Ranged Combat Category

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Ranged Combat covers the usage of any ranged weapons, such as Anglian Heavy Bows, recurve bows, hunting bows, cavalry bows, crossbows, slingshots, and other such weapons. Each of these weapons are able to use Light, Heavy, or Utility Ranged Combat Proficiency, with the understanding that the weapon and Projectile chosen is wholly aesthetic, and its effects follow the rules of the tables below. All Ranged combat Proficiencies are considered Mundane Techniques for the sake of Ability usage.

Ranged Combat also covers Puretek weaponry, which follows its own Puretek Techiques listed at the bottom of this page.

Note: While the list of possible aesthetic ranged weapons above is non-limiting, please be reasonable with the type of weapons chosen for these Mundane Techniques. In all cases, throwing weapons (daggers, javelins, etc.) are not allowed. They must shoot some form of projectile.

Light Ranged Combat

Light Ranged Combat covers the usage of Light Projectile usage. These weapons can be fired while on the move, and provide ample mobility, but leave a user very weak to close-range attacks. Each Technique (Abilities) must be bought with increasing Proficiency costs, 4 Proficiency per Technique. Techniques are purchased from top to bottom. All Abilities ignore armor worn by the target unless specified otherwise. Note, Mundane Abilities of this Category can only be used when the appropriate weapon is being wielded by the Character. It is not possible to duo-wield ranged weapons or a ranged and melee weapon.

Points Invested Name Type Range Description
4 Points Light Shot Mundane Technique Emote Distance Light Shot is the default Projectile attack for a Light Ranged Combat user. This simply involves shooting a Light Projectile at a target that is not behind cover. Each shot has a 30 second cooldown and if hit, creates the equivalent of a slight cut like a dagger slash would, or a puncture wound in case the enemy is wearing armor. For each shot, the User must do a “/dice 0 20”, with any roll above 5 causing a hit to land.
8 Points Evading Dash Mundane Technique Emote Distance The User uses a quick Evading Dash in any direction to reposition within Emote Distance, as long as they can see their intended location and get there in one linear direction without walking into obstacles (such as walls too tall to climb). If obstacles are reasonably climbable for the User, this climbing is also included in the dash. While dashing, the User is untargetable, and the dash is complete in a matter of seconds. This Technique has a 3 minute cooldown. This Technique cannot be used during a Stun/Disable/Root. This Technique can only be used to run away from a target, or re-position in a fight, and cannot be used to chase after targets.
12 Points Marking Shot Mundane Technique Emote Distance The User shoots a Seraphalo Marking Shot, a Projectile with a particularly useful luminescent property. This Projectile always hits (unless there is an obstacle between the User and the target) and does no damage, but marks the target (not through invisibility) with very obvious luminescent dust for 5 minutes. After being hit, the next Ability or Ranged Weapon Mundane Technique used on the target ignores all hit chance dice rolls and becomes automatic hit, after which the Mark expires. This Technique has a 5 minute cooldown. This Technique is a guaranteed hit.
16 Points Pinning Flurry Mundane Technique Emote Distance The User unleashes a flurry of light shots aimed to pin down the enemy from being able to move, regardless of what armor they are wearing, or whether they are hiding behind an obstacle (with the exception of Ability Shields). This Mundane Technique works like a Channel Ability, meaning it can be upheld for as long as the User is not attacked or knocked over, though can at most be performed for up to 5 minutes before they run out of arrows. This Technique never does any damage or cause any knockback, the target is able to do things in their pinned down position (including use Abilities), but simply cannot move from the very point that the Technique started being used from. The User can move around at a walking pace, but can only ever target one person, and cannot switch targets, and cannot use other Abilities or attacks during it. This Technique has a 30 second cooldown as long as the full 5 minutes was never reached, if it was, this Technique goes on a 2 hour cooldown. The moment the Ability channel is interrupted, the target can move. This Technique is a guaranteed hit once commenced.
20 Points Rapid Shot Mundane Technique Emote Distance The User shoots 8 Projectiles in very rapid succession against a single target. Perform a dice roll for each shot, “/dice 0 20”. For each dice roll above 10, the Projectile hits. If Marking Shot was active, the first shot is a guaranteed hit, but all successive shots still need to be dice rolled. For each shot that hits, the target deceives a deep gash somewhere on their body from which they bleed, but none of these shots can ever maim or cripple a person. This technique cannot be blocked or avoided by any Abilities bar Shielding. Additionally, for each hit shot, the target is knocked back by 1 Block per amount of hits. This Technique has a 24 hour cooldown.

