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Royal Taorito
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Wrathful Cat

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PostPosted: Mon Apr 29, 2019 8:19 am
Tactician Classes
 
PostPosted: Mon Apr 29, 2019 8:20 am
Path of the Gadgeteer


tab Description:
tab Once known only as Puppeteers during the ages of old, the Gadgeteer rose from an era of people who bore a love of the mystical arts but a hatred of the electronic. While the world evolved technologically to embrace electricity and advanced methods of energy generation the Gadgeteer focused on the use of mana and good old fashioned clockwork to wage war and live their lives. In the world of war it was the Gadgeteers that armed peasants and common folk with tools that mimicked shinobi arts, or mechanized monstrosities that clicked and clacked their way through a battlefield and spat nails and barbs to decimate infantry. It was they who built devices that failed to replace people in the field or at work and instead helped them better themselves. It was also they who made metal and wooden horrors that felled entire fortresses while they lay hidden away, safe from the field of battle as their proxies wiped out all defenses.
tab In regards to Mechanics the Gadgeteer is a figure of the Steampunk era, learning to mechanize without the need of electronics and advanced machinery in a variety of ways. From puppets to magical toys and to clockwork nightmares, the Gadgeteer is a grab bag of creative surprises, where your only limitation is your own ingenuity.


tab Notes:
Casting Types:
tab → Chanting
tab → Object Medium
tab → Performance
tab → Magic Circles

tab tab D - r a n k
Quote:
tab Disciplines:
Puppeteer: A throwback to the ancient days of the lost Shinobi, the Puppeteer learns to harness and control inanimate objects to fight as a proxy for themselves. Taking this Path grants immediate learning of the Marionette spell, creating mana strings that fall from the Puppeteer's finger to attach to other objects that can be pushed and pulled to one's command. Gaining the knowledge necessary to craft one's own E - ranked puppet is the next step, and the forging the most crucial. The puppeteer is able to control a variety of puppets and objects with the Marionette spell, ranging from small objects to incredibly complex mechanical puppets with hidden mechanisms for a variety of function. Grants access to the Puppet Shop, as well as bestows four [4] custom spells per experience rank that allow them to supplement their armaments of mechanized war.

Mechanist: Of the Gadgeteers the Mechanist is possibly the most surprisingly dangerous. They are never far from the mechanized horrors they make and the gadgets they stitch together that can raise holy hell at the best of times. The Mechanist gains the ability to invest points in and utilize Functional Adaptation to put together seemingly bizarre items into a functioning mechanical device. For every experience rank the Mechanist is granted three [3] Custom Blueprints that they can use to create odd mechanisms all their own, such as clockwork spiders, traps, or even things such as hand crossbows that can fire multiple shots rapidly. These mechanisms can be made to use mana as a power source in a limited capacity, but cannot use electricity as a primary component to function. An example is a Mechanist can make a lighter that uses sparks from a battery, but could not make a laser using an array of battery powered laser-pointers. When building these things the Mechanist may use their granted skill to replace any part of the device to make it work, so long as at least one [1] part remains true to the original blueprint.

Engineer: Of the Gadgeteers it is the Engineer who focuses on mystical components, learning to bind spells and clockwork together with equal complexity. Upon attaining this path the Engineer gains access to three [3] Blueprints per Experience Rank and what has been called the Shatterpoint Method of Gadgetry. These mechanisms are a baseline object that the Engineer learns to apply a specialized seal onto that stores any Spell that they know, making it where the mechanism can activate the spell in some fashion to either power it or generate an effect. Each mechanism in these blueprints can only have one [1] spell applied using the Shatterpoint Method, yet at B and S - rank the Engineer may craft one [1] more spell into its function. What differentiates between the Mechanist and the Engineer is that the Engineer's devices are made to house spells and activate them, such as a mechanized otter that moves forward and generates a spell that causes all within sight to want to hug it passionately, while the Mechanist makes a landmine that fires nails out at high velocity when stepping on it.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 300 } Total [Divided as Desired, at least twenty five [25] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn One [1] Technique Type of Choice per Post
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +05 ] Skill Points.
tab tab tab • [ +03 ] Arcanist Spell slots.
tab tab tab • [ +03 ] Illusion slots.
tab tab tab • [ +00 ] Stages of Learning.

tab tab C - r a n k
Quote:
__ tab Disciplines:
• At this rank the character is granted one [1] Personal Discipline that can be used to create a Discipline that best works for the character. These are similar in nature to a Personal Attribute but with more structured limitations, allowing for more effect but requiring that the Discipline must be one that fits the class it originates from. In this case it is Gadgeteer. If a personal discipline does not suit your fancy you may instead save this point and invest it into another B - rank discipline for diversity of make one stronger.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn Two [2] Technique Type of Choice per Post
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +03 ] Skill Points.
tab tab tab • [ +03 ] Arcanist Spell slots.
tab tab tab • [ +01 ] Illusion slots.
tab tab tab • [ +00 ] Stages of Learning.

tab B - r a n k
Quote:
tab Disciplines:
Obsession:Attaining a mastery in anything is difficult unless the focus is absolute. Where others call it focus, others call it for what it really is: Obsession. Taking this Discipline allows the Gadgeteer to focus on one aspect of crafting their gadgets and amplify it. Every new craft a new decision is made. The options are: Reduce the craft time by half [1/2]. Increase the number of mechanism slots available to a craft by one [1]. Remove one [1] crafting material needed for the craft without changing the result.

Advanced Training: Gain access to one [1] Inspired Gadget custom. This may be a Blueprint or a Puppet, and either may have one [1] more Mechanism Slot per limb, two [2] more Shatterpoints than normal, or have all status or damage effects increased by one [1] step.

Crosstraining: A gadget is only as good a tool as the one who wields it makes it. In short, it's nothing without the brains of the operation. The Gadgeteer who selects this may decide to invest training outside of their own Path. If they do, they may select up to ten [10] spell slots, divided between Arcanist and Illusion spells, 2 Proficiency Slots, 8 Skill Points, 5 Stages of Learning, or 4 Custom Technique slots. They may also select to learn a Blueprint of another Gadgeteer type, gaining three [3] Blueprints of their design types.



tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn Three [3] Technique Type of Choice per Post
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +03 ] Skill Points.
tab tab tab • [ +02 ] Arcanist Spell slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +00 ] Stages of Learning.

tab A - r a n k
Quote:
tab Disciplines:
• At this rank the character is granted one [1] Personal Discipline that can be used to create a Discipline that best works for the character. These are similar in nature to a Personal Attribute but with more structured limitations, allowing for more effect but requiring that the Discipline must be one that fits the class it originates from. In this case it is Gadgeteer. If a personal discipline does not suit your fancy you may instead save this point and invest it into another B - rank discipline for diversity of make one stronger.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn Four [4] Technique Type of Choice per Post
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +00 ] Proficiency slots.
tab tab tab • [ +03 ] Skill Points.
tab tab tab • [ +02 ] Arcanist Spell slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +00 ] Stages of Learning.

tab S - r a n k
Quote:
tab Disciplines:
Steampunk Mastermind: Clockwork is just one step in the right direction for a Gadgeteer, for nothing beats mixing mechanics and magic in one. The Steampunk Mastermind learns to create three [3] S+ - ranked Gadgets that require all of their focus to use, so powerful or complex are they. Please submit these to the appropriate customs page, and note that these can be used to create S+ Ranked Techniques as well as long as they more than half [> 1/2] involve requiring being a Gadgeteer.

