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Training Point Buy: Difference between revisions

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{{ infobox
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| header1    = The Ability and Proficiency System
| data2      =
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.
}}
Training Point Buy is part of the [[Proficiency]] System. Its Packs allow a character to become more physically capable or resilient through training regimens.
Training Point Buy is part of the [[Proficiency]] System. Its Packs allow a character to become more physically capable or resilient through training regimens.


__TOC__
__TOC__
====Second Wind Pack====
====Rebound Pack====
The Second Wind Pack has several effects. The user can personally train others, Nobles for example, to help them achieve the appearance they want. Additionally, they can bulk in such a way that their body shape exceeds their Race's natural limits. While a short Xieloth with this pack wouldn't get taller, for example, they could become more muscular than normal Xieloth do through careful training. The character additionally gains the ability listed below.
The Rebound Pack is for those that wish to keep a stable footing in combat.
 
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#C5D5E5;" | Second Wind
| style="background-color:#C5D5E5;" | Rebound
| Active Technique
| Counter 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: Second Wind | During combat, the user activates this technique to gain a second wind. For the next 10 minutes that this technique remains active, the user is able to passively heal a single wound every five minutes. Once ended or if the user is Weakened, Second Wind is put on a 4 hour cooldown. Once Second Wind is active, the user cannot be healed from any other source for the next hour.}}
| Grants the user {{#simple-tooltip: Rebound | As a reaction to the user being Displaced any number of blocks unwillingly, count the number of Blocks Displaced, and increase the distance of the user’s next Move action by that number. Rebound has a 1 Hour Cooldown.}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
|}
|}


====Debuff Endurance Pack====
====Status Endure Pack====
The Debuff Endurance Pack has several effects. The user has been trained through microdosing to resist anything but the most severe toxins and rotten substances. They can safely ingest spoiled food as well as poison without risk, although large quantities are still dangerous, and they are never as safe as a Sarang Allar. Characters with this pack are entirely immune to poison inflicted from abilities, ignoring any effects from them. As well, they cannot die from disease, no matter how severe the symptoms, even though they still feel all of them. The character additionally gains the ability listed below.
The Status Endure  Pack is for those that will power through unfortunate situations.
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! Modifiers
! Modifiers
|-
|-
| style="background-color:#C5D5E5;" | Debuff Endurance
| style="background-color:#C5D5E5;" | Status Endure
| Active 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: Debuff Endurance | The user can choose to cleanse a single debuff currently affecting them, additionally granting them a +2 boost to Constitution for 30 minutes after the debuff is cleansed. Once used, Debuff Endurance goes on a 2 hour cooldown.}}
| Grants the user {{#simple-tooltip: Status Endure | When the user has a Status Effect removed from them by any means other than an Ability or the Status Effect activating (ex. timing out naturally, using an action to remove), increase the minimum of the user’s Defense Rolls by +1 for the rest of Combat. This Ability can activate multiple times, but caps at a +4 Bonus. Status Endure had no Cooldown.}}
| N/A
| N/A
|-
|-
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====Rage Counter Pack====
====Rage Counter Pack====
The Rage Counter Pack has several effects. The user's fists count as weapons when attacking physical walls and mundane barricades/barriers, and they can brute-force open any locked door, and even break down gates if allowed to hammer on them for 5 minutes consecutively. The user is also able to carry extremely heavy loads, beyond mortal limits. While unusable in Combat Roleplay, this allows them to lift heavy beams off people, prevent ceilings from collapsing, and carry multiple people on their shoulders. The user additionally receives the ability listed below.
The Rage Counter Pack is for those wishing to resist having their damage mitigated.
 
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|-
|-
| style="background-color:#C5D5E5;" | Rage Counter
| style="background-color:#C5D5E5;" | Rage Counter
| Counter Technique
| Passive Technique
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 3 blocks.}}
| {{#simple-tooltip: Melee Range | Melee Range means what the combatants consider within reasonable range to strike a target with a Melee attack regardless of weapon length. This can be anywhere between 1 to 3 blocks.}}
| Grants the user {{#simple-tooltip: Rage Counter | In order to return fire on a heavily defensive opponent, use this Ability to deal harm to those who have harmed you. Upon taking damage from a basic attack or Active Technique from Point Buy, the user is able to immediately make a guaranteed strike against the target that attacked them before reacting to the attack they were targeted with themselves, as long as they are in range. This Technique cannot be used if the triggering effect was countered, cancelled, or ignored. Rage Counter has a 2 hour cooldown.
| Grants the user {{#simple-tooltip: Rage Counter | The first time the damage from the user’s Melee Basic Attack would be reduced in any way (ex. by block tokens, or abilities, etc), increase the damage of the user’s next successful Melee Basic Attack by +1. Once activated, Rage Counter has a 1 Hour Cooldown.}}
}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
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====Interception Pack====
====Interception Pack====
The Interception Pack has several effects. The user has bulked up to the point where they can block entrances up to 2 blocks wide and doorways while outside of combat, allowing them to prevent others from entering or exiting a specific location. Additionally, the user cannot be lifted by a single person, making them incapable of being kidnapped whilst unconscious without a dedicated team of people carrying them away.
The Interception Pack is for those wanting to protect their allies.
 
