Chem Point Buy: Difference between revisions

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==Chem Packs==
==Chem Packs==
===Chem Enrage Pack===
===Chem Enrage Pack===
This pack allows Alchemists to increase their strength at the cost of their defense.
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===Chem Endure Pack===
===Chem Endure Pack===
This pack allows Alchemists to increase their defense at the cost of their strength.
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===Chem Cleanse Pack===
===Chem Cleanse Pack===
This pack allows Alchemists to cleanse their own Debuffs.
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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: Chem Cleanse | To remove Debuffs from self, use this Ability to instantly cleanse all Debuffs that are active on the user themselves only. This Ability has a 2 Hour Cooldown.
| 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 themselves only. Chem Cleanse has a 2 Hour Cooldown.
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| N/A
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===Chem Experiment Pack===
===Chem Experiment Pack===
This pack allows Alchemists to weaken an enemy or raise their attacking strength.
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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: Chem Experiment | To help in a fight, Target an enemy in Emote Range with a Ranged Attack Emote, and perform the necessary rolls. If the attack succeeds, the Target has a -1 Main Defense Stat (can go into minus) for the rest of Combat. If the attack failed, the user gains +1 Main Combat Stat (does not break cap) for the rest of Combat. This Ability has a 2 Hour Cooldown, and cannot Stack.  
| Grants the user {{#simple-tooltip: Chem Experiment | To help in a fight, Target an enemy in Emote Range with a Ranged Attack Emote, and perform the necessary rolls. If the attack succeeds, the Target has a -1 Main Defense Stat (can go into minus) for the rest of Combat. If the attack failed, 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.  
}}
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| N/A
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===Chem Foam Pack===
===Chem Foam Pack===
This pack allows Alchemists to protect themselves and move away from a technique.
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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: Chem Foam | To defend against an Attack, use this Ability to Counter a Mundane Technique used on the user. Additionally, the user may choose to move up to 3 Blocks immediately after, but this is optional. This Ability has a 2 Hour Cooldown.
| Grants the user {{#simple-tooltip: Chem Foam | To defend against an Attack, use this Ability to Counter a Mundane Technique used on the user. Additionally, the user may choose to move up to 3 Blocks immediately after, but this is optional. Chem Foam has a 2 Hour Cooldown.
}}
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| N/A
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===Chem Slip Pack===
===Chem Slip Pack===
This pack allows Alchemists to counter movement-heavy enemies.
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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: Chem Slip | To prevent Movement Powers, use this Ability to cause Emote Range 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. This Ability has a 2 Hour Cooldown.  
| Grants the user {{#simple-tooltip: Chem Slip | To prevent Movement Powers, use this Ability to cause Emote Range 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.  
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===Chem Berserk Pack===
===Chem Berserk Pack===
This pack allows Alchemists to become offensively very powerful, but take many hits in exchange.
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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: Chem Berserk | To become a glass cannon in combat, use this Ability to add Main Defense Stat on top of Main Combat Stat (breaking cap up to 14), but the user can no longer perform Defense Dice Rolls, and needs to take all hits until end of Combat. Using this Ability overrides Chem Enrage and Chem Endure, and removes their effects. This Ability 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 Main Defense Stat on top of Main Combat Stat (breaking cap up to 14), but the user can no longer perform Defense Dice Rolls, and needs to take all hits until end of Combat. Using Chem Berserk overrides Chem Enrage and Chem Endure, and removes their effects. This Ability cannot be re-used until the effect has ended.  
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===Chem Revive Pack===
===Chem Revive Pack===
This pack allows Alchemists to attempt to revive an ally on their last legs.
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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: Chem Revive | To empower an Ally, Target them with this Ability. If the Ally reaches 0 HP, they are instead revived with 1 temporary HP, and given 2 more Attack Emotes. If either of these Attack Emotes was able to put an enemy down to 0 HP, the 1 temporary HP is converted to permanent 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 Radiant Revive and vice versa. This Ability has a 2 Hour Cooldown.
| 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 1 temporary HP, and given 2 more Attack Emotes. If either of these Attack Emotes was able to put an enemy down to 0 HP, the 1 temporary HP is converted to permanent 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 Radiant Revive and vice versa. Chem Revive has a 2 Hour Cooldown.
}}
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===Chem Bang Pack===
===Chem Bang Pack===
This pack allows Alchemists to counter mounted enemies or prevent unmounted enemies from using Abilities.
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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: 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 cannot use Abilities for 10 Minutes. This Ability has a 2 Hour Cooldown.  
| 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 cannot use Abilities for 10 Minutes. Chem Bang has a 2 Hour Cooldown, and cannot stack.  
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Revision as of 22:52, 4 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.

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 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 Passive 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 Passive 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 Passive 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 Passive Technique Self

Grants the user Chem Experiment

N/A

Chem Foam Pack

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

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

Grants the user Chem Foam

N/A

Chem Slip Pack

This pack allows Alchemists to counter movement-heavy enemies.

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

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 Passive 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 Passive Technique Self

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 Passive Technique Self

Grants the user Chem Bang

N/A