Clockwork Horror: Perhaps the pinnacle of Puppetry, the Clockwork Horror is a puppet that has been given autonomous behavior with predesigned movements and actions. Powered by mana or through simple machinery, such as windups, the Clockwork Horrors is a template that can be added to any puppet designed, granting Automation as a trait that allows them to move in predefined ways and enact specific actions under certain circumstances as defined upon setting. This does not increase the rank of the puppet in question.

Technomancer: A relatively rare form of Gadgeteer to take, the Technomancer learns to master the art of utilizing space. By using mana they are able to generate two different effects, both of which are specific to them:
Technomancer Spells

tab Capstone Transposition: A methodology of space time, the Technomancer learns to shift their gadgets out of phase with creation and yet tethering it to themselves. This allows them to make machinery in fine spaces, making, in effect, objects bigger on the inside. There is a limit to such things, able to hide only a small room full of equipment within a confined space. Creation of this space is an A - ranked spell, and cannot be taught to those who are not of the Gadgeteer persuasion.
tab Assembly: By sheer force of will the Technomancer can cast about themselves for up to fifteen meters in radius per rank of mana used to fuel the spell and force parts to come together to create a gadget with which they have experience in making. This can only affect those that are loose, not restrained, and only can be used to build things. It does not grant telekinesis. This effect is X - ranked, and comes with taking this discipline.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn Five [5] Technique Type of Choice per Post
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +03 ] Skill Points.
tab tab tab • [ +02 ] Arcanist Spell slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +00 ] Stages of Learning.

Royal Taorito
Edit Log:



© 2017-19 Shattered Past
 

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500
PostPosted: Mon Apr 29, 2019 8:21 am
Path of the Oathkeeper


tab Description:
tab In the world there are many different types of magics. There is the elemental force of the Arcanist, the reality-warping spells of the Illusionist, the healing powers of the Medic, and more. A group of individuals once gained the knowledge of Glyphs, learning that words, and arcane runes, strung out in a pattern can alter the world around them. Mirroring in some fashion many other types of magic in the world, Glyphs became a complicated form of magic that required the knowledge of forming words in special sequences and formations. In some cases arcane runes were used in place of words or letters, but always it was the pattern, the shape that mattered.
tab It was only recently that this was found to be only partially true. While the Glyphs were half the battle, it was the intention that mattered most.
tab Thus was born the Oathkeeper, a Path that was born from intention and realization of those intentions, or rather, the conviction to accomplish them. Called collectively Oaths, the Oathkeepers were split into three schools of thought depending on their methodology of making and keeping their oaths. Contracts, created by Lawkeepers, were seen as the foundation of keeping others to uphold the written law. Boasts went to those who made promises and lived to keep them, gaining Karma from completing their Oaths that would give later benefits. And finally there was the Pact, a form of Oath that bound other sentient beings to be summoned to the Pactbinder's side or to fulfill a request made previously. Wielding the power of their conviction in their Oaths and the power of written Glyphs, the Oathkeeper became a power unto themselves that now finds its way into the modern world.


tab Notes:
tab Casting Type:
tab → Oathbinding - [See D - ranked Discipline]
tab → Rune/Glyph
tab → Magic Circle
tab → Chanting
tab • All Oathkeepers pride themselves on keeping to their word. As such, a chronic liar, or someone who is morally corrupt, is basically impossible under Oathkeeper unless under very specific circumstances.
tab • Due to the relatively few Talents and Techniques associated with this class, all Talent and Technique slots earned from this class may be used to create "Class Customs". These are considered Guild Use, meaning that what you create will be added to the guild Talent lists. If, however, a Custom Technique slot is used, they will not be counted in the guild use category.


tab tab D - r a n k
Quote:
tab Disciplines:
Lawkeeper: Keeper of the written word, the Lawkeeper binds others through written contracts that bind all parties to keeping to the letter of the law. To utilize their oaths the Lawkeeper may either concentrate Mana to a finger and scribe onto a material the rules of the contracts, or enchant something else they hold to do the same. The written word is binding, to the point that once all parties are signed and the contract finalized a glyph will appear somewhere on both party's bodies to indicate a contract is made. This can be small or large, but is designated by the contract. While the contract is in effect all written bonuses or negatives are asserted, as spells may be woven into the contract itself. The Contract must include a Reward and a Blowback, the former granted upon completion and the latter to affect those who break their contract. If one comes close to breaking the terms their Glyph will burn, a warning, though this is only felt by the bearer. A Lawkeeper can only keep as many as two [2] Contracts per Experience Rank, beginning with four [4] at D - rank.

Oathspeaker: Perhaps the most well known of the Oathkeepers are the Oathspeakers who make promises and give their words to bind themselves to action. Called Boasts, the Oathspeaker is able to create and use Oaths that must be spoken aloud for "others" to hear. These oaths are meant to be about accomplishing some task, some effort, but unlike other Oaths the Boast does not immediately take effect. Whenever a Boast is completed, such as saying "I shall defeat this opponent bare handed!" and doing just that, the Oathspeaker is rewarded with [1] stack of Karma stack per rank of the Boast. There is no limit to the number of Karma stacks allowed, and they can be used in place of Mana or Stamina in order to cast Oathkeeper spells at a cost of [1] Karma stack per rank of the spell. Because Karma accumulation is so heavily dependent on successfully completing a Boast, the drawbacks of a failed Oath are halved compared to the other Disciplines.

Pactbinder: A Contract binds parties to specific rules, and a Boast binds the speaker. A Pactbinder, however, forms Pacts with others, and through them may summon forces to the field of battle or to assist in activities. Pacts are formed with willing individuals, both RPC or NPC, that have the ability to comprehend the intention and purpose of the Pact, and make certain promises with the Binder that binds their souls to uphold it. These Pacts are often used to summon aid to the Pactbinder's side or to elicit help in a number of other ways for reasons specific to the Oathkeeper themselves. When formed, a Pact becomes written onto the soul of those so bound, tethered with spiritual bonds to each other in such a way that not even Death itself can separate them. The Pact cannot be ignored, but it can be blocked with powerful Magical wards. A Pactbinder can only have two [2] Pacts per Experience Rank, beginning with four [4] at D - rank. A Pact can be released at any time by the Pactbinder without consequence, but if the Bound wish to break it they must pay a Blowback cost as designed by their Pact.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 300 } Total [Divided as Desired, at least twenty five [25] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn One [1] More Oath and one [1] more Glyph Spell per Post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +02 ] Proficiency slots.
tab tab tab • [ +06 ] Oaths.
tab tab tab • [ +06 ] Glyph Spells.
tab tab tab • [ +04 ] Skill slots.
tab tab tab • [ +00 ] Arcanist Spells slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +00 ] Stages of Learning.

tab tab C - r a n k
Quote:
tab Disciplines:
• At this rank the character is granted one [1] Personal Discipline that can be used to create a Discipline that best works for the character. These are similar in nature to a Personal Attribute but with more structured limitations, allowing for more effect but requiring that the Discipline must be one that fits the class it originates from. In this case it is Oathkeeper. If a personal discipline does not suit your fancy you may instead save this point and invest it into another B - rank discipline for diversity of make one stronger.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn Two [2] More Oaths and Two [2] more Glyph Spells per Post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +04 ] Oaths.
tab tab tab • [ +04 ] Glyph Spells.
tab tab tab • [ +02 ] Skill slots.
tab tab tab • [ +00 ] Arcanist Spells slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +00 ] Stages of Learning.

tab B - r a n k
Quote:
tab Disciplines:
Enduring Vow: A Vow is an Oath that lasts a lifetime, with benefits that are quite powerful, but also with a Backlash to match. Those who learn to make an Enduring Vow are able to create one [1] Custom Vow that does not count towards the total Customs the Oathkeeper is already able to create. A Vow is in many ways like an Oath in regards to limitations, but the Vow, once made, cannot be unmade without a severe backlash occurrence. Meaning, the effects are permanently active, which may mean it takes up a portion of the Oathkeeper's energy reservoirs, depending on just what the benefit of the Vow entails. The Oathkeeper is able to make one vow per two [1 per 2] Experience Ranks, beginning at D - rank. There are also no limits to how many vows may be made at one time, though they should not be conflicting in nature.

