In this roleplay, we will be implementing an optional array of TTRPG mechanics. There is a section in the official character profile template to keep track of these details if you wish to participate in this method of play. This document will go over everything to know about the tabletop options, what each mechanic means, and how to use them. Our TTRPG mechanics were written in collaboration by the FOBD founder and user Skyblu112.
Every cat, no matter their rank or clowder, will have a stat array of five varying traits: SNEAK, STRENGTH, AGILITY, INTELLIGENCE, and SPIRIT.
SNEAK – Your cat’s ability to be stealthy and quiet.
STRENGTH – Your cat’s overall strength, be it physical or mental.
AGILITY – Your cat’s ability to be quick, alert, or nimble.
INTELLIGENCE – Your cat’s ability to think, recall, process, and learn.
SPIRIT – Your cat’s mental fortitude and connection to otherworldly forces.
To start, you can have a maximum of 2 skill points and a minimum of -2 in any of the 5 stats. The total of your skills must equal 2 when they are all added up. For example,
SNEAK (-1) | STRENGTH (+1) | AGILITY (-2) | INTELLIGENCE (+2) | SPIRIT (+2)
This would work. Because, -1 + 1 - 2 + 2 + 2 = 2.
Alongside stats, your character will be able to gain experience points through play. Whenever a roll (see next section) results in failure, or if a certain move tells you to, you are capable of gaining +1 EXP. When a player has collected 5 EXP points, they can be traded for 1 level up.
When leveling up, you can upgrade your characters in these ways:
Gain a move you have not chosen yet from your character’s selected playbook (see PLAYBOOKS tab).
Gain a move from a playbook your character does not have.
Gain a skill point in a stat of your choosing. You can have a max of 3 points per skill.
The max amount of levels a cat can have is 15. All cats, no matter their age, rank, or experience, start at Level 1.
To roll, we will be using 2d6s + the respective skill modifier for whatever your action calls for. Here is how you will determine your results:
6 or below = a failure in your action
7 - 10 = a partial success
11 or above = a total success
ARMOR: Your armor level lets you ignore some harm when you take it. So if an attack deals 3 harm and you have 1 armor, you would actually take 2 harm.
FORWARD: When you gain a forward through a move, that means that in your next roll, you will have a bonus equal to the amount of forward.
HARM: Your level of harm is how hurt you are. Every cat can take a maximum of 7 harm before being knocked out. If you want your cat to die in a fight, make that known to all roleplayers in the interaction.
ATTACKING: When attacking another cat, without any move bonuses you will do 2 harm on a successful roll, 1 on a partial success, and 0 on a failure. When you attempt an attack, you will always open yourself up for retaliation no matter if you succeed or fail.
MOVES
Every character aligned with the roleplay’s TTRPG mechanics will also have a set of unique moves. These are determined by your Playbooks and the first tarot card from the Major Arcana that is unique to your character. That means the clowder cards (The Sun, The Moon, The Star) are not qualified. Each cat starts with two selected moves from their Playbooks, and as previously mentioned, more can be gained through leveling up.