Technician Point Buy: Difference between revisions

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===Mindblock Pack===
===Mindblock Pack===
anti control engineering
anti control engineering
{| class="wikitable" style="width:50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#cdc5bb;" | Anti-Control Chip
| Control Power
| {{#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: Anti-Control Engineering | The user may install an anti-control device in the host. This anti-control device has several effects. Firstly, the Target becomes immune to all Control Powers. Secondly, the Target is immune to infection by all Afflictions. Thirdly, the Target becomes a receiver of remote communication. The user can install a Control Unit in their Rental/Estate/Base, and from there, communicate into the minds of those who have anti-control devices installed, however this is one-way communication. Up to two people can have anti-control devices installed at any time, though they can only be removed by the user in person before changing a Target.
}}
| {{#simple-tooltip: Technician Modifier | Can only be engineering based. }}
|-
|}
===Memblock Pack===
===Memblock Pack===
ghost recall  
ghost recall  
{| class="wikitable" style="width:50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#cdc5bb;" | Ghost Recall
| Constant Passive
| {{#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: Ghost Recall  | The user installs a Ghost Recall device on themselves. First, all of the user’s memories are remotely backed up in a Control Unit in their Rental/Estate/Base. No Ability or Mundane Technique can affect their memories in any way, nor can any of their memories be altered. Secondly, if the person dies, their consciousness is uploaded as an engram to their Control Unit, which can then be installed by another into a Mechwalker or Automaton to revive them as this mechanical being, or into a Bralona to create another personality residing in the same body. This Ability can only be used on self.
}}
| {{#simple-tooltip: Technician Modifier | Can only be engineering based.}}
|-
|}
===Lifelink Pack===
===Lifelink Pack===
lifelink
lifelink
{| class="wikitable" style="width:50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#cdc5bb;" | Lifelink Engineering
| Constant Passive
| {{#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: Lifelink Engineering | The user has a Lifelink device that changes their damage output. Any Ability or Mundane Technique they use that would cause damage, or any Emote they perform in Combat Roleplay, no longer does damage. For example, punching or sword-stabbing a person no longer inflicts damage to the Target. Instead, for each successful attack hitting a Target Enemy, the user may undo one wound or hit suffered from a Target Ally in Emote Range, including themselves. There is no way to undo or suspend this effect.
}}
| {{#simple-tooltip: Technician Modifier  | Can be either engineering based or alchemical. }}
|-
|}
===Mending Pack===
===Mending Pack===
healing hands
{| class="wikitable" style="width:50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#cdc5bb;" | Healing Hands
| Healing Power
| {{#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: Healing Hands | The user and the (willing) Target (who is not Knocked Out or Downed) must be rooted together for the duration of this Ability, and cannot use any Abilities, Mundane Techniques, or Specials while this Ability is active. The user establishes a Link Power onto the Target, healing any wounds and refreshing their stamina over the duration of 10 minutes. If the Link Power is Disrupted, or the user is Displaced or attacked, the Ability is Canceled, though this Ability has 5 minute Cooldown. This Ability can be used out of combat on a knocked out or downed target, but only if they do not return to combat for at least 2 hours afterwards.
}}
| {{#simple-tooltip: Technician Modifier | Can be either engineering based or alchemical based.}}
|-
|}
===Protech Pack===
===Protech Pack===
knight summon
{| class="wikitable" style="width:50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#cdc5bb;" | Knight Summon
| Summon Power
| {{#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:  Knight Summon | The user can summon three things (either all at the same time, or only one/multiple): A full set of Armor, a Shield, and a Melee Weapon of any kind. These can be summoned on the user, but can also be summoned on others in Emote Range, and even be divided over different people, so long as a single one of each is produced. These summoned items can leave Emote Range, but cannot be switched between people. If one of the items is destroyed or unsummoned, all of them disappear. Both when unsummoned or destroyed, the Ability has a 1 Hour Cooldown.
