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The Chem Point Buy is part of the bigger Proficiency System. Please read the [[Proficiency]] Page first before reading this one. Chem Point Buy provides Packs for the Character to become proficient in Alchemy and Chemistry for either combat or utility. | The Chem Point Buy is part of the bigger Proficiency System. Please read the [[Proficiency]] Page first before reading this one. Chem Point Buy provides Packs for the Character to become proficient in Alchemy and Chemistry for either combat or utility. | ||
===Chem Feeding=== | ===Chem Feeding=== | ||
Chem Feeding does not grant any Abilities, but grants utility for dealing with the Afflicted. The Chemist can produce Magic Aureates, which are apple-sized edible crystals which can satiate the feeding hunger of Vampires or Geists. The same object sates any of their hungers as if they have fed from a real person. Aureates can be produced one of two ways. Firstly, the Chemist must use an attack emote against someone | Chem Feeding does not grant any Abilities, but grants utility for dealing with the Afflicted. The Chemist can produce Magic Aureates, which are apple-sized edible crystals which can satiate the feeding hunger of Vampires or Geists. The same object sates any of their hungers as if they have fed from a real person. Aureates can be produced one of two ways. Firstly, the Chemist must use an attack emote against someone. If they succeed in doing at least 1 HP damage, they gain 1 Magic Aureate, and only one can be produced per day. The second method, is to take a blood sample of their own, and mix it through a complex alchemical process to become a Magic Aureate. Up to three can be produced this way, but any Afflicted who consumes this Aureate becomes enthralled to the Chemist, meaning they listen to the commands and directives of the chemist against their will (this is all within reason, and with consent, the Chemist should not start acting against the interest of the Afflicted, and any weirdness forces the addiction to be retconned). This mechanic is disabled if the Chemist becomes Afflicted themselves. The only exception to this is if the Chemist has an Invaded or Vested Spirit Affliction. Chem Feeding is gained for free upon Point Buying any Chem Point Buy Pack. | ||
==Chem Packs== | ==Chem Packs== | ||
===Chem Bolts Pack=== | ===Chem Bolts Pack=== | ||
This pack allows Alchemists to use their concoctions to attack at ranged, harming their enemies from afar. '''Please note, if your character has this Stance Ability, they cannot acquire any other Stance Abilities, regardless of their source.''' | |||
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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: Chem Bolts | To throw (or shoot with some contraption) alchemical bombs, poisons, or vials, the user gains either Ranger Stance or Deadeye Stance, which activates when this Ability is used. The stance chosen functions with some alchemy/technology, not a weapon, but does not count for using that Stance’s associated Abilities. Additionally, once per combat, the user can deal -1HP damage to themselves, and grant +5 to the final result of their next Attack Roll. Chem Bolts | | Grants the user {{#simple-tooltip: Chem Bolts | To throw (or shoot with some contraption) alchemical bombs, poisons, or vials, the user gains either Ranger Stance or Deadeye Stance, which activates when this Ability is used. The stance chosen functions with some alchemy/technology, not a weapon, but does not count for using that Stance’s associated Abilities. Additionally, once per combat, the user can deal -1HP damage to themselves, and grant +5 to the final result of their next Attack Roll. Chem Bolts can be upheld indefinitely, but has a 20 minute cooldown once ended.}} | ||
| {{#simple-tooltip: N/A }} | | {{#simple-tooltip: N/A }} | ||
|- | |- | ||
|} | |} | ||
===Chem Hyperfocus Pack=== | ===Chem Hyperfocus Pack=== | ||
This pack allows Alchemists to increase their strength at the cost of their defense. | This pack allows Alchemists to increase their strength at the cost of their defense. | ||
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|- | |- | ||
| style="background-color:#e5ffcc;" | Chem Hyperfocus | | style="background-color:#e5ffcc;" | Chem Hyperfocus | ||
| | | 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: Chem Hyperfocus | To become good at one thing only, choose Attack Stat or Defense Stat. Raise the chosen Stat by +2 (breaks cap up to 11 or 9), and lower the other stat by -3 (can go into minus). This effect remains active until the end of Combat. This Ability does not use an Action. This Ability cannot be re-used until the effect has ended.}} | | Grants the user {{#simple-tooltip: Chem Hyperfocus | To become good at one thing only, choose Attack Stat or Defense Stat. Raise the chosen Stat by +2 (breaks cap up to 11 or 9), and lower the other stat by -3 (can go into minus). This effect remains active until the end of Combat. This Ability does not use an Action. This Ability cannot be re-used until the effect has ended.}} | ||
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|} | |} | ||
===Chem Cleanse Pack=== | ===Chem Cleanse Pack=== | ||
This pack allows Alchemists to cleanse their own Status Effects. | This pack allows Alchemists to cleanse their own Status Effects, but at a cost to their own health. | ||
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|- | |- | ||
| style="background-color:#e5ffcc;" | Chem Cleanse | | style="background-color:#e5ffcc;" | Chem Cleanse | ||
