-《 Heavy WIP! Send feedback and your thoughts and plans for this and I'll do some modifications based off of it! 》- -《 This is an ideas project, not a guide! 》- ⋆------------------------------------------⋆ Introduction Here's my thoughts on how the points mechanic will work! Listing all the points I planned for this roleplay, including points from the original sidekick ideas! ▪------------------------------------------▪ The Basics There are 8 types of points. 4 of them are main, and 4 others are sidekick-exclusive. The 4 mains are: - Experience, the starting points for kits, can be exchanged for other points and can help gain sidekicks - Intelligence, gained as apprentices and are for both warriors and medics - Power, a warrior-based points system that calculates how strong and defensive a cat is - Medical points, a medic-based points system that calculates a cat's healing and StarClan skills The 4 other sidekick-exclusives are: - Willpower, gained by owning bluefoots and can change their role in every rank - Defence, gained with willpower and affects rolls using power - Starlight, gained with willpower, affects rolls using medical points and helps medics with StarClan messages - Eaglepower, gained by owning eagles and serve as an all-rounder, be it fighting, hunting or healing! Kits can only gain experience, and everyone else can gain any main points, but sidekick-exclusive points can only be gained if an eligible cat has a sidekick. [------------------------------------------] Experience Kits can only gain experience and nothing else, but any cat in any rank can collect experience too. Experience can be exchanged for intelligence, power, medical points and willpower (if bluefoot)! Of course, kits can't do this, unless they have bluefoot. What can experience do? It doesn't do anything except for exchanging to different points and gaining sidekicks requiring EXP. It can still be useful since gaining other points in other ways may be harder than just exchanging EXP. How can you gain it? Here's how... - Playing a game (usually kit games): +1 EXP - Talking to an elder: +1 EXP - Talking to a highrank: +1 EXP - Playfighting and winning: +2 EXP - Doing a thing that's restricted/not allowed (for example, hunting/getting out of camp as a kit, stealing, and a bunch more): +3 EXP - Participating in a kit group (it must have been active for 2 weeks and have some sort of lore going on) (maximum of 1 exp per week from this): +1 EXP - Doing a Clan tradition (more on that later please help me): +2 EXP - Fighting anyone and winning: +3 EXP - Creating a new landmark/expanding territory/finding something significant: +3 EXP - Training with your mentor/being trained: +1 EXP - Just talking to your mentor or being talked to by your apprentice as a mentor: +1 EXP - Training with someone that's not your mentor (apprentices only, learning a new skill and same-path (warrior apprentices get trained warrior things and m.apprentices get trained medic things) preferred): +1 EXP - Healing a cat (stays the same or gets worse): +1 EXP - Healing a cat successfully: +2 EXP - Healing a cat (but you're not a medic) (result does not matter): +1 EXP ✲------------------------------------------✲ Intel/Power/Med Intelligence is for any rank above the kits, and can help with difficult or stealthy actions, such as: - stealing, trespassing, other crimes - risky actions that could easily cause high injury, death or punishment - getting picked for special jobs/becoming a highrank - getting certain sidekicks - healing/StarClan stuffs (although this is more focused on medical points) Exchanging experience for intelligence is the best way to get it, but it can be gained on its own by: - talking to elders/highranks: +1 INT - being trained: +1 INT - doing Clan traditions: +1 INT - etc. Excluding for being trained, you can only gain up to 2 intelligence by naturally collecting it (not collection by exchange) every week. When exchanging, you can collect as much as you want to. The overall cap on intelligence is 90. Power can only be gained by the warrior ranks (warrior apprentices, warriors, senior warriors, elders...) and calculates their ability in warrior skills. It can help in: - hunting and fighting - protection skills - getting picked for special jobs/becoming a highrank - etc... other warrior skills... Exchanging experience for power is the best way to collect it, but there are a few other ways to collect it: - being trained in warrior skills: +1 POW - fighting and winning: +1 POW Except for being trained, you can only gain 2 power points per week if collecting them naturally. You can gain as much as you want through exchange. Power caps at 130. Medical points are only for the path of a medic, like their version of power. It can be used for: - healing - StarClan stuff like visions, prophecies, etc. - etc... other medic skills... Continues in the notes and credits!
Like the other points, it can be exchanged from experience, or collected by: - being trained in medic skills: +1 MED And that's it. You can gain by training as much as you want. Healing cats will be earned in EXP. HA! And also the limit for medical points is 130 ⊹------------------------------------------⊹ Sidekick-Exclusive These are special points that can only be gained with sidekicks... By owning an eagle, you can get Eaglepower, since you cannot earn any other points if you want to keep the eagle. You have a 25% chance of earning 1 EGP every week. It nearly works as power, intelligence and medical points, and can help in: - restricted/difficult actions - hunting and fighting - healing (but not as well as other skills) EGP will cap at 85! Willpower is gained by exchanging experience for it, but only if you have a bluefoot! What it does depends on the rank: - Kit: unlocks the power, intelligence and medical stat for kits! the power level will be WIL/2, the intel will be WIL, and the medical WIL/3. - Apprentice: Warrior apprentices will have their medical stat be equal to their willpower, and medic apprentices will have their power stat equal to willpower. - Warrior: They'll earn a new stat called defence and will be set to their willpower at the start! More about DEF below... - Medic: Same as warriors, but they earn starlight instead! More about SRL below... - Senior Warrior: Can earn defence as normal, but they now have starlight! It is set to WIL/3 but cannot be raised. - Elder: Although they will lose 2 WIL and SRL every moon, if they become sick or injured, they have a WIL/2% chance of negating it. They can also speak about every single detail of lore, not just the parts they know! - Deputy: Their point caps will go up by 20, and they can have starlight, but it will be at WIL/4 and cannot be raised. They can also access any restricted area which is not from trespassing or is not a very special lore-based area, with a 100-WIL% chance. - Leader: Same as the deputy, except for the restricted-accessing benefit. They can have 1 more life and have a WIL/3% chance of negating an illness. Willpower will cap at 70! Defence can also be gained using bluefoot, but only in the warrior path. Apart from gaining some upon becoming a warrior, it can be exchanged from EXP or WIL. What it does is that after a roll that uses power, there is a DEF% chance that it will roll again, even with good results. Starlight is the same, except that it's for the medic path, and it will be used in a roll that uses medical points. SRL can also be used to make messages from StarClan more clearer. (If this was Dice of Destiny pretend that all medics have 50 foresight and starlight just builds on that) And that's all! ⁎------------------------------------------⁎ Thanks for reading! ₊*.꙳°‧✯