CavernClanners have been blessed with the ability to control the earth surrounding them! This guide will teach you about how this works!
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Table of Contents:
1-2 - Again, a critical failure. Your energy is depleted and you probably hurt yourself by mistake
3-9 - A failure, but you are not as defeated ! May you try again.
10-12 - A success, but not a very strong one. You can feel the ache in your bones.
13-17 - A much better success ! But your energy is drained once again.
18-20 - Your critical success ! Your energy is not as drained as it usually is ! You've been blessed by the stars.
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.
While kinetics are most often thought to be used during battle, they can be used outside of such as well! Rolling is necessary for most Guardians and Guardian apprentices- but Miners are able to do most of the listed below without rolling (unless otherwise stated)!
Creating pillars
Using the ground to move an object
Using earth to cover themselves
Summoning rocks to step across (for small streams/chasms)
(Anything not mentioned above should probably be run by a mod in Help, but most things should be okay!)
The lowest energy move, and is usually taught to apprentices first! The user summons the tiniest of rocks, sand, and dirt, and hurls them at the opponent. It’s usually a mild inconvenience at best, but can be worse if thrown at the eyes.
Low energy move. The user takes nearby rocks and surrounds the opponent, immobilizing them. It doesn’t really hurt that bad but.. It’s pretty annoying for the target to be unable to move. With great force though, they can be broken.
Medium energy move. The user creates a mini rockslide by raising nearby rocks and boulders and dropping them on the opponent. These rocks hurt and leave bruises, but don’t break bones.
High energy move. The user gets up on their hind legs and slams down their front paws, creating a powerful earthquake that can split the battlefield and trap cats in the crevice. Use with caution, for it can trap the user as well as fellow Clanmates.
The strongest CavernClan move, with the highest energy cost. The user stomps on the ground and massive, sharp stones shoot up from the ground under the opponent with enough force to break bones and send cats flying.