Tech Point Buy: Difference between revisions

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===Tech Talent===
===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.
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.
==Technological Branches==
Before Point Buying any Packs, it is important to settle on one of the [[Technology Branches]] as a style. Each Character may only have a single Technological Branch (though some exceptions exist, explained on the page). The Technological Branch roughly provides context to the aesthetics of Abilities (and Specials) used by a Technician. Some Races or Afflictions may have different rules regarding Branches, all exceptions and limitations are provided on the linked page.


==Tech Packs==
==Tech Packs==
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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: Tech Armory| to protect self, this Ability grants the user a passive +1 Block Counter that is always active, even outside of combat, and refreshes if removed at the end of Combat. However, the user can no longer wear conventional armor. This Ability has no Cooldown.  
| Grants the user {{#simple-tooltip: Tech Armory| to protect self, this Ability grants the user a passive +1 Block Counter that is always active, even outside of combat, and refreshes if removed at the end of Combat. However, the user can no longer wear conventional armor. Tech Armory has no Cooldown.  
}}
}}
| N/A
| 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: Tech Gravity| To change enemy distance, this Ability has two optional functions. Either pull everyone in 5 Blocks (including allies) towards the user, landing 1 Block away from them, or push everyone in 5 Blocks away from the user by 10 Blocks. In both instances, this counted as Knockback. This Ability has a 1 Hour Cooldown.  
| Grants the user {{#simple-tooltip: Tech Gravity| To change enemy distance, this Ability has two optional functions. Either pull everyone in 5 Blocks (including allies) towards the user, landing 1 Block away from them, or push everyone in 5 Blocks away from the user by 10 Blocks. In both instances, this counted as Knockback. Tech Gravity has a 1 Hour Cooldown.  
}}
}}
| N/A
| 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: Tech Rockets| To make foes more vulnerable, use this Ability to target 3 Enemies in range. If any of them have a Link Power applied to them (even harmful ones), they automatically gain the Brittle Debuff (though it does not Counter or Break Links). The effect that reacts to Link Powers cannot be removed until end of Combat, and cannot Stack on the same person. This Ability has a 2 Hour Cooldown.  
| Grants the user {{#simple-tooltip: Tech Rockets| To make foes more vulnerable, use this Ability to target 3 Enemies in range. If any of them have a Link Power applied to them (even harmful ones), they automatically gain the Brittle Debuff (though it does not Counter or Break Links). The effect that reacts to Link Powers cannot be removed until end of Combat, and cannot Stack on the same person. Tech Rockets has a 2 Hour Cooldown.  
}}
}}
| N/A
| 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: Tech Antimagi| To negate Magic, use this Ability to Counter one Radiant or Sinistral Spell Point Buy Ability. When Countered, that Ability is forced on half the usual Cooldown for the Spell user. This Ability has a 1 Hour Cooldown.  
| Grants the user {{#simple-tooltip: Tech Antimagi| To negate Magic, use this Ability to Counter one Radiant or Sinistral Spell Point Buy Ability. When Countered, that Ability is forced on half the usual Cooldown for the Spell user. Tech Antimagi has a 1 Hour Cooldown.  
}}
}}
| N/A
| 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: Tech Lasso| To drag a foe closer, use this Ability to pull the Target from Emote Range towards the user. If the user is on roughly the same horizontal level as the user, they are pulled to land 2 Blocks close to the user. If they are on a different verticality (like on a roof), they are pulled off the nearest ledge and take 1 HP falling damage if they fall more than 6 Blocks, unless they have Fall Damage Immunity. This Ability has a 1 Hour Cooldown.
| Grants the user {{#simple-tooltip: Tech Lasso| To drag a foe closer, use this Ability to pull the Target from Emote Range towards the user. If the user is on roughly the same horizontal level as the user, they are pulled to land 2 Blocks close to the user. If they are on a different verticality (like on a roof), they are pulled off the nearest ledge and take 1 HP falling damage if they fall more than 6 Blocks, unless they have Fall Damage Immunity. Tech Lasso has a 1 Hour Cooldown.
}}
}}
| N/A
| 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: Tech Stim| To buff an ally, use this Ability to target them with a Link Power. Choose to apply either +2 Main Combat Stat (break cap up to 11) or +2 Main Defense Stat (break cap up to 9) for as long as the Link Power lasts. This ability has a 2 Hour Cooldown, that is activated when the Link Power is Broken, not when it is first used.
| Grants the user {{#simple-tooltip: Tech Stim| To buff an ally, use this Ability to target them with a Link Power. Choose to apply either +2 Main Combat Stat (break cap up to 11) or +2 Main Defense Stat (break cap up to 9) for as long as the Link Power lasts. Tech Stim has a 2 Hour Cooldown, that is activated when the Link Power is Broken, not when it is first used.
}}
}}
| N/A
| 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: 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. This Ability does not consume an Action, and can be used reactively to prevent damage from applying. This Ability 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. 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.  
}}
}}
| N/A
| N/A

Revision as of 22:38, 4 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.

Technological Branches

Before Point Buying any Packs, it is important to settle on one of the Technology Branches as a style. Each Character may only have a single Technological Branch (though some exceptions exist, explained on the page). The Technological Branch roughly provides context to the aesthetics of Abilities (and Specials) used by a Technician. Some Races or Afflictions may have different rules regarding Branches, all exceptions and limitations are provided on the linked page.

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 Passive Technique Self

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 create a weapon, 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 Passive Technique Self

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 Passive Technique Self

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 Passive 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 Passive Technique Self

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 Passive Technique Self

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 Passive 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

N/A

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.