United We Stand: Sometimes teamwork is the only answer, or perhaps you're just feeling a little nice. Taking this discipline allows the Oathkeeper to share the effects of their Oath's benefits to one [1] other companion per two [2] Experience Ranks beginning at D - rank.

Glyph Specialist: Oaths are by themselves magical in nature, but a Glyph Specialist can make an oath and utilize Glpyhs to alter those effects. This discipline allows the Glyph Warden to add up to one [1] Glyphs per two [2] Experience Ranks worth of effects to any bonus they would normally incur or bestow when dealing with their Oaths.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn Three [3] More Oaths and Three [3] more Glyph Spells per Post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +04 ] Oaths.
tab tab tab • [ +04 ] Glyph Spells.
tab tab tab • [ +02 ] Skill slots.
tab tab tab • [ +02 ] Arcanist Spells slots.
tab tab tab • [ +00 ] Illusion slots.
tab tab tab • [ +03 ] Stages of Learning.

tab A - r a n k
Quote:
tab Disciplines:
• At this rank the character is granted one [1] Personal Discipline that can be used to create a Discipline that best works for the character. These are similar in nature to a Personal Attribute but with more structured limitations, allowing for more effect but requiring that the Discipline must be one that fits the class it originates from. In this case it is Oathkeeper. If a personal discipline does not suit your fancy you may instead save this point and invest it into another B - rank discipline for diversity of make one stronger.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn Four [4] More Oaths and Four [4] more Glyph Spells per Post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +00 ] Proficiency slots.
tab tab tab • [ +04 ] Oaths.
tab tab tab • [ +04 ] Glyph Spells.
tab tab tab • [ +02 ] Skill slots.
tab tab tab • [ +01 ] Arcanist Spells slots.
tab tab tab • [ +01 ] Illusion slots.
tab tab tab • [ +03 ] Stages of Learning.

tab S - r a n k
Quote:
tab Disciplines:
Oathborn: Some are born to exemplify what it means to be an Oathkeeper, and their sheer conviction shines in the form of granting them access to three [3] S+ - rank Spells or Oaths. These may be divided up as one desires.

Justicar: An Oathkeeper is someone who keeps their words and gains power through their conviction. A Justicar, however, is a punisher of those who have broken their oaths. Not limited to just those who break an Oath, the Justicar is able to utilize a natural seventh sense that grants them the knowledge that an individual has broken an oath or promise. This ability is an A - ranked spell effect and requires the Justicar to reserve that amount of Mana from their Mana pool while this effect is in use. If a target has within the last twenty [20] posts broken a promise or oath the Justicar will know it, and furthermore trigger this effect. If the Justicar knows for a fact an oath was broken without the use of this ability they will give the following effect no matter how long ago it was. The Justicar is able to grant a Boon to their attacks, raising the Strength of their attack by two [2] ranks (up to S+ Rank in Strength) until the target has been Forgiven or the target has been punished as the Justicar understands to be fair compensation. During this time the medium of the attack gains an aura of sparkling light the color of their Mana.

Glyph Warden: The epitome of Glyph Magic may well be the S+ - ranked techniques of the Oathborn, but none master their use like the Glyph Warden. When selecting this discipline the Oathkeeper gains the unique ability to make Combination techniques with their Glyphs, but using only one [1] activation to chain the two [2] spells together, and only paying the cost of one [1] casting. The Glyph Warden is thus granted four [4] Combination Glyph slots which can be submitted for personal use. These cannot be taught to other individuals. Through a Combination spell the Glyphs may be pushed to S+ - rank in strength.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn Five [5] More Oaths and Five [5] more Glyph Spells per Post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +05 ] Oaths.
tab tab tab • [ +05 ] Glyph Spells.
tab tab tab • [ +02 ] Skill slots.
tab tab tab • [ +01 ] Arcanist Spells slots.
tab tab tab • [ +01 ] Illusion slots.
tab tab tab • [ +00 ] Stages of Learning.

Royal Taorito
Edit Log:



© 2017-19 Shattered Past
 
PostPosted: Mon Apr 29, 2019 8:22 am
Path of the Adventurer


tab Description:
tab Anyone who feels the pull of the wild majesty that is the world could be classified as an adventurer, but those who earn that capital are the ones who invest their lives into the study. Adventurers learn early that focusing their obsessions and love on one type of exploration granted them a narrow field of knowledge that no other could replicate, for they were able to almost sniff-out such old, forgotten places that seem something out of a dream. And so it was that the Adventurer became a sort of explorer that blazed trails to places others simply wouldn't dare, to discover and explore places where few have tread in potentially millennia. Yet, too, the Adventurer could find themselves turning to other fields of understanding and knowledge, being perhaps the best at absorbing knowledge and being apt in just about everything they do. The Adventurer is the best you can be when your goal is to be average at everything, to fill any role you need to in a moments notice, and to boldly go where no one has gone before.
tab Mechanically speaking, the Adventurer manipulates the odds in their favor in order to discover and find new things. It wouldn't be remiss to call an Adventurer a natural born explorer due to these abilities. The closest to a "general" class the Shattered Past has, the Adventurer serves at being good in everything but great in nothing.


tab Notes:
tab Casting Type:
tab → Adventurers are a universally neutral class, slipping through the cracks in regards to definition. As such, the Adventurer finds they can replicate any Casting Type of another class, though as others only one [1] may be selected.
tab • For every three [3] Experience Ranks the Adventurer has the good fortune to increase the rewards of that which they find. In these instances the Reward Step is increased by one [1] each time. This can lead to increases in rarity or quantity of rewards, but does not affect Experience gains or gains from Events.


tab tab D - r a n k
Quote:
tab Disciplines:
Trapcracker: In the field of Adventurers nothing threatens them more than a well placed Trap. So bad at one time was the life expectancy of the Adventurer that resources were pooled to help them out a bit. In this case was the Trapcracker discipline born, to help those who otherwise would fall to their deaths in a pit filled with hog urine to stave off their shucking of the mortal coil. By taking this discipline, all Trap techniques or machines will have their requirements for disabling or avoiding reduced by one [1] per experience rank, making them easier to overcome. This does not allow Mechas and other automatons to be disabled permanently. Furthermore, all Skills used to overcome a Trap are increased by two [2] when handling a Trap, and cost to avoid a Trap's effects from Talents or Spells are reduced by half [1/2].

