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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: Bruiser Slam | To close the distance with a foe, | | Grants the user {{#simple-tooltip: Bruiser Slam | To close the distance with a foe, leap to target Enemy within Range, ignoring Opportunity Attacks, but not passing through people. Instantly apply the Brittle Status Effect to target, but if they already have Brittle applied, instead deal -2HP and apply the Fleeting Status Effect. Bruiser Slam counts as a Movement Power, and has a 1 Hour Cooldown. | ||
| {{#simple-tooltip: N/A }} | | {{#simple-tooltip: N/A }} | ||
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| Active Technique | | Active 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: Bruiser Flurry | To disrupt the battlefield, | | Grants the user {{#simple-tooltip: Bruiser Flurry | To disrupt the battlefield, instantly displace all characters within range, by 5 blocks backwards, and choose one to apply the Brittle Status Effect to. If any target already has the Brittle Status applied, deal -2HP to them, and apply the Prone Status Effect. Bruiser Flurry has a 2 hour cooldown. | ||
}} | }} | ||
| {{#simple-tooltip: N/A }} | | {{#simple-tooltip: N/A }} | ||
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|} | |} | ||
====Bruiser Parry Pack==== | ====Bruiser Parry Pack==== | ||
The Bruiser Parry is really the core of the Bruiser Packs, deflecting incoming ranged attacks. | The Bruiser Parry is really the core of the Bruiser Packs, deflecting incoming ranged attacks. | ||
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| Counter Technique | | Counter 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: Bruiser Parry | To deflect an arrow or bullet, | | Grants the user {{#simple-tooltip: Bruiser Parry | To deflect an arrow or bullet, as a reaction to a Basic Attack from Ranger or Deadeye Stance, or a Technique from them, reacting based on what is used. If Basic Attack, reduce attack damage by -1HP (but never to 0) and grant +4 Blocks to the next turn's Move Action, if taken. If Technique, ignore all ability effects (but not damage), and ignore Opportunity Attacks for the next turn's Move Action, if taken. If the target has the Brittle Status Effect, also reflect the Attack's unmitigated Damage, or the Technique. Bruiser Parry has a 2 hour cooldown. }} | ||
}} | |||
| {{#simple-tooltip: N/A }} | | {{#simple-tooltip: N/A }} | ||
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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: Bruiser Feint | To interrupt an enemy’s attack, | | Grants the user {{#simple-tooltip: Bruiser Feint | To interrupt an enemy’s attack, as a reaction, Stagger an enemy within range's Basic Attack or Active Technique usage. Also, gain +2 Defense Stat (breaks cap up to 9) for the next 2 Defense Rolls only. If target has Brittle Status Effect, instead increase Defense for the next 4 Defense rolls. Bruiser Feint has a 2 hour Cooldown. | ||
}} | }} | ||
| {{#simple-tooltip: N/A }} | | {{#simple-tooltip: 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: Bruiser Agony | To heal on the edge of defeat, this ability | | Grants the user {{#simple-tooltip: Bruiser Agony | To heal on the edge of defeat, this ability activates automatically when the user is at 2HP or less. The user's next successful Attack Emote heals the user by +2HP. If the attack Target had the Brittle Status Effect, the user heals for +4HP instead. Bruiser Agony does not use an Action. Bruiser Agony has a 2 Hour Cooldown. | ||
}} | }} | ||
| {{#simple-tooltip: N/A }} | | {{#simple-tooltip: N/A }} | ||
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| Active Technique | | Active 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: Bruiser Tackle | To use an enemy as a weapon, | | Grants the user {{#simple-tooltip: Bruiser Tackle | To use an enemy as a weapon, target an enemy within range, displace them backwards 5 Blocks and apply the Brittle Status Effect. If they hit another character before moving the full 5 blocks, also apply Brittle to that character. If the target already has the Brittle Status Effect, deal a guaranteed Attack, and displace them 10 blocks. Bruiser Tackle has a 2 hour cooldown.}} | ||
| {{#simple-tooltip: N/A }} | | {{#simple-tooltip: N/A }} | ||
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| Active Technique | | Active 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: Bruiser Ruin | To charge up a big attack, | | Grants the user {{#simple-tooltip: Bruiser Ruin | To charge up a big attack, target an enemy within range, and take no Action or Move action this turn. If the user is targeted by an Ability or Attack, Bruiser Ruin immediately ends. If the user passes another turn, taking no Action or Move Action, on their next turn they instantly deal a guaranteed Attack that deals -4HP to target. If the target has the Brittle Status Effect, -6HP instead. If it ends early, Bruiser Ruin goes on a 30 minute cooldown, otherwise Bruiser Ruin has a 4 hour cooldown. Once this timer is completed, Bruiser Ruin cannot be canceled by any effect.}} | ||
