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Grinding of the Gears: Mechanist

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Fist of the Bro Star

Shirtless Seraph

PostPosted: Mon Mar 28, 2011 10:28 am


Mechanist Skills
Although Mechanist cannot use any weapons aside from guns, and have few skills based on themselves, they have plenty of ways to make up for them.
Only limited by their imagination.

• Magnetize D
The basic skill for the Mechanist. They would first need to come into contact with the metal object they desire to magnetize. They release some energy into it and then they can move it around as desired. They can only move the object, or stop it from moving they cannot manipulate it in any other way.

• Magnetic Field C
Requires Magnetize

It's quite simple. You emit a magnetic field around you to sense metal objects that are moving around nearby. Every creature has a small magnetic field because of the iron in their blood. At Expert rank you are able to detect that tiny field. Lasts two posts until it becomes passive.

• Add-on Creation C
The basic skill of the mechanist class this is where their true power lies. They can easily make tiny things to add onto their usual equipment making them more powerful. This skill allows the Mechanist to actually craft their Add-Ons. The next post contains the add-ons that can be created.


▰ ▰ ▰ BODY MODIFICATIONS

• Tool Tinkering: Scope D
The slightly unusual skill of the Mechanist but quite needed. This skill allows you to make a mechanism that functions similarly to binoculars or a scope. At trainee only one add-on is possible; at novice still 1; at adept 2; 3 at expert; and at master 4 can be attached. This can be attached to your hat helmet, or even replace your eye(s) but does not replace your head. There is a skill for that further down the list. May require surgery.

• Tool Tinkering: Arm C
This more time to create but there are two ways of using it. You either create a gauntlet that forms over your arm; or you create a mechanical arm. This arm may be from shoulder till your fingertips or just from the elbow. Get a custom weapon or custom machine for it (Although it won't count as one of your machines). At Trainee only one add-on is possible; at Novice still 1; at Adept 2; 3 at Expert; and at Master 4 can be attached. This skill is required to make full sets of armor or whole mechanical bodies. May require surgery. With gauntlets, one may be added on at Adept rank, two at expert and 3 at master rank.

• Tool Tinkering: Leg C
This uses a bit more energy to create but there are two ways of using it. You either create a form of greaves that forms over your leg or you create a mechanical leg. This leg may be from your waist or just from the knee. Get a custom weapon or custom machine for it (Although it won't count as one of your machines). At Trainee only one add-on is possible; at Novice 1; at Adept 2; 3 at Expert; and at Master 4 can be attached. This skill is required to make full sets of armor or whole mechanical bodies. May require surgery. With greaves, one may be added on at Adept rank, two at expert and 3 at master rank.

• Tool Tinkering: Restraints C
As the name says, it restrains a character. If someone may commit a crime, these restraints can be placed upon them to keep them from doing anything more. Although they have little effect on classes and Bloodlines with higher strength (8 or above). Although you have to manage to get the character hands into the restraints. They can be placed on legs, hands, and other limbs and appendages. Can also be used to cuff someone to the user instead, usually hand to hand. Like everything else, they have to be crafted before you can use them.

• Tool Tinkering: Torso B
Requires Adept Rank

This is clearly more advanced. You create a form of your upper torso. This can replace your actual torso or just be a form of armor over your torso. For more details on becoming a robot look at the 3rd post. The torso armor can have at most 10 add-ons attached to it. This skill is required to make full sets of armor or whole mechanical bodies. May require surgery. With an armor plating, the max is 5.

• Tool Tinkering: Tail A
Requires both legs/torso be mechanical, or armored

As it sounds, the mechanist has designed and created a tail. The tail can be used for many things. The tail has 3 add on slots, and can use most weapons that were designed for mechanist use. The tail however has other purposes, such as balance, or depending on the design of the tail, grabbing items, or even for general combat. May require surgery.

• Tool Tinkering: Flight A
You don't have to have wings, just a general notion at a form of flight. Which is what this is. Now, flight is a hard thing to describe, as everymechanist should have a unique story and design of it (speed/control/balanced focus). This will allow a Mechanist to travel faster than if they ran or walked, and allows them to simply fly over terrain, or escape another attempting to catch them. They can be attached to you actual torso, a metal one, or your armor. (Has to be mechanist made, IE Tool tinkering: Torso) Wings can not contain any other attachments. Cannot be used at the same time as the Octo-Frame (You can't use both in one post, but you can use one in one post, and use the other in the next post.) May require surgery.