}}
| {{#simple-tooltip: Technician Modifier | Can be either engineering based or alchemical based.}}
|-
|}
===Recall Pack===
===Recall Pack===
redstone radio
redstone radio
{| class="wikitable" style="width:50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#cdc5bb;" | Redstone Radio
| Mundane Technique
| {{#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: Redstone Radio | The user produces two Redstone Radios, one for themselves, and one for another person. They may communicate to each other remotely regardless of distance, however it is not possible to whisper into Redstone Radios, regular Local Chat must be spoken, and responses (received in Direct Message) must be emoted out. A new pair can be created, causing both to remotely fall apart. The Redstone Radio belonging to the other person can be stolen, but the one owned by the creator cannot be removed from them. Additionally, Redstone Radios can track each other like Radars. However, when this feature is activated, both Radio holders must emote a loud beeping noise repeatedly while the devices are searching.
}}
| {{#simple-tooltip: Technician Modifier | Can only be engineering based.}}
|-
|}
===Mech-Suit Pack===
===Mech-Suit Pack===
mech suit
{| class="wikitable" style="width:50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#cdc5bb;" | Mech-Suit
| Vehicle Power
| {{#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: Mech-Suit | The user can produce a mechanized suit of ‘armor’ that they can wear. They can only put on or remove this suit at their Control Unit in their Rental/Estate/Base. While wearing the Mech-Suit, they gain the following benefits: The user gains +1 CON, and +1 STR, that do break caps but do not offer additional point buy. The Mech-Suit can count as a disguise, or not, if the user removes the face cover/visor, and can be designed however the user wants it to look, as long as it is distinctly mechanical and bi-pedal. This suit can additionally act as a replacement for maims, returning function to the body (including eyes, legs, tongue, ears, etc.) This does not grant them armor, however Knight Summon can apply armor to the suit, or normal armor they are already wearing can merge with the suit. If the user is defeated in combat, they lose the bonus Stats, and it no longer counts as a disguise, but otherwise it can’t be fully removed from them unwillingly. They gain the benefits again if they repair the Mech-Suit at their Control Unit.
}}
| {{#simple-tooltip: Technician Modifier | Can only be engineering based.}}
|-
|}
===Dampener Pack===
===Dampener Pack===
magic dampener
magic dampener
{| class="wikitable" style="width:50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#cdc5bb;" | Magic Dampener
| Region Enchant
| {{#simple-tooltip: Region | Region range means that the Ability applies when the user is within a certain type of region, and applies to the entire region.}}
| Grants the user {{#simple-tooltip: Magic Dampener | The user can deploy a Magic Dampener to their Rental/Estate/Base, making any and all Void, Exist, or Ordial Abilities unusable within the confines of this indoors region, gardens not included. Magic Dampeners do not distinguish between friend or foe, they block out all Abilities. A Magic Dampener must be a specific block (any block) with a sign on it clearly identifying it as a Magic Dampener. The Magic Dampener can be destroyed instantly with a single melee strike, removing its effect.
}}
| {{#simple-tooltip: Technician Modifier | Can be either engineering based or alchemical based.}}
|-
|}
===Stimboost Pack===
===Stimboost Pack===
The user gains the ability to make either alchemical or mechanical stimulants, cyberware, or serums, creating Link Powers that can be used to place all kinds of positive effects on Targets. This Pack grants three Link Powers of which the host can only use one at a time, though they can stack if multiple Technicians use them on the same Target. The user can engage in Combat roleplay while one of these Abilities is active, and being attacked does not break them, only leaving Emote Distance and any anti-Link Powers will Break them.
The user gains the ability to make either alchemical or mechanical stimulants, cyberware, or serums, creating Link Powers that can be used to place all kinds of positive effects on Targets. This Pack grants three Link Powers of which the host can only use one at a time, though they can stack if multiple Technicians use them on the same Target. The user can engage in Combat roleplay while one of these Abilities is active, and being attacked does not break them, only leaving Emote Distance and any anti-Link Powers will Break them.


