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Tech Point Buy: Difference between revisions

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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.
}}
The Tech Point Buy is part of the bigger Proficiency System. Please read the Proficiency Page first before reading this one. Tech Point Buy provides Packs for the Character to become proficient in Engineering and using Technology for either combat or utility.  
The Tech Point Buy is part of the bigger Proficiency System. Please read the Proficiency Page first before reading this one. Tech Point Buy provides Packs for the Character to become proficient in Engineering and using Technology for either combat or utility.  
===Tech Ghost===
Tech Ghost provides unique Roleplay Function for Roboticist flavor. Firstly, Tech Ghost allows the user to produce Automata, which are autonomous programmed robots. If the Automata is Played Separately, see the [[Mystech]] page for all rules. If the Automata is strictly an extension of the Technician Character, then the same design guidelines apply, but they do not gain their own Proficiencies (or the Mechanics on the Mystech page), and instead must follow this section's rules. Tech Ghost Automata can be remotely controlled by their creators: they cannot be in the same scene (unless it's no-stakes Social RP), and must have the same Proficiency investments as the creator, ignoring the logic of a robot casting Magic. This does not count as a disguise. If the creator of the Automaton dies in Roleplay, their consciousness is transferred to one of their Automata, and they continue to live as a robot (now becoming [[Mystech]]). Tech Ghost is gained for free upon Point Buying any Tech Point Buy Pack.


===Tech Talent===
==Tech Branches==
Talents provide somewhat broad descriptions of out-of-combat things a Character can do that have a vaguely or explicit technological feel to them. This includes but is not limited to replacing limbs with prosthetics, producing technological solutions for handicaps such as hoverchairs for those who are wheelchair bound, require artificial wombs, want to make air conditioning or washing machines, or generally add mechanical parts to daily tasks or the body to create a better standard of living. 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.
Technicians should pick one (or two!) of the [[Technology Branches]] as an aesthetic for their Ability use and designs they create. Each Character may have up to two, though ([[Qadir]]) and some [[Afflictions]] get exceptions.
 
==Technological Branches==
Before Point Buying any Packs, it is important to settle on one of the [[Technology Branches]] as a style. Each Character may only have a single Technological Branch (though some exceptions exist, explained on the page). The Technological Branch roughly provides context to the aesthetics of Abilities (and Specials) used by a Technician. Some Races or Afflictions may have different rules regarding Branches, all exceptions and limitations are provided on the linked page.
 
==Tech Packs==
==Tech Packs==
===Tech Sanction Pack===
===Tech Exchange Pack===
This pack allows Technicians to protect an ally and relocate them.
This pack is for Technicians that wish to risk themselves for an ally.
{| class="wikitable" style="width:50%;"
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#cdc5bb;" | Tech Sanction
| style="background-color:#cdc5bb;" | Tech Exchange
| Passive Technique
| Movement 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: 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: Tech Sanction | To protect an ally, Target an ally and give them +1 Block Counter, then, pull the Target ally towards the user, causing them to land next to the user (on either side). This Ability can also be used on Allies that are up on roofs, as it ignores fall damage.  
| Grants the user {{#simple-tooltip: Tech Exchange | To reposition an ally, target an ally within range to trade positions with them. This movement can be used through other characters, does not trigger Opportunity Attacks, but the user is given the Trapped Status Effect for the next turn. Tech Exchange has a 1 hour cooldown.}}
}}
| N/A
| N/A
|-
|-
|}
|}


