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The Theurgy Point buy is part of the bigger [[Proficiency]] System. Please read the Proficiency Page first before reading this one. Theurgy Point Buy provides Packs for a Character to become proficient in a Faith-based curse and debuff style of combat, using spirits, rituals, and blood-magic to hamper enemies. Theurgy Point buy thrives with | {{ 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. | |||
}} | |||
The Theurgy Point buy is part of the bigger [[Proficiency]] System. Please read the Proficiency Page first before reading this one. Theurgy Point Buy provides Packs for a Character to become proficient in a Faith-based curse and debuff style of combat, using spirits, rituals, and blood-magic to hamper enemies. Theurgy Point buy thrives with a source of healing, but can be costly near the end of fights. | |||
==Theurgy Point Buy Rules== | ==Theurgy Point Buy Rules== | ||
* In order to Point Buy any Packs from Theurgy Point Buy, the Character must be a devout [[ | * In order to Point Buy any Packs from Theurgy Point Buy, the Character must be a devout worshiper of any [[Religion]]. | ||
* Theurgy Point Buy derives its power from the Gods, | * Theurgy Point Buy derives its power from the Gods, so it is considered God Magic, and not Planar Magic. | ||
* Theurgy Point Buy | * Theurgy Point Buy can, however, be treated as Planar [[Magic]], for religions that favor Planar Magic, or for Characters who can't/won't mix God & Planar Magic. | ||
* The above rule is "all or nothing" meaning Theurgy Point Buy Packs must be All God Magic, or All Planar Magic. | |||
* Theurgy Point Buy should generally have aesthetics of rituals, blood magic/sacrifice, and works best with the aesthetics of the following Religions: Evolism and Pagan Faiths. | |||
== | ==Stance Ability== | ||
Theurgy Point Buy | The Hex Stance Stance Ability is required for all Theurgy Point Buy Abilities. This Ability cannot be point bought, but is included for free as long as at least one Theurgy Point Buy Pack has been purchased. This Ability does not do much besides enable further Theurgy Abilities, while adding some baseline buffs. As a general ground rule. Stances cannot be Countered, Prevented, Cancelled, 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.''' | ||
===Hex Stance Pack=== | |||
===Hex | This Pack allows the Theurgist to use Faith as their Main Defense. | ||
{| class="wikitable" style="width:50%;" | {| class="wikitable" style="width:50%;" | ||
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! Modifiers | ! Modifiers | ||
|- | |- | ||
| style="background-color:#f5d5f7;" | Hex | | style="background-color:#f5d5f7;" | Hex Stance | ||
| 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: Hex | | Grants the user {{#simple-tooltip: Hex Stance | During Hex Stance, the user cannot use Abilities from the following categories: Shielding Point Buy. While in Combat, the user is able to spend 1HP from their own health to Upcast, which alters their Theurgy Point Buy Abilities. When the user reaches 4 HP, they are able to pull HP from any (even unwilling) Ally within Emote Range to Upcast. Stances are indefinite, but can be ended any time for a 20 minute Cooldown.}} | ||
| N/A | | N/A | ||
|- | |- | ||
|} | |} | ||
===Hex | |||
==Theurgy Point Buy Packs== | |||
===Hex Doom Pack=== | |||
This pack is for cultists who want to curse themselves, and their enemies, making the both of them suffer. | |||
{| class="wikitable" style="width: 50%;" | {| class="wikitable" style="width: 50%;" | ||
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;" | |- style="font-weight:bold; text-align:center; background-color:#c0c0c0;" | ||
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! style="width: 10%; | Modifiers | ! style="width: 10%; | Modifiers | ||
|- | |- | ||
| style="background-color:#f5d5f7;" | Hex | | style="background-color:#f5d5f7;" | Hex Doom | ||
| | | Link Power | ||
| {{#simple-tooltip: | | {{#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: Hex | | Grants the user {{#simple-tooltip: Hex Doom | To bring someone down with you, place a Link Power on an Enemy within range. While this link is upheld, both the user and the target have the Cursed Status Effect applied to them for the next 30 minutes. Once ended or broken, Hex Doom goes on a 1 Hour cooldown. <u>'''To upcast, spend 1 HP when it triggers to do the following::'''</u> A 2nd Link Power can be established on a different Enemy within range.}} | ||
| N/A | | N/A | ||
|- | |- | ||
|} | |} | ||