Heavy Ranged Combat

Heavy Ranged Combat covers the usage of heavier Projectiles. These weapons have to be fired from a stationary position and provide very little mobility, though allow the user some close-range defense. Each Technique (Abilities) must be bought with increasing Proficiency costs, 4 Proficiency per Mundane Technique (all 5 costing 20 in total). Mundane Techniques are purchased from top to bottom. All Techniques ignore armor worn by the target unless specified otherwise. Note, Mundane Techniques of this Category can only be used when the appropriate weapon is being wielded by the Character. It is not possible to duo-wield ranged weapons or a ranged and melee weapon.

Points Invested Name Type Range Description
4 Points Heavy Shot Mundane Technique Emote Distance Heavy Shot is the default Projectile attack for a Heavy Ranged Combat user. This simply involves shooting a ranged weapon at a target that is not behind cover. Each shot has a 1 minute cooldown and if hit, creates the equivalent of a deep gash like a sword hit would, or a piercing wound in case the enemy is wearing armor. For each shot, the User must do a “/dice 0 20”, with any roll above 5 causing a hit to land.
8 Points Knocking Shot Mundane Technique Emote Distance The User shoots a heavy pound arrow, an arrow with a lot of weight and force behind it, but more kinetic than piercing damage. This shot damages about as much as a stab of a dagger does, but forces the target to be knocked back by 6 blocks into the opposite direction of the User, or until they hit a solid object, which then causes blunt damage but does not Stun them. This Technique has a 3 minute cooldown. This Technique is a guaranteed hit.
12 Points Marking Shot Mundane Technique Emote Distance The User shoots a Seraphalo Marking Shot, a Projectile with a particularly useful luminescent property. This Projectile always hits (unless there is an obstacle between the User and the target) and does no damage, but marks the target (not through invisibility) with very obvious luminescent dust for 5 minutes. After being hit, the next Ability or Ranged Weapon Mundane Technique used on the target ignores all hit chance dice rolls and becomes automatic hit, after which the Mark expires. This Technique has a 5 minute cooldown. This Technique is a guaranteed hit.
16 Points Bow Slam Mundane Technique 3 Blocks Bow Slam allows the User to slash their heavy bow in a semi circle in front of them (a 180 degree angle) followed by a ground slam. Anyone within 3 blocks of the User’s front is knocked back 5 blocks and falls over, but receives no damage. This Technique has a 5 minute cooldown, and can only be used if at least 1 person is within 3 Blocks Range.
20 Points Power Shot Mundane Technique Announce Emote The User kneels, producing a heavy power shot. This Technique requires both calculating and concentration to pull and deliver on mark, thus requiring a full minute to remain stationary and charge. When the charge is complete, the User may release at the target, as long as the target is not behind cover. If they are, the User may hold this position however long until they leave cover, or until they get knocked over. If the User is interrupted, charge will have to re-commence. This Projectile is guaranteed to hit, and cannot be blocked or avoided by any Abilities bar Shielding. The User must do a “/dice 1 5”, where 1 means the left arm, 2 means the right arm, 3 means the left leg, 4 means the right leg, and 5 means the face. Whatever part of the body this arrow hits, is paralyzed for 1 hour, and if the face is hit, the player must use “/trait add Blindness” for 1 hour that can only be removed by Mundane or Ability Healing. This Technique does not cause maims. This Technique has a 24 hour cooldown.

Utility Ranged Combat

Utility Ranged Combat covers the usage of projectile weapons with unique functionality. These weapons have to be fired from a stationary position and provide little mobility, but have a lot of utility functions. Each Technique (Abilities) must be bought with increasing Proficiency costs, 4 Proficiency per Technique. Techniques are purchased from top to bottom. All Abilities ignore armor worn by the target unless specified otherwise. Note, Mundane Abilities of this Category can only be used when the appropriate weapon is being wielded by the Character. It is not possible to duo-wield ranged weapons or a ranged and melee weapon.

