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Tech Point Buy: Difference between revisions

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| Buff Power
| Buff 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: Radiant Barrier| To protect an ally from Ranged Attacks, use this Ability to make them immune to Mundane Ranged, Magical Ranged, Firearms, and Archery Attack Emotes. This Ability is a Link Power, and remains active for as long as the Link Power is active. If the Link Power is broken or removed, Radiant Barrier has a 1 Hour Cooldown.  
| Grants the user {{#simple-tooltip: Radiant Barrier| To protect an ally from Ranged Attacks, use this Ability to make them immune to Mundane Ranged, Magical Ranged, Firearms, and Archery Attack Emotes. This Ability is a Link Power, and remains active for as long as the Link Power is active. If the Link Power is broken or removed, Radiant Barrier has a 2 Hour Cooldown.}}
}}
| N/A
| N/A
|-
|-
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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: Tech Armory| To protect oneself, this Ability grants the user a passive +1 Block Token that is always active, even outside of combat, and refreshes if removed at the end of Combat. However, the user can no longer wear conventional armor. Tech Armory has no Cooldown.
| Grants the user {{#simple-tooltip: Tech Armory| To protect oneself, this Ability grants the user a passive +1 Block Token that is always active, even outside of combat, and refreshes if removed at the end of Combat. However, the user can no longer wear conventional armor. If the user has the Ability Tech Defense Active, Tech Armory no longer grants 1 Block Token, but instead grants +1 Main Defense Stat (breaks cap up to 9). Tech Armory has no Cooldown.
}}
}}
| N/A
| N/A
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| Active Technique
| Active 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: Tech Rockets| To discourage enemy abilities, use this ability to to target 3 enemies within range. For the next 30 minutes, if they are affected by a Link Power, they gain the Brittle Debuff without breaking or countering the Link Power. This effect cannot stack more than once on the same person. Tech Rockets as a 2 Hour Cooldown.  
| Grants the user {{#simple-tooltip: Tech Rockets| To discourage enemy abilities, use this ability to to target 3 enemies within range. For the next 30 minutes, if they are affected by a Link Power, they gain the Brittle Debuff without breaking or countering the Link Power. Tech Rockets as a 2 Hour Cooldown, and does not Stack.  
}}
}}
| N/A
| N/A
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| Active Technique
| Active 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 Defense | To change the rules of combat, use this Ability to activate a Tech Suit (think Iron Man) for the user. Upon activating this Ability, Wisdom Proficiency will apply for Main Defense Stat (instead of for example Constitution), and the user gains +1 Block Counter, but can no longer use a Shield. This Ability does not consume an Action, and can be used reactively to prevent damage from applying. This ability does not work if the user is wearing armor, does not apply if the user puts on armor afterwards, does not refresh Block Counters associated with Armor, but Tech Armory works as written. Tech Defense has no Cooldown, but when it is activated, it cannot be removed until the end of Combat.  
| Grants the user {{#simple-tooltip: Tech Defense | To change the rules of combat, use this Ability to activate a Tech Suit (think Iron Man) for the user. Upon activating this Ability, Wisdom Proficiency will apply for Main Defense Stat (instead of for example Constitution), and the user gains +1 Block Counter, but can no longer use a Shield. This Ability does not consume an Action, and can be used reactively to prevent damage from applying. This ability does not work if the user is wearing armor, does not apply if the user puts on armor afterwards, does not refresh Block Counters associated with Armor, but Tech Armory works as written. Tech Defense has no Cooldown, but when it is activated, it cannot be removed until the end of Combat.}}
}}
| N/A
| N/A
|-
|-
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| Active Technique  
| Active 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: Hook Shot | The user fires a grappling hook attached to a projectile, leaving behind a sturdy rope. 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. The rope is only strong enough to support one person at a time. Hook Shot has a 2 hour cooldown and counts as a Movement Power in the context of counters. }}
| Grants the user {{#simple-tooltip: Hook Shot | The user fires a grappling hook attached to a projectile, leaving behind a sturdy rope. 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. The rope is only strong enough to support one person at a time. Hook Shot has a 4 hour cooldown and counts as a Movement Power in the context of counters.}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-

Revision as of 19:59, 17 September 2023

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 Talent

Talents provide somewhat broad descriptions of out-of-combat things a Character can do that have a vaguely or explicit technological feel to them. This includes but is not limited to replacing limbs with prosthetics, producing technological solutions for handicaps such as hoverchairs for those who are wheelchair bound, require artificial wombs, want to make air conditioning or washing machines, or generally add mechanical parts to daily tasks or the body to create a better standard of living. If you feel choice-paralysis over what you can do with this, or feel creatively lacking ideas, be sure to ask a Lore Staff in a Ticket. Tech Talent is gained for free upon Point Buying any Tech Point Buy Pack.

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 that are played by other players (and require Character Sheets of their own), which have 14 Proficiency points (but cannot invest in Radiant Point Buy, Sinistral Point Buy, Enchant Point Buy, or Faith Proficiency and its subsequent Point Buy Packs, nor can they make more Automaton) and speaks all languages the creator speaks. Automata can change their aesthetics but no changes to their body ever amount to a Disguise, unless they use a Disguise Ability. They do not age but are always created physically and mentally as adults. 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. Additionally, 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. Tech Ghost is gained for free upon Point Buying any Tech Point Buy Pack.

Tech Branches

Technicians should pick one of the Technology Branches as an aesthetic for their Ability use and designs they create. Each Character may only have one, though some Races get exceptions (explained on their pages).

Tech Packs

Tech Sanction Pack

This pack allows Technicians to protect an ally and relocate them.

Ability Name Ability Type Ability Range Ability Description Modifiers
Tech Sanction Active Technique Emote Range

Grants the user Tech Sanction

N/A

Tech Barrier

This pack allows Technicians to protect an ally from ranged attacks.

Ability Name Ability Type Ability Range Ability Description Modifiers
Radiant Barrier Buff Power Emote Range

Grants the user Radiant Barrier

N/A

Tech Armory Pack

This pack allows Technicians to protect themselves, with unique rules.

Ability Name Ability Type Ability Range Ability Description Modifiers
Tech Armory Passive Technique Self

Grants the user Tech Armory

N/A

Tech Gravity Pack

This pack allows Technicians to move those nearby either further or closer.

Ability Name Ability Type Ability Range Ability Description Modifiers
Tech Gravity Active Technique 5 Blocks

Grants the user Tech Gravity

N/A

Tech Rockets Pack

This pack allows Technicians to place debuffs on those with Link Powers.

Ability Name Ability Type Ability Range Ability Description Modifiers
Tech Rockets Active Technique 10 Blocks

Grants the user Tech Rockets

N/A

Tech Lasso Pack

This pack allows Technicians to bring an enemy or an ally closer to them.

Ability Name Ability Type Ability Range Ability Description Modifiers
Tech Lasso Active Technique 5 Blocks

Grants the user Tech Lasso

N/A

Tech Stim Pack

This pack allows Technicians to raise the stats of an ally.

Ability Name Ability Type Ability Range Ability Description Modifiers
Tech Stim Active Technique Emote Range

Grants the user Tech Stim

N/A

Tech Defense Pack

This pack allows Technicians to use Wisdom and Magic as their combat stats.

Ability Name Ability Type Ability Range Ability Description Modifiers
Tech Defense Active Technique Self

Grants the user Tech Defense

N/A

Tech Hook Pack

This pack allows Technicians to scale buildings with a grappling hook.

Ability Name Ability Type Ability Range Ability Description Modifiers
Hook Shot Active Technique Emote Range

Grants the user Hook Shot