combat
1. INITIATIVE
When engaging in combat, all parties will perform an initiative roll to determine their position in the combat order. To do so, each member will roll a D20+DEX, the order is ordered by highest roll to lowest roll.
When engaging in combat, all parties will perform an initiative roll to determine their position in the combat order. To do so, each member will roll a D20+DEX, the order is ordered by highest roll to lowest roll.
2. ACTION
Upon your turn, you will begin by stating what action you would like to perform; you may choose to flee, dodge, or attack.
Upon your turn, you will begin by stating what action you would like to perform; you may choose to flee, dodge, or attack.
- Flee; If you choose to flee, your opponent may choose whether to allow you to escape or to chase. If the opponent chooses to chase, each member will roll a D20+DEX against each other to determine whether you escape or the pursuer catches.
- Dodge; If you choose to dodge, you and your opponent will roll a D20+DEX against each other to determine whether the dodge is successful. If you successfully dodge, the opponent has disadvantage on their following turn if attacking; they roll two dice, the lower value is used.
3. ATTACK
Roll to determine whether or not you land a hit. Roll a D20+DEX or a D20+STR modifier, the modifier depending on the attack you plan to use, if the rolled value is equal to or higher than the opponent’s Armor Class (AC), the hit has landed. Otherwise, the hit misses. If the opponent has successfully dodged their previous turn, roll with disadvantage.
Roll to determine whether or not you land a hit. Roll a D20+DEX or a D20+STR modifier, the modifier depending on the attack you plan to use, if the rolled value is equal to or higher than the opponent’s Armor Class (AC), the hit has landed. Otherwise, the hit misses. If the opponent has successfully dodged their previous turn, roll with disadvantage.
- Natural 20 rolls result in a critical hit, resulting in double damage.
- Natural 1 rolls always miss
4. DAMAGE
Roll to determine damage; The dice rolled and modifier is determined by the move or action used. Actions or weapons whose damage depends on accuracy, typically slicing damage, use a +DEX modifier, while actions or weapons whose damage depends on strength, use a +STR modifier.
Roll to determine damage; The dice rolled and modifier is determined by the move or action used. Actions or weapons whose damage depends on accuracy, typically slicing damage, use a +DEX modifier, while actions or weapons whose damage depends on strength, use a +STR modifier.
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weapons
There are three groups of weapons to pick from. Light, medium, and specialty.
When weapons are able to use both Strength and Dexterity they cannot be hybrid weapons and use both. If Dexterity is used to attack, it must also be used for damage, the same applies when attacking with Strength.
- Members can upgrade their weapons, or exchange them for a different weapon, while being aware of the price difference. They may either be refunded or have to spend more coins to receive the weapon.
- For example, if a member owns a light weapon but wishes to upgrade to a medium weapon, they will have to pay an additional 100c.
When weapons are able to use both Strength and Dexterity they cannot be hybrid weapons and use both. If Dexterity is used to attack, it must also be used for damage, the same applies when attacking with Strength.
Novices
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Specialized novices
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Adults
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Specialty weapons
Specialty weapons (heavy weapons) are locked by the city that a character resides in. These weapons receive extra damage and are harder to wield so are only able to be used by the fighters.
Require +8 Strength to wield
Does 3d6+STR or DEX damage. Max damage without modifiers is 18.
Specialty weapons (heavy weapons) are locked by the city that a character resides in. These weapons receive extra damage and are harder to wield so are only able to be used by the fighters.
Require +8 Strength to wield
Does 3d6+STR or DEX damage. Max damage without modifiers is 18.
Long Sword
500 coins The eldurian long sword is a heavy and difficult weapon to wield. The feline often grips it in their jaws, but in a pinch can also grab it with a strong paw. The character can hold it sideways or use an attachment to have it face forwards. Surtr's Blade 500 coins A modified Eldurian long sword coated in a thick layer of flammable sap mixture, lighting it turns the metal into a burning weapon. In addition to the standard 3d6+STR/DEX roll, a hit enemy will also take 1d5 burn damage. However, there is a price to wielding a fiery weapon, and every round the user will take 1d5 in burn damage. Axe 500 coins The forsetian axe may be wielded by the maw, either facing sideways or forward via an attachment. It can also be used by a paw in a pinch. Ulfberht 600 coins Forged with honor in mind, Ulfberht is a monster of a weapon, its blade often only a bit shorter than the weilder’s body itself. Specific to Laguz’s Gold Pikes and Leads in the city, this sword can be held to the side, or with an attachment facing forward. It strays from the regular 3d6, giving a 4d6+STR and 1d4 of bludgeoning damage when used. Trident 500 coins A heavier laguzian weapon requiring more brute strength, the trident is a difficult weapon to wield; typically held by the mouth, however, it can also be thrown with a character's forearm. The trident can be held side-ways, or it can be used with its attachment, which allows the weapon to face forward. Hammer 500 coins Is a heavier stormrian weapon that requires a strong jaw, and can also be used by the paw in a pinch. |
Medium Weapons
Medium weapons can only be wielded by fighters, crafters, and hunters. Weapons that are a specific color are city-locked, so red weapons are Eldur, blue weapons are Laguz, green weapons are Forseti, and grey weapons are Stormr.