=== | ===Hex Plot Pack=== | ||
This pack | This pack is for cultists who want to mitigate any damage they may do to themselves with their rituals and spells. | ||
{| class="wikitable" style="width: 50%;" | {| class="wikitable" style="width: 50%;" | ||
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;" | |- style="font-weight:bold; text-align:center; background-color:#c0c0c0;" | ||
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| Passive Power | | Passive Power | ||
| {{#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: Hex Plot| To | | Grants the user {{#simple-tooltip: Hex Plot | To upcast more often, this Ability activates automatically when the user has Upcast an ability three times, healing the user by 2 HP. Hex Plot can trigger multiple times, and has no cooldown. <u>'''To upcast, spend 1 HP to do the following::'''</u> When triggered, additionally gain +2 Defense (breaks cap up to 9) for the next two turns.}} | ||
| N/A | | N/A | ||
|} | |} | ||
=== | |||
This pack | ===Hex Aura Pack=== | ||
This pack is for cultists who want to punish enemies that interfere with their magic and rituals, disorienting them. | |||
{| class="wikitable" style="width: 50%;" | {| class="wikitable" style="width: 50%;" | ||
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;" | |- style="font-weight:bold; text-align:center; background-color:#c0c0c0;" | ||
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| style="background-color:#f5d5f7;" | Hex Aura | | style="background-color:#f5d5f7;" | Hex Aura | ||
| Passive Power | | Passive Power | ||
| {{#simple-tooltip: | | {{#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: Hex Aura| To | | Grants the user {{#simple-tooltip: Hex Aura | To debilitate one’s enemies, Hex Aura is a constant effect radiating ominous whispers around the user. The first time an Ability used by the user or an Ally is staggered or dispelled by a character within range, they have the Confused Status Effect applied to them for the next two turns as unwanted knowledge fills their mind. Hex Aura can be maintained indefinitely, but can only target a specific character once per Combat Scene. <u>'''To upcast, spend 1 HP when it triggers to do the following::'''</u> When a target triggers the Aura’s effects, they are instead Confused for 3 turns instead of 2, and can trigger the Aura again if another Ability is Countered or Dispelled.}} | ||
| N/A | | N/A | ||
|} | |} | ||
=== | |||
This pack | ===Hex Madness Pack=== | ||
This pack is for cultists who want to turn their enemies against one each other with corruptive magic. | |||
{| class="wikitable" style="width: 50%;" | {| class="wikitable" style="width: 50%;" | ||
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! style="width: 10%; | Modifiers | ! style="width: 10%; | Modifiers | ||
|- | |- | ||
| style="background-color:#f5d5f7;" | Hex | | style="background-color:#f5d5f7;" | Hex Madness | ||
| | | Instant 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).}} | | {{#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: Hex | | Grants the user {{#simple-tooltip: Hex Madness | To cause an uproar on the enemy team, use this Ability to target an enemy, without expending their turn, the Target makes an attack on any one of their allies within range. Hex Madness is considered Hidden, and has a 2 hour cooldown once used. <u>'''To upcast, spend 1 HP when it triggers to do the following::'''</u> Instead of making one attack, the cursed target makes two attacks against different targets within range.}} | ||
| N/A | | N/A | ||
|- | |- | ||
|} | |} | ||
=== | |||
This pack | ===Hex Bloodlet Pack=== | ||
This pack is for cultists who want to use the blood of their enemies to empower themselves. | |||
{| class="wikitable" style="width: 50%;" | {| class="wikitable" style="width: 50%;" | ||
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! style="width: 10%; | Modifiers | ! style="width: 10%; | Modifiers | ||
|- | |- | ||
| style="background-color:#f5d5f7;" | Hex | | style="background-color:#f5d5f7;" | Hex Bloodlet | ||
| Instant Power | | Instant Power | ||
| {{#simple-tooltip: | | {{#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: Hex | | Grants the user {{#simple-tooltip: Hex Bloodlet | As a reaction to landing a successful attack against a target, use this Ability to drain the blood of the Target as well. The target has the Weakened Status Effect applied to them for the next 2 turns, and the user gains 1 HP. Once used, Hex Bloodlet goes on a 1 Hour cooldown, and does not take an action. <u>'''To upcast, spend 1 HP when it triggers to do the following::'''</u> The user does not gain any HP, instead applying the Brittle Status Effect.}} | ||
