[95th] Training Stations & PTS Information
Oct 11, 2023 20:58:13 GMT -5
Post by pogue on Oct 11, 2023 20:58:13 GMT -5
Training Stations
Important Information about Stations
- Clarification on what it means to exempt a station: exemption: immunity from an obligation, rule, requirement, or duty
- For example, if you exempt the fire-making station, you get to make fires without worrying about the die roll, and you still have your three station slots open. You’re essentially saying that your character already knows how to do something, and doesn’t need to learn it in a training station. However, you must have a valid excuse for why your character should be exempt from a station. Having a fireplace in your house is not a good enough reason to exempt fire-making; having parents who constantly took you out camping as a child and forced you to learn to rough it is a good enough reason.
- Stations marked with a red X cannot be exempted.
- All tributes may, provided a legitimate reason as described above, exempt one station; tributes who are identified as 'Career' in their bios, who also currently dwell in Districts 1, 2, or 4, may exempt a second station.
- All training stations are to be sent to the Gamemakers, aya pogue prior to submitting your Private Training Session.
- If you have any questions, you can PM the current Gamemakers or an Admin.
- PTSes must be turned in no later than October 18th at 11:59PM EST, but preferably before that.
- PTS REWARDS will be announced after scores are posted!
Automatically granted stations
- Accuracy -once per day, a tribute may re-roll one missed or blocked attack.
- First aid - a tribute may heal themselves or other tributes. Further details in the Games Rules, § VII. Combat, part H. Healing
- Stealth - a tribute may roll an attack in their introduction post in a fight.
- Plants - once per day, a tribute may collect one bundle of either edible, medicinal, or poisonous plants.
- Self-Defense - once per day, a tribute may roll a set of dice [3-8] below their attack roll. The result can then be deducted from a previous attack that was made against them. The amount of damage mitigated may not exceed the amount of damage that was dealt (IE: you can't deflect 8 damage from a shallow cut).
Elective stations
- Blades X – knives, swords, glaives, etc (+1 to damage score for all hits greater than or equal to 6pts for bladed combat, that is, knives and swords)
- Target Practice X – ranged weapons (+1 to damage score for all hits greater than or equal to 6pts for any shot or thrown weapons)
- Hand-to-hand X – proficiency in unarmed combat (+1 to damage score for any attack that hits while using unarmed). As well:
- Once per day: A tribute may grapple/tackle an opponent. This will take the place of a tribute's "attack" for that turn. Grappled opponents will be disabled from attacking for one round.
- 2x per games: A tribute may grapple and attack in the same post, effectively "combo'ing" a disabling mechanism and an attack in one. To utilize this, the tribute must have been fighting unarmed for all attacks prior to the combo, and must continue to fight unarmed until the fight concludes. - Strength X – axe, flail, club/blunt (+1 to damage score for all hits greater than or equal to 6pts for axe, flail, spear, and blunt weapons)
- Whip Proficiency X - proficiency with whips (+1 to damage score for any attack that hits while using whip). As well:
- Once per day: A tribute may lasso an opponent. This will take the place of a tribute's "attack" for that turn. Lassoed opponents will be disabled from attacking for one round.
- 2x per games: A tribute may lasso and attack in the same post, effectively "combo'ing" a disabling mechanism and an attack in one. To utilize this, the tribute must have been fighting using a whip for all attacks prior to the combo, and must continue to fight using whip rolls until the fight concludes. - Improvisational Weapons – teaches tribute to make weapons and armor out of natural materials, pending GM approval.
- Fire Making – allows tributes to make fire with natural resources. Fire can be used to boil water to make it drinkable when it is questionable if it is poisoned.
- Endurance – Allows tributes to move two areas rather than one, but only once every three days. Alternatively, a tribute may opt to heal an additional -2 damage instead of the additional location movement option.
- Camouflage - Once every two days, a tribute may opt to utilize this station and "camouflage" themselves prior to a fight. The tribute must notify GM's prior to the next day's anthem that they are utilizing this station. This will bump them to last in the fight's turn order, but will also guarantee that the first attack made against the tribute will be considered a miss, collectively dealing 0 damage. The camouflage status effect immediately ends once the user attacks, and can only last one round maximum.
- Light Step - You are 2x less likely to trigger tribute-made traps.
- Rationing - Adds one extra day to food and water quota. Additionally, once per day the tribute will be able to double collect a single resource from the arena. The double collected item must be noted in maintenance.
