Alright so yayy systems: (^) Aging systems (2 ideas)!! From 0-12 moons: 2 moons a week 12-24 moons: 1 moon a week 24+ moons: 2 moons a week D!3 at about 120 moons. Roll rates (once a week) for d34th by old age 80-89 moons - 20% 90-99 moons - 40% 100-109 moons - 60% 110 - 120 moons - 80% 120+ moons - 90% (-) If you don't want the age rate to change based on how old you are, it could be more like this (just so roleplayers don't have the same character for over a year) 1 week = 1 moon Cubs: 0-4 moons Apprentice: 4-8 moons Warrior: 8+ And d34th rates: 20-24 moons - 20% 25-29 moons - 40% 30-34 moons - 60% 35-39 moons - 80% 40+ moons - 90% Alright now onto experience. I was thinking we could have three categories for warriors/ reg appies. Fighting Hunting Stealth Fighting: Alright soo fighting would be used for things like battles (obviously lol) so if it's just a one-on-one battle then winning stats would look like this: If they are within 5 exp of the person they are fighting they have a 40% chance of winning Within 10 - 30% Within 15 - 20% More than 15 - 10% Alright, that might have been confusing so here: If Tigerbreath had 40 fighting exp and Liontalon had 35 exp, Liontalon would have a 40% chance of winning, and Tigerbreath would have a 60% chance. If Liontalon had 20 fighting exp, he would have a 10% chance of winning since Tigerbreath has more than 15 exp points than Liontalon. (If you are still confused just ask me hehe ^^) HOWEVER for larger clan battles, you take the average of either side's fighting exp and roll with those stats. And if your fighting on the other clans territory, you are 10% more likely to lose the battle. Here's another example: If Lionclan has 5 warriors who's fighting stats look like this: 1 has 30 2 has 29 3 has 25 4 has 40 5 has 35 then add them all up and divide by the number of warriors (in this case 5) to get 30.8 If Tigerclan also has 5 warriors with stats like this: 1 has 36 2 has 45 3 has 15 4 has 30 5 has 24 that averages out to 30. (help I made up numbers on the spot how are there averages so close??) Since Lionclan has 30.8 and Tigerclan has 30, Tigerclan has a 40% chance of winning the battle if they were in unclaimed territory. If we were to fight on Tigerclan territory, Tigerclan would get the +10% bonus and their odds would boost up to 50% overall. If we were fighting on Lionclan territory, Lionclan would have their base 60% chance from having more exp than Tigerclan +10% because we are fighting on Lionclan territory. (Tell me if this doesn't make sense as well hehe ^^) Hunting: Hunting is pretty simple. More exp = More likely to catch more prey :D Here are the stats: 0-9 exp 50% no prey 35% 1 prey 24% 2 prey 1% 3 prey 10-19 exp 35% no prey 40% 1 prey 20% 2 prey 5% 3 prey 20-29 exp 25% no prey 35% 1 prey 30% 2 prey 10% 3 prey 30+ exp 15% no prey 40% 1 prey 35% 2 prey 10% 3 prey (yes I know it's the same as 20-29 exp but I don't want it to go above 10% chance :p) Stealth: So stealth will depend on what your doing. There will be three things you can do: Steal Prey (or herbs): Sneaking onto another clans territory to steal their prey (or herbs if that's what you want. Or if you just wanna chill in another clans territory I mean I'm not stopping you loll) If stealth is between 0-9 then 90% chance caught 10-19 70% chance 20-29 50% chance 30+ 20% chance Secret Meetups: If you set up a secret meetup with a cat from another clan, there is a chance you might get caught by either clan (if roll caught, roll 50% odds which clan catches you if you're meeting at the border, otherwise the clan that catches you is just the clan who's territory you're in). 0-9 95% chance 10-19 75% 20-29 60% 30+ 30% Sneak Attacks: You can roll to sneakily attack a single cat in a 1v1 or a group of cats ambushing a group of cats. For the groups it would be the average stats just like in battles. If you successfully sneak attack, your chances of winning the battle go up by 10%. However, if you fail a sneak attack, your battle winning chances would go down by 5%. Below are the percentages of the sneak attack working. 0-9 10% chance 10-19 40% 20-29 65% 30+ 90% Proficiency: So in cannon, certain groups will be better at certain things. Tigerclan is good at stealth, Lionclan is good at fighting, and Leopardclan is good at hunting. Basically you just get a +5% on any roll your making if you're proficient in that (if two Lionclan are fighting, ignore the buff since they both have it.) Lets go back to the example with Tigerbreath and Liontalon. If Tigerbreath has 30 exp and Liontalon has 29 exp, then the odds would be T=60% and L=40% but if we take into account that Tigerbreath is in Tigerclan and Liontalon is in Lionclan, the the odds for Liontalon would go up by 5% and the new odds would be T=55% and L=45% rehehehe (Cont. in N+C)
