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Training Point Buy: Difference between revisions

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{{ infobox
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| bodystyle = width: 100%; margin-top: 10px; margin-bottom: 10px; margin: auto; padding-left: 1px; padding-right: 1px; background-color: #EBEBEB;
<span style="font-size: 125%">'''This page is part of the [[Ability]] System, which is part of the [[Proficiency]] System for Combat Roleplay.''' </span><br><hr>
| headerstyle = background: #D0D3D1; width: 100%; text-align: center; vertical-align:middle; font: 15px georgia; font-weight: bolder; font-variant: small-caps; padding-top: 5px; padding-bottom: 5px;
* To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the [[Abilities]] page.<br>
| datastyle  = text-align: left; font-size: 0.95em;
* To see a broader explanation of the Abilities and Rules used on this page, read the [[Proficiency]] Page.<br>
| header1    = The Ability and Proficiency System
* To see an indexed list of all Abilities, read the [[Ability List]] Page.
| data2      =
</div>
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__
==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.


__TOC__
====Rebound Pack====
====Rebound Pack====
The Rebound Pack is for those that wish to keep a stable footing in combat.
{| class="wikitable"  
{| class="wikitable" style="width: 50%;"
! Name
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Type
! Ability Name
! Range
! Ability Type
! Cooldown
! Ability Range
! Description
! Ability Description
! Modifiers
|-
| style="background-color:#C5D5E5;" | Rebound
| Counter 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: 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 }}
|-
|-
| Rebound Pack
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this.}}
| 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.
|}
|}


====Status Endure Pack====
====Fortitude Pack====
The Status Endure  Pack is for those that will power through unfortunate situations.
{| class="wikitable"  
{| class="wikitable" style="width:50%;"
! Name
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Type
! Ability Name
! Range
! Ability Type
! Cooldown
! Ability Range
! Description
! Ability Description
! Modifiers
|-
|-
| style="background-color:#C5D5E5;" | Status Endure
| Fortitude
| Passive 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.}}
| Once per Health Stage
| N/A
| 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====
====Rage Counter Pack====
The Rage Counter Pack is for those wishing to resist having their damage mitigated.
{| class="wikitable"  
{| class="wikitable" style="width: 50%;"
! Name
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Type
! Ability Name
! Range
! Ability Type
! Cooldown
! Ability Range
! Description
! Ability Description
! Modifiers
|-
|-
| style="background-color:#C5D5E5;" | Rage Counter
| Rage Counter
| Passive 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: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.}}
| Once per Health Stage
| {{#simple-tooltip: N/A }}
| 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====
====Interception Pack====
The Interception Pack is for those wanting to protect their allies.
{| class="wikitable"  
{| class="wikitable" style="width: 50%;"
! Name
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Type
! Ability Name
! Range
! Ability Type
! Cooldown
! Ability Range
! Description
! Ability Description
! Modifiers
|-
|-
| style="background-color:#C5D5E5;" | Interception
| Interception
| 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: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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.}}
| Twice per Combat, Once per Health Stage
| {{#simple-tooltip: N/A }}
| 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====
====Breather Pack====
The Breather Pack is for those who have a Medic by their side often.
{| class="wikitable"  
{| class="wikitable" style="width: 50%;"
! Name
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Type
! Ability Name
! Range
! Ability Type
! Cooldown
! Ability Range
! Description
! Ability Description
! Modifiers
|-
|-
| style="background-color:#C5D5E5;" | Breather
| Breather
| Passive 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.}}
| Thrice per Combat, Twice per Health Stage
| {{#simple-tooltip: N/A }}
| 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====
====Bulwark Pack====
The Bulwark Pack is for those that wish to punish backline attackers.
{| class="wikitable"  
{| class="wikitable" style="width: 50%;"
! Name
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Type
! Ability Name
! Range
! Ability Type
! Cooldown
! Ability Range
! Description
! Ability Description
! Modifiers
|-
|-
| style="background-color:#C5D5E5;" | Bulwark
| Bulwark
| Passive Technique
| 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.}}
| {{#simple-tooltip: 5 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| 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. }}
| Once per Combat
| {{#simple-tooltip: N/A }}
| 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====
====Thick Hide Pack====
The Thick Hide Pack is for those that want to be physically defensive without wearing Armor.
{| class="wikitable"  
{| class="wikitable" style="width: 50%;"
! Name
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Type
! Ability Name
! Range
! Ability Type
! Cooldown
! Ability Range
! Description
! Ability Description
! Modifiers
|-
|-
| style="background-color:#C5D5E5;" | Thick Hide
| Thick Hide
| Passive 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 it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.}}
| No Cooldown
| {{#simple-tooltip: N/A }}
| 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====
{| class="wikitable"
! Name
! Type
! Range
! Cooldown
! Description
|-
|-
| Iron Will
| Passive Technique
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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.
|}
|}
====Iron Will====
 
The Iron Will Pack is for those who want to use their superior training to protect themselves from harm.
====Vigor Pack====
{| class="wikitable" style="width: 50%;"
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! Ability Name
! Type
! Ability Type
! Range
! Ability Range
! Cooldown
! Ability Description
! Description
! Modifiers
|-
|-
| style="background-color:#C5D5E5;" | Iron Will
| Vigor
| Passive 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: Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| 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. }}
| No Cooldown
| {{#simple-tooltip: N/A }}
| 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.
|-
|}
|}


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

Revision as of 07:38, 11 January 2025

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.