Luckster: Fortune Favors the Fool, as it is said, and few exemplify this quite like the Luckster. A form of specialist when it comes to avoiding attacks and dangers, or perhaps a specialist in just about everything they experience, the Luckster is able to pay half [1/2] the cost of avoiding a technique of effect that would target them as long as they are aware of. Furthermore, when finding loot or gaining rewards, increase the rewards by one [1] step, increasing the rewards in quality or quantity depending on the result. This cannot be done with Experience rewards, however. With becoming a Luckster everything comes easier to you, granting two [2] more Skill points at every Experience Rank.

Chameleon: Sometimes other people have the right of it, when it comes to survival. Sometimes it's the weirdos and the freaks who know the tricks of the trade needed to see tomorrow. The Chameleon now only recognizes this but decides that literally everyone but themselves seems to know what's what. As such, when selecting this discipline the Chameleon gains the ability to replicate one [1] D - rank Discipline of choice from any other class, taking on the benefits of that Discipline for a time at the cost of energy. For twenty [20] mana and twenty [20] stamina, the Chameleon goes through a mental and spiritual shift that takes three [3] uninterrupted activations to accomplish. Once complete there's usually a flash of light, a pulse in the body, some physical or ethereal representation of the change as the Chameleon takes on a new D - ranked Discipline. When this happens their Adventurer Spell Slots become slot specific to that D - ranked Discipline's class, thus allowing them to learn those in place of normal slots. These "slots" then become inert when another Discipline is selected, making them unable to use those slots or the former Discipline's abilities until they switch back to it. As such, Chameleons must keep track of the disciplines they've trained under, and the spells/abilities learned while in it. These automatically switch out when a new discipline is taken. The only major drawback is that after two [2] changes the Chameleon must complete a full rest cycle without being attacked within five [5] posts of making the second [2nd] change.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 300 } Total [Divided as Desired, at least twenty five [25] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn one [1] more Technique Type of Choice per post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +02 ] Proficiency slots.
tab tab tab • [ +06 ] Adventurer Spells.
tab tab tab • [ +05 ] Skill slots.
tab tab tab • [ +03 ] Arcanist Spells slots.
tab tab tab • [ +03 ] Illusion slots.
tab tab tab • [ +03 ] Stages of Learning.

tab tab C - r a n k
Quote:
tab Disciplines:
• At this rank the character is granted one [1] Personal Discipline that can be used to create a Discipline that best works for the character. These are similar in nature to a Personal Attribute but with more structured limitations, allowing for more effect but requiring that the Discipline must be one that fits the class it originates from. In this case it is Adventurer. If a personal discipline does not suit your fancy you may instead save this point and invest it into another B - rank discipline for diversity of make one stronger.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn two [2] more Technique Type of Choice per post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +04 ] Adventurer Spells.
tab tab tab • [ +02 ] Skill slots.
tab tab tab • [ +02 ] Arcanist Spells slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +02 ] Stages of Learning.

tab B - r a n k
Quote:
tab Disciplines:
Lucky Break: As previously mentioned, luck favors the foolish. Some even manage to somehow catch a Lucky Break. At a rate of two [2] per ten [10] posts, the Adventurer is able to catch a Lucky Break when a random roll would generate a failure or unfavorable choice. This allows them to demand a reroll, and they choose the more favorable of the two rolls. This can be chained with other Lucky Breaks, but once the Breaks have run dry so too has their luck. These Breaks are regenerated as written above at ten [10] posts per two [2] points, and investing another Discipline point into this will double the Lucky Breaks generated, plus one [+1].

Replicant: If Chameleon was not chosen at D - rank, Replicant grants that benefit in place of the following. As Chameleon, Replicant now grants the ability to replicate up to B - ranked Disciplines of another class. Replicant may also allow the use of two [2] D - ranked Disciplines in place of one [1] B - ranked discipline, if so desired. However, utilizing the power of Replicant comes at a greater cost, allowing one to take on these properties while reserving thirty [30] Mana and Stamina

Danger Sense: Known by many as a "sixth sense", or in some cases, the "Peter Tingle", the Danger Sense is the Adventurer's natural instincts kicking in to let them know that something terrible is about to happen. Taking this Discipline grants some knowledge of what can't be expected, with a sense that something is coming up behind, or someone is targeting the Adventurer from an insane distance. In effect, it allows the Adventurer to be able to dodge spells and talents that would otherwise be impossible to dodge, as well as granting them a one [1] rank reduction in Release costs when breaking Illusions. Also grants a two [2] point bonus to using Survival or any tracking skill when targets are actively hunting the Adventurer.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn three [3] more Technique Type of Choice per post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +04 ] Adventurer Spells.
tab tab tab • [ +05 ] Skill slots.
tab tab tab • [ +02 ] Arcanist Spells slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +02 ] Stages of Learning.

tab A - r a n k
Quote:
tab Disciplines:
• At this rank the character is granted one [1] Personal Discipline that can be used to create a Discipline that best works for the character. These are similar in nature to a Personal Attribute but with more structured limitations, allowing for more effect but requiring that the Discipline must be one that fits the class it originates from. In this case it is Adventurer. If a personal discipline does not suit your fancy you may instead save this point and invest it into another B - rank discipline for diversity of make one stronger.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn four [4] more Technique Type of Choice per post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +04 ] Adventurer Spells.
tab tab tab • [ +02 ] Skill slots.
tab tab tab • [ +02 ] Arcanist Spells slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +02 ] Stages of Learning.

tab S - r a n k
Quote:
tab Disciplines:
Simulacrum: The epitome of the Replication arts, the Simulacrum is firstly granted access to the next "step" of this tree of disciplines. If Chameleon wasn't selected at any point, it is picked now, and if Replicant wasn't taken but Chameleon was, Replicant is now granted. If, however, the previous two are taken this Discipline reaches its fullest potential. The Simulacrum is granted two [2] B - ranked Disciplines to replicate, of any combination of classes, or they may split the B - ranks into four [4] D - ranked disciplines. From this point the Simulacrum is able to "store" up to three [3] "Facades", which are pre-built sets of disciplines, that can be assumed all at once. If these Facades are used in place of selecting and building the Disciplines of choice, the Simulacrum is able to make the shift in Facades in one [1] Activation, and they may do so up to four [4] times without any drawbacks per Chameleon's requirements. The energy cost of Replicant is paid when switching.

Expert: The Expert is the Adventurer who learns to make the most powerful of Spells or Talents: S+ - ranked. These abilities, unlike others, may be a combination of other classes the Adventurer knows, effectively allowing them to combine multiple abilities or classes into one S+ - ranked techniques. For this purpose they are granted three [3] slots.

Intrepid Jack: Perhaps the most defining characteristic, and discipline, of the Adventurer is the Intrepid Jack. By selecting this final Discipline the Adventurer is granted a one [1] in all skills, even other classes they would not otherwise have access to. Points may be invested, but at no time can these other skills go above two [2] points unless they take on a class that allows it, or if the Adventurer class is selected a second [2nd] time, in which case the cap is risen to three [3].


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn five [5] more Technique Type of Choice per post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +05 ] Adventurer Spells.
tab tab tab • [ +02 ] Skill slots.
tab tab tab • [ +02 ] Arcanist Spells slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +02 ] Stages of Learning.

