Sandbox:Sneakyranger: различия между версиями

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>Sneakyranger
м (work continues on the techno page)
>La Villa Strangiato
(Cleans up the introduction. Makes it clearer what a "function" is by including its description in the function section. Moves the drop-down menus around. Adds a sub-category for cores. Adds the guides and antags infoboxes. Puts bolds on functions, cores, and equipment.)
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|img = Generic-techno.png
|img = Generic-techno.png
|jobtitle = Technomancer
|jobtitle = Technomancer
|access = Wherever your core can take you.
|access = Wherever your core can take you
|qualifications = None.
|qualifications = None
|employers = Whoever you come up with, or none at all.
|employers = Whoever you come up with, or none at all
|difficulty = Hard
|difficulty = Hard
|superior = None.
|superior = None
|duties = Come up with a gimmick, steal random things, be the technological equivalent of the old Wizard gamemode.
|duties = Antagonise the Horizon. Be strange and whimsical. Be a Wizard in everything but name.
|guides = This is the guide.
|guides = This is the guide
}}
}}
A technomancer is an antagonist whose abilities come from the core on their back and the wide variety of tools they can order before they on arrive the station. Technomancer is one of the more open-ended antagonists as far as gimmicks go, given the wide variety of playstyles at their disposal.
A technomancer is an antagonist whose abilities come from the core on their back and the wide variety of tools they can order before they on arrive the station. Technomancer is one of the more open-ended antagonists as far as gimmicks go, given the wide variety of playstyles at their disposal.
== Technomancer General Information ==
== Starting Out ==
To begin, you spawn in wearing a large black item on your back. This is a manipulation core, or  "core", which is what lets you use all your fancy abilities. Don't lose it! You're (almost) powerless without it.
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 <code>Change [Item] Appearance</code>.
You can purchase functions for your core using the catalog item which should spawn in your pocket. More on those later.


There are a few things you need to keep in mind as you use your core. 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.  
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).
The majority of functions require energy in order to work, and so it is important to keep an eye on how your core is doing. While all types of core regenerate energy on their own (some faster than others), you can also purchase functions that generate energy when doing a specific action. Again, more on functions later.


Secondly, using the powers of your core generates '''instability'''. Instability is a result of your highly-advanced core doing what it does, and given the aforementioned highly-advanced nature of the core it is poorly understood. What ''is'' understood is that instability is incredibly dangerous. Instability will grow and cling to you as you use more functions more often, with 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.  
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 <code>Refund Functions</code> command in the <code>Functions</code> tabs. Equipment can be refunded by clicking on the catalog with the equipment you want to refund in your hand.


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 (or the characters of others) 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 highly dangerous - multiple glowing objects can create a dangerous feedback loop if not separated.  
=== Your Core ===
As for how to get rid of it, you're in luck! Instability will go away on its own over time.
Your core is the source of most of your strange powers. This section covers how to use it appropriately.


You should strive to keep your core secure. To help with this, each core comes with a locking mechanism that prevents forceful removal by a third party until it is unlocked by the wearer.  
Firstly, your core requires '''energy''', which should be displayed as both an icon above your internals indicator and as a number in the <code>Spell Core</code> 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).
Note that your core will automatically unlock if you die.  
Additionally, if you do die, there is an anti-tamper mechanism installed in your core as well. If an unauthorized individual picks up your core, it will discharge large amounts of instability in to them until it is put down again.  


With that out of the way, it's almost time to get in to your catalog. A few things to note before you do:
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''.
*A function can be thought of as a spell, that you use by activating the function then holding the pseudo-item in your hands and trying to use it on a target of your choice. This did replace the wizard game mode, after all.
*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. 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.
*A meter is equal to one 'tile'.
*You can refund functions, equipment items, and assistance items so long as you are in your base. After leaving, though, 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' button on the top, when in the functions tabs. For equipment items, you need to hit it against the catalog.


Finally, before we delve in to the functions category, one last note of general information: you spawn in wearing chameleon clothing, which you can customize to any appearance you desire by right clicking on it and selecting "Change (Item) Appearance". Your core can also have its appearance changed in the same way.
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.