| | | 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: Chem Cleanse | To remove Status Effects from self, use this Ability to instantly remove one (choice, if multiple) Status Effects from the user, but deal 1HP Damage to self. Chem Cleanse has a 15 Minute Cooldown.}} | | Grants the user {{#simple-tooltip: Chem Cleanse | To remove Status Effects from self, use this Ability to instantly remove one (choice, if multiple) Status Effects from the user, but deal 1HP Damage to self. Chem Cleanse has a 15 Minute Cooldown.}} | ||
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===Chem Bloodboil Pack=== | ===Chem Bloodboil Pack=== | ||
This pack allows Alchemists to | This pack allows Alchemists to poison themselves, but also poison any enemy who hurts them, in exchange. | ||
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|- | |- | ||
| style="background-color:#e5ffcc;" | Chem Bloodboil | | style="background-color:#e5ffcc;" | Chem Bloodboil | ||
| | | 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: Chem Bloodboil | To make the user’s blood caustic, immediately deal -2HP damage to self, but automatically deal 1HP damage to Target enemy the next 3 times the user takes damage from Target enemy’s Attack Emote, which can be multiple Enemies. Chem Bloodboil can be used Once Per Combat.}} | | Grants the user {{#simple-tooltip: Chem Bloodboil | To make the user’s blood caustic, immediately deal -2HP damage to self, but automatically deal 1HP damage to Target enemy the next 3 times the user takes damage from Target enemy’s Attack Emote, which can be multiple Enemies. However, if only one Enemy, maximum -2HP to Enemy. Chem Bloodboil can be used Once Per Combat.}} | ||
| N/A | | N/A | ||
|- | |- | ||
|} | |} | ||
===Technique Parry Pack=== | ===Technique Parry Pack=== | ||
This pack allows Alchemists to protect themselves | This pack allows Alchemists to protect themselves from a devastating technique or maneuver. | ||
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| style="background-color:#e5ffcc;" | Technique Parry | | style="background-color:#e5ffcc;" | Technique Parry | ||
| Counter Technique | | Counter Technique | ||
| {{#simple-tooltip: 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: Technique Parry | To defend against an attack, use this Ability as a reaction to protect the user only from the effects of an | | Grants the user {{#simple-tooltip: Technique Parry | To defend against an attack, use this Ability as a reaction to protect the user only from the effects of an Instant or Movement Technique from Melee, Bruiser, Veteran, or Cutthroat Point Buy. Technique parry does not use an Action. Technique Parry has a 1 Hour Cooldown.}} | ||
| {{#simple-tooltip: N/A }} | | {{#simple-tooltip: N/A }} | ||
|- | |- | ||
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===Chem Purge Pack=== | ===Chem Purge Pack=== | ||
This pack allows Alchemists to purge themselves of harmful statuses, but at the cost of making themselves extremely weak. | |||
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===Chem Berserk Pack=== | ===Chem Berserk Pack=== | ||
This pack allows Alchemists to become offensively very powerful, but | This pack allows Alchemists to become offensively very powerful, but suffer more damage in exchange. | ||
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| style="background-color:#e5ffcc;" | Chem Berserk | | style="background-color:#e5ffcc;" | Chem Berserk | ||
| | | 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: Chem Berserk | To become a glass cannon in combat, use this Ability to add an additional 1 HP of damage to Melee Attacks, but the user also takes an additional 1 HP of damage from Attacks targeting them in turn. Also, remove all Block Tokens and prevent the user from gaining any for the duration. Chem Berserk lasts until the end of Combat, and can be used Once Per Combat.}} | | Grants the user {{#simple-tooltip: Chem Berserk | To become a glass cannon in combat, use this Ability to add an additional 1 HP of damage to Melee Attacks, but the user also takes an additional 1 HP of damage from Attacks targeting them in turn. Also, remove all Block Tokens and prevent the user from gaining any for the duration. Chem Berserk lasts until the end of Combat, and can be used Once Per Combat.}} | ||
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| style="background-color:#e5ffcc;" | Chem Revive | | style="background-color:#e5ffcc;" | Chem Revive | ||
| | | Instant 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: 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: Chem Revive | To bring an ally back, target Ally at 0HP within range. Immediately revive the Ally with 4HP, and force their next 2 actions to be Attack Emotes. If either of these Attack Emotes reduce an enemy to 0HP, heal the Ally +2HP more. If neither Attack Emotes do, deal -3HP damage to the Ally. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Chem Revive has a 2 Hour Cooldown.}} | | Grants the user {{#simple-tooltip: Chem Revive | To bring an ally back, target Ally at 0HP within range. Immediately revive the Ally with 4HP, and force their next 2 actions to be Attack Emotes. If either of these Attack Emotes reduce an enemy to 0HP, heal the Ally +2HP more. If neither Attack Emotes do, deal -3HP damage to the Ally. This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Chem Revive has a 2 Hour Cooldown.}} | ||
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===Chem Bang Pack=== | ===Chem Bang Pack=== | ||
This pack allows Alchemists to | This pack allows Alchemists to flashbang and weaken their foes, which is especially effective against Mounted Combatants. | ||