===Tech Barrier===
===Tech Resist===
This pack allows Technicians to protect an ally from ranged attacks.
This pack allows Technicians to exchange weakness for resistance.
{| class="wikitable" style="width:50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#cdc5bb;" | Radiant Barrier
| Buff Power
| {{#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: Radiant Barrier| To protect an ally from Ranged Attacks, use this Ability to make them immune to Mundane Ranged, Magical Ranged and Firearms Attack Emotes. This Ability is a Link Power, and remains active for as long as the Link Power is active. If the Link Power is broken or removed, Radiant Barrier has a 1 Hour Cooldown.
}}
| N/A
|-
|}
===Tech Armory Pack===
This pack allows Technicians to create a weapon, with unique rules.
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#cdc5bb;" | Tech Armory
| style="background-color:#cdc5bb;" | Tech Resist
| Passive Technique
| Instant 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: Tech Armory| to protect self, this Ability grants the user a passive +1 Block Counter that is always active, even outside of combat, and refreshes if removed at the end of Combat. However, the user can no longer wear conventional armor. Tech Armory has no Cooldown.  
| Grants the user {{#simple-tooltip: Tech Resist | To specialize against a specific attack, choose either Melee, or Ranged and Deadeye. For the next 30 minutes, the user takes 1 HP less damage from the chosen attack type (never to 0), but deals 1HP less damage on their Attacks. Once ended, Tech Resist goes on a 2 hour cooldown.}}
}}
| N/A
| N/A
|-
|-
|}
|}
===Tech Gravity Pack===
 
This pack allows Technicians to move those nearby either further or closer.
===Tech Assimilate===
This pack allows Technicians to protect themselves at the cost of their health..
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#cdc5bb;" | Tech Gravity
| style="background-color:#cdc5bb;" | Tech Assimilate
| Passive Technique
| Counter 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: Tech Gravity| To change enemy distance, this Ability has two optional functions. Either pull everyone in 5 Blocks (including allies) towards the user, landing 1 Block away from them, or push everyone in 5 Blocks away from the user by 10 Blocks. In both instances, this counted as Knockback. Tech Gravity has a 1 Hour Cooldown.  
| Grants the user {{#simple-tooltip: Tech Assimilate | To protect the user from harm, the user sets their maximum HP to 2 and gains 6 Block Tokens which exceed the limit. For the duration of this ability, any instances of 1HP damage caused by other characters is reduced to 0, unless that damage was already reduced by another source, and the user cannot benefit from HP threshold mechanics while active. If the user were to take -1HP damage, it does not ignore Block Tokens, and instead breaks a Block Token. Tech Assimilate ends when the last Block Token is Broken, and has a 2 Hour Cooldown.}}
}}
| N/A
| N/A
|-
|-
|}
|}
===Tech Rockets Pack===
 
