TideClanners have been blessed with the ability to control the surrounding water! 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 Divers are able to do most of the listed below without rolling unless otherwise stated!)
Pulling water out of the air (during the wet season due to humidity, rain, fog, etc.)
Using water to shove rocks or debris out of the way
Creating spouts or streams by pulling water out of the air or ground
Using water to propel themselves forward
(Anything not mentioned above should probably be run by a mod in Help, but most things should be okay!)
Low energy move. A spray of countless bubbles is jetted at the foe from the mouth. The bubbles popping against the skin feel like tiny clawmarks. More of an annoyance than an attack, but if used in succession or by multiple TideClanners, it can really cause a problem. One of the first moves taught to apprentices.
Medium energy move. The target is blasted with a forceful shot of water from the mouth with enough pressure for it to hurt quite a bit. Useful in rapid succession in short bursts.
Medium energy move. The user attacks the target with a pulsing blast of water made of ultrasonic waves. Very useful to both inflict damage and to keep the other cat from getting too close, as it knocks them back.
Medium-High energy move. By quickly changing the currents of nearby water, the user lunges at the target encased in water at a speed that makes them almost invisible. A bit like a tackle with extra oomph.
High energy move -- the most powerful TideClan attack. The target is blasted by a huge volume of water launched under great pressure. Think of it like a firefighter’s hose, not only is it going to knock you far away but it’s gonna burn. Anybody hit with this directly will not be able to continue to battle.