=== Technomancer Equipment ===
Now that you're in your catalog, you've got a lot of tabs looking back at you, each with a wide variety of things in them. Let's start with equipment.
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<div class="toccolours mw-collapsible mw-collapsed">
==== Cores ====
==== List of Cores ====
Your cores are the key to all of your abilities. There are a lot of options, so they're condensed down here.
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<div class="mw-collapsible-content">
*Manipulation Core: You spawn with this one. It's only in the catalog so that in the event you change your mind and refund a different core you can get the default one back. The stats are as follows:
*'''Manipulation Core:''' You spawn with this one. It's only in the catalog so that in the event you change your mind and refund a different core you can get the default one back. The stats are as follows:
**Energy Capacity: 10k
**Energy Capacity: 10k
**Energy Recharge Rate: 50/s
**Energy Recharge Rate: 50/s
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**Purchase Cost: 100
**Purchase Cost: 100


*Rapid Core: This core has a faster power recharge rate, but a lower power capacity. It also makes you run slightly faster.  
*'''Rapid Core:''' This core has a faster power recharge rate, but a lower power capacity. It also makes you run slightly faster.  
**Energy Capacity: 7k
**Energy Capacity: 7k
**Energy Recharge Rate: 70/s
**Energy Recharge Rate: 70/s
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**Purchase Cost: 100
**Purchase Cost: 100


*Bulky Core: This core is optimized for power capacity over recharge rate. You may want to consider getting some energy generating functions if you choose to use this one, and you should also note that it slows you down slightly.
*'''Bulky Core:''' This core is optimized for power capacity over recharge rate. You may want to consider getting some energy generating functions if you choose to use this one, and you should also note that it slows you down slightly.
**Energy Capacity: 20k
**Energy Capacity: 20k
**Energy Recharge Rate: 25/s
**Energy Recharge Rate: 25/s
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**Purchase Cost: 100
**Purchase Cost: 100


*Unstable Core: This core makes your instability increase faster in exchange for having other stats improved across the board. Interestingly, your energy recharge rate increases the higher your instability.
*'''Unstable Core:''' This core makes your instability increase faster in exchange for having other stats improved across the board. Interestingly, your energy recharge rate increases the higher your instability.
**Energy Capacity: 13k
**Energy Capacity: 13k
**Energy Recharge Rate: 35/s to 110/s+
**Energy Recharge Rate: 35/s to 110/s+
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**Purchase Cost: 100
**Purchase Cost: 100


*Recycling Core: This core has a 30% chance of refunding half the energy cost of an action any time energy is spent.
*'''Recycling Core:''' This core has a 30% chance of refunding half the energy cost of an action any time energy is spent.
**Energy Capacity: 12k
**Energy Capacity: 12k
**Energy Recharge Rate: 40/s
**Energy Recharge Rate: 40/s
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**Purchase Cost: 100
**Purchase Cost: 100


*Summoning Core: This is the core to use if you want to summon a lot of creatures to do your bidding. The energy cost of maintaining summons is severely reduced and you can maintain up to 40 at once.
*'''Summoning Core:''' This is the core to use if you want to summon a lot of creatures to do your bidding. The energy cost of maintaining summons is severely reduced and you can maintain up to 40 at once.
**Energy Capacity: 8k
**Energy Capacity: 8k
**Energy Recharge Rate: 35/s
**Energy Recharge Rate: 35/s
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**Purchase Cost: 100
**Purchase Cost: 100


*Safety Core: This core lowers your instability gain drastically in exchange for having fairly poor stats everywhere else.
*'''Safety Core:''' This core lowers your instability gain drastically in exchange for having fairly poor stats everywhere else.
**Energy Capacity: 7k
**Energy Capacity: 7k
**Energy Recharge Rate: 30/s
**Energy Recharge Rate: 30/s
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**Purchase Cost: 100
**Purchase Cost: 100


*Overcharged Core: Max spell power, max energy cost. Since every function costs twice as much, your energy capacity is effectively halved - though your functions are twice as effective, too.
*'''Overcharged Core:''' Max spell power, max energy cost. Since every function costs twice as much, your energy capacity is effectively halved - though your functions are twice as effective, too.
**Energy Capacity: 15k (effectively 7.5k)
**Energy Capacity: 15k (effectively 7.5k)
**Energy Recharge Rate: 40/s
**Energy Recharge Rate: 40/s
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**Spell Power: 175%
**Spell Power: 175%
**Purchase Cost: 100
**Purchase Cost: 100
</div></div>
</div></div>  
 
=== Technomancer Equipment ===
In your catalog, you have many other useful items that can compliment usage of your core.