Requires +6 Strength or +6 Dexterity to wield
Does 2d8+ STR or DEX damage. Max damage without modifiers is 16.
Medium weapons can only be wielded by fighters, crafters, and hunters. Weapons that are a specific color are city-locked, so red weapons are Eldur, blue weapons are Laguz, green weapons are Forseti, and grey weapons are Stormr.
Requires +6 Strength or +6 Dexterity to wield
Does 2d8+ STR or DEX damage. Max damage without modifiers is 16.
Bow and Arrow
400 coins The character must be able to use both arms to wield this weapon, typically firing from long range. They will attach the bow to their forearm, sit up on their hind legs, attach the arrow to the string, and pull it with their claw to release it. Concealed Blade 400 coins A small ring slid onto the character's claw of choice, when they unsheath their claw it pulls the trigger and unsheaths the concealed blade. The blades are strapped around their forearms and wrapped with leather. Mace 400 coins A character may use a mace with their maw, swinging it towards their enemies (and occasionally releasing it). They can also sit back on their hind legs and thrust it towards their enemy with a paw, or attempt to swing it while moving with their paw. Metal Fangs 400 coins Metal fangs can be attached to the felines face, wrapping around their maw to extend their sharp teeth, providing a stronger, more lethal bite. Spear 400 coins Spears are often wielded with the character's mouth and thrust towards the enemy, however, it can also be thrown by the character using their paw and forearm, and sitting back on their hind legs. Barberhøvel
400 coins A modified Laguzian fishing net lined with serrated stones and seashells into the twine and wire. Upon first strike, the netting will do a standard damage of 2d8+DEX/STR and continue to do 1d4 piercing damage every round the victim is trapped in it. The victim also rolls with disadvantage. |
Crossbow
400 coins Crossbows are wielded by two paws, the feline sits on their hind legs, with the crossbow attached to one of their forearms. They can then draw the arrow into the line, pull it back, and fire it. Dirk 400 coins A dirk is typically wielded with the character's mouth, but it can be handled by a paw as well to be thrown at an enemy. Metal Claws 400 coins Metal claws are used as an extension of one's own claws, slid around the paws as cuffs. Seax 400 coins A seax is a longer, sleeker dagger, the seax is the perfect weapon for those who want to have more maneuverability. It is wielded by the maw, but can also be used by the paw or attached to a forearm. Sword 400 coins Swords are wielded in the mouth but can also be grabbed by a paw to push forward when needed. An attachment can be made for the handle to make it face forwards. |
Light Weapons
Light weapons can be held by any character older than 6 cycles old. It does not need a minimum required statistic to wield so is available to everyone. These weapons may be Strength or Dexterity to do damage.
Does 1d10+ STR or DEX. Max damage without modifiers is 10.
Light weapons can be held by any character older than 6 cycles old. It does not need a minimum required statistic to wield so is available to everyone. These weapons may be Strength or Dexterity to do damage.
Does 1d10+ STR or DEX. Max damage without modifiers is 10.
Dagger
300 coins A small, thin, sharp blade that can be wielded with the character's mouth or thrust towards an enemy, it can also be thrown by the character using their paw.
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HEALERS ITEMS
These items may only be purchased and used by healers. Salves and pouches are like weapons, so they do not run out after one use.
Healing Salve
400 coins A dark green salve of mixed herbs that can be applied to any wounds, effectively stopping any bleeding. Requires + 6 Wisdom to use. 1d10+WIS to heal.
Healing Pouch 500 coins A pouch tied around a healer's waist, containing salves, herbs, and wraps which can easily be applied to wounds. Requires+ 8 Wisdom to use 2d10+WIS to heal.
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armour
We have two types of armor on offer to make things easier and more streamlined. A character may make leather armor to cover their bodies but it will have no in-character effect
Shield
400 coins A round shield made of wood that is attached to either the forearm or has a handle attached to the back to be held in the mouth. A shield can also be attached to the body for easy access.
Helmet 500 coins Helmets are solely made of metal to protect a cat's head from injury.
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death saving throw
When a Character starts their turn with 0 Hit Points, their character falls unconscious and they must make a special saving throw, known as the death saving throw. This determines whether they creep closer to death or hang onto life.
This saving throw isn’t tied to any ability score, and the player’s roll is entirely left up to fate.
Death Saving Throw: 1D20. The user must roll at least a 10 or higher to succeed a roll, otherwise it is considered a failed roll. You must continue rolling until you have rolled either three successes or three fails. Three successes allows your character to become stable, three failures equates to death. You continue to roll until you collect three of a kind, which determines your fate. The number of both is reset to zero when you regain any hit points or become stable.
This saving throw isn’t tied to any ability score, and the player’s roll is entirely left up to fate.
Death Saving Throw: 1D20. The user must roll at least a 10 or higher to succeed a roll, otherwise it is considered a failed roll. You must continue rolling until you have rolled either three successes or three fails. Three successes allows your character to become stable, three failures equates to death. You continue to roll until you collect three of a kind, which determines your fate. The number of both is reset to zero when you regain any hit points or become stable.
- When you roll a 1 on the d20, it counts as two failures.
- If you roll a 20 on the d20, you regain 1 hit point.
- If you take any damage while you have 0 hit points, you suffer a death-saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.