Speciality Update – The Tyniker
This speciality have been quite difficult to manage from the beginning. How to create a fantasy-like inventor which can be both mystical as well as cunning? And how to create a system in which one individual can create and experiment with without me controlling everything? Well, in truth it’s hard to create but I think that my current Tyniker is quite good actually. They are able to be all those things even though my original idea, which originates from the early Nianze Square Version1 is completely gone. My current Tyniker is more a version inspired by Samurai Seven2 and Fullmetal Alchemist Windy and Automail.
Tyniker
Tyniker are the most sought after but hated speciality of the world. They are considered abominations by some and a necessity by others. Some countries and races are almost completely dependant on their ideas and functionality. And in some countries the practice of the Tyniker Arts is forbidden and punishable by death or eternal imprisonment. Actually Tyniker is a really new speciality which arose during the Fire Wars in Katia when the need for power was great. Now Tyniker are really well suited and even though it’s a new speciality they are mostly accepted in the world even though some despise them and see them as evil.
As you can see above a Tyniker is suited for many different areas. All from alchemy with drugs, herbs and powders to destructive use of the Mechanical manifestation. Tyniker can be mages and they are often people who experiment and develop new things. Something that I will allow is for a Tyniker is to create or be part of at least ONE new creation per character. The size of it will be determined by your characters level or what to say. If you are an epic character or just a regular group, if you know what I mean? Well, their abilities now…
Bomb – The Tyniker manifest a bomb from physical energy in his hand. This bomb will explode as soon as it hits the ground or something else. It’s not possible for this bomb to “bounce” or roll a bit. These bombs explode on impact with anything that is hard enough i.e. not just some grass in the wind or a leaf or something. Unless it’s a dangerous leaf that would do damage usually. Since this bomb have explosion damage most armours doesn’t ward against it at all. Shields and such usually work though.
Fire Bomb – A little more effective bomb than the regular bomb, it effects a larger area and it makes its targets burn which might be quite nuisance for the person in question since you need to put it out or you’ll get burned pretty quickly. Just as the regular bomb this bomb explodes on impact and affects the square it explodes on and one ring around it. It will burn for about 3 phases before the fire goes out, everyone passing through it will be burned. If you are lucky, or unlucky in some cases, the fire might spread and be harder to put out, so don’t throw this in a dry forest during summer in Meno or in the small forests on the Savannah in Taraien if you don’t intend to kill yourself. Since this bomb, unlike the regular bomb, explodes in a cascade of fire the fire damage might be partly absorbed by any armour that’s able to do this. Note though that some armour will take permanent damage if they get scorched by a fire.
Gas Bomb – Releases a cloud in the area which will affect all air-breathing creatures. You cannot just “hold your breath” to resist this cloud you need to be outside it’s radious otherwise you’ll have to roll to get affected by its poison. It will take one battle round or 5 phases for the cloud to dissipate and the damage won’t stack. So if you are in this cloud and get poisoned you will only take LvL damage until you’ve resisted the cloud so if you already are poisoned by the cloud go out from its radius and then back in again still poisoned you won’t take any additional damage. Resisting the poison within the cloud though is twice as hard as outside it. So inside the cloud resisting is 10*LvL and outside only 5*LvL (which is the number you need to succed with. If you have poison resist though you only need to have poison resistance which is equal or above to the poisons SG.
Bomb’s counts as throwing weapons and you will receive additional range and modification from this skill.
Energy Shield – This shield is the most useful one since you can always count on than you’ll need it at some point in your sho… I mean long life. Or at least if you want to make it long. The physical shield is a shield which you need to succeed with REF to be able to do it, or if you have sufficient with actions you might use those to succeed instead. The energy shield absorbs some of the force of the incoming attacks making it weaker if it even passes through the shield. The shield also has a chance to reflect some attacks such as arrows, bolts, and physical projectiles.
Magical Shield – This shield absorbs magical attacks which are of some sort of physical character. Mental direct attacks to your mind and other attacks which do not travel by the regular means are not affected by this shield so you would still be fucked by a mental attacker of some kind. But it wards against most magical damage you can take. It also has a chance to reflect magical projectiles. Just as all the other shields you can either use your REF to bring it up or spend one action.
Spirit Shield – This shield is a tricky shield which is possible to use in many situations where you most likely don’t have any other way of defending yourself. Spiritual attacks which have a physical connection such as ghost attacks, beams and other kind of dark mambo jumbo are often absorbed by this shield. Some ki attacks too are affected by the spirit shield which can be proven quite useful if you want to ward against some ki bolts or the like. Note that a Ki Striker still is able to Stare on you through the shield which will make you drop it…
All shields are sphere like and have a radius of 1 square, so you can protect up to six other people with the shields to. Good to have if an enemy is throwing an area effect spell or the like. The Energy Shield is also capable of shielding against Bomb and Fire Bomb.
