CoveyClanners have been blessed with the ability to control the wind around 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 Aviators are able to do most of the listed below without rolling unless otherwise stated!)
Using a gust of wind to move small objects/debris (roll depending on the weight of the object)
Redirecting scents with the wind
Put out very, very small fires (larger fires are designated for the Aviator team)
Summoning roots to step across (For small streams / chasms / crunchy leaves in attempts to be quiet )
( Anything not mentioned above should probably be run by a mod in Help, but most things should be okay!)
Low energy move, and one of the first to be taught to Apprentices. A gust of wind is whipped up by wings and launched at the target to inflict damage and blow them back.
Low energy move, but takes a lot of experience to master. It involves carefully manipulating wind currents to surround the wing, causing them to be sharp as claws while simultaneously protecting them. The user then slashes at the target with their wings.
A more intense version of Gust, making it a medium energy move. The user flaps their wings and releases a fierce gust of wind from them at the opponent. Not only is it strong enough to send a cat far away from the user, the pressure alone is enough to burn.
Medium energy move. The user condenses wind currents into blades of energy that are then fired at the opponent. One is enough to leave a scratch, but an armada of these little energy blasts is enough to send any cat running.
High energy move and the most powerful CoveyClan attack. A vortex of high pressure air is shot at the target, strong enough to break bones and cause burns. Any cat hit directly by this is probably down and out.