INSERT ABILITIES HERE
{| class="wikitable" style="width: 90%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! style="width: 10%; | Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#cdc5bb;" | Steroid Stim
| Link Power
| {{#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: Enfeebling Hex | The user can target an ally in Emote Range and Links themselves to that Target. The Target gains +2 Strength Proficiency that can break caps for the duration of the Link Power. Multiple instances of Steroid Stim can stack on a user. The user can only use one instance of Steroid, Endurance or Speed Stim at a time. This Ability works as long as the Target is in Emote Range, though if Cancelled (voluntarily or through an Ability that Cancels Link Powers), it goes on a 5 Minute Cooldown.}}
| N/A
|-
| style="background-color:#cdc5bb;" | Endurance Stim
| Link Power
| {{#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: Boosting Stim | The user can target an ally in Emote Range and Links themselves to that Target. The Target gains +2 Constitution Proficiency that break caps for the duration of the Link Power. Multiple instances of Endurance Stim can stack on a user. The user can only use one instance of Steroid, Endurance or Speed Stim at a time. This Ability works as long as the Target is in Emote Range, though if Cancelled (voluntarily or through an Ability that Cancels Link Powers), it goes on a 5 Minute Cooldown.}}
| N/A
|-
| style="background-color:#cdc5bb;" | Speed Stim
| Link Power
| {{#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: Speed Stim | The user can target an ally in Emote Range and Links themselves to that Target. The Target gains +2 Dexterity Proficiency that break caps for the duration of the Link Power. Multiple instances of Speed Stim can stack on a user. The user can only use one instance of Steroid, Endurance or Speed Stim at a time. This Ability works as long as the Target is in Emote Range, though if Cancelled (voluntarily or through an Ability that Cancels Link Powers), it goes on a 5 Minute Cooldown.}}
| N/A
|-
|}
===Mechwalker Pack===
===Mechwalker Pack===
The user can summon a Mechwalker, either falling from the sky, or rocket-boosting to their location. This Mechwalker does not do anything on its own, though the user or any of the user’s Allies can enter the Mechwalker and take control. The Mechwalker immediately gives the pilot an artificial Health Pool of 5. They cannot feel pain, or bleed, or be traditionally wounded, but their Mechwalker takes damage. The Mechwalker loses  HP if it is hit by unique attacks or Abilities or Mundane Techniques that specifically cause physical damage. Mechwalker HP cannot be reduced by mundane punches, kicks, or any other non-enhanced unarmed attack. If the Health Pool is reduced to 0, the Mechwalker is destroyed, though the pilot emerges unharmed and may continue to combat roleplay. The Mechwalker has several rules:
The user can summon a Mechwalker, either falling from the sky, or rocket-boosting to their location. This Mechwalker does not do anything on its own, though the user or any of the user’s Allies can enter the Mechwalker and take control. The Mechwalker immediately gives the pilot an artificial Health Pool of 5. They cannot feel pain, or bleed, or be traditionally wounded, but their Mechwalker takes damage. The Mechwalker loses  HP if it is hit by unique attacks or Abilities or Mundane Techniques that specifically cause physical damage. Mechwalker HP cannot be reduced by mundane punches, kicks, or any other non-enhanced unarmed attack. If the Health Pool is reduced to 0, the Mechwalker is destroyed, though the pilot emerges unharmed and may continue to combat roleplay. The Mechwalker has several rules:
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INERT ABILITIES HERE
INERT ABILITIES HERE
==Technician Specials==
==Technician Specials==
* '''Medical Patent:''' The user is a practiced doctor and can diagnose ailments, diseases and wounds and cure them, and perform surgery. They have knowledge of healing plants and herbs and poultices.
* '''Medical Patent:''' The user is a practiced doctor and can diagnose ailments, diseases and wounds and cure them, and perform surgery. They have knowledge of healing plants and herbs and poultices.

