Combat can occur either through roleplay, investigation rolls, events, or dungeons. If you are confused about what combat will look like, please contact an admin. We provide simulated battles for those who request it.
[Pre-Combat]
[Quick-Define]
Round: all turns have been taken and we cycle back to the top of the turn order.
Initiative: Your place in the turn order.
Action: A major interaction in combat (attacking, using a consumable, etc.)
Bonus Action: A lesser interaction in combat that takes less time than an action (hiding, buffing, etc.)
Reaction: An action you can take outside of your normal turn in reaction to something that happened.
Multiple Attacks: Take more than 1 attack within an action. Extra attacks do not give you extra actions and typically only apply to physical attacks.
DM: "Dungeon Master", the person in charge of the combat encounter or event.
DC: "Difficulty Class", this is the number you need to meet in order to pass an action.
CC: "Character Card", the sheet we use to keep track of stats/equipment/etc.
AOE: "Area of Effect"; affects multiple teammates and/or enemies.
[Tatsu and Rolling]
Most rolls use a d20 to determine outcomes. d100 is for percentage rolls. A DC number will be determined by the DM if there is not one.
For d20's, you must roll the DC or above to pass the roll.
For d100's, you must roll the DC or under to pass.
As an example: FT's Dragon's Fury has a percentage chance of enemy fear. A novice is using this skill, so they have a 30% chance to fear the enemy. Roll a d100. If the number is between 1-30 it's a hit. If not, it's a miss.
[Stats & What They Effect]
Every 5 points in a stat gives you an additional boost in a designated category.
STR = +1 damage die per 5 points
INT = +2 accuracy per 5 points
STH = +2 stealth bonus per 5 points (hide unlocked at 10 STH)
CHA = +20% pacify/tame per 5 points
SPD = +15% dodge and +1 initiative per 5 points
[Dungeon Inventory]
You can have up to 4 items to bring into a dungeon or event before it begins. The items you may bring typically involve consumables, such as potions, scrolls, blessings, food, etc.
All cats can wear armor to boost their ability. You can only wear a certain amount of armor per age bracket at once.
Equipped Armor
Kits: 1 equipment piece and 3 starstones.
Apprentices: 2 equipment pieces and 3 starstones.
Adolescents: 3 equipment pieces and 3 starstones.
Adults: 4 equipment pieces and 3 starstones.
[Initiative]
Most combat is turn-based; initiative is your spot in turn order. This is determined by a 1d20 roll + initiative modifier as designated on your Character Card.
Initiative goes from highest number first to lowest. Someone who rolls a 15 will go before someone with a 4. If two people roll the same number, whoever goes first can be decided by who has the higher speed, a coin flip, or it can be rerolled.
[Stealth Attacks & Hiding]
A successful sneak attack will add an additional 2d6 damage to your attacks. In order to perform a sneak attack, you must first be hidden before attacking. This can be used through means of skills, pre-existing conditions, or hiding during your turn.
During your turn, you can perform the hide bonus action, rolling a 1d20+Stealth Modifier against the enemy's perception (INT) check. If the enemy is asleep or has not noticed the party, the DC is by default 13. The "hide" option is unlocked at 10 STH.
If you fail the hide attempt, you will need to attempt again next round. If you make a successful hide attempt, you gain the "hidden" status effect, and are able to perform a sneak attack the same turn if you wish (unless you have already used your action that round). When making a stealth attack, you'll be using your stealth modifier in place of your accuracy modifier. Missing your stealth attack grants the enemy an attack of opportunity against you for +2d6 damage if it hits.
Your character will lose their "hidden" status effect and effectively become available for targeting again when one of the following happens:
1. Your character makes an unsuccessful sneak attack
2. Your character casts a skill
3. Your character performs an action that could be considered distracting or noisy
4. The enemy performs an action or uses a skill that allows them to target hidden characters
If you become unhidden due to your own actions (ie. anything besides being targeted during the enemy's turn), you cannot roll to hide again during that round. If your character chooses to remain hidden for longer than one turn, they will need to reroll their hide every round to avoid detection. Failing this roll will add your character back to the list of the enemy's targets.
[Accuracy & Damage]
Not every basic attack will be a hit. There's always a risk that you'll miss a move. For every 5 points in INT, you gain +2 accuracy you can add onto your d20 roll.