- Thievery - A tribute may attempt to steal items from a target. The target must be in the same location as the tribute. To attempt to steal something, thievery users will contact GM's privately and provide the following:
1) Which tribute they are attempting to steal from
2) What item from that tribute's inventory they are attempting to steal
GM's will then roll for success level on a thread within the RE board, with the following outcomes:
1-3: Failure
4-6: Clumsy success
7-9: Decent success
10: Perfect success
Success levels have the following impact:
Failure: No item stolen, and the tribute cannot steal from that tribute target again
Clumsy Success: Roll for item number ±2 (1-in-5 chance of getting the target item), and receive whichever item it lands on.
Decent Success: Roll for item number ±1 (1-in-3 chance of getting the target item), and receive whichever item it lands on.
Perfect Success: Tribute receives the item they specifically targeted.
If the item number is invalid (e.g. targeting item 1, rolling a 0) the tribute will receive nothing.
Stolen / picked up items will be processed and posted at the end of every Games day. - Trapping – allows tribute to attempt to catch small game and will increase your odds of making successful tribute-triggered traps
- Charisma - Tribute will automatically receive +1 interaction point prior to the Games for use in the post-based sponsorship.
Additionally, tributes will be able to roll for random items starting immediately after the Bloodbath and continuing daily. The post-BB list will be filled with only practical items. For each day onwards, lists will be a mix of practical and impractical items.
Alternatively, tributes may opt to not participate in the daily roll and instead receive +1 interaction point for use in the post-based sponsorship. - Mutt Tamer - This will grant you +1 on any attack over 6 damage, no matter what weapon you're using, when you hit a mutt.
- Smuggling - Grants the tribute +3 inventory slots.
- Pickup - tributes with this station will have a 50% chance daily of finding a random item as they explore the arena. Potential items will be comprised of the following:
- Leftover wealth items
- Dropped items from other tributes
- Items from RE's that were not activated
- Items from broken traps
Picked up / stolen items will be processed and posted by GM's at the end of every Games day. - Rivalry - before the Bloodbath, tributes who choose this station can privately select 1 nemesis. When they attack this tribute, they receive a +1 damage bonus to all attacks that do 6+ damage. (This is similar to the Blades station.) Additionally, after the Bloodbath, the tribute may pick two tributes they've fought before to add as a nemesis. This comes into effect after any mandated fights on the day the tribute selects their new nemesis. This choice must designate their final target while there are 9 or more tributes still alive (e.g. before the Top 8 1v1s).
- Poison - allows a tribute to use poisonous plants/items to coat their weapons. Provided a tribute has the necessary supplies to create poison (poisonous plants or other poison item collected from the arena), they will be able to attack with poison within their mandate.
Poison will remain on the weapon for the first three attacks a tribute makes. For each of those attacks that break skin, their opponent will take +1 poison damage, and will receive the poisoned status effect the next Games day, requiring them to receive an antidote to heal themselves. - Bloodlust - a tribute's awakened killing desire supplies a damage boost to their attacks.
Damage boosts will map to the tribute's overall kill total, as following:
- 1 kill - +1
- 2 kills - +2
- 3+ kills - +3
Boosts do not stack (eg. a tribute will receive +2 for their second kill, not +3). The damage boost takes effect post-kill, and will be applied to the tribute's first attack the following Games day, with the stipulation that the tribute deals damage with their attack (IE: If you double miss or your opponent uses Camouflage, the boost is not applied). Damage boosts cap at +3, meaning for their 4th, 5th, 6th (etc.) kills the tribute will still receive only the +3 damage boost. - Vengeance - A tribute's resilience awakens in response to taking damage, granting them a boost to their attacks within a fight.
When a tribute reaches or crosses each of the following damage thresholds, their next attack within the fight will receive an increasingly large boost:
- 10 damage taken: +0.5
- 20 damage taken: +1
- 30 damage taken: +2
If a tribute starts the day with 10, 20, or 30 damage they will receive the corresponding boost to their first attack, and will continue to receive them as they accumulate damage. This is with the stipulation that the tribute deals damage with their first attack (IE: If you double miss or your opponent uses Camouflage, the boost is not applied) - Justice - tributes who select this station may choose one fellow tribute prior to the Bloodbath and one after the Bloodbath that they are "bonded" with, and will receive the following damage adjustments as a result:
- Bonded Tribute: Tributes with the Justice station will receive a blanket -1 to all attacks they make on tributes that they are bonded with.
- If the bonded tribute dies in the same fight as a Justice user: The tribute will receive a +3 damage boost to their next attack, with the stipulation that their attack is on the bonded tribute's killer.
- If a Justice user sees the bonded tribute in the Anthem: The tribute will receive a +2 to their first attack the next Games day, no matter who they attack.
Boosts tied to this station are mutually exclusive: if a Justice user's bonded tribute dies in their fight and the +3 damage boost is utilized, they will not receive the +2 damage boost the next day.