| N/A | | N/A | ||
|- | |- | ||
|} | |} | ||
=== | |||
This pack | ===Hex Parasite Pack=== | ||
This pack is for cultists who want to steal their enemies' boons and buffs, allowing them to benefit from them, too. | |||
{| class="wikitable" style="width: 50%;" | {| class="wikitable" style="width: 50%;" | ||
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;" | |- style="font-weight:bold; text-align:center; background-color:#c0c0c0;" | ||
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| Instant Power | | Instant 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).}} | | {{#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: Hex Parasite | To steal benefits from an | | Grants the user {{#simple-tooltip: Hex Parasite | To steal the benefits of an Ability from an Enemy, use this in response to a Character using an Ability from Medical, Cleric, or Magic Point Buy. The user counts as one extra target for that Ability, gaining any benefits it might grant while ignoring any targeting limitations. If the Ability was a Link Power, it cannot be willingly ended prematurely. Hex Parasite has a 2 hour cooldown. <u>'''To upcast, spend 1 HP when it triggers to do the following::'''</u> The target also has the Confused Status Effect applied for the next ten minutes.}} | ||
| N/A | | N/A | ||
|- | |- | ||
|} | |} | ||
=== | ===Hex Guide Pack=== | ||
This pack | This pack is for the gracious cultists who help their allies strike true. | ||
{| class="wikitable" style="width: 50%;" | {| class="wikitable" style="width: 50%;" | ||
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;" | |- style="font-weight:bold; text-align:center; background-color:#c0c0c0;" | ||
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| Instant Power | | Instant 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).}} | | {{#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: Hex Guide | To help an ally in a fight, use this ability as a reaction to an ally missing | | Grants the user {{#simple-tooltip: Hex Guide | To help an ally in a fight, use this ability as a reaction to an ally missing an attack roll. For their next two attacks, grant the ally +1 Attack Stat that breaks cap up to 11. Hex Guide does not stack, and has a 1 hour cooldown. <u>'''To upcast, spend 1 HP when it triggers to do the following::'''</u> The ally instead gains +2 to their Attack and Defense for the next two turns.}} | ||
| N/A | | N/A | ||
|- | |- | ||
|} | |} | ||
===Hex Apocalypse Pack=== | |||
This pack is for cultists who seal off all of their magic and rituals, in exchange for an explosive boost of power, that also eats away at their health. | |||
{| class="wikitable" style="width: 50%;" | |||
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;" | |||
! style="width: 10%; | Ability Name | |||
! style="width: 10%; | Ability Type | |||
! style="width: 10%; | Ability Range | |||
! style="width: 20%; | Ability Description | |||
! style="width: 10%; | Modifiers | |||
|- | |||
| style="background-color:#f5d5f7;" | Hex Apocalypse | |||
| Instant Power | |||
| {{#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: Hex Apocalypse | To go all out, use this Ability to put all available Abilities, from Point Buy and/or Custom Kits, on a forced 4 Hour Cooldown, regardless of the actual Cooldown, even Passive Abilities which do not usually have Cooldowns. For every ability placed on Cooldown, the user gains +1 Attack and Defense up to a total maximum of 9. Finally, after 3 turns the user begins to take 1 HP of Damage at the start of every turn. Hex Apocalypse ends once the user is downed, and has a cooldown of 1 Hour, and if Dispelled reverts the Cooldowns on Abilities. <u>'''To upcast, spend 1 HP when it triggers to do the following::'''</u> Add an additional 3 turns before the user begins to take 1 HP of damage every turn.}} | |||
| N/A | |||
|- | |||
|} | |||
{{Proficiency}} | {{Proficiency}} |
Latest revision as of 20:59, 13 March 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 Theurgy Point buy is part of the bigger Proficiency System. Please read the Proficiency Page first before reading this one. Theurgy Point Buy provides Packs for a Character to become proficient in a Faith-based curse and debuff style of combat, using spirits, rituals, and blood-magic to hamper enemies. Theurgy Point buy thrives with a source of healing, but can be costly near the end of fights.