Attack ranges:
0-8 = Miss, no damage
9-12 = Partial Hit, half damage
13-19 = Full Hit, full damage
Natural 20 = Critical hit, double damage
In the case of decimals while halving, we typically round upwards. Enemies use the same range system.
Skills are usually always guaranteed a hit, unless stated otherwise.
Damage is determined by age and strength stat. The base damage per age is as follows:
Kittens - 1d3
Apprentices - 1d4
Adolescents - 1d5
Adults - 1d6
An adult with 5 strength will deal 2d6 damage. Soldiers also gain +1 damage die. If that same adult were a soldier, their damage would be 3d6 instead. A soldier apprentice deals 2d4 at base.
On a critical hit, meaning a nat 20 or a sneak attack, you double the dice. If a character can deal 4d6 damage, then they deal 8d6 damage on a critical hit. Flat damage modifiers are doubled and halved with damage.
[Attacking]
[Rounds and Turns]
Your character gets 1 turn per round, which lasts up to 5-10 minutes OOC and roughly 1-6 seconds IC. Your DM will tag you when it is your turn, and you may be skipped if you are absent or taking too long.
Your turn consists of one action and one bonus action.
You can take a reaction, which allows you to act outside of turn order in certain circumstances. Things like this can include jumping in front of someone to to take an attack instead, or using certain specified skills. Certain reactions or actions may prompt the dm to ask you to roll.
[Dodging]
Your character can attempt to dodge once an attack is made against them. Everyone starts out with a base 20% dodge chance.
To dodge, you must roll a 1d100 after the enemy makes their attack roll. If you have a 35% success chance, you must roll a 35 or lower. Anything above a 35 will be a fail.
If you dodge successfully, damage will be determined by the attack roll of the enemy.
Miss = no need for dodge, no damage taken
Partial hit + successful dodge = no damage taken
Full hit + successful dodge = half damage taken
Critical hit + successful dodge = half damage taken
[Pacifying]
As an alternative to fighting, you can choose to pacify, frighten, or persuade a foe. This works on single targets only starting at 20% base chance. A character with 5 in Charisma has a 40% chance to pacify.
Pacify: A pacified enemy will not attack for 1 turn. Pacifying them 3 times causes them to lose interest and retreat.
Frighten: Intimidate an enemy and inflict frightened on them. Frightening them 3 times will scare the enemy off (pacify mechanic only, not skills).
Persuade: Usually reserved for social interactions. Enemy should understand cat speech.
Depending on the type of enemy, you get a chance to actually tame them and make them part of the team until the end of the dungeon (or until they die). If they make it to the end of the dungeon you may pay the fee for a pet companion for your character, meaning they can stay by your side!
Please be aware that taming and pacifying may not be available for enemies with 3 star rating and above, or may require more than 3.
[Gambles]
Gambles involve characters performing specific things they want to do (Such as wanting to pin an enemy to prevent them from attacking, increasing their chances of a stronger attack, trapping a cat, etc.) Gambles are meant to be on the fly and flexible. That is why, when a character decides to gamble, the DM will decide the percentage to succeed as well as what will happen with the outcome. After the percentage has been set, the user attempting the gamble will roll a d100.
Gambles are optional for dungeon masters to use.
[Enemies]
Enemies can have a wide variety of difficulties and attacks. Lower-rated enemies tend to only have the basic attack and low stats, while higher-difficulty enemies have skills, special abilities, and high damage output. Enemies come with specified creature types, which can affect the pacify rate depending on your profession.
Enemies come in four categories...
Land: This creature is ground-bound. They do not live in the water, cannot fly, and are living.
Rangers have +20% chance to pacify these animal types.
Aquatic: This creature lives primarily in the water. They may come onto land from time to time, but spend most of their time in lakes, rivers, ponds, or the ocean.
Aquatists have +20% chance to pacify these animal types.
Flying: This creature lives in the skies! They may land from time to time, but their home is in the clouds, and they typically hover or have some sort of wings.
Foragers have +20% chance to pacify these animal types.
Undead: These creatures are the living dead, ghosts, or some other type of... Undead creature. "Undead" classification overrides land/aquatic/flying.