Alright the three diff exp for Medics/ medic apps are: Prophecy Healing Herb-Gathering Prophecy: The prophecy stat is basically how well a med cat can connect to Starclan (or whatever celestial body) Before events (drought, famine, apocalypse, ect.) there can be a roll based on the healer's prophecy stat to see whether or not they receive an omen/ warning. No specific chances here since they would vary on the event ^^ Also (something asked about by @Firestripe612 a fellow cohost teehee), for smaller events like drought and famines, the leader would get the prophecy if the medic did. For larger things like limited-time non-recurring events the medics would A. Likely be guaranteed a message if they had over a certain amount of this stat and B. the leader would not get the message, and the medic would have to share it with the leader. Healing: How well they can heal. Wow. I'm so amazing at coming up with creative names /silly This one is pretty self-explanatory :thumbs-up: So I think that there will be three types of illness/injury Minor illness/injury Medium illness/ijury Major illness/injury For minor injury it could just be a scratch or light wound, something you're not limited much by. For illness it wouldn't actually be any sort of illness, just a stomach ache or sore throat. For medium injury it would be something larger that would require a stay in the medic den for 2-3 irp days, but nothing too big either. For illness it would be Whitecough or Kitten-cough, something that can be cured but can be dangerous. For major injury it would be some sort of VERY large gash or a medium injury that got infected. The illness would be Greencough, Blackcough, or Yellowcough. Chances of injury/illness progressing w/out medic help: Minor: 25% Medium: 45% Major: 70% Chances of progressing w/ medic help would depend based on their heal stat: 0-9 exp Minor: 20% Medium: 45% Major: 65% 10-19 Minor: 15% Medium: 40% Major: 50% 20-29 Minor: 10% Medium: 35% Major: 45% 30+ Minor: 5% Medium: 30% Major: 40% Herb-Gathering: Herb is like hunting, but it's how well you find herbs. 0-9 exp 50% no herbs 35% 1 herbs 24% 2 herbs 1% 3 herbs 10-19 exp 35% no herbs 40% 1 herb 20% 2 herbs 5% 3 herbs 20-29 exp 25% no herbs 35% 1 herb 30% 2 herbs 10% 3 herbs 30+ exp 15% no herbs 40% 1 herbs 35% 2 herbs 10% 3 herbs If your looking for a specific herb, then for each herb you find there is a 70% chance it's the herb you want. Also herbs that usually come in clumps 1 herb = 1 clump. There is a link inside the project to an amazing site with all the herbs and what they do, highly recommend!! So in cannon, certain groups will be better at certain things. Tigerclan is good at prophecy, Lionclan is good at healing, and Leopardclan is good at herb-gathering. Basically you just get a +5% on any roll your making if you're proficient in that (if two Lionclan are fighting, ignore the buff since they both have it.) Now after all this talk of exp you may be wondering "How do you even earn exp?" the answer is by doing lots of things yayy!! So for warrior appies: Train w/ mentor +3 Train w/ another appie +2 Explore/be out of camp on your own or w/ another appie +1 For warriors: Train w/ another warrior +2 Train w/ an appie +1 Fight in a clan battle +5 Fight in a 1v1 battle +3 For medic appies: Train w/ mentor +3 Train w/ another medic appie (if there are multiple) +2 Heal a major illness/injury +5 Heal a medium illness/injury +3 Heal a minor illness/injury +2 For medics: Train w/ another medic (if there are multiple) +2 Train w/ a medic appie +1 Heal a major illness/injury +3 Heal a medium illness/injury +2 Heal a minor illness/injury +1 False omens: So, A false omen might appear in big events where the clans being misled is /part/ of the event. False omens would come from the Dark Forest or Dark Forest irp equivalent !! Pretty simple, would depend on the circumstances mostly lol :p