During battle, a cat can fight tooth and nail and/or use their kinetic abilities! Each clan has its own set of kinetic abilities that they can use in battle or their daily lives! Using kinetic abilities is often very draining for less experienced characters! Be mindful of this in roleplay.
Explore the kinetic abilities of each clan below:
🌿 VerdureClan 🌿
⛰️ CavernClan ⛰️
🌊 TideClan 🌊
🕊️ CoveyClan 🕊️
In our server, we use a rolling system similar to that used in Dungeons and Dragons! Our rolls are to make sure no one powerplays, so that all of their attacks and such are balanced and fair! It is important that you still talk with your rp partner, even if it's just completely up to improv. Remember, please do not attack randomly without warning! Also, if a battle's outcome is predetermined (ex, a character is planning on getting critically injured, and information on it has already been run past a mod) This rolling system is optional. Again, ONLY if the battle has been spoken about before-hand!
How does this work?
Using our dicebot, type /roll dx (x being either 20, 10, or 5 depending) in our bot channel! Using whichever number you were rolled, use these handy guides to figure out how to write your attack corresponding with the number rolled.
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Table of Contents:
1- A critical failure. Whatever you were trying to do most likely backfires onto yourself.
2-4 - A failure. there was an attempt made; but it didn't really land.
5-9 - Just a slight miss. Maybe your claws caught some fur, but no damage was done.
10-13 - A light attack. Perhaps something caused your attack to stumble and lose balance before you could land a solid strike.
14-17 - A solid, hearty strike. Pretty good.
18-19 - A powerful strike ! This should do some damage.
20- This is your critical hit. Whatever things you're trying to do here succeed !! This is a strike that can take ears off.
While the roleplay follows a standard 50/50 system, there is one variation to this. When attempting to counter another player's successful roll, that roll must be HIGHER than the original roll. A cat sneaking out and rolling a 20 in Stealth would not be caught by a cat rolling 10+ in Perception- only if that player rolled 20+. The same applies to attacks. A player can not wholly negate the damage of a 15 if they roll a 12.
Physical attacks are attacks that do not use a character's power. For example, a scratch, bite, or headbutt etc. Things that have nothing to do with a character's kinetic powers. This, however, allows characters to use their physical attributes of their powers (ex, A TideClanner's tail, or a VerdureClanner's antlers) within this rolling system!
Explosive surprise move to catch the opponent from behind. Judge your opponent's distance from you carefully, then lash out with your back legs, taking all weight on your front paws.
A fight-stopper. Slice with unsheathed claws against the soft flesh of the opponent's belly. If you're pinned down, the belly rake quickly puts you back into control.
Frontal attack. Bring your front paw down hard on your opponent's head. Claws sheathed.
Ideal for a small cat facing a larger opponent. Spring onto opponent's back and grip with unsheathed claws. Now you are beyond the range of the opponent's paws and in position to inflict severe body wounds. A group of Apprentices can defeat a large and dangerous Guardian in this way. Watch for the drop-and-roll counter move, and try to jump free before you get squashed.
Guardians who have trained and fought together will often fall instinctively into a defensive position, each protecting each other's back while fending off an opponent on either side. Slashing, clawing, and leaping together, battle pairs can be a whirlwind of danger for attackers.
Effective in a tight situation, such as when you are pinned. Stop struggling and go limp. When your opponent relaxes their grip, thinking you are defeated, push yourself up explosively. This will throw off an unwary opponent and put you in an attacking position.
Secure a strong teeth grip in the scruff of your opponent's neck; then shake violently until they are too rattled to fight back. Most effective against rats, who are small enough to throw. A strong throw will stun or kill them.
Grab your opponent's tail and yank it with such force that your opponent is thrown off balance.
Target your opponent's extremities – the legs, tail, scruff or ears – and sink in your teeth and hold. This move is similar to the leap-and-hold except your claws remain free to fight.
Final, crushing move on already weakened opponent. Rear up on back legs and bring weight down on the opponent. If the opponent does the same, wrestle and flip them under you. This makes you vulnerable to the belly rake, so it takes great strength and speed
Turn onto your side, slip under the opponent's belly, rake it with your claws, then swiftly turn back onto all fours out from under your opponent
Simple defensive move. The cat ducks then twists around, rolling over onto their back, and then springs to their paws.
Frontal attack. Slice downward with your front paw at the face or body of your opponent.
Complicated move. Leap backwards, and bounce off the wall. With precise accuracy, land on the cat.
A death blow to the back of the neck. Quick and silent and sometimes considered dishonorable. Used only as a last resort.