ThatLazyBones

Automaton Parts + Radiant/Shadow (3.0)

Nov 10th, 2019
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  1. ---------------------------------------------------------------------
  2. The Construct's Armory
  3. Automaton Replacement Parts
  4.  
  5. Automaton
  6. Added in the Valkyrie's Downfall patch alongside Gunner, Tinkerer, and Firearms.
  7. Players were disappointed to learn that base Automaton are effectively Metal Skeletal Undead
  8. They could, however, purchase Replacement Parts
  9.  
  10. Tinkerers could also create these parts using Craft Skills.
  11. ---------------------------------------------------------------------
  12. Automaton must choose a Base Metal for their frame
  13. Changes to Resistances affect the Automaton's Listed default
  14.  
  15. Brass (Free/Default)
  16. No changes.
  17. [H 50%/A -25%/S 25%/E -50%] are default Elemental Resistances
  18.  
  19. Wrought Iron (Costs 10 Ygg)
  20. [H +25%]. Weight is double for size.
  21.  
  22. Aluminum (Costs 20 Ygg)
  23. Immune to Rust. [H -25%/A +50%] Weight is average for size.
  24.  
  25. Steel (Costs 40 Ygg)
  26. [H +25%] and high durability. Weight is double for size.
  27.  
  28. Mythril (Costs 60 Ygg)
  29. Immune to Rust. [H +25%/A +75%] Weight is average for size.
  30.  
  31. Adamantite (Costs 80 Ygg)
  32. Frame is indestructible. [H +25%/A +25%]
  33. Weight is triple for size. Cannot Swim.
  34.  
  35. Prismatic (Costs a Caloric Stone)
  36. Frame is indestructible and Immune to Rust. [H +50%/A +75%]
  37. Weight is average for size. Have World Protection.
  38.  
  39. ---------------------------------------------------------------------
  40. Automaton can Purchase up to 9 of the following Replacement Parts
  41. You get 3 replacement parts for every 5 Automaton Levels
  42.  
  43. Artificial Skin (Costs 10 Ygg)
  44. Fake skin covers your frame. [E +25%] You are considered Humanoid to simple detection
  45.  
  46. Armored Plating (Costs 15 Ygg)
  47. Sturdy armor plates reinforce your frame. They are as strong as Heavy Armor
  48.  
  49. Auditory Receptors (Costs 25 Ygg)
  50. These receptors detect vibrations in the air around
  51. Can effectively see in a limited 360 degree FoV, granting Immunity to Critical Hits
  52.  
  53. Reflective Lenses (Costs 10 Ygg)
  54. Glass eyes are replaced with luminescent quartz. You see normally in dim lighting
  55.  
  56. Scope Lens (Costs 15 Ygg)
  57. One eye is replaced with a telescopic lens. It's to see incredible distances clearly,
  58. as if Wisdom is considered 2x higher, but only in Detecting hostile Targets
  59. It is recommended to cover it when not in use, however, as it could cause a headache
  60.  
  61. Gustatory Implant (Costs 10 Ygg)
  62. Mouth and esophagus are semi-functional. You can now Drink Consumables.
  63.  
  64. Deployable Climbing Claws (Costs 15 Ygg)
  65. Hands and feet gain a set of claws that allow you to Climb sheer surfaces
  66. They also double as weak Natural Weapons
  67.  
  68. Retractable Limb Chords (Costs 25 Ygg)
  69. Limbs are always detachable, but now they can be pulled back on!
  70. Gold Nerves can run through the chords, allowing detached limbs to manifest Spells
  71.  
  72. Forearm Tonfas (Costs 20 Ygg)
  73. Gain a set of Tonfas crafted from Base Metal, they are installed in the forearms
  74. They are always equipped, and are considered Natural Weapons
  75.  
  76. Internal Database (Costs 15 Ygg)
  77. A ticking clockwork mechanism fills the skull. You can access Knowledge Skills at-will
  78.  
  79. Ichor Transfusion System (Costs 15 Ygg)
  80. An artificial heart pumps repairing ichor. CON now regenerates Vitality.
  81. The tubing only fills the torso and wraps the spine. It can break if decapitated
  82.  
  83. Gold Nerves (Costs 15 Ygg)
  84. Gold wiring runs from a soulstone to all limbs. This grants [CL +5]
  85.  