This pack allows Technicians to place debuffs on those with Link Powers.
===Tech Auto Pack===
This pack allows Technicians to make their attacks land easier, but become less effective.
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#cdc5bb;" | Tech Rockets
| style="background-color:#cdc5bb;" | Tech Auto
| Passive Technique
| Instant 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: Tech Rockets| To make foes more vulnerable, use this Ability to target 3 Enemies in range. If any of them have a Link Power applied to them (even harmful ones), they automatically gain the Brittle Debuff (though it does not Counter or Break Links). The effect that reacts to Link Powers cannot be removed until end of Combat, and cannot Stack on the same person. Tech Rockets has a 2 Hour Cooldown.  
| Grants the user {{#simple-tooltip: Tech Auto | To increase reliability, the user raises the minimum result on Attack rolls to 5 for the next 3 turns. During this time, the user’s damage from Attack rolls are reduced to 1 HP. Once ended, Tech Auto goes on a 30 minute cooldown.
}}
}}
| N/A
| N/A
|-
|-
|}
|}
===Tech Antimagi Pack===
===Tech Livewire Pack===
This pack allows Technicians to counter the use of a magic spell.
This pack allows Technicians to isolate a target from Link Powers.
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#cdc5bb;" | Tech Antimagi
| style="background-color:#cdc5bb;" | Tech Livewire
| Passive Technique
| Link 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: 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: Tech Antimagi| To negate Magic, use this Ability to Counter one Radiant or Sinistral Spell Point Buy Ability. When Countered, that Ability is forced on half the usual Cooldown for the Spell user. Tech Antimagi has a 1 Hour Cooldown.  
| Grants the user {{#simple-tooltip: Tech Livewire | To prevent Link Powers, the user places a Link Power of their own on a character within range. As long as this Link is upheld, both the user and the Target cannot be affected by Link Powers. Tech Livewire lasts for up to 30 minutes. Links applied before this ability remain. Tech Livewire does Not Stack, and once broken goes on a 2 Hour Cooldown.
}}
}}
| N/A
| N/A
|-
|-
|}
|}
===Tech Lasso Pack===
===Tech Exhaust Pack===
This pack allows Technicians to bring an enemy or an ally closer to them.
This pack allows Technicians to burn up bad effects for good outcomes.
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#cdc5bb;" | Tech Lasso
| style="background-color:#cdc5bb;" | Tech Exhaust
| Passive Technique
| Instant 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: Tech Lasso| To drag a foe closer, use this Ability to pull the Target from Emote Range towards the user. If the user is on roughly the same horizontal level as the user, they are pulled to land 2 Blocks close to the user. If they are on a different verticality (like on a roof), they are pulled off the nearest ledge and take 1 HP falling damage if they fall more than 6 Blocks, unless they have Fall Damage Immunity. Tech Lasso has a 1 Hour Cooldown.
| Grants the user {{#simple-tooltip: Tech Exhaust | When the user is affected by a Status Effect that would negatively affect them (disables an Ability, Action, or movement that the character has), use this ability to set that Status Effect’s duration to 30 Minutes, and prevent its removal except by this ability. The user gains 1 Block Token Instantly, and sets their Movement Speed to 15 Blocks. Additionally, for the user’s Attack and Defense Rolls, their minimum roll is now 2, instead of 1. Tech Exhaust goes on cooldown once ended, and can only be used Once Per Combat.  
}}
}}
| N/A
| N/A
|-
|-
|}
|}
===Tech Stim Pack===
===Tech Charge Pack===
This pack allows Technicians to raise the stats of an ally.
This pack allows Technicians to raise the stats of an ally.
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#cdc5bb;" | Tech Stim
| style="background-color:#cdc5bb;" | Tech Charge
| Passive Technique
| Instant 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: 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: Tech Stim| To buff an ally, use this Ability to target them with a Link Power. Choose to apply either +2 Main Combat Stat (break cap up to 11) or +2 Main Defense Stat (break cap up to 9) for as long as the Link Power lasts. Tech Stim has a 2 Hour Cooldown, that is activated when the Link Power is Broken, not when it is first used.
| Grants the user {{#simple-tooltip: Tech Charge | To empower an ally, grant a character within range +2 (breaks cap up to 11/9) to either their Attack or Defense for the next 30 minutes. For as long as Tech Charge is active, the user takes -2 from Attack or Defense (can go into negatives), depending on what was chosen. Tech Charge does not stack, and once ended, goes on a 1 Hour Cooldown.
}}
| N/A
|-
|}
===Tech Suit Pack===
This pack allows Technicians to use Wisdom and Magic as their combat stats.
{| class="wikitable" style="width:50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#cdc5bb;" | Tech Suit
| Passive Technique
| {{#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: Tech Suit| To change the rules of combat, use this Ability to activate a Tech Suit (think Iron Man) for the user. Upon activating this Ability, Wisdom Proficiency will apply for Main Defense Stat (instead of for example Constitution), and the user gains +1 Block Counter. This Ability does not consume an Action, and can be used reactively to prevent damage from applying. Tech Suit has no Cooldown, but when it is activated, it cannot be removed until end of Combat.  
}}
}}
| N/A
| N/A
|-
|-
|}
|}
===Tech Hook Pack===
===Hook Shot Pack===
This pack allows Technicians to scale buildings with a grappling hook.
This pack allows Technicians to scale buildings with a grappling hook.
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|-
|-
| style="background-color:#cdc5bb;" | Hook Shot
| style="background-color:#cdc5bb;" | Hook Shot
| Active Technique  
| Movement Technique  
| {{#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).}}
| {{#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: Hook Shot | The user fires a grappling hook attached to a projectile, leaving behind a sturdy rope. This can be shot upwards whilst directly beneath a block, allowing the user to climb to the top of it. Additionally, this can be shot across a horizontal gap to establish a zip-line that can be slid down to cross to the other side, but the use of this ability must always be fired downwards by at least a single block. The rope is only strong enough to support one person at a time. Hook Shot has a 1-hour cooldown. }}
| Grants the user {{#simple-tooltip: Hook Shot | To get around quickly, the user instantly fires a grappling hook to propel themselves to anywhere within range, Horizontally or Vertically, with limits. This can be shot upwards whilst directly beneath a block, allowing the user to climb to the top of it. Additionally, this can be shot across a horizontal gap to establish a zip-line that can be slid down to cross to the other side. Hook Shot has a 4 hour cooldown. If Hook Shot is used outside of Combat, it has a Range of Emote Range.}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
|}
|}
===Tech Ghost Pack===
{{Proficiency}}
The Tech Ghost Pack does not include any Abilities, but Roleplay functions. Firstly, Tech Ghost allows the user to produce Automata, which are autonomous programmed robots that are played by other players (and require Character Applications of their own), which have 14 Proficiency points (but cannot invest in Magic or Faith, and subsequent Point Buy, nor can they Point Buy Tech Ghost) and speaks all languages the creator speaks (except Point Bought Languages). Automata can change their aesthetics but no changes to their body ever amount to a Disguise, unless they use a Disguise Ability. They do not age but are always created physically and mentally as adults. If the owner of this Pack dies in Roleplay, their consciousness is transferred to one of their Automata, and they continue to live as a robot.
[[category:Proficiency]] [[category:Intelligence Point Buy]]

