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Medical Point Buy: Difference between revisions

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{{ infobox
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| header1    = The Ability and Proficiency System
| data2      =
This page involves the [[Abilities]] and [[Proficiency]] system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the [[Abilities]] page. To see a broader explanation of the Abilities and Rules used on this page, read the [[Proficiency]] Page. To see an indexed list of all Abilities, read the [[Ability List]] Page.
}}
Medical Point Buy is part of the Proficiency System. Medical Point Buy is specifically designed for support oriented characters. Medical Point Buy provides Packs for the Character to become proficient in Medicine for the purpose of keeping their friends alive and fighting against ailments.
Medical Point Buy is part of the Proficiency System. Medical Point Buy is specifically designed for support oriented characters. Medical Point Buy provides Packs for the Character to become proficient in Medicine for the purpose of keeping their friends alive and fighting against ailments.
===Medical Talent===
Talents provide broad descriptions of out-of-combat things a Character can do that have a vaguely official medical feel to them. This includes but is not limited to diagnosing ailments, prescribing medicine, performing check-ups, and other basic medical roleplay. If you feel choice-paralysis over what you can do with this, or feel creatively lacking ideas, be sure to ask a Lore Staff in a Ticket. Medical Talent is gained for free upon Point Buying any Medical Point Buy Pack.
==Stance Ability==
==Stance Ability==
The Medical Stance Ability is required for all Medical Point Buy Abilities. This Ability cannot be point bought, but is included for free as long as one Medical Point Buy Pack has been purchased. This Ability does not do much besides enable further Medical Abilities. Stances cannot be Countered, Prevented, Canceled, or interrupted in any way.
The Medical Stance Ability is required for all Medical Point Buy Abilities. This Ability cannot be point bought, but is included for free as long as one Medical Point Buy Pack has been purchased. This Ability does not do much besides enable further Medical Abilities. Stances cannot be Countered, Prevented, Canceled, or interrupted in any way. '''Please note, if your character has this Stance Ability, they cannot acquire any other Stance Abilities, regardless of their source.'''