Mediums have +20% chance to pacify these animal types.
If an enemy is in the air, they need ranged attacks to be able to hit them.
[Arcane & Toughness]
Arcane is your magic & mana pool, and you draw from that pool to be able to cast skills. When your ARC runs out, you'll be unable to cast skills. Toughness is your HP pool. Whenever you take damage, you loose TGH. If your TGH runs out, your character faints and is unable to continue battle unless a party member revives you.
NOTE: AOE Skills are limited to 5 allies max, and the user would need to select who they are healing if there are more than 5 allies in combat.
[Regaining TGH & ARC]
There are various methods you can use in order to regain health. This can be from:
1. Health Potions
2. Healing Skills
3. Taking a rest
4. Eating consumables
The amount of HP regained depends on the method used.
Resting grants you +5 TGH. You may only rest once at a time between each dungeon or event session.
Meditating grants you +5 ARC. You can choose to meditate mid-combat as an action, or outside combat once per session.
[Saving Throws]
[Stat Saving Throws]
Occasionally, the DM may ask you to roll a saving throw to perform an action. For example, a character is asked to make a strength saving throw to push a boulder down a hill.
Every 5 points in a stat = +2 to the saving throw roll.
(f.ex. DM asks Bob to make an INT saving throw. Bob has an int score of 10, so he rolls a 1d20+4.)
The DM determines the DC needed to pass.
[Death Saving Throws]
When you drop to 0 HP, you’ll be asked to make a death saving throw.
Success = You rise to 1 HP and continue fighting.
Fail = You are unable to continue until combat ends.
The chance of success is set at 30% the first time you roll. For each consequent turn you take a fatal blow and have to roll, this is decreased by 10%.
As an example, a character rolls a success on their first saving throw. A few rounds later, they take a hit that would make them faint. They now only have a 20% chance of success. This continues until the chance reaches 0 and there's no chance of the character getting back up during the course of the fight.
Enemies do not use saving throws and faint/die once their HP depletes.
[Inspiration]
Inspiration allows a character to add a 1d6 onto any roll that is not damage. This means saving throws, attack rolls, stealth rolls, etc. Inspiration can be given to characters by cats with certain equipment sets. When your character has inspiration, you can choose to expend it after a roll has been made to potentially change the outcome.
[Status Effects]
Status effects are conditions which affect your character; either through damage, debuffs, buffs, etc. Some status effects cannot stack on each other, while others are stackable.
These include:
Bleeding: Wounded takes an extra 2 damage, as the jagged wound continues to bleed. lasts 3 rounds unless specified otherwise.
Blind: reduces accuracy by 2 points; lasts 2 rounds unless specified otherwise.
Charmed: The afflicted is unable to focus on anything else but the one who charmed them and is only able to attack them. Attacks are at a disadvantage.
Confusion: The afflicted has a 50% chance (unless specified otherwise) to hurt itself in confusion. lasts 2 rounds unless specified otherwise.
Disrupt: Interrupts an enemy's action and prevents them from using it.
Distracted: Attacks and saving throws are at a disadvantage.
Enraged: The afflicted is overcome with intense rage and attacks whoever it can see. Targets become randomized, including allies.
Fear: Disadvantage on attacks until they snap out of their fear. Enemies snap out after 2 rounds unless specified otherwise.
Frozen: Decreases movement speed to 0, the afflicted cannot move and must make an INT save of DC15 to use non-physical skills. Physical skills cannot be used while frozen. Strength based save DC20, or alternatively a fire based skill may be used to free the afflicted.
Grappled: The afflicted is unable to move or take an action for as long as they are grappled. Afflicted must make a strength saving throw (DC 13 unless specified otherwise/up to DM) to break free on each of its turns.
Hidden: The afflicted cannot be targeted.
Poison/Burning: ticks away x dmg for x rounds
Power of Love: When fighting nearby their mate, +10% dodge chance. +1 SPD in reaction to seeing mate attacked to take the hit for them.
Root: disables melee-ranged physical attacks. Flying enemies are rooted to the ground and cannot fly. Target must roll a 1d100 to break free with a 50% chance to succeed unless specified otherwise.
