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Tech Point Buy: Difference between revisions

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| Instant 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 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), and takes 1HP extra damage from the other. Once ended, Tech Resist goes on a 2 hour 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 Assimilate===
===Tech Assimilate===
This pack allows Technicians to protect themselves at the cost of their health..
This pack allows Technicians to protect themselves at the cost of their health..
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| Counter 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 Assimilate | To protect the user from harm, the user instantly loses -9 HP (cannot be reduced) and gains 5 Block Tokens that can exceed the limit. For the duration of this ability, any amount of damage causes the user to lose a single Block Token. Tech Assimilate ends when the last Block Token is broken, but has no 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
|-
|-
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| Movement Technique  
| Movement Technique  
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#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 | 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, but the use of this ability must always be fired downwards by at least a single block. Hook Shot has a 4 hour cooldown. If Hook Shot is used outside of Combat, it has a Range of Emote Range.}}
| 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 }}
|-
|-

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