Points Invested Name Type Range Description
4 Points Brittle Shot Mundane Technique Emote Distance Brittle Shot is the default Projectile attack for a Utility Ranged Combat user. This simply involves shooting a ranged weapon at a target that is not behind cover. Each shot has to specifically be aimed at a piece of armor, as Brittle Shots do not cause much damage, but instead disable pieces of armor on a target. For each shot, the User must do a “/dice 0 20”, with any roll above 5 causing a hit to land. For each landed hit, a piece of armor is disabled (which must always be either an entire left arm, right arm, left leg, right leg, chest, or head piece), while doing minimal brute damage and causing some bruises. This Technique has a 1 minute cooldown, and does not break Artifacts or Mythics. The effect applies the same to Ability Created Armor, unless the Ability armor has a per-hit breaking rule set, in which case it follows that instead.
8 Points Knocking Shot Mundane Technique Emote Distance The User shoots a heavy pound Projectile, a Projectile with a lot of weight and force behind it, but more kinetic than piercing damage. This shot damages about as much as a stab of a dagger does, but forces the target to be knocked back by 6 blocks into the opposite direction of the User, or until they hit a solid object, which then causes blunt damage but does not Stun them. This Technique has a 3 minute cooldown. This Technique is a guaranteed hit.
12 Points Net Shot Mundane Technique Emote Distance The User shoots a Netbolt at a target, causing an exploding canister to throw a net out at the target, which if the target is not behind some form of cover, causes them to be Rooted. In order to determine hit, do a “/dice 1 20”, with any roll above 5 meaning the shot lands. The target is netted for 1 minute, during which they cannot move or use Abilities (unless that Ability gives immunity to Roots or allows them to free themselves from a Root), but can start freeing themselves. If the target is not attacked or knocked out, they can be freed by themselves after the 1 minute is over. If another person helps them, the netting only works for 20 seconds. If the target is attacked while being netted, the first attack instantly breaks the net, but is guaranteed to hit as the netted target cannot defend themselves. This Techniquehas a 24 hour cooldown.
16 Points Gate Shot Mundane Technique 3 Blocks This Technique allows the User to knock down a Mundane Gate or Ability Wall (such as Magewall). The User is immobilized, taking 4 separate strategic shots (each separated by 30 seconds for a total of 2 minutes) after which they activate a specialized steamtek winch that pulls both a Purestone core as well as force on all anchor shots. After the emote pulling the winch into action, whatever metal/wooden gate or Ability wall/doorway it was aimed at is destroyed. This Technique can be used twice per day but has no cooldown. The User must also be standing within 10 Blocks of whatever they are shooting at, and within clear line of sight. When knocking down a Mundane Gate, the user must use Announce Emote. When knocking down an Ability Wall, the user should use regular emote range.
20 Points Percussion Shot Mundane Technique Announce Emote This Technique causes the User to shoot an explosive Percussion Shot After a quick loading, the shot is fired, is a guaranteed hit, and causes a fire-less explosion at the target person. This technique cannot be blocked or avoided by any Abilities bar Shielding. Any person within 10 blocks of this person is knocked to the ground with shrapnel cuts on any exposed skin. The target themselves are knocked to the ground with one limb of their choice broken as well as cuts and slices all over their body. After Percussion Shot is fired, the ranged weapon of the User becomes defunct due to the heavy firing mechanism breaking during this shot. This prevents further use of Ranged Utility Mundane Techniques for 12 hours.

Puretek Combat

Puretek Combat covers the usage of Puretek weapons such as the Puretek Quartershot (Pistol) and the Puretek Demishot (Rifle). These weapons have to be fired from a stationary position, and as such have little mobility, but provide a lot of defensive mechanics against Aberrants though little against Mundanes. Each Technique (Ability) must be bought with increasing Proficiency costs, 4 Proficiency per Technique. Techniques are purchased from top to bottom. All Abilities ignore armor worn by the target unless specified otherwise. Note: Puretek weapons cannot be used by anyone who does not purely only have Racial Abilities and nothing else, or is any type of Aberrant. If an Affliction, Special Permission, or some kind of Curse or Spell gives a character any additional Abilities or Mutations, they are no longer able to use Puretek. Note that Puretek Mundane Abilities can only be used when your Character is wielding a Puretek weapon, with the exception of Puretek Belt Shot.

