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Chem Point Buy: Difference between revisions

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{{ infobox
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| bodystyle = width: 100%; margin-top: 10px; margin-bottom: 10px; margin: auto; padding-left: 1px; padding-right: 1px; background-color: #EBEBEB;
<span style="font-size: 125%">'''This page is part of the [[Ability]] System, which is part of the [[Proficiency]] System for Combat Roleplay.''' </span><br><hr>
| headerstyle = background: #D0D3D1; width: 100%; text-align: center; vertical-align:middle; font: 15px georgia; font-weight: bolder; font-variant: small-caps; padding-top: 5px; padding-bottom: 5px;
* To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the [[Abilities]] page.<br>
| datastyle  = text-align: left; font-size: 0.95em;
* To see a broader explanation of the Abilities and Rules used on this page, read the [[Proficiency]] Page.<br>
| header1    = The Ability and Proficiency System
* To see an indexed list of all Abilities, read the [[Ability List]] Page.
| data2      =
</div>
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.
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.
__TOC__
==Ability Aesthetics==
Chem Point Buy operates under "Open Aesthetics" rules. What this means is, Chem Point Buy can be freely used with the following guidelines and suggestions: alchemical potions, mixing reagents, body-enhancements via alchemy and magic, etc. This list is mostly comprehensive, but we accept suggestions for additions, within reason to the setting.  Alternatively, this Proficiency can be re-flavored as Magic. T his Aesthetic Flavor has no effect on Ability functionality, but might alter if your Character is considered Occult or not. You decide when you use the Ability if it is Magic or not, and can choose to use it as Non-Magic, but you cannot choose in the moment if your Character is Occult or not Occult.
===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 Hyperfocus 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.'''
{| class="wikitable"
{| class="wikitable" style="width: 50%;"
! Name
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Type
! Ability Name
! Range
! Ability Type
! Cooldown
! Ability Range
! Description
! Ability Description
! Modifiers
|-
| style="background-color:#e5ffcc;" | Chem Bolts
| Stance 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: 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 }}
|-
|-
| Chem Hyperfocus
| Instant Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Twice per Combat, Once per Health Stage
| You set your Minimum Attack Roll to 4 for your next 3 Attack Rolls. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack. Once Chem Hyperfocus is over, you apply the Prone Status Effect to yourself, and set your Minimum Attack Roll to -5, for your next 3 Attack Rolls. You cannot use Chem Hyperfocus whilst your Minimum Attack Roll is reduced by Chem Hyperfocus.
|}
|}


===Chem Hyperfocus Pack===
===Chem Purge Pack===
This pack allows Alchemists to increase their strength at the cost of their defense.
{| class="wikitable"
{| class="wikitable" style="width:50%;"
! Name
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Type
! Ability Name
! Range
! Ability Type
! Cooldown
! Ability Range
! Description
! Ability Description
! Modifiers
|-
| 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.}}
| 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.}}
| N/A
|-
|-
| Chem Purge
| Counter Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Twice per Combat, Once per Health Stage
| You can only use Chem Purge when you have a Status Effect applied by an Enemy, remove all Status Effects. Additionally, set your Maximum Defense Roll to 6 (cannot be raised) for a number of Defense Rolls equal to the number of Status Effects removed. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|}
|}
===Chem Cleanse Pack===
 
This pack allows Alchemists to cleanse their own Status Effects, but at a cost to their own health.
====Chem Berserk Pack====
{| class="wikitable" style="width:50%;"
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
! Modifiers
|-
|-
| style="background-color:#e5ffcc;" | Chem Cleanse
| Chem Berserk
| 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.}}
| Twice per Combat
| N/A
| Target yourself and increase the Damage dealt on Melee Basic Attacks by +1, but also increase the Damage you take from incoming Attacks by +1 for your next 3 Successful Attack Rolls. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack. After those 3 Turns, apply the Weakened and Bloody Status Effects to yourself for 2 Turns. You cannot use Chem Berserk whilst you have the Status Effects applied by Chem Berserk.
|-
|}
|}
===Chem Bloodboil Pack===
 