Sleeping: Target is asleep and cannot make actions. Automatically clears blind, charm, confusion, distracted, enraged, fear, hidden, power of love, and stun.
Stun: leaves the foe unable to make an action for 2 rounds unless specified otherwise.
[Difficult Terrain]
Difficult terrain is terrain that isn't flat and open, a battlefield that isn't ideal. This can be from weather conditions (ie snow, heavy rain), debris, or environmental troubles. These circumstances can cause different terrain statuses, depending on the terrain, that may help or hinder those that fight there. Usually in difficult terrain there is more opportunity for gambles.
Difficult terrain can give these status effects:
Close Quarters - Affected struggles in the tight space, making it harder to dodge incoming attacks.
-20% chance to dodging when in close quarters.
Freezing - The area is freezing cold, making it harder to move with your body shivering from the chill.
Speed is halved.
Heated - Affected is in a hot environment, and might make them delirious from the heat.
-2 Accuracy
Note: does NOT affect Fire Tribe or Void Tribe cats.
Low Visibility - Affected cannot see well in this environment, making it harder to see their enemies and properly land a hit.
-2 Accuracy
Submerged - Affected is swimming in open water, severely slowing their movements and affecting their ability to dodge.
-6 SPD, -30% to dodging.
Note: does NOT affect Water Tribe cats- but it’s effects are Doubled for Fire Tribe cats. These debuffs can also be halved by cats with the Swimming hobby.
Sunken - Affected struggles in the difficult terrain (deep snow/mud/ect), making them more likely to miss an attack or fail a dodge.
Disadvantage on attack and dodge rolls.
Wading - Affected is belly deep in water, slowing their movements and making dodging difficult.
-3 SPD, -15% to dodging.
Note: does NOT affect Water Tribe cats or cats with the Swimming hobby- but it’s effects are Doubled for Fire Tribe cats. FT cats with the swimming hobby take the normal effects.
[Looting]
Going through the dungeon might give materials to the party, but occasionally, rarer loot such as consumables, equipment, etc. may be given to one of the party members. There are two places for loot to go when it is found.
[Collective Loot Pile]
Loot that is found during battles, milestones, or given up individual loot is added to the collective pile. This collective pile at the end of the dungeon will be drawn from and given to randomly selected players.
[Individual Loot]
Loot that is found by certain players through good luck/chance, or well earned by said player. This loot cannot be taken by other members unless the one with the loot decides to give it away or put it in the collective loot pile.
There are a limited number of slots for loot. Each party member gets 5 slots that are structured as so:
- 4 equipment slots
- 20 material slots
The 20 material slots can be made up of 20 different materials, or 20 of the same material. Once your 4 equipment slots are filled, you are unable to get more loot without either giving one to someone else or discarding it.
[Dungeon Participant Bundle]
Items vary from dungeon to dungeon and is in addition to any loot received from Looting. At most this contains the following-
1 Legendary Equipment Piece
1 Rare Equipment Piece
2 Rare Items (Starstones/Legendary Shards/Nulling Fragments)
5 Refined Materials
5 Uncommon Materials
10 Common Materials
[Questions?]
We're glad to answer them in the comments below! Here are some general questions:
[Q: How do DMs keep track of all status effects/range differences?]
-A: A DM will keep a sheet with all characters on it with relevant information. (stats, status effects, inventory, skills.) This sheet will be available for all party members to see, but the DM may have some information that is secret on a separate sheet or hidden from the public eye. How the sheets are kept depends on the DM.
[Q: What if my character faints in combat? Can they continue the dungeon once the fight is over?]
-A: Yes! Fainting in combat is non-lethal and they wake up when the fight ends with 1 HP. Your HP count can be affected by potions, prey caught in the dungeon, etc. Only if the entire party faints in a fight will the party be teleported out and the adventure be cut short.
[Q: The dungeon I'm in is doing things that aren't listed here! What's up?]
-A: Different DMs have different ways of running things, these are just general guidelines they may use. A general rule is that the DMs should clear up what kind of dungeon it is when announcing it, so you know what you're getting into. Read the description on the dungeon finder and you'll be fine!
[Q: I still don't get the combat system, what now?]
-A: We provide support for those that need it. If you ask an admin we're willing to set up a simulated combat situation for you and your character.