Royal Taorito
Edit Log:



© 2017-19 Shattered Past
 

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500
PostPosted: Mon Apr 29, 2019 8:22 am
Path of the Tinker


tab Description:
tab Not much remains of the Old World that can be found. At least, not much beyond what exists from the Fifth Era. Machines of strange design and ability, terrifying defenses that target with unknown requirements and criteria, and not to mention strange floating objects in the sky! So much remains unknown from those days that is seems only natural that there would be people who would dedicate their lives to understanding this technology.
tab Spearheading this kind of thinking is the Tinker, a common person looking to delve into the technology of the past. Often they are called along to crack open safes, bypass security of a more mundane nature, and to overcome the traps that seem all too common! Tinkers learn to master Automatons with their Control Rods and Cores and learn to find strange uses for object that are (probably) what they were originally intended for. The Tinker is the best class you can be because they are the foremost expert in recovering old-world technology for the betterment of the self, others, or society at large.



tab Notes:
tab Casting Type:
tab → Object Medium
tab → Rune/Glyph
tab → Magic Circle
tab → Performance
tab • Upon selecting this class a Tinker gains inspiration from an unknown source, and is able to create and produce what is called a Control Rod, which is further defined below. These can be of nearly any type, from a glove, to armor, to headsets. Likewise, the character will then happen upon a Black Core with no more than one hundred and fifty [150] mana inside it, already filled. These Cores have four [4] Charges within them. The range of communication, without outside assistance, between an Automaton and its Control Rod is two hundred [200] yards.
tab • Automatons are random, ranging in type, size, and function, but all are assigned Letter Ranks. The best rule of thumb is that the larger the Automaton, the more mechanisms that it has, the more abilities and "newer" it is, the more Static Charges it requires to maintain it.
tab • If an Automaton's processing it not changed, disengaging them from a Control Rod, whether by choice or by lettering their range expire, can cause an Automaton to go berserk. Be prepared if this becomes mandatory in a situation, lest the Automaton become a greater threat than any enemy.


Terminology:
tab • Automaton
tab tab → Automaton is an all inclusive term used for any form of Old World Technology that runs automatically with its own form of regulatory processing and automatic functions. This can include doors that open, traps, turrets, and full-on mecha warriors. Mecha is used interchangeably with Automatons, though Mechas are any form of mechanical creation, including artillery vehicles.
tab • Control Rod
tab tab → The Control Rod is a term found common throughout the processing of Automatons, and in fact is not currently identified as to its original shape. For Tinkers their Control Rods can take any shape that is bulky, mechanical, and can house a Core. These serve as the method of communication between an Automaton and the Tinker, and if damaged, stops control of any Automatons currently linked to the Charges of a Core.
tab • Cores
tab tab → Cores are small, jewel like objects that range in size depending on the number of Charges they are able to maintain. Acting as a strange sort of battery, a Core is charged in one of seven ways, depending on the core's color, and stores mana in the form of Charges that are then spent to power Automatons and other Old World Technology. [Black] cores are charged by the user's own mana, and is absorbed through physical contact and desire. [Red] cores are charged by contact with blood, requiring one [1] ounce of blood per ten [10] mana points restored. Blue cores require direct contact with ocean or lake water, and replenishes at the same rate as blood. [Purple] cores use emotional pain, in the form of tears from loss or physical agony, to restore its power with ten [10] mana being restored per one [1] post of contact with someone afflicted with this emotion. [Brown] cores must be buried in dirt, replenishing at the same rate as emotional pain. [White] cores utilize healing mana and immense happiness or joy to replenish, resupplying at the same rate as emotional pain and water. The rarest of cores are the [Green] cores, which are converted through contact with a sleeping animal or direct sunlight, both of which restore at a rate of thirty [30] mana per post of contact. While mana can be placed within a Core, and be used by Old World Technology, there is no current way of removing mana directly into one's system as a restorative effect.
tab • Charges
tab tab → Charges come in two types and act as the current of power leading from it to a device to supply it energy. A Static Charge is a charge that costs only a stream of energy, and does not deplete the amount of mana stored within a core. These are more often seen in Mecha and other Automatons that only need steady power to maintain basic operations. However, utilizing mechanisms and technology does take mana through this link. The second type of Charge is the Active Charge, which drain directly from the Core's reservoir of energy. Examples of an Active Charge would be the firing of a canon, the powering of a pistol, the engaging of a trap, mana barrier, or other form of defense that requires upkeep against a consistent offense. While the Charge count of a Core cannot be increased, Disciplines and Personal Attributes may be utilized to increase how many devices a Core can connect to by shaving off just enough energy from the other Charges to give a Pseudo-Charge, which acts like a regular Charge.
tab • Systemic Repair
tab tab → One of the skills most used by Tinkers is the Systemic Repair, which physically repairs and reconnects severed systems to restore the physical capability of an Old World Technology.
tab • Regulatory Processing
tab tab → Every Automaton has central processing code, and a Tinker must learn to discern, and interact, with this code to reprogram automatons. This skill is used for such purposes, and can be used to open doors, containers, and to make hostile units friendly. Direct connection with a Control Rod is necessary to interact with the processing, and without this skill control of Automatons is all but impossible.
tab • Functional Adaptation
tab tab → Sometimes fully functional automatons are nowhere nearby, and as such the Tinker has to get a little...inventive. Functional Adaptation is the measure of one's ability to combine technology, or slapdash features together, to make some sort of working device. Such things are often of custom design and require approval from a moderator, but this also serves as a means of figuring out and utilizing technology someone else has strung together, and helps identify just what a device does.


tab tab D - r a n k
Quote:
tab Disciplines:
Artificer: The information dump that takes place to the awakening Tinker is incredible, with some information never forming except during specific requirements, only to be forgotten afterwards. In the case of the Artificer this information is how to build and maintain their own Mecha. Upon selecting this Discipline the Artificer begins by using the Companion Creation Shop to build a companion of their own, entirely mechanical in nature. For the purpose of this creation the Artificer counts as having twice [2x] as many Tamer Companion Points (TCS) as normal for their rank, as well as gaining half again [50%] as many points per Experience Rank. These can exclusively be used to develop the physical design of the Mecha, and they are able to have humanoid shapes. At D - rank, the Artificer is granted two [2] Custom Configuration slots which can be submitted for approval, with one [1] additional every Experience Rank. These must be used to create enhancements to the Mecha, and can only be used to advance it. These can be weapon systems, armor system, advanced programming, etc. The limitation is 4th Era Technology, as no one can make Fifth Era. The number of Mechas the Artificer has cannot be increased by Disciplines, and can only be increased by one [1] with a single Personal Attribute. Furthermore, the Artificer's Functional Adaptation skill is considered two [2] Points higher, no matter the number of points already invested.

Mechanic: Of the Tinkers it is the Mechanic that is most well known, given it is they and they alone who can rebuild 5th Era Technology. Once selected, the Tinker receives six [6] Blueprints for useful technology, with three [3] additional gained at every experience rank. These Blueprints are for needed technology, and attempts will be made to ensure it isn't technology that is already rediscovered. These Blueprints allow the building/repair of other technology, such as a Blueprint to repair guns and helicopters, and are "encoded" so that only the Mechanic who receives them can read them, unless they choose to decode them for others. Furthermore, their Systematic Repair skill is always considered two [2] points higher, no matter the number of points already invested.