Points Invested Name Type Range Description
4 Points Belt Shot Puretek Technique Emote Distance This Technique allows a Puretek wielder to use a Puretek Quickshot, a one-time use Puretek pistol rapidly drawn from their belt (or other concealed location around their waist), and shoot a quick blast at a target non-Mundane. This shot is a guaranteed hit, and can be used as a Counter/Interrupt for any Ability that is being casted (as long as it can be Countered), Channeled or otherwise prepared or used, even if the Emote of the Belt Shot came after the Emote of the Ability. This Technique effectively acts as an “Ace card” to use to quickly counter a single Ability, and then prevent the target non-Mundane from using another Ability within 20 seconds to quickly buy some time, nothing more. If it Counters/Interrupts any Abilities, these Abilities do not even go on Cooldown, they simply do not trigger, and the user cannot use them again for 20 seconds, but is completely fine after those 20 seconds. It causes no damage, and can only be used once per day. This shot has no effect on Mundanes. This shot also shoots through Ability Shields. Note, if your character has a Puretek weapon, Belt Shot is not that specific weapon. It is just an additional Puretek one-time-use boomstick.
8 Points Barrage of Purity Puretek Technique Emote Distance This Technique allows the Puretek wielder to barrage a target with repeated Puretek shots, in a manner that acts more like a Channel Ability. The Shooter must be stationary (whether kneeling or standing up), and repeatedly fire the Puretek weapon at a single target. While this Channel Ability is active, the target is unable to use any Abilities that can be Countered (non-Counter-able Abilities like Mundane Abilities and Racial Abilities are still usable). This does no damage to the target. The effect immediately ceases if the Shooter is interrupted or attacked, or the victim gets behind cover (which they can still do, as the projectiles merely cause a few puffs of white smoke on the target that barely cause a gentle push on them). This Technique has a 30 second cooldown after being voluntarily stopped, or interrupted. While Barrage of Purity is active, no other Barrage of Purity can be activated within Emote Distance until this one ends. This Technique can both be used with Demishot and Quartershot for the same effect. This shot also shoots through Ability Shields.
12 Points Switchtek Puretek Technique Self The Shooter extends the Switchtek Blade from the Puretek Weapon, disabling the use of other Puretek Mundane Abilities, but converting all Puretek Combat Proficiency Points in Half Dagger Combat Proficiency Points (50% conversion, rounded down to whole numbers). The Puretek weapon then effectively becomes a Switchtek Dagger, and can be wielded as such with Proficiency. If the Puretek wielder is instead using Demishot, Switchtek changes the Demishot into a shortsword, converting all Puretek Combat Proficiency Points into Sword Combat at a rate of 3 Puretek Combat turning into 1 Sword Combat Proficiency (so a 33% conversion, rounded down). In order to switch the Switchtek back to Puretek, 10 seconds of re-modification must be done before Puretek Mundane Abilities can be used again. Proficiency conversions do not break Proficiency Cap (so if a Character already has 20 in Dagger, this adds 0 Dagger Proficiency).
16 Points Gate Shot Puretek Technique 10 Blocks This Technique allows the Shooter to knock down an Ability Wall (such as Magewall). The Shooter can move around, taking 4 separate strategic shots (each separated by 30 seconds for a total of 2 minutes) After 4 separate shots (which must all have been fired from within Emote Distance) whatever Ability Wall or Gate they shot at will shatter. This Technique can be used twice per day, and has no cooldown. This Technique can both be used with Demishot and Quartershot for the same effect.
20 Points Overload Shot Puretek Technique Emote Distance This Technique causes the Shooter to shoot an overcharged blast from the Puretek Weapon. After a quick loading, the shot is fired, is a guaranteed hit, and causes a fire-less Purestone-Essence explosion at the target person. Any person within 10 blocks of this person is knocked to the ground with no damage, but is unable to use any Ability (besides non-Counter-able Abilities like Racial Abilities and Mundane Abilities) for 1 minute. The target themselves are knocked to the ground and are unable to use any Abilities (besides non-Counter-able Abilities like Racial Abilities and Mundane Abilities) for 1 hour, and any active Abilities that have not already completed their full effect before the shot hit are Cancelled or Countered. After Overload Shot is used, the Puretek weapon breaks, and no further Puretek Mundane Abilities can be used by the user for 12 hours. Overload Shot can only be used once in Emote Distance around the user. After it has been used, the Emote Distance area around them becomes overloaded with Puretek Essence, making another Overload Shot impossible for 1 hour. This also includes shooting an Overload Shot from outside Emote Distance into the negation field. This Technique can both be used with Demishot and Quartershot for the same effect. This shot also shoots through Ability Shields.

Caster Ranged Combat

Caster Ranged Combat covers the usage of magical casting objects to cast magical projectiles at a Target. It grants the user a means to apply Magical effects to Targets while also using non-Mundane projectiles in combat, though leaving them weak to close-range attacks. Each Ability must be bought with increasing Proficiency costs, 4 Proficiency per Ability. Abilities are purchased from top to bottom. All Abilities ignore armor worn by the target unless specified otherwise. Caster Ranged Combat is considered a form of Magic, and as such, must make use of Void or Exist themes (which the player must choose). An exception exists: Those Afflicted with Primal or Ordial Afflictions may instead make use of Primal or Ordial themes for their Caster Ranged Combat (and the Magic Spell definitions become Primal Power and Ordial Power respectively). Caster Ranged Combat makes use of unconventional items and weapons for its casting the so-called Casting Conduit, resulting in a list of aesthetics to choose from:

  • An enchanted bow shooting magical projectiles of certain aesthetics, be it ghostly arrows or arrows with particles or other.
  • A Magical staff or wand, which should have some type of casting crystal or head-piece to differentiate it from combat Staves.
  • A Magical orb or hand-held casting device or crystal that is either directly hand-held or levitates in the palm of a hand.
  • A Magical book or spell book that the user can pull up from their inventory and flip pages to cast Magic projectiles.
  • A Magical bola or boomerang that re-appears in the hand of the user after hitting a target.
  • Other Conduits may also be thought of, in order to get an idea approved, send in a Ticket and ask if a specific item can be used as Conduit.