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<div class="toccolours mw-collapsible mw-collapsed">
==== Other Equipment ====
==== Other Equipment ====
These items aren't as important as your core, but they're still very useful.
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
*Hypo Belt
*'''Hypo Belt'''
**A medical belt designed to carry autoinjectors and other medical equipment. Comes with one of each hypo. Purchase Cost: 50.
**A medical belt designed to carry autoinjectors and other medical equipment. Comes with one of each hypo. Purchase Cost: 50.


*Belt of Holding
*'''Belt of Holding'''
**This belt can both hold large items and more items in general. Almost essential for storage - your core doesn't function as a backpack! Purchase Cost: 50.
**This belt can both hold large items and more items in general. Almost essential for storage - your core doesn't function as a backpack! Purchase Cost: 50.


*Thermoncle
*'''Thermonocle'''
**A fancy monocle with a thermal optics lens installed. Allows you to see people through walls. Purchase cost: 150.
**A fancy monocle with a thermal optics lens installed. Allows you to see people through walls. Purchase cost: 150.


*Night Vision Goggles
*'''Night Vision Goggles'''
**Exactly what it says on the tin. Useful for sneaking around in the dark. Purchase Cost: 50.
**Exactly what it says on the tin. Useful for sneaking around in the dark. Purchase Cost: 50.


*Omnisight Scanner
*'''Omnisight Scanner'''
**Think x-ray vision goggles and you get the picture. Very useful, but expensive. Purchase Cost: 300.
**Think x-ray vision goggles and you get the picture. Very useful, but expensive. Purchase Cost: 300.


*Medical HUD
*'''Medical HUD'''
**A bog-standard medical HUD for monitoring the vitals of others. Purchase Cost: 25.
**A bog-standard medical HUD for monitoring the vitals of others. Purchase Cost: 25.


*Scepter of Empowerment
*'''Scepter of Empowerment'''
**This little staff modifies or enhances most of your core functions. To use it, you just have to hold it in one of your hands while you use a function. Purchase Cost: 200.
**This little staff modifies or enhances most of your core functions. To use it, you just have to hold it in one of your hands while you use a function. Purchase Cost: 200.


*Spyglass
*'''Spyglass'''
**Look far ahead with this spyglass. Similar to binoculars, just minus one half. Purchase Cost: 100.
**Look far ahead with this spyglass. Similar to binoculars, just minus one half. Purchase Cost: 100.


*Boots of Speed
*'''Boots of Speed'''
**These boots both prevent you from slipping and make you run faster. Purchase Cost: 50.
**These boots both prevent you from slipping and make you run faster. Purchase Cost: 50.


*Gloves of Regeneration
*'''Gloves of Regeneration'''
**These gloves constantly feed a chemical blend into your system, greatly increasing your metabolism and therefore your healing rate. On the other hand, increasing your metabolism makes you get hungry faster, and putting the gloves on or taking them off hurts quite a bit due to their skin connection. Synthetic technomancers probably shouldn't bother, though these gloves are a bit more protective than some others. Purchase Cost: 50.
**These gloves constantly feed a chemical blend into your system, greatly increasing your metabolism and therefore your healing rate. On the other hand, increasing your metabolism makes you get hungry faster, and putting the gloves on or taking them off hurts quite a bit due to their skin connection. Synthetic technomancers probably shouldn't bother, though these gloves are a bit more protective than some others. Purchase Cost: 50.


*Personal Shield Projector
*'''Personal Shield Projector'''
**A personal shield generator. It can outright block lasers and it reduces the velocity of both bullets and close quarters attacks, lowering their damage significantly. The shield will block 75% of the damage from each hit, and removes energy from your core proportional to the amount of damage inflicted. Weapons with armor penetration have no effect on the shield. If your core runs out of power, the shield will deactivate. Purchase cost: 200.
**A personal shield generator. It can outright block lasers and it reduces the velocity of both bullets and close quarters attacks, lowering their damage significantly. The shield will block 75% of the damage from each hit, and removes energy from your core proportional to the amount of damage inflicted. Weapons with armor penetration have no effect on the shield. If your core runs out of power, the shield will deactivate. Purchase cost: 200.
*Tesla Armor
*Tesla Armor
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</div></div>
== Technomancer Functions ==
== Technomancer Functions ==
Now that we're done with equipment, it's time for the real meat of your loadout as a 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 [[Technomancer#Technomancer_Equipment|Scepter of Enhancement]]. If a function is able to be modified with it, it will be shown underneath the description of the function as <code>Scepter Effect</code>. Functions can also be boosted with the core itself; a function that is able to benefit from this will have <code>Spell Power</code> underneath its description. Different cores have different amounts of spell power.
Remember that 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.
 