• Tool Tinkering: Head A
This can be done one of two ways. You can make a helmet that covers your head, in which is considered armor. Or you can make a robotic replacement. 5 Attachments total. This skill is required to make full sets of armor or whole mechanical bodies. May require surgery. With a armored head, only 2 attachments.

• Cybernetics Core Creation S
Requires Magnetic Field, Master Rank

This is very handy since you would be forced use a lot of energy every time you activate an add-on this skill will permanently remove 600 from your total energy but in exchange it reduces all of your add-on energy costs by half. The cybernetics core is a machine which must be worn on your back or stowed inside your chest. it's quite bulky and glows. If you created an armor torso or you are the robotic type already then you can attach it to your torso.
 
PostPosted: Mon Mar 28, 2011 10:32 am


Demolition Equipment((Still in Development, but you can learn))
Along with their other machines, mechanists have the ability to create a large variety of explosives, that they or other people can use. The explosives the Demolition Mechanist can make can be used for many things, even by his own machines to carry and drop. They are experts in the art of the sticky explosive, making it very difficult to be used by normal people, even moreso to dodge.


▰ ▰ ▰ STAGE ONE
The Equipment of the Mechanist is pretty new, even including their grenades. So they can only use basic throwing equipment, so their grenades are pretty basic and easy to be seen. The grenades shown are the easiest to make and don't have much to really of an impact in the first place.

• Concussion Grenades D
A grenade filled to the brim with explosive powder. It has no shrapnel to it, all though it cause a mighty loud explosion, and can only harm you if your within 3 meters of you. Otherwise it's just an extremely loud noise. It's extremely deadly in the water due to the powerful shockwaves this grenade makes. It is a viable depth charge as instead of spreading shrapnel, this creates a pressure force of explosion that is deadly to anything in it's range. Inside the water it's range is reduced to 2.5 meters around due to the pressure of the water. This is still deadly outside of water as it's explosive force is not weakened, with the pressure hitting the body, it produces a deadly amount of g-force that can kill no matter the body-type. Armor is well-advised for protection.

• Percussion Grenades C
Percussion grenades, pose no threat, unless you have super hearing. Then it's one of the most debilitating grenades in the world. It produces a non lethal sound. For the average human, you would be deafened for 2 posts, and everything with super hearing would be debilitated for 3.

• Cryo Grenade C
On the opposite end of the spectrum from the incendiary grenade, this one freezes the area. It does this by emitting a high amount of nitrogen after a small amount of powder blows water every where. This freezes most things in the near vicinity of the grenade, and puts out fires easily. If a person is frozen, they will be stuck for 4 posts until the ice thaws out from the temperature since this is deep freezing. A person with 9 strength can break the ice around the joints to free themselves. A person with 10 strength can shatter the ice and use it as projectiles.

• Stun Grenade (Flash Bang) C
This grenade is basically an upgraded percussion grenade. This one not only makes a loud bang, disturbing fluid in the ears, but also produces a bright flash. This leaves you blind and deaf for 2 posts if you're human. Anything with super senses sits open for 3.

• Sleep Grenade C
Another oddity in the world of grenades, this one is similar to a smoke, but it has a smaller cloud and area of effect, as well as sky blue smoke and the ability to make you nap for 5 posts (RPC), or even snooze for 7 posts (NPCS/Monsters) of the person who used the skill. If the user gets too close to the grenade, it can also put them to sleep (4 posts). The target has to remain in the smoke for one post for the affect to take place.

▰ ▰ ▰ STAGE TWO
This stage of the demolition equipment grants the user capabilities to not only create mines, but even hide and camouflage them. The mines created are surprisingly much stronger than the user's grenades and can be detonated either remotely or by heat sensing. The mines grant the user a greater amount of field control.

• Camouflage(A) E
The user places a hand over their mine of any and all kinds and activate a cloaking ability, making it blend in the area where the mine was placed. This keeps it from being visible to even super-sight as mines cloaked have a bent look to them. Only a dispelling technique can cancel out the camouflage ability on mines.

• Mines(A) C
The user generates a mine out of both stone or metal and their element, creating an A-type mine. The mine is already forged with stone/metal, making it sensitive to heat and has an explosive range of 16 feet all around in a diameter. The element the user uses does not change much except what the mine explodes with, all of which deals a devastating force. Water does douse the foe in water, making them vulnerable to lightning.