Theurgy Point Buy Rules
- In order to Point Buy any Packs from Theurgy Point Buy, the Character must be a devout worshiper of any Religion.
- Theurgy Point Buy derives its power from the Gods, so it is considered God Magic, and not Planar Magic.
- Theurgy Point Buy can, however, be treated as Planar Magic, for religions that favor Planar Magic, or for Characters who can't/won't mix God & Planar Magic.
- The above rule is "all or nothing" meaning Theurgy Point Buy Packs must be All God Magic, or All Planar Magic.
- Theurgy Point Buy should generally have aesthetics of rituals, blood magic/sacrifice, and works best with the aesthetics of the following Religions: Evolism and Pagan Faiths.
Stance Ability
The Hex Stance Stance Ability is required for all Theurgy Point Buy Abilities. This Ability cannot be point bought, but is included for free as long as at least one Theurgy Point Buy Pack has been purchased. This Ability does not do much besides enable further Theurgy Abilities, while adding some baseline buffs. As a general ground rule. Stances cannot be Countered, Prevented, Cancelled, 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.
Hex Stance Pack
This Pack allows the Theurgist to use Faith as their Main Defense.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Hex Stance | Stance Technique | Self | Grants the user Hex Stance | N/A |
Theurgy Point Buy Packs
Hex Doom Pack
This pack is for cultists who want to curse themselves, and their enemies, making the both of them suffer.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Hex Doom | Link Power | Emote Range | Grants the user Hex Doom | N/A |
Hex Plot Pack
This pack is for cultists who want to mitigate any damage they may do to themselves with their rituals and spells.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Hex Plot | Passive Power | Self | Grants the user Hex Plot | N/A |
Hex Aura Pack
This pack is for cultists who want to punish enemies that interfere with their magic and rituals, disorienting them.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Hex Aura | Passive Power | 5 Blocks | Grants the user Hex Aura | N/A |
Hex Madness Pack
This pack is for cultists who want to turn their enemies against one each other with corruptive magic.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Hex Madness | Instant Power | Emote Range | Grants the user Hex Madness | N/A |
Hex Bloodlet Pack
This pack is for cultists who want to use the blood of their enemies to empower themselves.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Hex Bloodlet | Instant Power | Self | Grants the user Hex Bloodlet | N/A |
Hex Parasite Pack
This pack is for cultists who want to steal their enemies' boons and buffs, allowing them to benefit from them, too.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Hex Parasite | Instant Power | Emote Range | Grants the user Hex Parasite | N/A |
Hex Guide Pack
This pack is for the gracious cultists who help their allies strike true.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Hex Guide | Instant Power | Emote Range | Grants the user Hex Guide | N/A |
Hex Apocalypse Pack
This pack is for cultists who seal off all of their magic and rituals, in exchange for an explosive boost of power, that also eats away at their health.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Hex Apocalypse | Instant Power | Self | Grants the user Hex Apocalypse | N/A |
|