This pack allows Alchemists to poison themselves, but also poison any enemy who hurts them, in exchange.
====Technique Parry Pack====
{| class="wikitable" style="width:50%;"
This Pack is centered around parrying and deflecting devastating maneuvers.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
{| class="wikitable"  
! Ability Name
! Name
! Ability Type
! Type
! Ability Range
! Range
! Ability Description
! Cooldown
! Modifiers
! Description
|-
| 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.}}
| 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
|-
|-
| Technique Parry
| Counter Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Combat
| You can only use this when you would be affected by an Instant or Movement Technique from Melee, Bruiser, Veteran, or Cutthroat Point Buy, ignore all effects from that ability on yourself, including refunded Basic Attacks. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
|}
|}


===Technique Parry Pack===
====Chem Bang Pack====
This pack allows Alchemists to protect themselves from a devastating technique or maneuver.
{| class="wikitable"
{| class="wikitable" style="width:50%;"
! Name
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Type
! Ability Name
! Range
! Ability Type
! Cooldown
! Ability Range
! Description
! Ability Description
! Modifiers
|-
|-
| style="background-color:#e5ffcc;" | Technique Parry
| Chem Bang
| 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: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.}}
| Twice per Combat
| {{#simple-tooltip: N/A }}
| You can only use this when an Enemy in Range would use a Movement Ability, reduce the range of that Movement Ability by 7 Blocks. Additionally, if the Enemy was Mounted, they cannot gain increased Move Range for 2 Moves after this effect.
|-
|}
|}


===Chem Purge Pack===
==Stance Restricted Packs==
This pack allows Alchemists to purge themselves of harmful statuses, but at the cost of making themselves extremely weak.
These Packs can only be Purchased and Used by characters who do not have a Stance Ability, from any source, except for Chem Bolts.
{| class="wikitable" style="width:50%;"
====Chem Ignite Pack====
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
{| class="wikitable"
! Ability Name
! Name
! Ability Type
! Type
! Ability Range
! Range
! Ability Description
! Cooldown
! Modifiers
! Description
|-
| style="background-color:#e5ffcc;" | Chem Purge
| 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.}}
| Grants the user {{#simple-tooltip: Chem Purge | To protect from Status Effects at a cost, cleanse all Status Effects and become immune to future Status Effect applications for the duration, but, set Defense Stat to 2 (cannot be raised) for the duration of Chem Purge. Chem Purge does not consume an action, and can be used out of turn. Chem Purge lasts for 20 Minutes, and cannot be ended early. Chem Purge has a 2 Hour Cooldown. }}
| N/A
|-
|-
| Chem Ignite
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Twice per Combat, Once per Health Stage
| Target an Ally or Enemy within Range and apply an effect based on which. If an Ally was chosen, grant them +1 Attack and +1 Minimum Attack for their next two Attack Rolls. If an Enemy was chosen, inflict -1 Attack and -1 Minimum Attack for their next two Attack Rolls.
|}
|}
===Chem Berserk  Pack===
 
This pack allows Alchemists to become offensively very powerful, but suffer more damage in exchange.
 
{| class="wikitable" style="width:50%;"
====Chem Blight Pack====
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
{| class="wikitable"
! Ability Name
! Name
! Ability Type
! Type
! Ability Range
! Range
! Ability Description
! Cooldown
! Modifiers
! Description
|-
|-
| style="background-color:#e5ffcc;" | Chem Berserk
| Chem Blight
| 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: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.}}
| Once per Combat
| N/A
| Target an Ally or Enemy within Range and apply an effect based on which. If an Ally was chosen, grant them +2 Defense for their next two Defense Rolls and remove one Status Effect from them of your choosing. If an Enemy was chosen, inflict -2 Defense for their next two Defense Rolls, and apply the Vulnerable Status Effect.
|-
|}
|}
===Chem Revive Pack===
 
This pack allows Alchemists to attempt to revive an ally on their last legs.
====Chem Freeze Pack====
{| class="wikitable" style="width:50%;"
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
! Modifiers
|-
|-
| style="background-color:#e5ffcc;" | Chem Revive
| Chem Freeze
| Instant Technique
| 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 it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| 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.}}
| Twice per Combat, Once per Health Stage.
| N/A
| Target an Ally or Enemy within Range and apply an effect based on which. If an Ally was chosen, grant them 1 Block Token, but set the Move Speed of their next Move to 1 Block. If an Enemy was chosen, apply the Snared Status Effect to them and all Characters within 2 Blocks of them. You can only use Chem Freeze on a Target that has one or more Enemies adjacent to them.
|}
 
