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.
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.