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| Counter Technique | | Counter Technique | ||
| {{#simple-tooltip: 5 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}} | | {{#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: Chem Bang | To test a foe, toss an explosive charge at the Target. If the Target is Mounted (riding on a Mount), | | Grants the user {{#simple-tooltip: Chem Bang | To test a foe, toss an explosive charge at the Target. If the Target is Mounted (riding on a Mount), reduce their Movement Speed by 5 Blocks for the next 30 Minutes. If the Target was not Mounted, apply the Weakened Status Effect for their next 3 actions. Chem Bang has a 2 Hour Cooldown.}} | ||
| N/A | | N/A | ||
|- | |- | ||
|} | |} | ||
===Chem Mend Pack=== | ===Chem Mend Pack=== | ||
This pack allows Alchemists to mitigate the harm their poisons and concoctions do to themselves, protecting themselves for a brief period. | |||
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| Passive Technique | | Passive 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: Chem Mend | To mitigate toxins, when the user | | Grants the user {{#simple-tooltip: Chem Mend | To mitigate toxins, when the user has collectively dealt -2HP damage to themselves with Abilities, grant 1 Block Token. Once per combat, If Chem Mend is on Cooldown when the User drops to 4 HP, take Chem Mend off cooldown. Chem Mend has a 1 Hour Cooldown.}} | ||
| N/A | | N/A | ||
|- | |- |
Latest revision as of 02:35, 14 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 Chem Point Buy is part of the bigger Proficiency System. Please read the Proficiency Page first before reading this one. Chem Point Buy provides Packs for the Character to become proficient in Alchemy and Chemistry for either combat or utility.
Chem Feeding
Chem Feeding does not grant any Abilities, but grants utility for dealing with the Afflicted. The Chemist can produce Magic Aureates, which are apple-sized edible crystals which can satiate the feeding hunger of Vampires or Geists. The same object sates any of their hungers as if they have fed from a real person. Aureates can be produced one of two ways. Firstly, the Chemist must use an attack emote against someone. If they succeed in doing at least 1 HP damage, they gain 1 Magic Aureate, and only one can be produced per day. The second method, is to take a blood sample of their own, and mix it through a complex alchemical process to become a Magic Aureate. Up to three can be produced this way, but any Afflicted who consumes this Aureate becomes enthralled to the Chemist, meaning they listen to the commands and directives of the chemist against their will (this is all within reason, and with consent, the Chemist should not start acting against the interest of the Afflicted, and any weirdness forces the addiction to be retconned). This mechanic is disabled if the Chemist becomes Afflicted themselves. The only exception to this is if the Chemist has an Invaded or Vested Spirit Affliction. Chem Feeding is gained for free upon Point Buying any Chem Point Buy Pack.
Chem Packs
Chem Bolts Pack
This pack allows Alchemists to use their concoctions to attack at ranged, harming their enemies from afar. 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 |
---|---|---|---|---|
Chem Bolts | Stance Technique | Self | Grants the user Chem Bolts |
Chem Hyperfocus Pack
This pack allows Alchemists to increase their strength at the cost of their defense.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Chem Hyperfocus | Instant Technique | Self | Grants the user Chem Hyperfocus | N/A |
Chem Cleanse Pack
This pack allows Alchemists to cleanse their own Status Effects, but at a cost to their own health.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Chem Cleanse | Instant Technique | Self | Grants the user Chem Cleanse | N/A |
Chem Bloodboil Pack
This pack allows Alchemists to poison themselves, but also poison any enemy who hurts them, in exchange.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Chem Bloodboil | Instant Technique | Self | Grants the user Chem Bloodboil | N/A |
Technique Parry Pack
This pack allows Alchemists to protect themselves from a devastating technique or maneuver.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Technique Parry | Counter Technique | Self | Grants the user Technique Parry |
Chem Purge Pack
This pack allows Alchemists to purge themselves of harmful statuses, but at the cost of making themselves extremely weak.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Chem Purge | Counter Technique | Self Range | Grants the user Chem Purge | N/A |
Chem Berserk Pack
This pack allows Alchemists to become offensively very powerful, but suffer more damage in exchange.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Chem Berserk | Instant Technique | Self | Grants the user Chem Berserk | N/A |
Chem Revive Pack
This pack allows Alchemists to attempt to revive an ally on their last legs.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Chem Revive | Instant Technique | Emote Range | Grants the user Chem Revive | N/A |
Chem Bang Pack
This pack allows Alchemists to flashbang and weaken their foes, which is especially effective against Mounted Combatants.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Chem Bang | Counter Technique | 5 Blocks | Grants the user Chem Bang | N/A |
Chem Mend Pack
This pack allows Alchemists to mitigate the harm their poisons and concoctions do to themselves, protecting themselves for a brief period.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Chem Mend | Passive Technique | Self | Grants the user Chem Mend | N/A |
|