====Chem Supplier Pack====
{| class="wikitable"
! Name
! Type
! Range
! Cooldown
! Description
|-
|-
| Chem Supplier
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Once per Combat
| Chem Supplier isn’t active until you reach Health Stage 2/1. When it activates in Health Stage 2, you may refresh a Charge of one of your Chem Point Buy Abilities that is currently used. If you do not refresh a Charge in Health Stage 2, it reactivates in Health Stage 1, allowing you to refresh a Charge of two different Chem Point Buy Abilities instead.
|}
|}
===Chem Bang Pack===
 
This pack allows Alchemists to flashbang and weaken their foes, which is especially effective against Mounted Combatants.
====Chem Mend Pack====
{| class="wikitable" style="width:50%;"
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
! Modifiers
|-
| style="background-color:#e5ffcc;" | Chem Bang
| 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.}}
| 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
|-
|-
| Chem Mend
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Twice per Combat, Once per Health Stage.
| Target an Ally within Range on Health Stage 3/2 and heal them +1HP, but reduce their Attack and Defense by 2 for their next 2 Rolls. Additionally, if the Ally does not Move or use Movement Abilities for 2 Turns, heal them an additional +1HP.
|}
|}


===Chem Mend Pack===
====Chem Bolts Pack====
This pack allows Alchemists to mitigate the harm their poisons and concoctions do to themselves, protecting themselves for a brief period.
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="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
! Modifiers
|-
| style="background-color:#e5ffcc;" | Chem Mend
| 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: 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.}}
| N/A
|-
|-
| Chem Bolts
| Stance
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 20 Minutes once Ended
|You can enter Chem Bolts without using an Action, but exiting it requires one. Chem Bolts confers the following benefits and limitations: You cannot use Abilities from Melee or Shielding Point Buy. Your Attacks can be made at Emote Range, but your Max Attack is 9 (dice 19). When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 6. Additionally, when you use a Chem Point Buy Ability except Chem Bolts, the Minimum of your next Attack Roll is increased by +2. This counts as Ranger Stance for the purpose of Enemy Abilities. Chem Bolts has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.
|}
|}
{{Proficiency}}
{{Proficiency}}
[[category:Proficiency]] [[category:Wisdom Point Buy]]
[[category:Proficiency]] [[category:Wisdom Point Buy]]

Latest revision as of 13:53, 9 February 2025

This page is part of the Ability System, which is part of the Proficiency System for Combat Roleplay.

  • 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.

Ability Aesthetics

Chem Point Buy operates under "Open Aesthetics" rules. What this means is, Chem Point Buy can be freely used with the following guidelines and suggestions: alchemical potions, mixing reagents, body-enhancements via alchemy and magic, etc. This list is mostly comprehensive, but we accept suggestions for additions, within reason to the setting. Alternatively, this Proficiency can be re-flavored as Magic. T his Aesthetic Flavor has no effect on Ability functionality, but might alter if your Character is considered Occult or not. You decide when you use the Ability if it is Magic or not, and can choose to use it as Non-Magic, but you cannot choose in the moment if your Character is Occult or not Occult.

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 Hyperfocus Pack

Name Type Range Cooldown Description
Chem Hyperfocus Instant Technique Self

Twice per Combat, Once per Health Stage You set your Minimum Attack Roll to 4 for your next 3 Attack Rolls. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack. Once Chem Hyperfocus is over, you apply the Prone Status Effect to yourself, and set your Minimum Attack Roll to -5, for your next 3 Attack Rolls. You cannot use Chem Hyperfocus whilst your Minimum Attack Roll is reduced by Chem Hyperfocus.

Chem Purge Pack

Name Type Range Cooldown Description
Chem Purge Counter Technique Self

Twice per Combat, Once per Health Stage You can only use Chem Purge when you have a Status Effect applied by an Enemy, remove all Status Effects. Additionally, set your Maximum Defense Roll to 6 (cannot be raised) for a number of Defense Rolls equal to the number of Status Effects removed. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.