When a function refers to 'allies', it means you, your apprentices, currently controlled entities (with the <code>Control</code> 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.
<div class="toccolours mw-collapsible mw-collapsed">
<div class="toccolours mw-collapsible mw-collapsed">
=== Utility Functions ===
=== Utility Functions ===
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**Purchase (25)
**Purchase (25)


*Apportation
*'''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.
**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.
**Scepter Effect: Range is unlimited.
**Scepter Effect: Range is unlimited.
**Purchase (25)
**Purchase (25)


*Audible Deception
*'''Audible Deception'''
**Allows you to create a specific sound at a location of your choosing.
**Allows you to create a specific sound at a location of your choosing.
**Scepter Effect: 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.
**Scepter Effect: 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.
**Purchase (50)
**Purchase (50)


*Chroma
*'''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.
**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.
**Purchase (25)
**Purchase (25)


*Condensation
*'''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.
**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.
**Scepter Effect: Floors affected by condensation will also freeze.
**Scepter Effect: Floors affected by condensation will also freeze.
**Purchase (50)
**Purchase (50)


*Energy Siphon
*'''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.
**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.
**Spell Power: Rate of siphoning is scaled up based on spell power.
**Spell Power: Rate of siphoning is scaled up based on spell power.
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**Purchase (100)
**Purchase (100)


*Gambit
*'''Gambit'''
**This function causes you to receive a random function, including those which you haven't purchased.
**This function causes you to receive a random function, including those which you haven't purchased.
**Spell Power: Makes certain rare functions possible to acquire via Gambit which cannot be obtained otherwise, if above 100%.
**Spell Power: Makes certain rare functions possible to acquire via Gambit which cannot be obtained otherwise, if above 100%.
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**Purchase (50)
**Purchase (50)


*Illusion
*'''Illusion'''
**Allows you to create and control a holographic illusion, that can take the form of most object or entities.
**Allows you to create and control a holographic illusion, that can take the form of most object or entities.
**Scepter Effect: Illusions will be made of hard light, allowing the interception of attacks, appearing more realistic.
**Scepter Effect: Illusions will be made of hard light, allowing the interception of attacks, appearing more realistic.
**Purchase (25)
**Purchase (25)


*Instability Tap
*'''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.
**Creates a large sum of energy (5,000 at normal spell power), at the cost of a very large amount of instability afflicting you.
**Spell Power: Amount of energy gained scaled with spell power.
**Spell Power: Amount of energy gained scaled with spell power.
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**Purchase (100)
**Purchase (100)


*Mark
*'''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.
**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.
**Purchase (25)
**Purchase (25)


*Recall
*'''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.
**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.
**Scepter Effect: Recall takes two seconds instead of three.
**Scepter Effect: Recall takes two seconds instead of three.
**Purchase (25)
**Purchase (25)


*Passwall
*'''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.
**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.
**Scepter Effect: Cost per tile is halved.
**Scepter Effect: Cost per tile is halved.
**Purchase (100)
**Purchase (100)


*Targeting Matrix
*'''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.
**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.
**Purchase (50)
**Purchase (50)


*Track
*'''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...
**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...
**Scepter Effect: You will be able to track most other entities in addition to your belongings and allies.
**Scepter Effect: You will be able to track most other entities in addition to your belongings and allies.
**Purchase (25)
**Purchase (25)


*Darkness
*'''Darkness'''
**Disrupts photons moving in a local area, causing darkness to shroud yourself or a position of your choosing.
**Disrupts photons moving in a local area, causing darkness to shroud yourself or a position of your choosing.
**Purchase (25)
**Purchase (25)