Latest revision as of 20:52, 9 June 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.

The Tech Point Buy is part of the bigger Proficiency System. Please read the Proficiency Page first before reading this one. Tech Point Buy provides Packs for the Character to become proficient in Engineering and using Technology for either combat or utility.

Tech Ghost

Tech Ghost provides unique Roleplay Function for Roboticist flavor. Firstly, Tech Ghost allows the user to produce Automata, which are autonomous programmed robots. If the Automata is Played Separately, see the Mystech page for all rules. If the Automata is strictly an extension of the Technician Character, then the same design guidelines apply, but they do not gain their own Proficiencies (or the Mechanics on the Mystech page), and instead must follow this section's rules. Tech Ghost Automata can be remotely controlled by their creators: they cannot be in the same scene (unless it's no-stakes Social RP), and must have the same Proficiency investments as the creator, ignoring the logic of a robot casting Magic. This does not count as a disguise. If the creator of the Automaton dies in Roleplay, their consciousness is transferred to one of their Automata, and they continue to live as a robot (now becoming Mystech). Tech Ghost is gained for free upon Point Buying any Tech Point Buy Pack.

Tech Branches

Technicians should pick one (or two!) of the Technology Branches as an aesthetic for their Ability use and designs they create. Each Character may have up to two, though (Qadir) and some Afflictions get exceptions.

Tech Packs

Tech Exchange Pack

This pack is for Technicians that wish to risk themselves for an ally.

Ability Name Ability Type Ability Range Ability Description Modifiers
Tech Exchange Movement Technique 10 Blocks

Grants the user Tech Exchange

N/A

Tech Resist

This pack allows Technicians to exchange weakness for resistance.

Ability Name Ability Type Ability Range Ability Description Modifiers
Tech Resist Instant Technique Self

Grants the user Tech Resist

N/A

Tech Assimilate

This pack allows Technicians to protect themselves at the cost of their health..

Ability Name Ability Type Ability Range Ability Description Modifiers
Tech Assimilate Counter Technique Self

Grants the user Tech Assimilate

N/A

Tech Auto Pack

This pack allows Technicians to make their attacks land easier, but become less effective.

Ability Name Ability Type Ability Range Ability Description Modifiers
Tech Auto Instant Technique Self

Grants the user Tech Auto

N/A

Tech Livewire Pack

This pack allows Technicians to isolate a target from Link Powers.

Ability Name Ability Type Ability Range Ability Description Modifiers
Tech Livewire Link Technique Emote Range

Grants the user Tech Livewire

N/A

Tech Exhaust Pack

This pack allows Technicians to burn up bad effects for good outcomes.

Ability Name Ability Type Ability Range Ability Description Modifiers
Tech Exhaust Instant Technique Self

Grants the user Tech Exhaust

N/A

Tech Charge Pack

This pack allows Technicians to raise the stats of an ally.

Ability Name Ability Type Ability Range Ability Description Modifiers
Tech Charge Instant Technique Emote Range

Grants the user Tech Charge

N/A

Hook Shot Pack

This pack allows Technicians to scale buildings with a grappling hook.

Ability Name Ability Type Ability Range Ability Description Modifiers
Hook Shot Movement Technique 10 Blocks

Grants the user Hook Shot