Revision as of 08:37, 28 September 2022

The Technician Point buy is part of the bigger Proficiency System. Please read the Proficiency Page first before reading this one. The Technician Point Buy provides Packs for the Character to become proficient in Engineering and Alchemy Inventions, but more specifically to hyper-focus on a tech-based design. Each Pack has one Ability or Mechanic that players can use in Roleplay. With each Pack bought in this Point Buy Category, the player may also choose two Specials from the list at the bottom to add to their Character Sheet. Technician Point Buy differs from Artificer Point Buy in that it is very strict on rules, and can specifically not be combined with Magic or Melee/Ranged Combat Techniques. The rules to be allowed to invest into Technician Point Buy is as followed:

  • The Character may not have any Points invested in: Melee Combat Point Buy, Ranged Weapon Point Buy, Firearms Point Buy, Spell Point Buy, or Defensive Point Buy, unless they came as free Racials.
  • The Character may not be a Vampire or Cahal. If they are either, all Technician Packs are disabled. All Technician Points lost may be temporarily re-invested in Artificer Point Buy, but revert on curing.
  • Geist, Undead or Archon Characters may not have Technician Point Buy. This situation may change in the future pending the rework of the Ordial Lore / Archon update that is still forthcoming.

Technician Branches

Before Point Buying any Packs, it is important to settle on a Technician Branch. Each Character may only have a single Technician Branch (and a single Artificer Branch if they have Artificer Point Buy). The Technician 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. The Branches listed below are available, providing a name and description to style after.

Technician Packs

Mindblock Pack

anti control engineering

Ability Name Ability Type Ability Range Ability Description Modifiers
Anti-Control Chip Control Power Self

Grants the user Anti-Control Engineering

Technician Modifier

Memblock Pack

ghost recall

Ability Name Ability Type Ability Range Ability Description Modifiers
Ghost Recall Constant Passive Self

Grants the user Ghost Recall

Technician Modifier

Lifelink Pack

lifelink

Ability Name Ability Type Ability Range Ability Description Modifiers
Lifelink Engineering Constant Passive Self

Grants the user Lifelink Engineering

Technician Modifier

Mending Pack

Ability Name Ability Type Ability Range Ability Description Modifiers
Healing Hands Healing Power Self

Grants the user Healing Hands

Technician Modifier

Protech Pack

Ability Name Ability Type Ability Range Ability Description Modifiers
Knight Summon Summon Power Self

Grants the user Knight Summon

Technician Modifier

Recall Pack

redstone radio

Ability Name Ability Type Ability Range Ability Description Modifiers
Redstone Radio Mundane Technique Self

Grants the user Redstone Radio

Technician Modifier

Mech-Suit Pack

Ability Name Ability Type Ability Range Ability Description Modifiers
Mech-Suit Vehicle Power Self

Grants the user Mech-Suit

Technician Modifier

Dampener Pack

magic dampener

Ability Name Ability Type Ability Range Ability Description Modifiers
Magic Dampener Region Enchant Region

Grants the user Magic Dampener

Technician Modifier

Stimboost Pack

The user gains the ability to make either alchemical or mechanical stimulants, cyberware, or serums, creating Link Powers that can be used to place all kinds of positive effects on Targets. This Pack grants three Link Powers of which the host can only use one at a time, though they can stack if multiple Technicians use them on the same Target. The user can engage in Combat roleplay while one of these Abilities is active, and being attacked does not break them, only leaving Emote Distance and any anti-Link Powers will Break them.

Ability Name Ability Type Ability Range Ability Description Modifiers
Steroid Stim Link Power Emote Range

Grants the user Enfeebling Hex

N/A
Endurance Stim Link Power Emote Range

Grants the user Boosting Stim

N/A
Speed Stim Link Power Emote Range

Grants the user Speed Stim

N/A

Mechwalker Pack

The user can summon a Mechwalker, either falling from the sky, or rocket-boosting to their location. This Mechwalker does not do anything on its own, though the user or any of the user’s Allies can enter the Mechwalker and take control. The Mechwalker immediately gives the pilot an artificial Health Pool of 5. They cannot feel pain, or bleed, or be traditionally wounded, but their Mechwalker takes damage. The Mechwalker loses HP if it is hit by unique attacks or Abilities or Mundane Techniques that specifically cause physical damage. Mechwalker HP cannot be reduced by mundane punches, kicks, or any other non-enhanced unarmed attack. If the Health Pool is reduced to 0, the Mechwalker is destroyed, though the pilot emerges unharmed and may continue to combat roleplay. The Mechwalker has several rules:

