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Training Point Buy
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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 damage, gain Defense for your next two Defense Rolls equal to double the damage you took.
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.
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
Once per Combat
Vigor isn’t active until your Basic Attack would be Replaced. When it activates, you become Immune to the next Status Effect placed on you that you are not already Immune to.