Hacker: All machinery, mechas includes, have an Encryption between zero [0] and five [5]. While the majority of machinery interacted with has an Encryption of Zero [0] and thus never bear information about Encryption, some machinery is too advanced, or too dangerous, to simply leave to work on its own. These are assigned an algorithmic Encryption that requires advanced knowledge to hack past. The Hacker discipline of the Path of the Tinker meets this requirement. When selecting this discipline the Hacker must decide to focus on Automatons or Subsystems, the former granting access to hacking Automatons and the latter to computer systems and other automated services not related to an Automaton. From this point on the Hacker can only hack that type of technology, and is granted further benefit with those systems. If Automatons are selected all Mechas cost one [1] less Charge to control, to a minimum of one twentieth [1/20] of a Charge, and the Mechas can be hacked from up to five [5] meters away. If Subsystems are selected, the Hacker is able to drop the hack (called Jacking Out) if their Hack is Compromised (detected, usually through failure to hack). They are also able to hack from up to two [2] meters away. To initiate a Hack the Hacker must be able to tether their Control Rod to the device in question, with the complexity requiring direct line of sight to establish a Link. The actual hacking process takes a number of posts equal to the encryption level to complete.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 300 } Total [Divided as Desired, at least twenty five [25] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn One [1] More Technique of Type of Choice per Post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +04 ] Skill slots.
tab tab tab • [ +04 ] Tinker Spells slots.
tab tab tab • [ +03 ] Arcanist Spells slots.
tab tab tab • [ +03 ] Illusion slots.
tab tab tab • [ +00 ] Stages of Learning.

tab tab C - r a n k
Quote:
tab Disciplines:
• At this rank the character is granted one [1] Personal Discipline that can be used to create a Discipline that best works for the character. These are similar in nature to a Personal Attribute but with more structured limitations, allowing for more effect but requiring that the Discipline must be one that fits the class it originates from. In this case it is Tinker. If a personal discipline does not suit your fancy you may instead save this point and invest it into another B - rank discipline for diversity of make one stronger.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn Two [2] More Techniques of Type of Choice per Post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +03 ] Skill slots.
tab tab tab • [ +02 ] Tinker Spells slots.
tab tab tab • [ +02 ] Arcanist Spells slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +00 ] Stages of Learning.

tab B - r a n k
Quote:
tab Disciplines:
Spare the Rod: Sometimes keeping track of, let alone a hold of, a Control Rod can be taxing. With this Discipline the Tinker learns to activate a Core without the need of it being in a Control Rod by using their Mana in place of the power conduits. This requires the cost of forty [40] mana to be Reserved, but which halves the overall number of Charges the Core in question has. While not ideal, it can be a lifesaver.

Spoil the Child: Automatons have a specific level of life, or battery, they may use before "sleeping" to recover this resource. However, a Tinker may decide to overcharge this resource and pump large quantities of it through the mecha, allowing it to go into a form of "overboost". When this happens the resources used for all actions is doubled, but this causes all stats to double for the machine, and for all effects generated to be three [3] ranks higher in Strength and Speed. However, if the resource pool reaches zero [0], the Mecha's motherboard and processing unit fry, requiring advanced repair from the Mechanic to restore to active duty.

Core Splice: A rather unusual bit of information sometimes slips through the cracks in regards to the strange training that Tinkers get. Through a chemical and mechanical process the Tinker may fuse two or more [2(+)] cores into a single [1] core, gaining the regenerative properties of all fused cores and taking the median number of charges plus one [1]. A Core can only be fused a total of twice [2x] before they shatter.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn Three [3] More Techniques of Type of Choice per Post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +03 ] Skill slots.
tab tab tab • [ +02 ] Tinker Spells slots.
tab tab tab • [ +03 ] Arcanist Spells slots.
tab tab tab • [ +03 ] Illusion slots.
tab tab tab • [ +00 ] Stages of Learning.

tab A - r a n k
Quote:
tab Disciplines:
• At this rank the character is granted one [1] Personal Discipline that can be used to create a Discipline that best works for the character. These are similar in nature to a Personal Attribute but with more structured limitations, allowing for more effect but requiring that the Discipline must be one that fits the class it originates from. In this case it is Tinker. If a personal discipline does not suit your fancy you may instead save this point and invest it into another B - rank discipline for diversity of make one stronger.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn Four [4] More Techniques of Type of Choice per Post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +05 ] Skill slots.
tab tab tab • [ +03 ] Tinker Spells slots.
tab tab tab • [ +03 ] Arcanist Spells slots.
tab tab tab • [ +00 ] Illusion slots.
tab tab tab • [ +00 ] Stages of Learning.

tab S - r a n k
Quote:
tab Disciplines:
Grand Artificer: Building Mechas, hacking terminals, these feats are legendary in and of themselves when referencing impossible acts. Yet the Grand Artificer pushes this, gaining the knowledge and skills to harness powerful, rare, S+ - rank Mechas. These Automatons require two [2] complete Control Rods to control each, but once harnessed are godly in power, on par with S+ - ranked techniques of other classes. At any one time a Grand Artificer may only have up to three [3] of these titans in their menagerie. Any more and the proximity of their programming causes them to go berserk (only happens if attempting to control a 4th Mecha of this category).

Expert Engineer: The ultimate expression of Fifth Era technology was the creation of an Artificial Intelligence, an actualization of human replication in the digital sphere. And the Tinkerer has now learned how to piece together personalities of other Mechas into a functioning AI. The Tinkerer is able to create a profile for this AI, who has a full personality, a full arsenal of abilities, but which is contained within a machine. The AI is able to be housed in a Core of the Tinkerer's desire, and can be transferred into machines with contact. For skills, the AI will have the same number of skill point as the Tinkerer, but arranged on their profile as necessary.

Hack Caster: A strange name for a strange group, the Hack Caster learns to summon and form technology supposedly from thin air. In reality, the Hack Caster has learned to harness the power of their Cores and learn six [6] replaceable Blueprints that can fit a piece of mechanized technology. By spending mana equal in rank to the complexity of the Blueprint, the Hack Caster utilizes surrounding resources as an "equivilent exchange" to summon forth their technology from thin air which appears to rapidly build itself within the space of one [1] Activation.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn Five [5] More Techniques of Type of Choice per Post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +00 ] Proficiency slots.
tab tab tab • [ +03 ] Skill slots.
tab tab tab • [ +06 ] Tinker Spells slots.
tab tab tab • [ +02 ] Arcanist Spells slots.
tab tab tab • [ +00 ] Illusion slots.
tab tab tab • [ +00 ] Stages of Learning.


*Special Note ::: These Classes are a personal creation of Lanfaer, the captain of this guild. These are protected and claimed by him, and their use is therefore restricted to those who he has given permission to, only so far as that at this moment it can be used within Shattered Past and no other guild, forum role play, or other form of entertainment on Gaia or any other media outlet both online and offline.*

Quote:
05.10.19: Somnus Aeternman: Removed mentions of Chakra and updated with Mana.
 
