WITH THANKS TO THE MINIMOD TEAM FOR HELP WITH THIS
Strength
used in lifting or pushing heavy things, taking down large prey, or making attacks, as well as countering
Dexterity
used in hunting, racing, landing on your feet, anything that requires dexterity to do. also the defend/dodge option in a fight, contested against a strength roll.
Botany
healing and herb gathering
Perception/Tracking
gathering misc resources, finding pawprints or the like, and the ability to follow a trail without losing it.
While not an official stat like the rest, CHARISMA is something we may use during events and threads. This does not have a level: instead, it is a contested D20 roll. Both parties must roll a D20, and whoever has the higher roll is successful. Charisma is used for persuasion, intimidation, and lying successfully. Because this roll is moreso for flavor text than actual gameplay, it operates on an optional OPT-IN basis.
0-5 moons |Kits: three lvl 1, one lvl 2
6-17 moons |Apprentices: two lvl 1, two lvl 2
18-35 moons | Young warriors: three lvl 2, one lvl 3
36-83 moons | Warriors: two lvl 2, two lvl 3
84-131 moons | Senior warriors: one lvl 3, two lvl 4, one lvl 5
132+ moons |Elders: two lvl 3, two lvl 4
For example, if your cat Exampleheart is a young warrior, their stats could be the following:
STR: 2
DEX: 2
BOT: 2
PER: 3
NOTE: From level 1 to 2, you need 8 xp- getting 8 more xp DOES NOT get you to level 3 instantly, you MUST RESET your XP counter every time you hit a new level. This means you would need a full total of 16 additional XP to reach level 3, and so forth.
LEVEL 1 ➜ LEVEL 2; 8 XP
LEVEL 2 ➜ LEVEL 3; 16 XP
LEVEL 3 ➜ LEVEL 4; 32 XP
LEVEL 4 ➜ LEVEL 5; 64 XP
Skills require a certain amount of XP to level up. You must keep track of your own XP, and it is recommended to do so on your character sheet. A table is provided in the available bio template.
You gain +1 XP every time you use a skill, regardless of the outcome of the roll. You must log how much XP per skill you gain per thread. The maximum amount of XP you can log in a thread is 64. You can only use two skills per post, and you cannot roll the same skill twice in a post.
When you have enough XP to level up, you may ping a mod in the staff request channel to confirm your level up.
Attackers roll Strength, defenders roll Dexterity. If the attacking Strength roll is lower than the defending Dexterity roll, then the attack misses; if it is higher, the attack hits. For a hit to land, it must meet OR beat the AC of each character. The damage from a successful attack is calculated according to rank, listed below:
6-18 moons|Apprentices: d6 + STR MODIFIER
18-84 moons|Warriors/Doctors/Caretakers/etc: d8 + STR MODIFIER
84+ moons|Senior warriors: d10 + STR MODIFIER
When facing ANIMAL ENCOUNTERS you do not roll your hit die- instead, you take the STR roll from the predator attacker in damage to your cat's HP.
Strength modifiers are determined by level as follows
LVL 1: -2
LVL 2: 0
LVL 3: +1
LVL 4: +2
LVL 5: +3
AC is determined by rank as follows
Kits: 6
Apps: 8
Herbalist/Queen/Elder/Doctor/Nurse: 10
Hunter/Cavalry/Courier/Caretaker: 12
Guard/Rockhound: 14
Deputy: [former rank AC] + 1
Leaders: [former rank AC] + 2
When rolling for combat, please use tatsu instead of parser! This allows us to determine the exact result of outcomes. The tatsu command is t!roll 1d20[modifier here] so for a level 1 str roll, t!roll 1d20-2
If you roll a dice outcome that you or your rp partner(s) do not agree with, you must communicate with them and gain verbal consent to reroll. It is important to know you cannot just reroll endlessly- you have two options after the reroll. Either you take the outcome of the second roll, or you instead agree to a non-damage-dealing grapple. A grapple will allow you to roll with advantage for the next round. Grapples are only initiated with consent from both parties.
Critical successes are any roll that has a result of 20 or higher, this includes with modifiers. If you roll a 20 with negative modifiers, the critical success overrides the modifiers in that case and in that case only.
Any critical success in combat results in the damage being calculated as TWICE as much.
If you were to roll a nat 20 for STR of a senior warrior, you would then roll 2d10 + STR modifier
If you roll a critical failure [nat 1 or lower], your attack does not land.
Alternatively, defenders can roll a Strength check to defend with, this is called a COUNTER. If the roll is higher than the attacking roll, then you can successfully counter the original attack, taking only half damage and dealing back the original roll's worth of damage. For example, if your attacker rolls an 8 to damage, but you rolled a successful counter, than you only take 4 damage, and strike back for 8 damage. If your opponent rolls a successful counter, you cannot double/stack the counter- aka you cannot Counter a Counter. Instead, you must roll dex to dodge OR take the hit and roll STR for another attack.
Please note that in your post, you MUST either roll strength or dexterity. You cannot roll both in the same post.