{| class="wikitable" style="width: 50%;"
{| class="wikitable" style="width: 50%;"
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| Stance Technique
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Medical Stance | The user must not have a weapon currently equipped to switch to Medical Stance. While in Medical Stance, the user’s Basic Attacks are replaced entirely, allowing them to heal 1 HP on a target within Melee range with a /dice 1 4 roll where anything above a 1 is a success. Medical Stance can be maintained indefinitely and can only be voluntarily ended by the user, though when ended Medical Stance goes on a 20 minute cooldown.}}
| Grants the user {{#simple-tooltip: Medical Stance | During Medical Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. While in Medical Stance, the user’s Basic Attacks are replaced entirely, allowing them to heal 1 HP on a target within Melee range with a /dice 1 4 roll where anything above a 1 is a success. Medical Stance can be maintained indefinitely and can only be voluntarily ended by the user, though when ended Medical Stance goes on a 20 minute cooldown. When entering Medical Stance, the user’s HP is capped to 8 for the rest of the fight.}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
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|-
|-
| style="background-color:#ffcccc;" | Medical Buff
| style="background-color:#ffcccc;" | Medical Buff
| Buff Power
| Instant Technique
| Emote Range
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Medical Buff | To protect an ally's strength, use this Ability on a chosen ally within range. If the target has their proficiencies reduced in any way, this effect is immediately ended and the target is returned to full strength. Additionally, the user gains a Block Token if successful. Medical Buff has a 2 Hour Cooldown.}}
| Grants the user {{#simple-tooltip: Medical Buff | To expand upon an Ally’s strength, use this ability on an ally within range as a reaction to them gaining Attack or Defense. The user adds an additional +2 to the character’s Attack or Defense (depending on what was originally raised) for the next 4 turns, up to a maximum of 9. Medical Buff can be used out of turn, and has a 1 Hour Cooldown.}}
| N/A
| N/A
|-
|-
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|-
|-
| style="background-color:#ffcccc;" | Medical Revive
| style="background-color:#ffcccc;" | Medical Revive
| Healing Power
| Instant Technique
| Melee Range
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| Grants the user {{#simple-tooltip: Medical Revive | To bring back a fallen ally, use this Ability to try and bring them back into fighting shape. The user creates a Link Power between themselves and a downed target within range, remaining in that state for 5 minutes. If left unbroken, the target is immediately brought back on their last legs (or 2 HP in the Optional System), and their Main Combat Stat reduced by 2 for the next 30 minutes.  This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Medical Revive has a 4 hour cooldown, regardless of if successful or not.}}
| Grants the user {{#simple-tooltip: Medical Revive | To bring back a fallen ally, use this Ability to try and bring them back into fighting shape. The user creates a Link between themselves and a downed target within range, remaining in that state for 5 minutes. If left unbroken, the target is immediately brought back to 2 HP, and their Attack Stat reduced by 2 for the next 30 minutes.  This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Medical Revive has a 4 hour cooldown, regardless of if successful or not.}}
| N/A
| N/A
|-
|-
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|-
|-
| style="background-color:#ffcccc;" | Medical Bolster
| style="background-color:#ffcccc;" | Medical Bolster
| Buff Power
| Instant Technique
| 10 Blocks
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Grants the user {{#simple-tooltip: Medical Bolster | To protect an ally from harm, use this Ability to grant them 1 Block Token. While under the effects of this Block Token, the target’s Main Defense Stat is raised by 2, up to a maximum of 9. Medical Bolster has a 2 hour cooldown, and does not stack.}}
| Grants the user {{#simple-tooltip: Medical Bolster | To protect an ally from harm, use this Ability to grant them 1 Block Token. While under the effects of this Block Token, the target’s Defense is raised by 2, up to a maximum of 9. Medical Bolster has a 2 hour cooldown, and does not stack.}}
| N/A
| N/A
|-
|-
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|-
|-
| style="background-color:#ffcccc;" | Medical Barrier
| style="background-color:#ffcccc;" | Medical Barrier
| Active Technique
| Instant Technique
| Self
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Medical Barrier | To protect allies, use this Ability to create a temporary shield from danger. The user creates a mobile barrier, protecting themselves and any character within 2 blocks behind them from Abilities or Basic Attacks targeting them from the front. While active, the user can’t use other Abilities or perform Basic Attacks, but is able to move while Medical Barrier is in use. Medical Barrier can be held for a maximum of 20 minutes, and once ended is put on a 30 minute cooldown. }}
| Grants the user {{#simple-tooltip: Medical Barrier | The user holds up their a makeshift barrier, protecting themselves and any character within a 3x3 block area behind them. While active, the user can’t use their basic action, but gains a new action that replaces their Attack. As a reaction to an ally within Medical Barrier being targeted by an Attack Emote, the user can use this action to grant them +5 to the minimum result of their defense roll, and if they fail the defense roll, reduce any -HP damage by half (rounded up, minimum 0). If the triggering Basic Attack is a Ranged Emote Attack, this action does not consume the user's action, and they can use it again on a different attack in the same turn. Medical Barrier can be held for a maximum of 20 minutes, and once ended has a 1 Hour Cooldown.}}
| N/A
| N/A
|-
|-
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|-
|-
| style="background-color:#ffcccc;" | Medical Canteen
| style="background-color:#ffcccc;" | Medical Canteen
| Buff Power
| Instant Technique
| 5 Blocks
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Grants the user {{#simple-tooltip: Medical Canteen | To share bonuses with an ally, use this Ability when targeted with a Buff Power that is not Medical Canteen. Targeting an Ally within range, the user immediately grants a copy of the Buff Power they received to the target. This effect lasts for up to 30 minutes, after which Medical Canteen goes on a 1 hour cooldown.}}
| Grants the user {{#simple-tooltip: Medical Canteen | To share with an ally, use this Ability when affected by a beneficial Ability effect. When the user is targeted with an Ability by their Ally that is not Medical Canteen, the user may immediately grant a copy of the Ability they received to another Ally within range. Medical Canteen has a 1 hour cooldown.}}
| N/A
| N/A
|-
|-
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|-
|-
| style="background-color:#ffcccc;" | Medical Resist  
| style="background-color:#ffcccc;" | Medical Resist  
| Buff Power
| Instant Technique
| 10 Blocks
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Grants the user {{#simple-tooltip: Medical Resist | To reduce the harm an ally receives for a set amount of time, use this Ability on an Ally within range. For the next 10 minutes, the target only suffers minor wounds from any incoming damage that would affect them, or is reduced by 1 HP (but never to 0) in the Optional Combat System. Once ended, Medical Resist has a 2 hour cooldown, and does not stack.}}
| Grants the user {{#simple-tooltip: Medical Resist | To reduce the harm an ally receives for a set amount of time, use this Ability on an Ally within range. For the next 10 minutes any damage the target takes is reduced by 1 HP (but never to 0). Once ended, Medical Resist has a 2 hour cooldown, and does not stack.}}
| N/A
| N/A
|-
|-
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|-
|-
| style="background-color:#ffcccc;" | Medical Rescue
| style="background-color:#ffcccc;" | Medical Rescue
| Active Technique
| Instant Technique
| 10 Blocks
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Grants the user {{#simple-tooltip: Medical Rescue | To pull a target back to safety, use this Ability on an ally within range. Pulling the target to any block adjacent to the user, the target is granted 1 Block Token. Medical Rescue cannot be used as a reaction to an incoming attack, and has a cooldown of 2 hours.}}
| Grants the user {{#simple-tooltip: Medical Rescue | To pull a target back to safety, use this Ability on an ally within range. Pulling the target to any block adjacent to the user, the target is granted 1 Block Token. Medical Rescue cannot be used as a reaction to an incoming attack, and has a cooldown of 2 hours.}}
| N/A
| N/A
|-
|-
|}
|}