PostPosted: Mon Apr 29, 2019 8:23 am
Path of the Artisan


tab Description:
tab While the soldiers and mages of the world run off to do battle for their own reasons their tools of war and peace become weary and dull. Sometimes pieces of ancient objects or armaments are found that are thought beyond all manner of repair. Perhaps a building has fallen apart and needs repaired, or a ship needs a patch to restore it to working order. Such things will rarely be fixed by those more used to the worries of bringing down one opponent after the next, or defending the townsfolk from meeting an untimely, and vicious, end. That's where the Path of the Artisan comes into play, where Artisans of a variety of crafts fill the orders and requests of a variety of customers from the weak to the strong, the rich to the poor, and the hoarders and the ascetics. At the end of the day all require fixing, repairing, fabrication or creation, and that role is filled specifically by the Artisan. This Path is the best to take if the goal is to learn to craft powerful, unique items that care redefine the battlefield, or to craft impenetrable walls that no army can sunder. It is the best if instead of the rigmarole of adventuring life you would simply like to restore what once was or to help others rise to the top. The Artisan is the Crafting path of Shattered Past, with all the definition that can take.


tab Notes:
tab Casting Type:
tab → Object Medium
tab → Weapon Medium
tab → Chanting
tab → Magic Circle
tab • Artisans are the only ones that get large amounts of Experience from crafting their goods. As explained further within the Crafting thread, the amount of experience allowed to be gained from crafting depends entirely on just how many times a character has selected the Artisan Class.


tab tab D - r a n k
Quote:
tab Disciplines:
Journeyman: Just beginning and already experienced enough to progress, the Journeyman is an Artisan who excels at learning as few others have. Taking this discipline allows the Artisan to select up to three [3] crafting types that are now able to progress to the highest tier, just as their primary Craft does. Journeyman are also able to create a personal flair on their creations, called a Signature, that can be applied to anything they make. A Signature can be a stamp, a particular design, etc, but must be submitted as a free Custom for the sake of posterity.

Arcane Smith: An Artisan sometimes shows a flair for the Arcane that manifests in their crafts, a natural ability to feel out and assign a magical ability to what they birth. When selecting this Discipline the Arcane Smith may select three [3] existing Lesser Abilities, or create three [3] custom abilities, the Smith may craft automatically into their items, no matter if they meet other requirements. Select one [1] material for each of these abilities that require being in hand when the crafting is underway to apply these abilities, such as an eagle feather. It will be absorbed during the crafting process. At every new Experience Rank the Arcane Smith may swap out what they knew for something new to know.

Perfectionist: Crafting armaments and items to last is the goal for most, but the Perfectionist takes this to extremes. During the crafting process the Perfectionist will increase the time it takes to craft by three [3] posts, but in return the Durability of that gear will double [2x]. This includes items they repair after it has been destroyed, for when a Perfectionists' gear runs out of durability and is not attempted to be used beyond it the gear returns to full strength after repair.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 300 } Total [Divided as Desired, at least twenty five [25] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn one [1] More Technique of Type of Choice per post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +02 ] Proficiency slots.
tab tab tab • [ +03 ] Skill slots.
tab tab tab • [ +02 ] Arcanist Spells slots.
tab tab tab • [ +00 ] Illusion slots.
tab tab tab • [ +00 ] Stages of Learning.

tab tab C - r a n k
Quote:
tab Disciplines:
• At this rank the character is granted one [1] Personal Discipline that can be used to create a Discipline that best works for the character. These are similar in nature to a Personal Attribute but with more structured limitations, allowing for more effect but requiring that the Discipline must be one that fits the class it originates from. In this case it is Artisan. If a personal discipline does not suit your fancy you may instead save this point and invest it into another B - rank discipline for diversity of make one stronger.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn two [2] More Techniques of Type of Choice per post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +03 ] Skill slots.
tab tab tab • [ +02 ] Arcanist Spells slots.
tab tab tab • [ +00 ] Illusion slots.
tab tab tab • [ +02 ] Stages of Learning.

tab B - r a n k
Quote:
tab Disciplines:
Magecraft: Through a hidden, and personal ritual defined by the Artisan themselves a Magecraft item is created. Beginning with half again [50%] more Durability, Magecraft items are magical in nature, with an iridescent shimmer that fluctuates across the material when exposed to unique light source (chosen at crafting). All magical abilities have their effects increased by half [50%], whilst maintaining their same Tier of craft.

Replication: An unusual and powerful magical discipline that allows the Artisan to replace materials for crafts with pure mana or stamina. At a cost equal to ten [10] per material per tier of the intended craft, the Artisan uses their own energy to fuel the craft, though doing so reduces the durability by two [2] points per material replaced. At no time can this be used to generate Tier 5 materials, or be used to replace parts for a Tier 5 or Legendary craft.

Architect: Crafting is the hallmark of the Artisan, yet some learn to not just craft what they know but seek out and create their own unique Abilities or Items to create. Granted five [5] of these Architectures, the Architect may submit these as custom designs for either Abilities ranging from Lesser to Greater abilities, or the creation of an entirely new item/shape the character's never dealt with before. These can be exchanged at any time, forgetting the old in favor of the new.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn three [3] More Techniques of Type of Choice per post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +00 ] Proficiency slots.
tab tab tab • [ +03 ] Skill slots.
tab tab tab • [ +02 ] Arcanist Spells slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +01 ] Stages of Learning.

tab A - r a n k
Quote:
tab Disciplines:
• At this rank the character is granted one [1] Personal Discipline that can be used to create a Discipline that best works for the character. These are similar in nature to a Personal Attribute but with more structured limitations, allowing for more effect but requiring that the Discipline must be one that fits the class it originates from. In this case it is Artisan. If a personal discipline does not suit your fancy you may instead save this point and invest it into another B - rank discipline for diversity of make one stronger.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn four [4] More Techniques of Type of Choice per post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +02 ] Proficiency slots.
tab tab tab • [ +03 ] Skill slots.
tab tab tab • [ +00 ] Arcanist Spells slots.
tab tab tab • [ +00 ] Illusion slots.
tab tab tab • [ +02 ] Stages of Learning.

tab S - r a n k
Quote:
tab Disciplines:
Godsmith: While the Greater abilities of the craftsman are powerful indeed, there lies beyond it another tier altogether. Those who harness it are known as the Godsmiths, for none but those "blessed by gods" can craft these divine instruments. When selecting this Discipline the Godsmith gets one [1] Legendary Ability they can craft into any item they make, and it must be submitted for approval. Once approved it is added to a list that then ensures that no other Godsmith may ever replicate within the guild as long as the Godsmith themselves remains alive and active (posting once every three weeks). If this is the second time Artisan is selected as a class this number increases to three [3] Legendary Abilities.

Alchemist: Known for their unique ability to convert one material into another, the Alchemist gains the unique ability to pay a cost of ten [10] mana per Tier of the material needed to convert one material into another, though both items must be of the same tier. At no time can this be used to convert a non-unique substance into a unique one, such as changing iron into blood iron. This conversion can happen with a touch, and at one time only up to one [1] cubic meter of material can be converted per cost paid.

Restructionist: An expert in the repair and destruction of items, the Restructionist has the ability to channel mana and stamina into items that are broken and repair them without the need for material, simply using their magic to extend the materials around it to fill in the damage. At a cost of ten [10] energy per cubic meter of material, the Restructionist begins the repair using their own casting method, often-times simply touching a material to repair it.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn Five [5] More Techniques of Type of Choice per post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +00 ] Proficiency slots.
tab tab tab • [ +02 ] Skill slots.
tab tab tab • [ +02 ] Arcanist Spells slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +02 ] Stages of Learning.