Whatever choice is made to use these Abilities, Casting Ranged Magic must always use a conduit item, which can be stolen or removed from their person, thus disabling the Abilities. If their conduit item is stolen or disabled, they can make a new one after 12 hours. This is to balance it along with other types of Ranged Combat. Additionally, Caster Ranged Magic cannot be used while in the presence of Purestone. It is however not Countered by Abilities that would disable Magic (such as Puretek) or prevent Magic from being used in an area, as the Magic is innate to the casting conduit. Furthermore, even if a magical staff could technically double as a stave for Stave Combat, it is not allowed, and in all cases a separate melee weapon must be used, though the conduit may still be used to crudely bash others without combat technique.

Points Invested Name Type Range Description
4 Points Spell Shot Magic Spell Emote Distance Spell Shot is the default Projectile attack for a Caster Ranged Combat user. This simply involves shooting a Magic Projectile at a target that is not behind cover. Each shot has a 30 second cooldown and if hit, creates the equivalent of a slight cut like a dagger slash would, or a puncture wound in case the enemy is wearing armor. For each shot, the User must do a “/dice 0 20”, with any roll above 5 causing a hit to land.
8 Points Beam Focus Magic Spell Emote Distance The user uses a focused beam from the Conduit to focus on a single target. Beam Focus acts like a Mobile Channel in that the user can walk around while using it, but cannot run. Beam Focus applies a different effect depending on what the Target is doing. If the Target is actively using a Shield, they are immobilized for as long as they are holding up the shield (but can drop the shield at will), but aren't otherwise affected. If the Target is not using a Shield, their movement is instead repulsed from the Caster, making approaching the Caster impossible, but still allowing them to move in all other directions. This Ability goes on a 30 second cooldown after the Channel is broken, and the Caster cannot attack, defend or do anything but walk around while using it.
12 Points Magic Nova Magic Spell 10 Blocks The user performs a radius attack around themselves bursting Magic from their Conduit that does several things. Firstly, anyone within 10 blocks of them is pushed back to exactly 10 blocks away from the Caster, regardless of how close they were prior, though it does not knock them over. Secondly, any Ability or Mundane Technique projectiles that were en-route to them (except 20 Point Investments in Ranged Combat) are Countered and do not land on them, evaporating in the Nova. This Ability has a 20 minute Cooldown. This Ability cannot push Targets off cliffs or ledges, but can damage individuals when they get pushed into walls.
16 Points No Passage Magic Spell within 3 Blocks The user activates an Immobile Channel on location, inverting the Magic in their Conduit to create a shield. This can do one of two things. Firstly, if it is Targeted on Self, a spherical Magical shield appears around the caster (large enough for only the caster) that will remain in place for as long as they hold their Immobile Channel, or until it is broken. Secondly, if it is Targeted on a doorway, this Ability creates a Magical Ward that prevents passage through the doorway, though the Doorway may be no larger than 5x5 Blocks. In both cases, the Caster must stand still and can use no other Abilities but can still speak. Also in both cases, the Shield prevents passage of persons and projectiles from either Abilities or Ranged Mundane Techniques, but the shield can be broken. After 5 minutes of constant wailing with Melee attacks or Abilities (regardless of how many people do the wailing), the shield shatters. After the shield shatters or is manually removed, this Ability goes on a 10 minute Cooldown. Abilities that destroy Mage Wards also destroy this shield, though follow their own rules.
20 Points Super Overload Magic Spell 3 Blocks The user overloads their Conduit and then smashes it into the Target (which must be within 3 Blocks of them). This is a guaranteed hit, and immediately cracks and destroys the Conduit, which becomes unusable for 12 hours. The Target’s weapon however is evaporated in an instant, and any weapon-summoning Abilities they have are disabled for 1 Hour. This Ability has no effect on Artifacts. When this Ability is used, the nearby area is overloaded with chaotic Magics, and another Super Overload cannot be used in the same Emote Area for 1 Hour.