...cont. part 1 https://scratch.mit.edu/projects/1364942700/ ✿------------------------------------------✿ let's continue - Yellowtuft: These small cat-like animals will usually gain your trust if you stay with them often. So, to get them as your sidekick, you need to have at least 1 other sidekick with you, and hunt at least twice a week from when you are 8 moons old all the way to 72. Yes, yellowtufts really need company! Also, you can never clearly reveal that you are a Clan cat, as they get frightened at what they think of them, but of course, they don't really know the truth. (Some things, such as revealing your 2-part name or saying your rank, will not count for revealing that you are a Clan cat. More obvious things will.) You only need to be at least 50 moons old if you happen to be a loner, rogue or kittypet. Once you think you fit all of these requirements, report that to the sidekick registration project and make sure to tell your EXP and INT as you'll need some luck to even obtain them. There's a 2% chance of getting yellowtuft which increases by 1% for every 20 EXP or 15 INT points. ...I never finished it past there but here is a summary for what I would've planned for the remaining sidekicks: - Yellowtuft (continued): Benefit could be a possible pow/int/exp increase? Potentially the ability to become med cat regardless of age/exp? Rolling may also have a +5% success or avoided injury/death chance. The yellowtuft may just be a companion to make you a better cat. To keep yellowtufts, you may only roleplay twice a week in your Clan's camp. You can roleplay as normal outside of camp. In camp, you cannot roleplay as if the yellowtuft is in camp with you. Also, every time you roleplay with 3 or more cats, there is a 10% chance to lose yellowtuft. Maximum 3 yellowtuft-holders per clan! If you are a non-clan cat then um you keep yellowtuft forever yay...? - Bluefoot (rabbit-like animal): Since these rabbits are usually found in hard-to-reach places, you would probably have to commit crimes or trespass or access exclusive places without permission multiple times? Mostly with a very high death, injury or large punishment chance but you'd probably have to do this like 5 times. Getting caught resets the counter because am evil and they can be a bit shy. Maybe you can add an extra requirement to gaining bluefoot too? So uhh they allow you to get willpower! Yay! Which is an exclusive stat that changes for literally every allowed rank. Kit - you have power, intel and medic stat! AS KIT! Power = will/2, intel = will, medic = will/3. rounded down! W.Apprentice - willpower = medic ooh M.Apprentice - willpower = power oooh Warrior - You can gain defence (WIL = DEF)! If rolling something that uses power, has a DEF% chance of rolling again once. Yes this includes good results sometimes defence gets you into more trouble hehehe also you can still gain medic Medic - You can gain starlight (WIL = SRL)! Basically defence but based on medicals instead of power. It's also kinnddaa like dice of destiny's foresight but it's as if all medics (including non-bluefoot-holders) have 50 foresight by default and starlight just builds on that so bluefoot-holding medics are just advanced medics lol and you can still gain power of course! Senior Warrior - you can gain defence as normal, but they have starlight! starlight = willpower/3, cannot be raised Elder - you lose 2 starlight and willpower every moon, BUT if you get sick or injured, there is a WIL/2% chance of negating it instead. an extra benefit of having bluefoot as elder is that you can talk about every single detail of lore, not just the parts you know about! Deputy - all point caps go up by 20 and you can gain starlight, but it will be willpower/4 and cannot be raised! you can also access any restricted area (except trespassing or real special real lore-based real crazy areas) with a 100-WIL% chance of death! Leader - same as deputy benefits except for the restricted-accessing benefit, you also get like 1 more life ooh so cool AND you have a WIL/3% chance of negating illness (not injury!) (Non-clan cats cannot gain bluefoot but this might change! Willpower also caps at 70, and Defence and Starlight caps at 75.) (I think I'm making bluefoot too overpowered???) And for the keeping rules, if you get punished 3 times, you lose bluefoot (but you can get it back by doing bluefoot requirements again), you have to roleplay with bluefoot 3 times a week (or else you lose it) maybe?? Not sure about other rules though what do you think... And that's it! Thanks for reading! :3