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Edit Log:



© 2017-19 Shattered Past
 

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PostPosted: Mon Apr 29, 2019 8:24 am
Path of the Gatherer


tab Description:
tab Gatherers are almost literally the bread and butter of the Shattered Past world, for without them most supplies would be difficult at best to gain access to. The name of the Gatherer is based upon the type of gathering that is focused on, from Miner, to Hunter, to Farmer, the Gatherer serves a purpose so important that not having one in a settlement could make or break the locations survival.
tab Anyone can lean over and pick up a berry. They might even know all of the uses of that berry, and pocket it before moving on. A Gatherer, however, learns the signs of protection and masking, where plants and animals learn to bait predators and hide their splendors nearby. And so it is that in the above scenario the random person moves on, but the Gatherer realizes that the berry is a type of raspberry that reveals a small bushel and keeps more hidden beneath the ground or inside of a host, and as such knows to look in those places and now discovers not just one berry, but an entire harvest. Farmers can identify the best nutrients for their soil, and thus their yield is so much more. The Gatherer is the best class you can be because they are experts in their field and can not only get more out of their focus than the average person, they're just simply better at production.


tab Notes:
tab Casting Type: By default the Gatherer class has no spells, being a class built almost entirely for its use of skills and work ethics. As such, the Gatherer finds they can replicate any Casting Type of another class, though as others only one [1] may be selected.
tab • The Gatherer must select one [1] type of Gathering from the following list per two [2] Experience Ranks, starting with the rank at which the class is selected. This Gathering type becomes their title, such as Miner, Hunter, Farmer, though the title can be switched depending on the preferred type of Gathering. Types include: Mining (Stone), Mining (Metal) Logging, Hunting, Fishing, Farming, Gardening, Animal Handling, Product Processing, and Foraging.
tab • Any and all Disciplines chosen will apply to each Gathering Type the Gatherer possesses. Personal Attributes will follow the Personal Attribute rules in regards to recognition of which Gathering Types they apply to.
tab • At every Experience Rank the Gatherer is granted one Minor Attribute that is restricted to the Gathering Types they possess. These must be run up for approval in the same approval thread as Profiles before being accepted.


tab tab D - r a n k
Quote:
tab Disciplines:
Yieldsman: Gatherers take make shapes and focuses, but Yielsdman is one who focuses not on the quality but the quantity of their work. Methodology is important, and they are those who learn to get the most out of their hard day's work. As such, for each Discipline Point invested in this discipline, the Gatherer gains a two [2] step bonus to the yield of their gathering skill.

Workman: To some the job simply never ends. From sunrise to sunset the Workman breaks their back to accomplish the very most of their work they can before taking a rest. As such, the work ethic of the Workman grants a two [2] paragraph decrease in the time it takes to complete the gathering, or in the case of such things like farming, reducing in half [1/2] the number of posts it takes for plants to grow, rounded up. Each Discipline Point invested will increase the above numbers by one [1] step, and in the case of Farming, reduce the last number by half [1/2] again, rounded up.

Goodsman: The Goodsman is a Gatherer who can be relied upon to work to the best of their overall ability without narrowing their work ethic to a specific point. As such, for each Discipline Point invested into this discipline, the Goodsman receives a one [1] step increase in the yield of their gathering and a one [1] paragraph decrease in the time required for it to be completed (or one [1] post decrease to the time it takes a plant to grow).


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 300 } Total [Divided as Desired, at least twenty five [25] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn One [1] More Technique of Any Technique Type, or Increase One Already Chosen by One [1].
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +06 ] Skill slots.
tab tab tab • [ +02 ] Arcanist Spells slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +00 ] Stages of Learning.

tab tab C - r a n k
Quote:
tab Disciplines:
• At this rank the character is granted one [1] Personal Discipline that can be used to create a Discipline that best works for the character. These are similar in nature to a Personal Attribute but with more structured limitations, allowing for more effect but requiring that the Discipline must be one that fits the class it originates from. In this case it is Gatherer. Additionally, specific to the Gatherer, this Custom may instead be invested into one of the D - ranked Disciplines above, any of them, to stack their effects as desired.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn One [1] More Technique of Any Technique Type, or Increase One Already Chosen by One [1].
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +04 ] Skill slots.
tab tab tab • [ +00 ] Arcanist Spells slots.
tab tab tab • [ +00 ] Illusion slots.
tab tab tab • [ +00 ] Stages of Learning.

tab B - r a n k
Quote:
tab Disciplines:
• At this rank the character is granted one [1] Personal Discipline that can be used to create a Discipline that best works for the character. These are similar in nature to a Personal Attribute but with more structured limitations, allowing for more effect but requiring that the Discipline must be one that fits the class it originates from. In this case it is Gatherer. Additionally, specific to the Gatherer, this Custom may instead be invested into one of the D - ranked Disciplines above, any of them, to stack their effects as desired.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn One [1] More Technique of Any Technique Type, or Increase One Already Chosen by One [1].
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +00 ] Proficiency slots.
tab tab tab • [ +04 ] Skill slots.
tab tab tab • [ +02 ] Arcanist Spells slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +00 ] Stages of Learning.

tab A - r a n k
Quote:
tab Disciplines:
• At this rank the character is granted one [1] Personal Discipline that can be used to create a Discipline that best works for the character. These are similar in nature to a Personal Attribute but with more structured limitations, allowing for more effect but requiring that the Discipline must be one that fits the class it originates from. In this case it is Gatherer. Additionally, specific to the Gatherer, this Custom may instead be invested into one of the D - ranked Disciplines above, any of them, to stack their effects as desired.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn One [1] More Technique of Any Technique Type, or Increase One Already Chosen by One [1].
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +00 ] Proficiency slots.
tab tab tab • [ +04 ] Skill slots.
tab tab tab • [ +00 ] Arcanist Spells slots.
tab tab tab • [ +00 ] Illusion slots.
tab tab tab • [ +00 ] Stages of Learning.

tab S - r a n k
Quote:
tab Disciplines:
• At this rank the character is granted one [1] Personal Discipline that can be used to create a Discipline that best works for the character. These are similar in nature to a Personal Attribute but with more structured limitations, allowing for more effect but requiring that the Discipline must be one that fits the class it originates from. In this case it is Gatherer. Additionally, specific to the Gatherer, this Custom may instead be invested into one of the D - ranked Disciplines above, any of them, to stack their effects as desired.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn One [1] More Technique of Any Technique Type, or Increase One Already Chosen by One [1].
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +00 ] Proficiency slots.
tab tab tab • [ +04 ] Skill slots.
tab tab tab • [ +00 ] Arcanist Spells slots.
tab tab tab • [ +00 ] Illusion slots.
tab tab tab • [ +00 ] Stages of Learning.

Royal Taorito
Edit Log:



© 2017-19 Shattered Past
 
PostPosted: Mon Apr 29, 2019 8:25 am
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PostPosted: Mon Apr 29, 2019 8:26 am
--  
PostPosted: Mon Apr 29, 2019 8:27 am
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PostPosted: Mon Apr 29, 2019 8:29 am
--  
PostPosted: Mon Apr 29, 2019 8:29 am
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PostPosted: Mon Apr 29, 2019 8:30 am
--  
PostPosted: Mon Apr 29, 2019 8:31 am
--  

Royal Taorito
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Royal Taorito
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PostPosted: Mon Apr 29, 2019 8:32 am
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