87th Training Stations and PTS Information
Feb 9, 2021 22:32:10 GMT -5
Post by Python on Feb 9, 2021 22:32:10 GMT -5
Training Stations
87th Specific Stations Specifications
- For the 87th Hunger Games, there are no medicinal plants in the arena. Instead, those who take the Medicinal and Edible Plants station will be able to collect Radiation Pills from certain arena locations. The function of the radiation pills is described here
Note: There are still edible plants available in the arena.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 all Gamemakers, ✨ zozo. Python Kire , 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 the evening of Thursday, Feb 18th but preferably before that.
Automatically granted stations- Accuracy - a tribute may re-roll one missed or blocked attack per day.
- 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.
Elective stations- Blades – 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) X
- Target practice – ranged weapons (+1 to damage score for all hits greater than or equal to 6pts for any shot or thrown weapons) X
- Hand-to-hand – unarmed combat (+1 to damage score for all hits greater than or equal to 6pts for unarmed combat) X
- Strength – axe, flail, club/blunt (+1 to damage score for all hits greater than or equal to 6pts for axe, flail, spear, and blunt weapons) X
- Whip Proficiency - whips (grants +1 to any hits over 6 with a whip) X
- Self-defense – deflecting attacks (-1 from damage score for all hits greater than or equal to 6pts) X
- Edible and medicinal plants – allows tribute to identify non-poisonous plants, edible plants, and herbs from poisonous ones, allowing tributes to bypass the poisonous plants check.
- Improvisational weapons – teaches tribute to make weapons 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.
- Camouflage - if alone, allows tribute to remain hidden from the sight of other tributes, thereby avoiding any non-mandated fights.
- Light Step - You are 2x less likely to trigger tribute-made traps.
- Rationing - Adds one extra day to food and water quota.
- Trapping – allows tribute to attempt to catch small game and will increase your odds of making successful tribute-triggered traps
- Thievery - A tribute may attempt to steal items from a target in a non-attack, non-flee post. To determine if you steal anything, you first roll a dice [*roll range=”1-20”] where 1-4 = nothing, 5-19 = steal something random, 20 = steal one item of your choosing. If you successfully steal a specific item, you may choose one item from the target’s list. This may not be a.) any weapon or b.) unique armor items. *Duplicated armor items may be stolen, e.g., if a tribute has two pairs of gloves.* If a random item is stolen, you roll a second dice which determines the random item, [*roll range=”1-# of items the target has in their inventory, *omitting weapons and singular pieces of armor*]. You can only steal successfully from one target once per Games day.
- Charisma - Tributes with the Charisma station receive a 15% bonus on all incoming sponsorship. Additionally, after the bloodbath, they will receive a random impractical item off of a list provided by the Gamemakers.
- Rivalry - Before the Bloodbath, tributes who choose this station can privately select 2 nemeses. When they attack these tributes, they receive a +1 damage bonus to all attacks that do 6+ damage. (This is similar to the Blades station.) Additionally, at any point after the Bloodbath, they may pick one tribute 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.
- 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.