Chem Berserk Pack

Name Type Range Cooldown Description
Chem Berserk Instant Technique Self

Twice per Combat Target yourself and increase the Damage dealt on Melee Basic Attacks by +1, but also increase the Damage you take from incoming Attacks by +1 for your next 3 Successful Attack Rolls. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack. After those 3 Turns, apply the Weakened and Bloody Status Effects to yourself for 2 Turns. You cannot use Chem Berserk whilst you have the Status Effects applied by Chem Berserk.

Technique Parry Pack

This Pack is centered around parrying and deflecting devastating maneuvers.

Name Type Range Cooldown Description
Technique Parry Counter Technique Self

Once per Combat You can only use this when you would be affected by an Instant or Movement Technique from Melee, Bruiser, Veteran, or Cutthroat Point Buy, ignore all effects from that ability on yourself, including refunded Basic Attacks. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.

Chem Bang Pack

Name Type Range Cooldown Description
Chem Bang Counter Technique 10 Blocks

Twice per Combat You can only use this when an Enemy in Range would use a Movement Ability, reduce the range of that Movement Ability by 7 Blocks. Additionally, if the Enemy was Mounted, they cannot gain increased Move Range for 2 Moves after this effect.

Stance Restricted Packs

These Packs can only be Purchased and Used by characters who do not have a Stance Ability, from any source, except for Chem Bolts.

Chem Ignite Pack

Name Type Range Cooldown Description
Chem Ignite Instant Technique Emote Range

Twice per Combat, Once per Health Stage Target an Ally or Enemy within Range and apply an effect based on which. If an Ally was chosen, grant them +1 Attack and +1 Minimum Attack for their next two Attack Rolls. If an Enemy was chosen, inflict -1 Attack and -1 Minimum Attack for their next two Attack Rolls.


Chem Blight Pack

Name Type Range Cooldown Description
Chem Blight Instant Technique Emote Range

Once per Combat Target an Ally or Enemy within Range and apply an effect based on which. If an Ally was chosen, grant them +2 Defense for their next two Defense Rolls and remove one Status Effect from them of your choosing. If an Enemy was chosen, inflict -2 Defense for their next two Defense Rolls, and apply the Vulnerable Status Effect.

Chem Freeze Pack

Name Type Range Cooldown Description
Chem Freeze Instant Technique Emote Range

Twice per Combat, Once per Health Stage. Target an Ally or Enemy within Range and apply an effect based on which. If an Ally was chosen, grant them 1 Block Token, but set the Move Speed of their next Move to 1 Block. If an Enemy was chosen, apply the Snared Status Effect to them and all Characters within 2 Blocks of them. You can only use Chem Freeze on a Target that has one or more Enemies adjacent to them.

Chem Supplier Pack

Name Type Range Cooldown Description
Chem Supplier Passive Technique Self

Once per Combat Chem Supplier isn’t active until you reach Health Stage 2/1. When it activates in Health Stage 2, you may refresh a Charge of one of your Chem Point Buy Abilities that is currently used. If you do not refresh a Charge in Health Stage 2, it reactivates in Health Stage 1, allowing you to refresh a Charge of two different Chem Point Buy Abilities instead.

Chem Mend Pack

Name Type Range Cooldown Description
Chem Mend Instant Technique Emote Range

Twice per Combat, Once per Health Stage. Target an Ally within Range on Health Stage 3/2 and heal them +1HP, but reduce their Attack and Defense by 2 for their next 2 Rolls. Additionally, if the Ally does not Move or use Movement Abilities for 2 Turns, heal them an additional +1HP.

Chem Bolts Pack

Please note, if your character has this Stance Ability, they cannot acquire any other Stance Abilities, regardless of their source.

Name Type Range Cooldown Description
Chem Bolts Stance Self

20 Minutes once Ended You can enter Chem Bolts without using an Action, but exiting it requires one. Chem Bolts confers the following benefits and limitations: You cannot use Abilities from Melee or Shielding Point Buy. Your Attacks can be made at Emote Range, but your Max Attack is 9 (dice 19). When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 6. Additionally, when you use a Chem Point Buy Ability except Chem Bolts, the Minimum of your next Attack Roll is increased by +2. This counts as Ranger Stance for the purpose of Enemy Abilities. Chem Bolts has an indefinite duration, until ended by you, or until combat is over, after which it has a 20 minute cooldown.