towards your allies. Wonderful if you're worried someone will steal your valuables, like a certain shiny Scepter... You will be able to track most other entities in addition to your belongings and allies. 25
Warp Strike Teleports you next to your target, and attacks them with whatever is in your off-hand, spell or object. None 100
Restoration Aura Heals you and your allies (or everyone, if you want) of trauma and burns slowly, as long as they remain within four meters. None 100
Fire Storm This causes everyone within four meters of you to heat up, eventually burning to death if they remain for too long. This does not affect you or your allies. It also causes a large amount of fire to erupt around you, however the main threat is still the heating up. Increased heat generation, more fires, and higher temperature cap. 100
Chilling Aura Lowers the core body temperature of everyone around you (except for your friends), causing them to become very slow if they stay within four meters of you. Will make nearby entities even slower. 100
Electric Aura Repeatedly electrocutes enemies within four meters of you, as well as nearby electronics. Aura does twice as much damage. 100
Degen Aura Destabilizes your enemies, breaking their elements down to their basic levels, slowly killing them from the inside. For each person within fourteen meters of you, they suffer 1% of their current health every second. Your allies are unharmed. None 150
Haste Allows the target to run at speeds that should not be possible for an ordinary being. For five seconds, the target runs extremely fast, and cannot be slowed by any means. None 100
Mend Life Heals minor wounds, such as cuts, bruises, burns, and other non-lifethreatening injuries. Instability is split between the target and technomancer, if seperate. The function will end prematurely if the target is completely healthy, preventing further instability. None 50
Mend Synthetic Repairs minor damage to prosthetics. Instability is split between the target and technomancer, if seperate. The function will end prematurely if the target is completely healthy, preventing further instability. None 50
Beam Fires a laser at your target. Cheap, reliable, and a bit boring. None 100
Force Missile This fires a missile at your target. It's cheap to use, however the projectile itself moves and impacts in such a way that armor designed to protect from blunt force will mitigate this function as well. None 50
Ionic Bolt Shoots a bolt of ion energy at the target. If it hits something, it will generally drain energy, corrupt electronics, or otherwise ruin complex machinery. None 50
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 prepare a strike. Lightning functions cannot miss due to distance. None 50
Overload Fires a bolt of highly unstable energy, that does damaged equal to 0.3% of the technomancer's current reserve of energy. This energy pierces all known armor. Energy cost is equal to 10% of maximum core charge. Will do damage equal to 0.4% of current energy. 100
Darkness Disrupts photons moving in a local area, causing darkness to shroud yourself or a position of your choosing. None 25
Destabilize Creates an unstable disturbance at the targeted tile, which will afflict anyone nearby with instability who remains nearby. This can affect you and your allies as well. The disturbance lasts for twenty seconds. None 100
Fire Blast Causes a disturbance on a targeted tile. After two and a half seconds, it will explode in a small radius around it. Be sure to not be close to the disturbance yourself. None 175
Pulsar Emits electronic pulses to destroy, disable, or otherwise harm devices and machines. Be sure to not hit yourself with this. None 100
Summon Creature Teleports a specific creature from their current location in the universe to the targeted tile, after a delay. The creature summoned can be chosen by using the ability in your hand. Available creatures are; mice, crabs, parrots, bats, goats, cats, corgis, spiders, and space carp. The creatures take a few moments to be teleported to the targeted tile. Note that the creatures summoned are not inherently loyal to the technomancer, and that the creatures will be hurt slightly from being teleported to you. Summoned entities will never harm their summoner. 100

Devices and Tools

You are able to spend your points on tools and devices as well. Some of them are specific to Technomancers while others may seem oddly familiar. As long as you keep your catalogue with you and some spare points you can purchase these from anywhere on the station. This makes for a good plan B should you get hurt beyond your ability to heal or if you require something specific for a specialized task. Keep in mind that most of these can be found on the station itself if you are cheap or able to procure them without spending anything on them.

Mixed Gamemodes and AOOC

Technomancer is sometimes played along other gamemodes such as mercenary. Decide at round start if you will work together or fight it out on the unsuspecting Aurora. AOOC is an OOC channel that is exclusive to those playing antags, it is a very good way to make gimmicks and plan your round with the other antags. The possibilities are endless when it comes to telling a story, just remember to stay in the bounds of the game and follow the Server Rules about IC in OOC. Remember to ahelp if you have a question.

Antagonist roles
Antagonists Traitor - Mercenary - Ninja - Changeling - Vampire - Revolutionary - Raider - Cultist - Cortical Borer - Loner - Technomancer
Jobs on Aurora
Command Captain - Executive Officer - Head of Security - Chief Engineer - Research Director - Chief Medical Officer - Operations Manager
Command Support Corporate Liaison - Consular Officer - Bridge Crewman
Security Security Officer - Warden - Investigator - Security Cadet
Engineering Engineer - Atmospheric Technician - Engineering Apprentice
Medical Surgeon - Physician - First Responder - Psychologist - Pharmacist - Medical Intern
Research Scientist - Xenobiologist - Xenobotanist - Lab Assistant
Operations Hangar Technician - Shaft Miner - Machinist
Service Assistant - Off-Duty Crewman - Passenger - Bartender - Chef - Chaplain - Librarian - Janitor - Botanist - Corporate Reporter
Non-human AI - Cyborg - Personal AI
Special Merchant - Ghost Roles