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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 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 Packs==
==Chem Packs==
===Chem Enrage 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.
{| class="wikitable" style="width:50%;"
{| class="wikitable" style="width:50%;"
Line 19: Line 21:
! Modifiers
! Modifiers
|-
|-
| style="background-color:#e5ffcc;" | Chem Enrage
| style="background-color:#e5ffcc;" | Chem Hyperfocus
| 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: Chem Enrage | To increase damage at the cost of defense, apply this Ability to gain +2 Main Combat Stat (breaking cap up to 11), and lose -2 Main Defense Stat (can go into minus). This Ability cannot be used if Chem Endure is active, but Chem Berserk can override it (removing Chem Enrage's effects). This effect remains active until end of Combat. This Ability does not count as a full 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.}}
| N/A
|-
|}
===Chem Endure Pack===
This pack allows Alchemists to increase their defense at the cost of their strength.
{| class="wikitable" style="width:50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#e5ffcc;" | Chem Endure
| Active 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 Endure | To increase defense at the cost of attack, apply this Ability to gain +2 Main Defense Stat (breaking cap up to 9), and lose -2 Main Combat Stat (can go into minus). This Ability cannot be used if Chem Enrage is active, but Chem Berserk can override it (removing Chem Endure's effects). This effect remains active until end of Combat. This Ability does not count as a full Action. This Ability cannot be re-used until the effect has ended.
}}
| N/A
| N/A
|-
|-
|}
|}
===Chem Cleanse Pack===
===Chem Cleanse Pack===
This pack allows Alchemists to cleanse their own Debuffs.
This pack allows Alchemists to cleanse their own Status Effects.
{| 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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| 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: Chem Cleanse | To remove Debuffs from self, use this Ability to instantly cleanse all Debuffs that are active on the user only. Chem Cleanse has a 3 Hour 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.}}
| N/A
| N/A
|-
|-
|}
|}
===Chem Experiment Pack===
===Chem Bloodboil Pack===
This pack allows Alchemists to weaken an enemy or raise their attacking strength.
This pack allows Alchemists to weaken an enemy or raise their attacking strength.
{| 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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! Modifiers
! Modifiers
|-
|-
| style="background-color:#e5ffcc;" | Chem Experiment
| style="background-color:#e5ffcc;" | Chem Bloodboil
| 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: 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 Experiment | To help in a fight, Target an enemy in Range with a Ranged Attack Emote, and perform the necessary rolls using Main Combat Stat. If the attack succeeds, the Target has a -1 Main Defense Stat (can go into minus) for the rest of Combat but is not damaged. If the attack fails, the user gains +1 Main Combat Stat (does not break cap) for the rest of Combat. Chem Experiment has a 2 Hour Cooldown, and cannot Stack.
| 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.}}
}}
| N/A
| N/A
|-
|-
|}
|}
===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 and move away from a technique.
Line 93: Line 75:
| 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 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: Technique Parry | To defend against an attack, use this Ability to protect the user from the effects of an Active Technique from Melee, Bruiser, or Cutthroat Point Buy. Additionally, the user may choose to move up to 3 Blocks immediately after, but this is optional. 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 Active Technique from Melee, Bruiser, 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 }}
|-
|-
|}
|}