If you fail your counter, however, you take double the damage of your attacker's original roll, dealing back no damage whatsoever. So, if they roll that 8 damage and your counter is unsuccessful, then you deal no damage, but you take 16 in return. If you get a critical success for a counter (a 20 or higher) you take no damage and deal double damage in return.
If facing a foe of which you think your cat wouldn't be willing to attack (such as a bobcat, wolf, etc), you're welcome to do an opt-in disadvantage roll for strength.
Reaching 0 HP takes you out of the fight completely. If you're in a cross-Clan battle or battling a predator, this is where you will start rolling death-saving throws. At the start of each of your turns, you will roll a d20; a 10 or above is a success, and a 9 or below is a failure. If you succeed three times, you will be stabilized and no longer on death's door; if you fail three times, you can choose to either have your cat die or suffer a permanent injury or scarring. These are optional, but suggested as to keep the stakes high.
Risk is a special feature to DS that operates on an OPT-IN basis. Essentially, during patrols and regular RPs, there will be moments where a mod will chime in with a message asking if you'd like to seek risk. Risk can be found only in RPs that are NOT dailies, and will be determined by rolling a D20. Risk can only be used by a player once per thread, and is limited to ONE person in the thread rolling risk. RP partners may not roll for risk in the same thread if their other partner has already rolled risk.
The various outcomes are as follows
1-5; Extreme Risk (large predator, poisonous plants, etc)
6-8; Mild Risk (medium/small predator, etc)
9-20; Success (No risk, no interruption)
What happens after encountering risk will all depend on your actions. You may need to use healing, or worse, fight whatever you may encounter.
Once ONE extreme risk is rolled for the month for each clan (so two different extreme risks for each clan), the only risks that can be rolled will be a moderate risk operating on a lower modified D10 roll.
The various outcomes are as follows
1-3; Mild Risk (medium/small predator, etc)
4-10; Success (No risk, no interruption)
Moderate risk has a cap of TWO events per Clan PER 1 IRL MONTH.
The risk die will reset every four weeks/1 month IRL.
In order to interact in cross-clan settings, both players must roll DEXTERITY ( /r dexterity# ) first at the start of the thread to see if they get caught. Both players must roll and include their outcome within their post to start the interaction. If one or both rolls are fails, then it is then up to the players to decide which clan they would like a catcher from. Players are welcome to have others players become involved and offer up catcher spots of other clanmembers to join in the RP and bring back their clanmate. If no one volunteers, a moderator playing an NPC will fill up the catcher slot instead. The catcher must then roll PERCEPTION ( /r perception# ) to determine if they know the reason for this meeting (romantic intent, personal dispute, etc). If the catchers roll is successful, then they will know the reason behind the meeting. Otherwise, they are simply there to find their meandering clanmate and unaware of the situation.
If both players are successful in their dexterity rolls, then the interaction will not be caught, and the two are free to interact as they please.
NOTE: This applies for Clan cats interacting with OUTSIDERS as well! The clan cat is the only one to roll dex in that thread, and whether or not their clanmates catch them depends on the outcome. If it's a fail, then a catcher will need to catch them. If it's a pass, then the interaction will not be caught.
For territory that lies within the #Contested-Territory category in the discord, each clan can fight for control over it! In order to gain control, you must send a PATROL - patrols must consist of at least 2 cats from either clan, but no more than four cats. A rival Clan can send a patrol to INTERRUPT your patrol, and can negate the control by doing the same actions. Each Clan can only send two border patrols out each IRL week.
Control is measured by percentages.
25% control will be given to a Clan if they have one successful hunt in the thread (multiple succesful hunts Do Not Stack!)
25% control will be given to a Clan if a cat is mentioned to be "marking" the border
In the event a fight breaks out, additional control can be gained.
25% control PER each knocked cat will be given to the victorious Clan
If no one gets knocked out, the side with more HP by the end of the fight will get 25% control.
Control MUST be logged in RP logs and within each post. Please be sure to post your gained control by including somewhere under your header the following filled out.
" XX% control gained for Arch/Grotto! "
Once a Clan reaches 100% control, a territory channel will be locked for an entire moon to be used only by the Clan. If the other Clan wishes to contest this, they must wait till this moon passes.
Note that claiming territory will lead to plot developments and growing tensions between each clans- be careful, and choose wisely.
HP like our other stats varies by age.
0-6 moons | Kits: 10
6-18 moons | Apprentices: 20
18-36 moons | Young warriors: 30
36-84 moons | Warriors: 40
84+ moons | Senior warriors: 50
Healing isn't limited to medics and can be done by any cat, though those with a higher Botany stat are likely the best candidates for helping patch up wounds. Healing is done by rolling the botany skill.
With a successful roll, you then roll a die according to your rank, as listed below, to get the amount of HP you restore:
Apprentices: d6
All Other Ranks: d8
Nurses: d12
Full Doctors: d20
If you roll a critical success, roll your healing dice and then double the number to get your restored HP total.
Rolling a critical failure results in each natural 1 rolled as an extra 1 HP of damage to the injured cat. Critical failures do not stack.