  • Mechwalkers are not strictly speaking larger than the biggest Urlan. They are certainly larger than the pilot, but their size does not contribute to combat.
  • The pilot’s stats are forcibly set to 5 Strength and 5 Constitution for the duration of them piloting the Mech. Mechwalkers move at running speed.
  • The Mechwalker has two arms, one which is always a ranged weapon (ranged or firearms), one which is always a melee weapon.
  • The Mechwalker can use their ranged or melee arm as if they have the required combat skill for the weapon to do normal attack emotes.
  • The Mechwalker’s Pilot has any and all Point Buy Packs or free Abilities disabled, with the exception of Artificer or Technician Packs they might have.
  • While inside the Mechwalker, the Pilot instead gains access to the following Abilities & Mundane Techniques listed below.

INERT ABILITIES HERE

Technician Specials

  • Medical Patent: The user is a practiced doctor and can diagnose ailments, diseases and wounds and cure them, and perform surgery. They have knowledge of healing plants and herbs and poultices.
  • Foam-mix Patent: The user can utilize foam alchemy to plug small holes or cracks in items or structures. Strong enough to prevent a ship from sinking by plugging holes, but never blocking doors.
  • Body-chem Patent: The user can utilize Alchemy to create body change serums, allowing consumers to change their gender presentation without changing their biological sex (equivalent to HRT in our lore).
  • Hair-chem Patent: The user can utilize Alchemy to create serums to change anything to do with hair: texture, shape, color, cure baldness, length, and apply for example sparkle or glow aesthetics.
  • Common Patent: The user can create assorted potions, mixtures and pills to solve every day aesthetic problems like bug infestations, dandruff, acne, dirty walls, wrinkles clothes and stained carpets.
  • Servo-golem Patent: The user can create small golems to complete simple household tasks like sweeping or opening doors and curtains on command in their Shop or Rental/Estate/Base.
  • Biotic Patent: The user can install and maintain prosthetics of lost limbs (arms and legs and tails) on others or themselves, replacing perfectly all lost functions of that lost limb, though needing checkups.
  • Addiotic Patent: The user can install additional prosthetics of non-existent limbs like tails or additional arms to themselves or others that were not there before, adding purely aesthetic functions to the body.
  • Berserk Patent: The user may inject or shoot a beserk serum at any (non Magical) mechanical or organic domestic pet or familiar, causing them to claw at their owner and refuse orders for some time.
  • Appliance Patent: The user may produce useful household appliances and machines, like self-serving bars, fridges, air conditioners and others in Rental/Estate/Base regions, or shops owned by others.
  • Momentum Patent: The user may create movement mechanics for (for example) wheelchair bound people, like hoverballs or micro thrusters to allow them normal movement as if they were abled.
  • Lifegiver Patent: The user may create life-saving machinery like dialysis machines or diabetes treatment machines that successfully treat life threatening conditions for others or self.
  • Lifecreater Patent: The user may create an artificial womb that can draw DNA from two Racially compatible parents to birth and infant in normal gestation period from an artificial womb machine.
  • Mechpet Patent: The user may, if they have the Presence Point Buy Pet Husbandry Pack, exchange their organic pet (or rebuild their organic pet) as an entirely mechanical pet.
  • Chassis Patent: The user may, on themselves or others, exchange internal body organs and functions with mechanics, this is highly frowned upon in many cultures and societies.
  • Hacking Patent: The user may hack into programming or machining of any Special-based machines or devices in Emote Range to cause them to go haywire. Hacks can be overruled by other Hacks.