Chain Fetters – The Tyniker manifests a ball of chains about as big as a fist which will rush towards the target and chain him to the ground. If there is no ground on the character it will only chain him so he can’t move. Say that you aim this at an flying object, the objects wings and possible arms will be chained together as the target will be chained from his chest down to just above his groin. If this is on the ground it will chain him from here and there on his body to the ground. He will most likely be able to attack, defend, and move a little on the spot but he won’t be able to move from his square. There are two ways to break free from Chain Fetters, one is to break them by brute force which requires the FOR of at least the SG the Tyniker has in Chain Fetters or it’s impossible to break free, or using escapology which works as usually but against the SG of the Fetters. Also note that the fetters make 1 DMG when they hit because of its brutality and that it will probably stay until it’s been broken. It cannot be broken with weapons or the like since the chains don’t really exist. If the Tyniker though are knocked unconscious then the Fetters will disappear. Due to the limited movement one has while being chained by these fetters you have -5 to all defensive abilities and may not roll at all if the effect is an area effect which requires for you to move from your spot. Evil indeed…
Metal Destroyer – This is a ball of copper-brownish light. This ball is a homing ball which is impossible to avoid since it’s too fast to outrun or outsmart, though it is possible if you have pices of metal on you. That’s the only secure way to protect yourself from this, having metal scrap for this Metal Destroyer to erode rather than your weapon. But that of course, you need to have metal scrap which one always carries around? Some weapons though are able to resist this. The weapons able to do this often have a protection value of 1 to 5, and depending of the level of the Metal Destroyer it might or might not be able to destroy the metal. Note that it only destroys it partly, not completely if you have a DUB much higher than the damage of the Destroyer. The destroyer can also destroy armours made all out of metal and doors and locks and such. Sometimes though, if you try to destroy a lock, you mostly destroy some part of the mechanism and it gets jammed instead, a new meaning to “none shall pass”.
Steel Projectile – This is often sharp metal objects which the Tyniker summons like the rest of his stuff and throws at you at an incredible speed. It’s hard to avoid and it does a hell of a lot of damage. It destroys armour and if the Tyniker aims the projectile it will destroy the armour on the specific body part. Also know that sometimes it will just cut through armours as if it were nothing, completely ignoring the absorption of the armour. A real nasty thing to have.
All projectiles are like the bombs, also considered Throw Weapons. The metal destroyer only needs one target to be thrown but other than that you don’t need to roll anything for it to succeed, most likely. You use COG on Chain Fetters and PCN on the Steel Projectile. Both of the projectiles are possible to destroy before they attack you, but it’s hard.
Best regards,
Herid Fel
First of a bug in excel, COG is bold…
Bomb:
It says -SG LvL, but where does the SG come in?
Sheilds:
What is the MOD used for? The only thing I can come up with is the choice if you use an action or not, but the only thing I can come up with that the MOD could be used for is the reflex roll. But it says that there is no roll if you use an action… Care to explain?
Chain Fetters:
Evil… Let us say that the Tyniker has LvL 3 – not unlikely at all. A person that don’t have anything ranged will practically be rendered completely useless untill the tyniker is defeated as long as he or she does not have 15 in FOR and/or escapology. And -5 to avoid the attack? Are you really sure this should be that cheap? 1 ACT and 1 SC? This will atleast increase the usefullnes of escapology.
Metal Destroyer:
Effective, Eh? Impossible to avoid…
What do you mean by that the weapon much have much higher DUB than the SG? What are the rules here? Shouldn’t it be like the damage listed is given to the DUB?
Steel Projectile:
Also very effective…
So… The Mekker Tyniker has just skyrocketed towards incredible heights with new skills that may be extremely hard to defend against if you aren’t specifically prepared for them… While creating the character and ingame… If you don’t happen to always carry metal scrap.
Just noticed. Other properties are listed as bold on the other specialities. Is this actually intentional? And if so, what does it indicate?
Nope, no bug. If you look carefully on all the pictures you will notice that all Physical PRO’s are Bold and all Mental PRO’s are italic.
Its for the SE Dizzy. They need to roll and succeed with more than your level in Alchemy to not be affected by dizzy.
IF you don’t use an action this is the MOD on REF to succeed.
That’s how it should be. And to begin with, this is meant to be used against everything, not only people. And they can defend if they are prepared. But then again it’s possible to avaid Fetters.
I never said anything about DUB when I spoke about SG. I said protection level, NOT the same. And the damage listed will lower the DUB indeed. But if you have a protected weapon then your SG needs to be higher than the protection level. To completely separate things.
Yes, powerful indeed.
I already answered that. But I see now that the picture for Tekkan is not finished. Well, doesn’t matter as long as the actual document is correct.
Since people might have missed this I will now comment this on all my Speciality Update posts.
I want your general opinion on these specialities.
How do you like them as they are now? Generally as well as personally?
Something you think should change or some change you think were really good?
Mostly just a general opinion so I know where you stand on these specialities. How you like them or not. Even though you might like them from a rule point of view how do you like them from your own point of view.
I’m looking forward to hearing at least something from you all =)
In the beginning I had this vision of Tyniker being some kind of labgeeks =), that changed with specialties but they still felt abit lacking , but then more changes came and tyniker really began to feel like a interesting specialty choice and really dangerous.
I have always liked the name Tyniker , it sounds good somehow , fitting , and if you compare to other pen&paper games and computer games you can see that there arent many out there that actually has this kind of class which makes it unique and quite cool.
As for their specialty moves I think they are good and interesting although chain fetters are quite weak in the beginning it seems and then turns extremely strong and almost unbreakable later on , 5*lvl in SG makes it like 25 in SG at max and 5 on the lowest , nothing wrong in it really but just a funny notice that when you get lvl 5 they get really really evil even at lvl 4 they are evil =) , although as mentioned above me they are avoidable(phew).
Anyway , I might play a tyniker in the future , but I guess time will tell =)
Will be my last post tonight , got some work to do afterall =)
I would say that the tyniker is a powerful and interesting speciality. And as PB said, it’s kind of a rare sight in other rulesets. I can think of two other “invetor classes” from other games, but none of them are quite like this.
That being said, it’s probably the last character I’d play. Why? The idea of playing an inventor just doesn’t feel very appealing to me.
Interesting speciality with quite a few angles. Nothing I feel like playing right now, but I have nothing against them. Really powerfull and they can make fun characters.