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| Counter Technique
| Counter Technique
| {{#simple-tooltip: 3 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 3 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: Interception | In order to prevent your allies from coming to harm, use this ability to step in the way of attacks. As a reaction to an attack or Active Technique, the user can dive in and protect a target within 3 + CON Stat blocks from them from incoming harm. The user immediately moves in front of the target, becoming the target of the Technique from any category instead. The user cannot nullify or avoid the attack or Technique. Once this effect ends, it goes on a 30 Minute Cooldown.
| Grants the user {{#simple-tooltip: Interception | As a reaction to an ally within range becoming the target of a Basic Attack, this Ability forces the user to be the target instead. If the user takes 3 or more damage from this Attack, grant the user 1 Block Token afterwards. Interception has a 1 Hour Cooldown.}}
}}
| {{#simple-tooltip: N/A }}
|-
|}
====Breather Pack====
The Breather Pack is for those who have a Medic by their side often.
{| 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:#C5D5E5;" | Breather
| Passive 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: Breather | When the user would gain Health from any Source, increase it by +1HP, and put this Ability on Cooldown. If the user reaches 4HP, and has not gained any Health, increase their Minimum Defense Dice roll by +2 for the rest of Combat, but prevent this Ability from being used again. Breather has a 20 Minute Cooldown.}}
| {{#simple-tooltip: N/A }}
|-
|}
====Bulwark Pack====
The Bulwark Pack is for those that wish to punish backline attackers.
{| 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:#C5D5E5;" | Bulwark
| Passive Technique
| {{#simple-tooltip: 5 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: Bulwark | The user counts as an obstruction for enemies, blocking Line of Sight for Enemies within Range. Additionally, when an Enemy takes the Move action within Range, the user can apply the Prone Status Effect to them, without using an Action. This can only be done once per combat. }}
| {{#simple-tooltip: N/A }}
|-
|}
====Thick Hide Pack====
The Thick Hide Pack is for those that want to be physically defensive without wearing Armor.
{| 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:#C5D5E5;" | Thick Hide
| Passive 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: Thick Hide | To benefit from Armor without explicitly wearing it, Thick Hide allows the user to permanently count as wearing armor for the sake of Abilities and Mechanics. This does not count as a Block Token gained from an Ability. Additionally, the user’s maximum Block Token Cap is increased from 3 to 4.}}
| {{#simple-tooltip: N/A }}
|-
|}
====Iron Will====
The Iron Will Pack is for those who want to use their superior training to protect themselves from harm.
{| 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:#C5D5E5;" | Iron Will
| Passive 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: Iron Will |  This Ability can only be used when the user has 6 or less HP. When the user fails a Defense Dice Roll, they can re-roll their Dice only and must use the new result. If they still fail, this Ability’s Cooldown is set to 0, but this Ability cannot be re-used instantly. If the succeed, this Ability’s Cooldown is set to 1 Hour. }}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
|}
|}


{{Proficiency}}
{{Proficiency}}
[[category:Proficiency]] [[category:Constitution Point Buy]]
[[category:Proficiency]] [[category:Constitution Point Buy]]

Latest revision as of 01:04, 26 August 2024

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.

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

Rebound Pack

The Rebound Pack is for those that wish to keep a stable footing in combat.

Ability Name Ability Type Ability Range Ability Description Modifiers
Rebound Counter Technique Self

Grants the user Rebound

Status Endure Pack

The Status Endure Pack is for those that will power through unfortunate situations.

Ability Name Ability Type Ability Range Ability Description Modifiers
Status Endure Passive Technique Self

Grants the user Status Endure

N/A

Rage Counter Pack

The Rage Counter Pack is for those wishing to resist having their damage mitigated.

Ability Name Ability Type Ability Range Ability Description Modifiers
Rage Counter Passive Technique Melee Range

Grants the user Rage Counter

Interception Pack

The Interception Pack is for those wanting to protect their allies.

Ability Name Ability Type Ability Range Ability Description Modifiers
Interception Counter Technique 3 Blocks

Grants the user Interception

Breather Pack

The Breather Pack is for those who have a Medic by their side often.

Ability Name Ability Type Ability Range Ability Description Modifiers
Breather Passive Technique Self

Grants the user Breather

Bulwark Pack

The Bulwark Pack is for those that wish to punish backline attackers.

Ability Name Ability Type Ability Range Ability Description Modifiers
Bulwark Passive Technique 5 Blocks

Grants the user Bulwark

Thick Hide Pack

The Thick Hide Pack is for those that want to be physically defensive without wearing Armor.

Ability Name Ability Type Ability Range Ability Description Modifiers
Thick Hide Passive Technique Self

Grants the user Thick Hide

Iron Will

The Iron Will Pack is for those who want to use their superior training to protect themselves from harm.

Ability Name Ability Type Ability Range Ability Description Modifiers
Iron Will Passive Technique Self

Grants the user Iron Will