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Training Point Buy

From MassiveCraft Wiki
This page is part of the Ability System, which is part of the Proficiency System for Combat Roleplay.

  • 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.

Training Point Buy is part of the Proficiency System. Its Packs allow a character to become more physically capable or resilient through training regimens.

Ability Aesthetics

Training Point Buy operates under "Open Aesthetics" rules. What this means is, Training Point Buy can be freely used with the following guidelines and suggestions: hand to hand combat, bodily training, etc. This list is mostly comprehensive, but we accept suggestions for additions, within reason to the setting. Alternatively, this Proficiency can be re-flavored as Magic. This Aesthetic Flavor has no effect on Ability functionality, but might alter if your Character is considered Occult or not. You decide when you use the Ability if it is Magic or not, and can choose to use it as Non-Magic, but you cannot choose in the moment if your Character is Occult or not Occult.

Rebound Pack

Name Type Range Cooldown Description
Rebound Pack Passive Technique Self

Twice per Combat, Once per Health Stage You can only use this when you are Displaced unwillingly. Without using an Action, count the number of blocks Displaced, and increase the range of your next Move Action by that number.

Fortitude Pack

Name Type Range Cooldown Description
Fortitude Passive Technique Self

Once per Health Stage Fortitude isn’t active until a Status Effect on you is removed or triggered. When it activates, you can choose to add +2 to your next Minimum Attack or Defense Roll.

Rage Counter Pack

Name Type Range Cooldown Description
Rage Counter Passive Technique Self

Once per Health Stage Rage Counter isn’t active until your Melee Basic Attack would be reduced in any way. When it activates, your next successful Melee Basic Attack deals -1HP additional Damage.

Interception Pack

Name Type Range Cooldown Description
Interception Counter Technique 4 Blocks

Twice per Combat, Once per Health Stage You can only use this when an Ally within Range is targeted by a Basic Attack. This forces you to be the Target instead. Additionally, if you take -3HP or more Damage from this Basic Attack, you gain +1 Block Token.

Breather Pack

Name Type Range Cooldown Description
Breather Passive Technique Self

Thrice per Combat, Twice per Health Stage Breather isn’t active until you gain Health, increasing it by +1HP. Additionally, if you reach Health Stage 1, and have not gained any Health, set the Minimum Defense Dice Roll to 7 for the next 3 turns, but prevent Breather from being used again.

Bulwark Pack

Name Type Range Cooldown Description
Bulwark Passive Technique 5 Blocks

Once per Combat You always block line of sight for enemies within Range. Additionally, when an enemy takes the Move action within Range, you may apply the Snared Status Effect to them without using an Action.

Thick Hide Pack

Name Type Range Cooldown Description
Thick Hide Passive Technique Self

No Cooldown You always have the benefits of wearing Armor without explicitly wearing it, and this does not count as a Block Token gained from an Ability. Additionally, while you have a Block Token, you can only have up to 2 Status Effects, and are immune to any further applications.

Iron Will Pack

Name Type Range Cooldown Description
Iron Will Passive Technique Self

Twice per Combat, Once per Health Stage Iron Will isn’t active until you reach Health Stage 2. When it activates, you can choose to re-roll a failed Defense Dice Roll and must use the new result. If the Defense Dice Roll succeeds, this counts as one use of Iron Will. If the Defense Dice Roll still fails, that usage of Iron Will is refreshed, but cannot be reused for the same attack.

Vigor Pack

Name Type Range Cooldown Description
Vigor Passive Technique Self

No Cooldown Vigor isn’t active until your Basic Attack would be replaced by another Ability. When it activates, you become Immune to the next Status Effect placed on you that you are not already Immune to.