Please keep in mind that Engineer is the current working name for this class. All of the skillset names and mechanics are a work in progress and may completely change tomorrow. I am posting this basic idea to get some feedback, and because I still have not finished my Obelisk/Shardtree design doc, which is what I really want to get cooking on.
I'm avoiding posting the abilities right now, as they are still a bigger work in progress.
Engineer (Working Name)
Summary
The engineer is a profession based on basic science and has nothing to do with magick. The practitioner may not ignore the magickal skills in the world of Imperian, but prefers the more reliable answers found for life's problems with the application of science.
The skills of the engineer revolve around guns, chemicals, gyrocopters, clockworks, and similar technologies. This is a damage based class and will have limited line-of-site abilities.
Combat Summary
Resource Mechanic:
When targeting and attacking a single player, the character will build up Focus. This resource can be used in several different skills and can increase the chance for a "crit" of burst damage.
Momentum Mechanics:
Focus serves as the primary momentum mechanic, builds up over time as the character hits a single target. The more a character focusses on a single enemy, the more his or her focus will increase. The character will slowly do more damage and recover balance faster.
There is a secondary mechanic as well: Chemicals. These ‘chemical’ effects are added to shot ammo with abilities in the Invention skillset. Curing these new effects requires a single new curative created by engineers that shares balance with toadstool. The more stacks a character is afflicted with, the faster the cure will works. This gives an afflicted character the choice between curing immediately (and having a long cure balance) or suffering through the lower stacks, using toadstool, then fast-curing the higher stack numbers.
Skill Sets
Note: Skill set names are a work in progress as well.
Ballistics
The Engineer’s primary weapon is the flintlock. One also uses the blunderbuss and an assortment of explosives as secondary weapons. This skillset holds all of the abilities required for using the Engineer's main and secondary weapon attacks to their maximum ability.
Focus
The Engineer is very intelligent. As they engage with another in combat, they will focus on the enemy, learning their weak points and how to better attack. Using focus, an Engineer will be able to do a variety of targeted shots, attacks, or defences. It also has skills related to the use of they gyrocopter and other clockwork contraptions.
Inventing
Inventing is used by the Engineer to construct their various ammo types, mines, traps, bombs, gyrocopter, and clockwork contraptions.
7
Comments
(Ring): Lartus says, "Then it exploded."
(Ring): Zsetsu says, "Everyone's playing checkers, but Theophilus is playing chess."
You say, "My bottle is empty."
Jeremy raises an eyebrow questioningly.
Jeremy slaps you on the cheek.
Depending on what the affs do as well, I think having them cured on the same balance as toadstool is going to make them extraordinarily unfun to fight against in groups.
This. I have some major problems with some of the balance implications of some of these ideas, however I think it's early enough in the process that we can handle that and get them changed as we test it more, and it becomes more fleshed out.
As far as only them making the cure goes, it's either not going to matter when all 3 sides have engis willing to sell or be an unfortunate hellscape when the 1-2 engis don't make it for anyone but friends for the first few days.
... 30874 in Caanae, already has steampunk glasses in stock guys.
(Ring): Lartus says, "Then it exploded."
(Ring): Zsetsu says, "Everyone's playing checkers, but Theophilus is playing chess."
*blunderbusses*
*BOMBS*
HEYOOO IMPERIAN
(may vanish for periods of time)
Ballistics
Return fire - Defense that has a chance of triggering a basic blunderbuss shot when hit with a line attack.
Take cover - Defense that reduces damage from ranged attacks (I would say chance to dodge a la arrowcatch, but that's too crappy of a mechanic, even for this horrible list).
Mortar - LOAD MORTAR WITH (bomb), FIRE MORTAR AT (target, outdoors + in area). Delayed impact a la meteor, detonates on landing.
Boomenlugger - LoS bomb launcher, instant detonation, limit 1/engineer with long reload time.
Morgan Freeman's Soothing Voice - Optional direction at end of LoS attacks to bend the bullet around corners. Example input: quickdraw blunderbuss|quickload blunderbuss with caster shell #4|headshot bob ne nw
Smoke Canister - Limit vision in room and adjacents heavily for a short time
Focus
Dance all day - Substantially boost resistance versus target, scaling to focus when used and expending it.
Rat-a-tat-tat - Channeled series of fast shots that hits all enemies in the room. Each tick drains focus.
Valkyrie - In-area track to target, equilibrium cost and delay based on focus (down to instant on both at max focus).
Doubletap - Fires two flintlock shots. If either shot kills the target, they are unable to be revived. Damage should scale between focus and missing health, and balance cost should scale heavily with focus.
Inventing
Bettercorder - Basically the same thing as the engineering recorder, except capable of recording action and with a larger capacity.
Continuum Transfunctioner - An engineer can make a continuum transfunctioner, a two-item device consisting of a beacon and the transfunctioner. Both pieces of the transfunctioner are small cubes with multi-colored panels that flash intermittently. The engineer can activate the transfunctioner to instantly move to the beacon, wherever it is, so long as it's not in a confined location like someone's hands or a container (not pretty). The transfunctioner would also be able to summon the beacon if necessary. 5m cooldown.
Clockwork Upgrades - Tired of being a squishy fleshy, an engineer can swap out various portions of their body for improved functionality. Too much ruins their connection to the Lifestream, so they can only choose 2 options (3 with arti!).
Eye - +vision
Hands- +dex
Leg - +acrobat
Olfactories - +chem strength
Chest - + damage resist, +con
Face - +exp,+gold
Brain stem - +Focus gain
Golem - A big, durable golem! It takes some winding, but it serves as a punching bag that diligently reports status updates to the activator.
https://www.youtube.com/watch?v=F2FMDV8yW9M
Inventing - Yeti snap trap - Stops movement for a short time when triggered, no other hindrance though.
Inventing - Clockwork familiar - Utility pet with attitude