96th Training Stations & PTS Info
Jan 28, 2024 10:52:06 GMT -5
Post by umber vivuus 12b 🥀 [dars] on Jan 28, 2024 10:52:06 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, umber vivuus 12b 🥀 [dars] d6a georgie cham 🍓🐢 frankel and eulalie blake 1a 🍒 tris 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 February 10th at 11:59PM EST, but preferably before that.
- All tributes who submit a valid PTS (no memes) on time will receive 3 Matches from sponsorship after fleeing the bloodbath!
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.
- 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 in the round. Tributes must specify which attack in the round they are negating as well. 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. - Plants - Tributes will be able to identify plant life within the arena, allowing them to collect bundles of specific plants. As of the 96th Hunger Games: Once per day, a tribute may collect one bundle of either edible or medicinal plants.
- Improvisational Weapons – teaches tribute to make weapons and armor out of natural materials, pending GM approval.
- Fire Making – Allows tributes to make fire without needing flint, matches, or other fire starters. Tributes with this station only need firewood in order to start a fire; Tributes who do not have this station need: a fire starter such as flint or matches, firewood, and must succeed in the noncombat roll in order to start a fire. Each fire may be used up to 3 times to purify water, or cook a portion of meat, and may be used to light 1 stationary weapon or 3 ranged weapons on fire using tar so long as the tribute had it in their inventory at the start of the games day. An additional piece of firewood may be used to keep the fire going for 3 more uses so long as it is used in the same games day the fire was started.
- Endurance – Allows tributes to move two areas rather than one, but only every other day. Alternatively, a tribute may opt to heal an additional -3 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 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.
As of the 96th Hunger Games, tributes will no longer be moved to the bottom of turn order for using this station. This station will no longer be active during 1v1 fights. Insta’s cannot be blocked using this perk, even if activated. Use of this station will no longer be publicly noted in the anthem. Instead, the tribute who used the station will notify the fight as of their first post in the fight. If the tribute in question has already been attacked by this point, the first attack made against them will be reduced to 0 damage and the tribute may attack as normal. If the tribute has not already been attacked in the round then attacking another tribute or performing any secondary actions such as lassoing, lighting tar, or using any special items will cancel the effects of their camo for the rest of the round, meaning anyone who posts after them in the round may hit them and have the damage count.
As of the second round of a fight, all camouflage is inactive. - Light Step - You are 2x less likely to trigger tribute-made traps.
Additionally, as well as attacking normally in a post, once per fight a tribute may attempt to ‘dodge’ an attack made against them. The attack must have been made against the tribute in the round in which they are trying to dodge it. A 'round' in this instance is defined as 'between a tribute's posts', meaning if someone attacks you after your first post, you may attempt to dodge this attack in your next post. A tribute may NOT use this and self defense on the same attack or within the same post. Insta’s cannot be dodged. In order to attempt to dodge, a tribute will roll a 1-10 dice BELOW any attacks made in the post.
1-4: the tribute is not successful in dodging the attack in question and takes the full amount of damage
5-10: the tribute dodges the attack in question, reducing the damage to 0 - 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 items 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 breaks 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. If an attack is dodged or reduced to zero damage by any means including armor or other stations, poison does not take effect as it has no longer broken skin.
As of the 96th Hunger Games: A tribute may only collect/use poisonous plants up to 3 times per Games. This means that on three separate games days, a tribute may implement the use of Poison as described above. - 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. - 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:
- 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. - Timing - Three times per Games, tributes with this station may request to be moved to the BOTTOM of turn order.
Once per Games, tributes with this station may request to be moved to the TOP of turn order.
This must be sent ahead of a given Games Day’s anthem (ideally when sending in location.)