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Tech Point Buy: Difference between revisions

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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 Suit| 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. Tech Suit has no Cooldown, but when it is activated, it cannot be removed until end of Combat.  
| Grants the user {{#simple-tooltip: Tech Suit| 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 counts as wearing armor, and overwrites existing armor and the Block Token assosciated with it (and does not refresh it). Tech Suit has no Cooldown, but when it is activated, it cannot be removed until end of Combat.  
}}
}}
| N/A
| N/A
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===Tech Hook Pack===
===Tech Hook Pack===
This pack allows Technicians to scale buildings with a grappling hook.
This pack allows Technicians to scale buildings with a grappling hook.

Revision as of 12:44, 7 June 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 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 Antimagi Pack

This pack allows Technicians to counter the use of a magic spell.

Ability Name Ability Type Ability Range Ability Description Modifiers
Tech Antimagi Counter Technique Self

Grants the user Tech Antimagi

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 Emote Range

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 Suit Pack

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

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

Grants the user Tech Suit

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

Tech Ghost Pack

The Tech Ghost Pack does not include any Abilities, but Roleplay functions. Firstly, Tech Ghost allows the user to produce Automata, which are autonomous programmed robots that are played by other players (and require Character Applications of their own), which have 14 Proficiency points (but cannot invest in Magic or Faith, and subsequent Point Buy, nor can they Point Buy Tech Ghost) and speaks all languages the creator speaks (except Point Bought Languages). 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 owner of this Pack 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.