{{Proficiency}}
{{Proficiency}}
[[category:Proficiency]] [[category:Constitution Point Buy]]
[[category:Proficiency]] [[category:Constitution Point Buy]]

Latest revision as of 00:21, 27 May 2024

The Ability and Proficiency System
This page involves the Abilities and Proficiency system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the Abilities page. To see a broader explanation of the Abilities and Rules used on this page, read the Proficiency Page. To see an indexed list of all Abilities, read the Ability List Page.

Medical Point Buy is part of the Proficiency System. Medical Point Buy is specifically designed for support oriented characters. Medical Point Buy provides Packs for the Character to become proficient in Medicine for the purpose of keeping their friends alive and fighting against ailments.

Stance Ability

The Medical Stance Ability is required for all Medical Point Buy Abilities. This Ability cannot be point bought, but is included for free as long as one Medical Point Buy Pack has been purchased. This Ability does not do much besides enable further Medical Abilities. Stances cannot be Countered, Prevented, Canceled, or interrupted in any way. Please note, if your character has this Stance Ability, they cannot acquire any other Stance Abilities, regardless of their source.

Ability Name Ability Type Ability Range Ability Description Modifiers
Medical Stance Stance Technique Self

Grants the user Medical Stance

Medical Packs

Medical Buff Pack

This pack allows Medics to reverse the effects of proficiency loss in a target.

Ability Name Ability Type Ability Range Ability Description Modifiers
Medical Buff Instant Technique Emote Range

Grants the user Medical Buff

N/A

Medical Revive Pack

This pack allows Medics to revive an ally that’s been already downed.

Ability Name Ability Type Ability Range Ability Description Modifiers
Medical Revive Instant Technique Melee Range

Grants the user Medical Revive

N/A

Medical Bolster Pack

This pack allows Medics to empower the defenses of a single ally.

Ability Name Ability Type Ability Range Ability Description Modifiers
Medical Bolster Instant Technique 10 Blocks

Grants the user Medical Bolster

N/A

Medical Barrier Pack

This pack allows Medics to temporarily protect their allies from incoming harm.

Ability Name Ability Type Ability Range Ability Description Modifiers
Medical Barrier Instant Technique Self

Grants the user Medical Barrier

N/A

Medical Canteen Pack

This pack allows Medics to share any buffs they receive with a chosen ally within range.

Ability Name Ability Type Ability Range Ability Description Modifiers
Medical Canteen Instant Technique 5 Blocks

Grants the user Medical Canteen

N/A

Medical Resist Pack

This pack allows Medics to temporarily reduce the amount of damage an ally receives.

Ability Name Ability Type Ability Range Ability Description Modifiers
Medical Resist Instant Technique 10 Blocks

Grants the user Medical Resist

N/A

Medical Rescue Pack

This pack allows Medics to pull an ally back to safety.

Ability Name Ability Type Ability Range Ability Description Modifiers
Medical Rescue Instant Technique 10 Blocks

Grants the user Medical Rescue

N/A