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Chem Point Buy: Difference between revisions

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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, where the attack uses Gadget Combat. If they succeed in doing 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 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===
Flavor Text Goes Here
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.'''
{| 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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| 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 has no Cooldown, but once activated, cannot be turned off until Combat Ends.}}
| 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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|}
|}
===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.
{| 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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|}
|}
===Chem Bloodboil Pack===
===Chem Bloodboil Pack===
This pack allows Alchemists to weaken an enemy or raise their attacking strength.
This pack allows Alchemists to poison themselves, but also poison any enemy who hurts them, in exchange.
{| 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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===Technique Parry Pack===
===Technique Parry Pack===
This pack allows Alchemists to protect themselves and move away from a technique.
This pack allows Alchemists to protect themselves from a devastating technique or maneuver.
{| class="wikitable" style="width:50%;"
{| class="wikitable" style="width:50%;"
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|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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| style="background-color:#e5ffcc;" | Technique Parry
| style="background-color:#e5ffcc;" | Technique Parry
| Counter Technique
| Counter Technique
| {{#simple-tooltip: Self Range | 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: Technique Parry | To defend against an attack, use this Ability as a reaction to protect the user only from the effects of an Instant Technique from Melee, Bruiser, or Cutthroat Point Buy. Technique parry does not use an Action. Technique Parry has a 1 Hour Cooldown.}}
| 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===
Flavor Text Goes Here
This pack allows Alchemists to purge themselves of harmful statuses, but at the cost of making themselves extremely weak.
{| class="wikitable" style="width:50%;"
{| class="wikitable" style="width:50%;"
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|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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|}
|}
===Chem Berserk  Pack===
===Chem Berserk  Pack===
This pack allows Alchemists to become offensively very powerful, but take many hits in exchange.
This pack allows Alchemists to become offensively very powerful, but suffer more damage in exchange.
{| class="wikitable" style="width:50%;"
{| class="wikitable" style="width:50%;"
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|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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|}
===Chem Bang Pack===
===Chem Bang Pack===
This pack allows Alchemists to counter mounted enemies or prevent unmounted enemies from using Abilities.
This pack allows Alchemists to flashbang and weaken their foes, which is especially effective against Mounted Combatants.  
{| class="wikitable" style="width:50%;"
{| class="wikitable" style="width:50%;"
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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), they are dismounted. If the Target was not Mounted, apply the Weakened Status Effect for their next 3 actions. Chem Bang has a 2 Hour Cooldown.}}
| 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===
Flavor Text Here
This pack allows Alchemists to mitigate the harm their poisons and concoctions do to themselves, protecting themselves for a brief period.
{| 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 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 deals damage to themselves with an Ability, grant 1 Block Token. Once per combat, If Chem Mend is on Cooldown when the User drops to 2 HP, take Chem Mend off cooldown. Chem Mend has a 1 Hour Cooldown.}}
| 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