*Summon Creature
*'''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.
**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.
**Spell Power: The strength and endurance of the summoned creature will be greater.
**Spell Power: The strength and endurance of the summoned creature will be greater.
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These functions are all geared towards direct attacks.
These functions are all geared towards direct attacks.
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*Flame Tongue
*'''Flame Tongue'''
**Creates a miniaturized flamethrower in your hand. Acts as a welder and lights enemies on fire on contact.
**Creates a miniaturized flamethrower in your hand. Acts as a welder and lights enemies on fire on contact.
**Cost: 50
**Cost: 50


*Radiance
*'''Radiance'''
**Causes you to be very radiant, glowing brightly in visible light, thermal energy, and deadly ionizing radiation. Note that this WILL affect you.
**Causes you to be very radiant, glowing brightly in visible light, thermal energy, and deadly ionizing radiation. Note that this WILL affect you.
**Spell Power: Spell power increases the amount of radiation and heat radiated, as well as the radius.
**Spell Power: Spell power increases the amount of radiation and heat radiated, as well as the radius.
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**Cost: 100
**Cost: 100


*Warp Strike
*'''Warp Strike'''
**Teleports you next to your target, and attacks them with whatever is in your off-hand, spell or object.
**Teleports you next to your target, and attacks them with whatever is in your off-hand, spell or object.
**Cost: 100
**Cost: 100


*Fire Storm
*'''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.
**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.
**Spell Power: Radius, heat rate, heat capacity, and amount of fires made increased.
**Spell Power: Radius, heat rate, heat capacity, and amount of fires made increased.
Строка 263: Строка 261:
**Cost: 100
**Cost: 100


*Electric Aura
*'''Electric Aura'''
**Repeatedly electrocutes enemies within four meters of you, as well as nearby electronics.
**Repeatedly electrocutes enemies within four meters of you, as well as nearby electronics.
**Spell Power: Radius and damage scaled up.
**Spell Power: Radius and damage scaled up.
Строка 269: Строка 267:
**Cost: 100
**Cost: 100


*Degen Aura
*'''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.
**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.
**Spell Power: Radius is increased.
**Spell Power: Radius is increased.
**Cost: 150
**Cost: 150


*Beam
*'''Beam'''
**Fires a laser at your target. Cheap, reliable.
**Fires a laser at your target. Cheap, reliable.
**Spell Power: Increases damage dealt.
**Spell Power: Increases damage dealt.
**Cost: 100
**Cost: 100


*Force Missile
*'''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.
**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.
**Spell Power: Increases damage dealt.
**Spell Power: Increases damage dealt.
**Cost: 50
**Cost: 50


*Ionic Bolt
*'''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.
**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.
**Cost: 50
**Cost: 50


*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


*Overload
*'''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.
**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.
**Spell Power: Increases damage dealt, up to a cap of 80 damage per shot.
**Spell Power: Increases damage dealt, up to a cap of 80 damage per shot.
Строка 299: Строка 297:
**Cost: 100
**Cost: 100


*Destabilize
*'''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.
**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.
**Cost: 100
**Cost: 100


*Fire Blast
*'''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.
**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.
**Cost: 175
**Cost: 175


*Pulsar
*'''Pulsar'''
**Emits electronic pulses to destroy, disable, or otherwise harm devices and machines. Be sure to not hit yourself with this.
**Emits electronic pulses to destroy, disable, or otherwise harm devices and machines. Be sure to not hit yourself with this.
**Cost: 100
**Cost: 100
</div></div>
</div></div>
{{Antagonists}}
{{Gameplay Guides}}

Версия от 03:55, 3 августа 2023

Шаблон:WIP

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

Technomancer

Руководители: None
Сложность: Hard
Обязанности: Antagonise 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 an antagonist whose abilities come from the core on their back and the wide variety of tools they can order before they on arrive the station. Technomancer is one of the more open-ended antagonists as far as gimmicks go, given the wide variety of playstyles at their disposal.