===Chem Slip Pack===
===Chem Purge Pack===
This pack allows Alchemists to counter movement-heavy enemies.
Flavor Text Goes Here
{| 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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! Modifiers
! Modifiers
|-
|-
| style="background-color:#e5ffcc;" | Chem Slip
| style="background-color:#e5ffcc;" | Chem Purge
| Counter Technique
| Counter 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: 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 Slip | To prevent Movement Powers, use this Ability to cause an area around the user to block the use of Movement Powers, until one is used. If a Movement Power is used, that Ability is Countered, and the effect (preventing Movement Powers) ends. The effect (preventing Movement Powers) can be ended early with an enemy performing a Mundane or Magical Attack Emote at the ground, but this consumes their entire Action that they cannot use to attack someone else. Chem Slip has a 2 Hour Cooldown. }}
| 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
| N/A
|-
|-
|}
|}
===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 take many hits in exchange.
{| class="wikitable" style="width:50%;"
{| class="wikitable" style="width:50%;"
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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: Chem Berserk | To become a glass cannon in combat, use this Ability to add an additional 1 HP of damage to your Melee Basic Attacks, but the user also takes an additional 1 HP of damage from Basic Attacks targeting them in turn. Using Chem Berserk overrides Chem Enrage and Chem Endure, and removes their effects. Chem Berserk cannot be re-used until the effect has ended.}}
| 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.}}
| N/A
| N/A
|-
|-
|}
|}
===Chem Revive Pack===
===Chem Revive Pack===
This pack allows Alchemists to attempt to revive an ally on their last legs.
This pack allows Alchemists to attempt to revive an ally on their last legs.
Line 147: Line 127:
| 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: Chem Revive | To empower an Ally, Target them with this Ability. If the Ally reaches 0 HP, they are instead revived with 2 temporary HP, and given 4 more Attack Emotes. If any of these Attack Emotes was able to put an enemy down to 0 HP, the 2 temporary HP is converted to permanent HP, and they heal an additional 1 HP. If they fail to put an enemy to 0 HP, the temporary HP is removed, and they KO properly. 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.}}
}}
| N/A
| N/A
|-
|-
|}
|}
===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 counter mounted enemies or prevent unmounted enemies from using Abilities.
Line 166: Line 144:
| 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 sabotage a foe, send an explosive charge at the Target. If the Target is Mounted (riding on a Mount), they are dismounted, and cannot re-Mount for 10 Minutes. If the Target was not Mounted, they are Weakened for 10 Minutes. Chem Bang has a 3 Hour Cooldown, cannot Stack, and has a 40 minute Internal 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), 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.}}
| N/A
|-
|}
===Chem Mend Pack===
Flavor Text Here
{| class="wikitable" style="width:50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability 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
| N/A
|-
|-
|}
|}
===Chem Feeding Pack===
The Chem Feeding Pack does not grant any Abilities, but grants utility for dealing with the Afflicted. The Chem Feeding Pack allows the chemist to 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 pack is disabled if the Chemist becomes Afflicted themselves. The only exception to this is if the Chemist has an Invaded or Vested Spirit Affliction.
{{Proficiency}}
{{Proficiency}}
[[category:Proficiency]] [[category:Wisdom Point Buy]]
[[category:Proficiency]] [[category:Wisdom Point Buy]]

Revision as of 06:12, 21 December 2023

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, 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 Packs

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 Active Technique Self

Grants the user Chem Hyperfocus

N/A

Chem Cleanse Pack

This pack allows Alchemists to cleanse their own Status Effects.

Ability Name Ability Type Ability Range Ability Description Modifiers
Chem Cleanse Active Technique Self

Grants the user Chem Cleanse

N/A

Chem Bloodboil Pack

This pack allows Alchemists to weaken an enemy or raise their attacking strength.

Ability Name Ability Type Ability Range Ability Description Modifiers
Chem Bloodboil Active Technique Self

Grants the user Chem Bloodboil

N/A

Technique Parry Pack

This pack allows Alchemists to protect themselves and move away from a technique.

Ability Name Ability Type Ability Range Ability Description Modifiers
Technique Parry Counter Technique Self Range

Grants the user Technique Parry

Chem Purge Pack

Flavor Text Goes Here

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 take many hits in exchange.

Ability Name Ability Type Ability Range Ability Description Modifiers
Chem Berserk Active 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 Active Technique Emote Range

Grants the user Chem Revive

N/A

Chem Bang Pack

This pack allows Alchemists to counter mounted enemies or prevent unmounted enemies from using Abilities.

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

Flavor Text Here

Ability Name Ability Type Ability Range Ability Description Modifiers
Chem Mend Passive Technique Self

Grants the user Chem Mend

N/A