Adapt Point Buy

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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.

Adapt Point Buy is part of the bigger Proficiency System. Please read the Proficiency Page first before reading this one. Adapt Point Buy provides by default Mundane ways to change fundamental design rules about a Character, think for example the usage of alchemy or tech to change a Character's appearance more radically than a disguise or some make-up could. Adapt Point Buy however also has a Magical interpretation, meaning that there is always a choice between using the Ability mundanely, or Magically, which usually improves its functions at the cost of purists aggressing on the Character. Adapt Point Buy is part of the bigger Proficiency System. Please read the Proficiency Page first before reading this one. Enchant Point Buy provides Magic Spell Packs. If you want to use Adapt Point Buy through Magic, please consult the Magic Page before Point Buying any Packs here, as some considerations have to be made with regard to Spell Morality, and Dimension Alignment that affect how other Characters respond to your Character. Please read the Adapt Point Buy Extra Rules before Point Buying any Packs here, as this Category is unique and has extra mechanics.

Adapt Point Buy Extra Rules

  • By default, all Point Buy Packs in this Category are Mundane, meaning no Magic is involved. Each Pack will explain how to make these changes occur without Magic in Roleplay.
  • Each Pack has a Magic improved variant, this means it must 100% be powered by Magic, which can be a costly decision due to the Morality of Magic, and how other Characters react.
  • If a Magical variant is chosen, this must be outlined on Character Applications (such as: Shapeshift Pack (Adapt Point Buy) (Magical Variant) Mundane variant does not need to be clarified.
  • If a Magical variant is chosen, the player is allowed to choose to make the Proficiency investment in Intelligence count as an investment in Magic instead, or keep is as Intelligence.

Adapt Point Buy Packs

Shapeshift Pack

The Shapeshift Pack allows a Character to change the fundamental genetic composition of their Character through for example the use of body-changing Alchemy or body-morphing technology like nanites. The Character can change their heritage (for example from Ailor to Eronidas or Solvaan, or even a combination of the two or three), including but not limited to taking visual aspects of individual peoples and combining them visually, though this never changes their Heritage Traits. Furthermore, they can change Gender Presentation, Biological Sex, Height, Hair, Facial Structure, Body Shape, Hair Color and texture, and even apply visual effects on their body like Tattoos, Mutations, and additional (non-combat) functional limbs or body parts. The Mundane version of this Pack does not count as a Disguise but is applied indefinitely, meaning the Shapeshifting does not break until an antidote or reversal is applied. Keep in mind that Shapeshifting should not be used in anti-RP ways to avoid consequences perpetually, while it can help with Crime RP or to keep one step ahead of one's enemies, making a character completely untouchable may result in Staff intervention. Also keep in mind that Shapeshifters have a bad reputation in the lore, your Character may receive hostility for openly Shapeshifting in front of other Characters.

  • Magical Variant: The Magical Variant of this Ability has all the same functions, except that the Shapeshifting does count as a Disguise. Additionally, Magical Shapeshifters are capable of mimicking the appearance of another Character exactly while Mundane Shapeshifters cannot. Keep in mind that passing off convincingly as someone else, still requires a modicum of behavior mimicry as well, otherwise Characters may see through the ruse. Additionally, Magical Shapeshifting allows the user to exchange their Heritage Trait Mechanics for a different set, though they never change Free Packs. If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead.

Mindcontrol Pack

The Mind Control Pack allows a Character to establish a level of control or influence on other Characters through the use of Alchemical addiction, or pheromone serums, or mind-control chips and machines. This Pack has several functions, each of which is explained below. Keep in mind that Mind Control, to rob someone of their free will and agency, is one of the most heinous moral crimes in most cultures and Religions. You should expect Characters to react with extreme hostility if your Character is found to be using Mind Control. Some Characters may also be immune to Mind Control, but in such instances, these Mechanics simply don't work, they don't suddenly notice that someone tried to Mind Control them. Using any form of Mind Control is not telegraphed, meaning it cannot be seen when used by others (unless someone was literally there when it was applied). This means the only way to discover Mind Control of any kind, is with educated guesswork.

  • Persuasion Guidance: The Character can boost an Ally's Persuasion Roll while in Emote Range by +2 to the final Dice result after the Dice has been cast. This is not telegraphed, and cannot be used on Self.
  • Persuasion Bonus: The Character gains +2 to the total /dice roll number before rolling, meaning 3 +Wisdom OR Intelligence +2 up to a maximum of 11, this does not increase the final dice result.
  • Persuasion Thralling: The Character can establish Mind Control over a Character with OOC consent (which can be revoked at any time). Mind Control can vary from the Target becoming completely unable to act and waiting for commands, or being mostly in control of themselves, but just not being able to reject commands from the user. Mind Control cannot be overwritten, and can be removed from any Knocked Out person (they will always violently resist being freed) by removing the device or substance that Mind Controls them. There is no upper limit to the amount of people Mind Controlled this way. Make sure to always communicate the level of (dis)comfort Players may have with Mind Control before engaging in it.
  • Magical Variant: The Magical variant of Persuasion Guidance and Persuasion Bonus is identical, where the changes mostly occur in Persuasion Thralling. Persuasion Thralling can no longer be removed by just Knocking someone Out, they have to be freed from Mind Control through the use of an Ability or Mechanic that functions as a form of Exorcism. If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead.


Mimicry Pack