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

  • Manipulation Core: You spawn with this one. It's only in the catalog so that in the event you change your mind and refund a different core you can get the default one back. The stats are as follows:
    • Energy Capacity: 10k
    • Energy Recharge Rate: 50/s
    • Instability Modifier: 80%
    • Energy Cost Modifier: 100%
    • Spell Power: 100%
    • Purchase Cost: 100
  • Rapid Core: This core has a faster power recharge rate, but a lower power capacity. It also makes you run slightly faster.
    • Energy Capacity: 7k
    • Energy Recharge Rate: 70/s
    • Instability Modifier: 90%
    • Energy Cost Modifier: 100%
    • Spell Power: 100%
    • Purchase Cost: 100
  • Bulky Core: This core is optimized for power capacity over recharge rate. You may want to consider getting some energy generating functions if you choose to use this one, and you should also note that it slows you down slightly.
    • Energy Capacity: 20k
    • Energy Recharge Rate: 25/s
    • Instability Modifier: 100%
    • Energy Cost Modifier: 100%
    • Spell Power: 140%
    • Purchase Cost: 100
  • Unstable Core: This core makes your instability increase faster in exchange for having other stats improved across the board. Interestingly, your energy recharge rate increases the higher your instability.
    • Energy Capacity: 13k
    • Energy Recharge Rate: 35/s to 110/s+
    • Instability Modifier: 130%
    • Energy Cost Modifier: 70%
    • Spell Power: 110%
    • Purchase Cost: 100
  • Recycling Core: This core has a 30% chance of refunding half the energy cost of an action any time energy is spent.
    • Energy Capacity: 12k
    • Energy Recharge Rate: 40/s
    • Instability Modifier: 60%
    • Energy Cost Modifier: 80%
    • Spell Power: 100%
    • Purchase Cost: 100
  • Summoning Core: This is the core to use if you want to summon a lot of creatures to do your bidding. The energy cost of maintaining summons is severely reduced and you can maintain up to 40 at once.
    • Energy Capacity: 8k
    • Energy Recharge Rate: 35/s
    • Instability Modifier: 120%
    • Energy Cost Modifier: 100%
    • Spell Power: 120%
    • Purchase Cost: 100
  • Safety Core: This core lowers your instability gain drastically in exchange for having fairly poor stats everywhere else.
    • Energy Capacity: 7k
    • Energy Recharge Rate: 30/s
    • Instability Modifier: 30%
    • Energy Cost Modifier: 100%
    • Spell Power: 70%
    • Purchase Cost: 100
  • Overcharged Core: Max spell power, max energy cost. Since every function costs twice as much, your energy capacity is effectively halved - though your functions are twice as effective, too.
    • Energy Capacity: 15k (effectively 7.5k)
    • Energy Recharge Rate: 40/s
    • Instability Modifier: 110%
    • Energy Cost Modifier: 200%
    • Spell Power: 175%
    • Purchase Cost: 100

Technomancer Equipment

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

Other Equipment

  • Hypo Belt
    • A medical belt designed to carry autoinjectors and other medical equipment. Comes with one of each hypo. Purchase Cost: 50.
  • Belt of Holding
    • This belt can both hold large items and more items in general. Almost essential for storage - your core doesn't function as a backpack! Purchase Cost: 50.
  • Thermonocle
    • A fancy monocle with a thermal optics lens installed. Allows you to see people through walls. Purchase cost: 150.
  • Night Vision Goggles
    • Exactly what it says on the tin. Useful for sneaking around in the dark. Purchase Cost: 50.
  • Omnisight Scanner
    • Think x-ray vision goggles and you get the picture. Very useful, but expensive. Purchase Cost: 300.
  • Medical HUD
    • A bog-standard medical HUD for monitoring the vitals of others. Purchase Cost: 25.
  • Scepter of Empowerment
    • This little staff modifies or enhances most of your core functions. To use it, you just have to hold it in one of your hands while you use a function. Purchase Cost: 200.
  • Spyglass
    • Look far ahead with this spyglass. Similar to binoculars, just minus one half. Purchase Cost: 100.
  • Boots of Speed
    • These boots both prevent you from slipping and make you run faster. Purchase Cost: 50.
  • Gloves of Regeneration
    • These gloves constantly feed a chemical blend into your system, greatly increasing your metabolism and therefore your healing rate. On the other hand, increasing your metabolism makes you get hungry faster, and putting the gloves on or taking them off hurts quite a bit due to their skin connection. Synthetic technomancers probably shouldn't bother, though these gloves are a bit more protective than some others. Purchase Cost: 50.
  • Personal Shield Projector
    • A personal shield generator. It can outright block lasers and it reduces the velocity of both bullets and close quarters attacks, lowering their damage significantly. The shield will block 75% of the damage from each hit, and removes energy from your core proportional to the amount of damage inflicted. Weapons with armor penetration have no effect on the shield. If your core runs out of power, the shield will deactivate. Purchase cost: 200.
  • Tesla Armor
    • This armor has a retaliation-based defense. After a moment of charging up, the armor will completely protect you from the next attack and strike the attacker with a bolt of lightning (if they are close enough). This effect requires fifteen seconds to recharge; if you are attacked during the recharging phase, a weaker bolt is sent out and the armor does not block the attack. Purchase Cost: 150.