• Flash Mines(B) B
A much smaller version of the mine that the user created, being the size of the user's own foot as it is made of stone/metal and pure mixed energy. It has the same explosive range, but it is much stronger than it appears, with an explosive force of 16 feet in diameter, it has a bright flash range of 24 feet in diameter. Those in the explosive force will be harmed by the force of the explosion AND blinded for 5 posts due to the powerful brightness of the pure energy.

• Pineapple Mine(C) B
A stronger version of the base mine, instead filled with several dents and steel shards or small stones. Upon explosion, the force of original explosion reaches a total of 20 feet, but the shrapnel from the explosion is at most 30 feet in range, capable of puncturing armor weaker than this skill. Upon being triggered, the explosive will pop out and detonate mid-air.

• Stark Jegk B - A
A trailing technique that lasts a total length of 30 feet away from the user, this creates several mini-mines that track down the foe's target. They create pillars of explosive energy as they trail towards their enemy, with each pillar being 15 feet high and 5 feet in radius. If the user utilizes A-ranked energy, the trail can last a total of 45 feet away from the user with the pillars keeping the same size. It is hard to avoid this technique as it follows after the foe much easily, even making impossible turns.

▰ ▰ ▰ STAGE THREE
The trick of the Demolition Mechanist, is to create weapons and explosives that deal with aerial enemies and foes. This will lay waste to almost any avian type of foe if they were to cross the mechanist as this stage of the style brings up a variety of air-focused attacks. It is more easy to hit a moving target for a fast thinker like the mechanist.

• Sky Tracer C
This is a small tracking device that emits a high amount of both heat and signals. Foes stuck with it, find it very difficult to remove it as it becomes a signal and missile tracking device that the mechanist's missiles will be more attracted to than a normal enemy. This is especially useful against flying enemies and it requires 9 strength to tear this little machine off of the foe's part.

Sky Rave (Missiles) B
The user's own energy crafts out several miniature missiles, the stones creating working gears while the metal the user gains creates seekers. This skill is effected by the sky tracer technique. The user summons up a total of 13 miniature missiles as they all fly out fast towards the user's foes, all of which holding an explosive forward force of 25 feet. They can hit multiple targets but mainly focus on shooting down several beings in the sky. This attack only works on enemies located in the sky or off the base ground where the user stands.

• Stinging Flak Shield A
The user's own hands become encased in an explosive carrier as the metal box is filled with strange powder pellets amounting to 120 total. The inside of the case is filled with the user's own energy before letting it build up to the point of explosion. Soon, the front of the case opens as the user aims the door to the air as the pellets fly out with explosive force. The pellets travel 75 feet into the sky in a spread out fashion of 48 feet around in a curved circle. As the pellets reach their ideal height, or get close to any vertical enemy, the pellets explode and puff out to double the pellet's size(to 3 feet in puffed out size). This burns the foes due to the force of which the pellets explode, and with the amount of pellets, they can trap foes into the searing hot shield while bringing the aerial opponent back down to earth, where the crashing force can cause severe damage. Any foes up close while the door opens before the user's hands, will die fairly quickly due to the power of the the pellets exploding outward.

• Sky Render A
A special electro-pulse grenade that specifically target's aerial foes. Inside this very grenade is a prime energy generator that senses flying foes. Once thrown, the casing around the generator is set on a three second delay before breaking apart. This throws a black sphere into the air as it collects in water from the clouds before it begins to blast out powerful shocks of electricity at the closest opponent. This is made to ground enemies and will remain in the air for 5 posts until the charges of electricity are gone and used up.

• Locke Missile A
A missile forged in the skies of man, strong enough to decimate something on direct contact, with a fire-works display of a locke of hair. However, this missile is created directly in the atmosphere around Axiom's dark heights. It creates a ton-sized missile full of explosive energy, causing it to dive down high from the sky towards the foe. As it get's closer, it slowly begins to lock onto the enemy's sense of energy until it get's point blank. If an enemy were to have a speed of 10, they would be capable of dodging it, but on contact, it will explode immediately and create a destructive range of 25m.


▰ ▰ ▰ STAGE FOUR





















▰ ▰ ▰ STAGE FIVE




















 

Fist of the Bro Star

Shirtless Seraph

Reply
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