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Chem Point Buy: Difference between revisions

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| Counter Technique
| Counter Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 2 blocks.}}
| Grants the user {{#simple-tooltip: Technique Parry | To defend against an Attack, use this Ability to Counter an Active Technique used on the user. Additionally, the user may choose to move up to 3 Blocks immediately after, but this is optional. Technique Parry has a 2 Hour Cooldown.}}
| 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 that specifically effect the user. Additionally, the user may choose to move up to 3 Blocks immediately after, but this is optional. Technique Parry has a 2 Hour Cooldown.}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
|}
|}
===Chem Slip Pack===
===Chem Slip Pack===
This pack allows Alchemists to counter movement-heavy enemies.
This pack allows Alchemists to counter movement-heavy enemies.

Revision as of 20:14, 10 June 2023

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. You might think, why is Chem Point Buy in Magic? Because to some in Aloria, Alchemy and the art of material chemistry, is indistinguishable from Magic (and because it makes full tech investment difficult if we put it in Wisdom).

Chem 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 medical healing and concoctions, salves and potions for different hair colors, gender-bending, making fireworks, cleaning foams, changing materials, or generally adding alchemical 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.

Gadget Combat

Chem Point Buy is very similar to Melee Point Buy, in that it gives the Character proficiency to use Alchemy or Tech (or a combination) as a weapon. The aesthetics do not matter, whether to splash enemies with chemicals, or have a shoulder-mounted robotic drill, the user can perform Gadget Attack Emotes, which use Magic Proficiency as Main Combat Stat (for dice rolling). When using Gadget Combat to attack, weapons and shields cannot be wielded. Gadget Attack Emotes must always be in melee range, there is no mechanic to turn this into Ranged.

Chem Talent and Gadget Combat are gained for free upon Point Buying any Chem Point Buy Pack.

Chem Packs

Chem Enrage 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 Enrage Active Technique Self

Grants the user Chem Enrage

N/A

Chem Endure Pack

This pack allows Alchemists to increase their defense at the cost of their strength.

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

Grants the user Chem Endure

N/A

Chem Cleanse Pack

This pack allows Alchemists to cleanse their own Debuffs.

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

Grants the user Chem Cleanse

N/A

Chem Experiment Pack

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

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

Grants the user Chem Experiment

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 Melee Range

Grants the user Technique Parry

Chem Slip Pack

This pack allows Alchemists to counter movement-heavy enemies.

Ability Name Ability Type Ability Range Ability Description Modifiers
Chem Slip Counter Technique Emote Range

Grants the user Chem Slip

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 10 Blocks

Grants the user Chem Bang

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, Cahal, 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).