Tech Point Buy: Difference between revisions

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| style="background-color:#cdc5bb;" | Tech Exchange
| style="background-color:#cdc5bb;" | Tech Exchange
| Active Technique
| Instant 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: Tech Exchange | To reposition an ally, target an ally within range to trade positions with them. This movement can be used through other characters, does not trigger Opportunity Attacks, but the user is given the Trapped Status Effect for the next turn. Tech Exchange counts as a Movement Power. Tech Exchange has a 1 hour cooldown.}}
| Grants the user {{#simple-tooltip: Tech Exchange | To reposition an ally, target an ally within range to trade positions with them. This movement can be used through other characters, does not trigger Opportunity Attacks, but the user is given the Trapped Status Effect for the next turn. Tech Exchange counts as a Movement Power. Tech Exchange has a 1 hour cooldown.}}
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| style="background-color:#cdc5bb;" | Tech Resist
| style="background-color:#cdc5bb;" | Tech Resist
| Active Technique
| Instant 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 Resist | To specialize against a specific attack, choose either Melee, or Ranged and Deadeye. For the next 30 minutes, the user takes 1 HP less damage from the chosen attack type (never to 0), and takes 1HP extra damage from the other. Once ended, Tech Resist goes on a 2 hour cooldown.}}
| Grants the user {{#simple-tooltip: Tech Resist | To specialize against a specific attack, choose either Melee, or Ranged and Deadeye. For the next 30 minutes, the user takes 1 HP less damage from the chosen attack type (never to 0), and takes 1HP extra damage from the other. Once ended, Tech Resist goes on a 2 hour cooldown.}}
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| style="background-color:#cdc5bb;" | Tech Auto  
| style="background-color:#cdc5bb;" | Tech Auto  
| Active Technique
| Instant 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 Auto | To increase reliability, the user raises the minimum result on Attack rolls to 5 for the next 3 turns. During this time, the user’s damage from Attack rolls are reduced to 1 HP. Once ended, Tech Auto goes on a 30 minute cooldown.
| Grants the user {{#simple-tooltip: Tech Auto | To increase reliability, the user raises the minimum result on Attack rolls to 5 for the next 3 turns. During this time, the user’s damage from Attack rolls are reduced to 1 HP. Once ended, Tech Auto goes on a 30 minute cooldown.
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| style="background-color:#cdc5bb;" | Tech Exhaust
| style="background-color:#cdc5bb;" | Tech Exhaust
| Active Technique
| Instant 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 Exhaust | When the user is affected by a Status Effect that would negatively affect them (disables an Ability, Action, or movement that the character has), use this ability to set that Status Effect’s duration to 30 Minutes, and prevent its removal except by this ability. The user gains 1 Block Token Instantly, and sets their Movement Speed to 15 Blocks. Additionally, for the user’s Attack and Defense Rolls, their minimum roll is now 2, instead of 1. Tech Exhaust goes on cooldown once ended, and can only be used Once Per Combat.  
| Grants the user {{#simple-tooltip: Tech Exhaust | When the user is affected by a Status Effect that would negatively affect them (disables an Ability, Action, or movement that the character has), use this ability to set that Status Effect’s duration to 30 Minutes, and prevent its removal except by this ability. The user gains 1 Block Token Instantly, and sets their Movement Speed to 15 Blocks. Additionally, for the user’s Attack and Defense Rolls, their minimum roll is now 2, instead of 1. Tech Exhaust goes on cooldown once ended, and can only be used Once Per Combat.  
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| style="background-color:#cdc5bb;" | Tech Charge
| style="background-color:#cdc5bb;" | Tech Charge
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Tech Charge | To empower an ally, grant a character within range +2 (breaks cap up to 11/9) to either their Attack or Defense for the next 30 minutes. For as long as Tech Charge is active, the user takes -2 from Attack or Defense (can go into negatives), depending on what was chosen. Tech Charge does not stack, and once ended, goes on a 1 Hour Cooldown.
| Grants the user {{#simple-tooltip: Tech Charge | To empower an ally, grant a character within range +2 (breaks cap up to 11/9) to either their Attack or Defense for the next 30 minutes. For as long as Tech Charge is active, the user takes -2 from Attack or Defense (can go into negatives), depending on what was chosen. Tech Charge does not stack, and once ended, goes on a 1 Hour Cooldown.

Revision as of 05:32, 22 December 2023

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.

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 Ghost

Tech Ghost provides unique Roleplay Function for Roboticist flavor. Firstly, Tech Ghost allows the user to produce Automata, which are autonomous programmed robots that are played by other players (and require Character Sheets of their own), which have 14 Proficiency points (but cannot invest in the Magic or Faith Proficiency Category and their subsequent Point Buy Packs, nor can they make more Automaton) and speaks all languages the creator speaks. 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 creator of the Automaton dies in Roleplay, their consciousness is transferred to one of their Automata, and they continue to live as a robot. Additionally, Automata can be remotely controlled by their creators: they cannot be in the same scene (unless it's no-stakes Social RP), and must have the same Proficiency investments as the creator, ignoring the logic of a robot casting Magic. This does not count as a disguise. Tech Ghost is gained for free upon Point Buying any Tech Point Buy Pack.

Tech Branches

Technicians should pick one (or two!) of the Technology Branches as an aesthetic for their Ability use and designs they create. Each Character may have up to two, though (Qadir) and some Afflictions get exceptions.

Tech Packs

Tech Exchange Pack

This pack is for Technicians that wish to risk themselves for an ally.

Ability Name Ability Type Ability Range Ability Description Modifiers
Tech Exchange Instant Technique 10 Blocks

Grants the user Tech Exchange

N/A

Tech Resist

This pack allows Technicians to exchange weakness for resistance.

Ability Name Ability Type Ability Range Ability Description Modifiers
Tech Resist Instant Technique Self

Grants the user Tech Resist

N/A

Tech Assimilate

This pack allows Technicians to protect themselves at the cost of their health..

Ability Name Ability Type Ability Range Ability Description Modifiers
Tech Assimilate Counter Technique Self

Grants the user Tech Assimilate

N/A

Tech Auto Pack

This pack allows Technicians to make their attacks land easier, but become less effective.

Ability Name Ability Type Ability Range Ability Description Modifiers
Tech Auto Instant Technique Self

Grants the user Tech Auto

N/A

Tech Livewire Pack

This pack allows Technicians to isolate a target from Link Powers.

Ability Name Ability Type Ability Range Ability Description Modifiers
Tech Livewire Link Technique Emote Range

Grants the user Tech Livewire

N/A

Tech Exhaust Pack

This pack allows Technicians to burn up bad effects for good outcomes.

Ability Name Ability Type Ability Range Ability Description Modifiers
Tech Exhaust Instant Technique Self

Grants the user Tech Exhaust

N/A

Tech Charge Pack

This pack allows Technicians to raise the stats of an ally.

Ability Name Ability Type Ability Range Ability Description Modifiers
Tech Charge Instant Technique Emote Range

Grants the user Tech Charge

N/A

Hook Shot Pack

This pack allows Technicians to scale buildings with a grappling hook.

Ability Name Ability Type Ability Range Ability Description Modifiers
Hook Shot Instant Technique 10 Blocks

Grants the user Hook Shot

N/A