| {{#simple-tooltip: N/A }} | | {{#simple-tooltip: N/A }} | ||
|- | |- | ||
|} | |} | ||
====Bruiser Rampage Pack==== | ====Bruiser Rampage Pack==== | ||
The Bruiser Rampage Pack is for staying in the frontlines despite the efforts of others. | The Bruiser Rampage Pack is for staying in the frontlines despite the efforts of others. | ||
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| style="background-color:#d1cfb8;" | Bruiser Rampage | | style="background-color:#d1cfb8;" | Bruiser Rampage | ||
| | | 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: Bruiser Rampage |To become unstoppable, this ability | | Grants the user {{#simple-tooltip: Bruiser Rampage |To become unstoppable, use this ability as a reaction to being Displaced or having the Prone Status Effect applied. If Displaced, reduce the distance by 5 blocks. If Prone is applied, immediately remove the Prone Status Effect. If the enemy that applied the Status or Displacement has Brittle, the user also becomes immune to Displacements and Prone for the next 10 Minutes. Bruiser Rampage has a 2 Hour Cooldown.}} | ||
| {{#simple-tooltip: N/A }} | | {{#simple-tooltip: N/A }} | ||
|- | |- | ||
|} | |} | ||
{{Proficiency}} | {{Proficiency}} | ||
[[category:Proficiency]] | [[category:Proficiency]] |
Revision as of 04:17, 22 December 2023
The Ability and Proficiency System | |
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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. |
Bruiser Point Buy is part of the Proficiency System. Bruiser Point Buy is specifically designed to allow a character to sacrifice all defensive capabilities in favor of superior offense, or people who just hate shields. As a result, Bruiser Point Buy only allows the use of a weapon (preferably a two-handed one), and bars the usage of any sort of Shielding or Tanking Abilities or mechanics. Bruiser Point Buy Abilities require the Stance Ability provided for free as soon as a single Point Buy Pack is purchased from this selection.
Stance Ability
The Bruiser Stance Stance Ability is required for all Bruiser Point Buy Abilities. This Ability cannot be point bought, but is included for free as long as at least one Bruiser Point Buy Pack has been purchased. This Ability does not do much besides enable further Bruiser Abilities. As a general ground rule. Stances cannot be Countered, Prevented, Cancelled, or interrupted in any way.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
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Bruiser Stance | Stance Technique | Self | Grants the user Bruiser Stance |
Bruiser Point Buy Packs
Bruiser Slam Pack
The Bruiser Slam Pack is for performing a heavy leaping charge attack. This Ability includes a Brittle Mechanic.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
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Bruiser Slam | Active Technique | 10 Blocks | To close the distance with a foe, leap to target Enemy within Range, ignoring Opportunity Attacks, but not passing through people. Instantly apply the Brittle Status Effect to target, but if they already have Brittle applied, instead deal -2HP and apply the Fleeting Status Effect. Bruiser Slam counts as a Movement Power, and has a 1 Hour Cooldown. |
Bruiser Flurry Pack
The Bruiser Flurry Pack is for a 360 swing when surrounded on all sides. This Ability includes a Brittle Mechanic.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
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Bruiser Flurry | Active Technique | Melee Range | Grants the user Bruiser Flurry |
Bruiser Parry Pack
The Bruiser Parry is really the core of the Bruiser Packs, deflecting incoming ranged attacks.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Bruiser Parry | Counter Technique | Self | Grants the user Bruiser Parry |
Bruiser Feint Pack
The Bruiser Feint Pack is for temporarily stealing a foe's Constitution while Staggering them.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Bruiser Feint | Counter Technique | Melee Range | Grants the user Bruiser Feint |
Bruiser Agony Pack
The Bruiser Agony Pack is for continuing to fight, even when on your last legs.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Bruiser Agony | Passive Technique | Self | Grants the user Bruiser Agony |
Bruiser Tackle Pack
The Bruiser Tackle Pack is for disrupting a crowd of enemies by tossing them around.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Bruiser Tackle | Active Technique | Melee Range | Grants the user Bruiser Tackle |
Bruiser Ruin Pack
The Bruiser Ruin Pack is for taking a momentary delay for a greater payoff.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Bruiser Ruin | Active Technique | Melee Range | Grants the user Bruiser Ruin |
Bruiser Rampage Pack
The Bruiser Rampage Pack is for staying in the frontlines despite the efforts of others.
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
---|---|---|---|---|
Bruiser Rampage | Passive Technique | Self | Grants the user Bruiser Rampage |
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