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.

  • 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.
    • Purchase (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.
    • Scepter Effect: Range is unlimited.
    • Purchase (25)
  • Audible Deception
    • Allows you to create a specific sound at a location of your choosing.
    • Scepter Effect: 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.
    • Purchase (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.
    • Purchase (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.
    • Scepter Effect: Floors affected by condensation will also freeze.
    • Purchase (50)
  • 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.
    • Spell Power: Rate of siphoning is scaled up based on spell power.
    • Scepter Effect: Rate of siphoning is doubled.
    • Purchase (100)
  • Gambit
    • This function causes you to receive a random function, including those which you haven't purchased.
    • Spell Power: Makes certain rare functions possible to acquire via Gambit which cannot be obtained otherwise, if above 100%.
    • Scepter Effect: Instead of a purely random spell, it will give you a "random" spell.
    • Purchase (50)
  • Illusion
    • Allows you to create and control a holographic illusion, that can take the form of most object or entities.
    • Scepter Effect: Illusions will be made of hard light, allowing the interception of attacks, appearing more realistic.
    • Purchase (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.
    • Spell Power: Amount of energy gained scaled with spell power.
    • Scepter Effect: 50% more energy gained, 20% less instability gained.
    • Purchase (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.
    • Purchase (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.
    • Scepter Effect: Recall takes two seconds instead of three.
    • Purchase (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.
    • Scepter Effect: Cost per tile is halved.
    • Purchase (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.
    • Purchase (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...
    • Scepter Effect: You will be able to track most other entities in addition to your belongings and allies.
    • Purchase (25)
  • Darkness
    • Disrupts photons moving in a local area, causing darkness to shroud yourself or a position of your choosing.
    • Purchase (25)
  • 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.
    • Spell Power: The strength and endurance of the summoned creature will be greater.
    • Scepter Effect: Summoned entities will never harm their summoner.
    • Purchase (100)

Offensive Functions

These functions are all geared towards direct attacks.

  • Flame Tongue
    • Creates a miniaturized flamethrower in your hand. Acts as a welder and lights enemies on fire on contact.
    • Cost: 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.
    • Spell Power: Spell power increases the amount of radiation and heat radiated, as well as the radius.
    • Scepter Effect: Radiation will not affect the caster or their allies.
    • Cost: 100
  • Warp Strike
    • Teleports you next to your target, and attacks them with whatever is in your off-hand, spell or object.
    • Cost: 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.
    • Spell Power: Radius, heat rate, heat capacity, and amount of fires made increased.
    • Scepter Effect: Increased heat generation, more fires, and higher temperature cap.
    • Cost: 100
  • Electric Aura
    • Repeatedly electrocutes enemies within four meters of you, as well as nearby electronics.
    • Spell Power: Radius and damage scaled up.
    • Scepter Effect: Aura does twice as much damage
    • Cost: 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.
    • Spell Power: Radius is increased.
    • Cost: 150
  • Beam
    • Fires a laser at your target. Cheap, reliable.
    • Spell Power: Increases damage dealt.
    • Cost: 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.
    • Spell Power: Increases damage dealt.
    • Cost: 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.
    • Cost: 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.
    • Cost: 150
  • 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.
    • Spell Power: Increases damage dealt, up to a cap of 80 damage per shot.
    • Scepter Effect: Will do damage equal to 0.4% of current energy.
    • Cost: 100
  • 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.
    • Cost: 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.
    • Cost: 175
  • Pulsar
    • Emits electronic pulses to destroy, disable, or otherwise harm devices and machines. Be sure to not hit yourself with this.
    • Cost: 100
Antagonist roles
Antagonists Traitor - Mercenary - Ninja - Changeling - Vampire - Revolutionary - Raider - Cultist - Cortical Borer - Loner - Technomancer

Шаблон:Gameplay Guides