  86. Attunement Matrix (Costs 25 Ygg)
  87. A simple mechanism absorbs either Positive OR Negative healing Spells cast upon you
  88. It converts Half into Vitality and the other Half is dispersed
  89.  
  90. Rocket Boosters (Costs 50 Ygg)
  91. Installed in elbows and calves. Can spend stamina to launch limbs
  92. This can be manipulated to detach and fire limbs or to attempt Manned Space Flight
  93.  
  94. Replacement Parts are not Equipment and Cannot Contain Data Levels
  95.  
  96. ---------------------------------------------------------------------
  97. =====================================================================
  98. ---------------------------------------------------------------------
  99. Radiants and Shadows
  100.  
  101. Added to intensify the Light/Dark Schism through Pay-to-Win
  102. Investing Levels in these Classes allowed users to specialize in Light Energy & Dark Energy Spells
  103. This was a much-requested feature throughout Beta
  104. These Classes also granted access to a variety of extremely powerful Radiant and Shadow Spells
  105. These spells can only be Purchased by Bright/Dark Lord or Radiant/Shadow Adept players
  106.  
  107. Radiant Energy worked off Light Resistance, and those with a Positive% were Immune
  108. However, it ignored Resistance granted by Equipment and Spells
  109.  
  110. Shadow Energy worked off Dark Resistance, and those with a Positive% were Immune
  111. However, it ignored Resistance granted by Equipment and Spells
  112. ----------------------------------------------------------------------
  113. Lord Adepts have a few options, treat these as examples:
  114.  
  115. Radiant Touch/ Shadow Touch [Evocation (Radiant/Shadow)]
  116. (Costs 5 Ygg)
  117. 1st Tier/ 1 Mana
  118. (Must have Attribute 11+ and a Caster Proficiency of 7+ to Cast)
  119. Damage scales slowly with Caster Proficiency
  120. Deal low Radiant or Shadow damage to a target through touch
  121.  
  122. Radiant Burst/ Shadow Burst [Evocation (Radiant/Shadow)]
  123. (Costs 15 Ygg)
  124. 3rd Tier/ 3 Mana
  125. (Must have Attribute 13+ and a Caster Proficiency of 21+ to Cast)
  126. Damage and Range scales slowly with Caster Proficiency
  127. Deal low Radiant or Shadow damage to all targets within a 5 foot radius around you.
  128.  
  129. Radiant Protection/ Shadow Protection [Abjuration (Radiant/Shadow)]
  130. (Costs 20 Ygg)
  131. 4th Tier/ 4 Mana
  132. (Must have Attribute 14+ and a Caster Proficiency of 28+ to Cast)
  133. Duration scales with Caster Proficiency
  134. Grant an ally temporary Immunity to the opposed Energy Type
  135. Only grants Light/Dark Resistance. Radiant and Shadow Energy bypass this protection
  136.  
  137. Radiant Aura/ Shadow Aura [Enchantment (Radiant/Shadow)]
  138. (Costs 25 Ygg)
  139. 5th Tier/ 6 Mana
  140. (Must have Attribute 15+ and a Caster Proficiency of 35+ to Cast)
  141. Duration and Range scales with Caster Proficiency
  142. Emit an aura of Radiant or Shadow Energy that lowers the Attributes of targets
  143. Furthermore, it has a chance to inflict a weak Mental Status Effect
  144.  
  145. Blade of Radiance/ Blade of Shadow [Transmutation (Radiant/Shadow)]
  146. (Costs 30 Ygg)
  147. 6th Tier/ 9 Mana
  148. (Must have Attribute 16+ and a Caster Proficiency of 42+ to Cast)
  149. Damage and Duration scales with Caster Proficiency
  150. Sheath your Primary Weapon with energy for 6 seconds, dealing Radiant or Shadow damage
  151. Can choose to deal low damage with each strike for the duration, or medium damage with a single strike
  152.  
  153. Radiance/ Shade [Evocation (Radiant/Shadow)]
  154. (Costs 50 Ygg)
  155. 10th Tier/ 24 Mana
  156. (Must have Attribute 20+ and a Caster Proficiency of 70+ to Cast)
  157. Damage scales with Caster Proficiency
  158. Call down a strike of energy that deals High Radiant or Shadow Damage to a single target
  159. ----------------------------------------------------------------------
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