⏾ welcome to the legacies rolling project. fate lives here. so do consequences. for now, this is run directly by the host. eventually, appointed rollers will take over. regardless of who runs it, the outcome logic does not change. this is not a suggestion box. this is not a debate club. this is not a retry machine. this is probability. ─✦₊⊹˚ WHAT THIS PROJECT IS FOR come here to roll for: * crimes * secrecy * forbidden alliances * ambition * reckless bravery * dangerous exploration * combat * and anything that requires chance instead of narration if an action carries risk, it belongs here. if you are unsure, ask before rolling. ─✦₊⊹˚ GENERAL RULES (READ ALL OF THEM) ⟢ do not ping unless it has been over 48 hours. ⟢ do not repost your form unless a roller instructs you to. ⟢ do not chat here. take casual conversation to profiles. ⟢ unless marked invalid, all rolls are irreversible. ⟢ if caught committing a crime, you may not repeat that same crime until punishment is fully carried out. ⟢ stealth + strength stats are required for every roll unless explicitly exempt. ⟢ each thread must have at least three replies per side actively engaging in the action. * for solo-risk actions (spying, trespassing, sneaking), it must equal three full comments worth of action. ⟢ when fighting, list usernames and clans of all participants. ⟢ kittypets cannot engage in playfights. ⟢ do not attempt to loophole percentages. mechanics are monitored. ⟢ tampering with stats, editing outcomes, or manipulating context will result in roll invalidation. ⟢ tns (thread notifications) are always open and shuffled weekly. if formatting is incorrect, your roll may be skipped until fixed. ─✦₊⊹˚ INJURY SYSTEM OVERVIEW injuries escalate in tiers: no injury → minor → moderate → major → critical → death minor injuries heal quickly. moderate injuries affect performance. major injuries restrict activity. critical injuries may permanently alter your character. stacking injuries increases future death chance. healing time depends on severity and access to proper care. recklessness compounds. ─✦₊⊹˚ 1. CLAN-RELATED ROLLS TRESPASSING [ stealth calc ] rolling determines whether you are detected. outcome depends on: * your stealth * the clan’s safety level * environmental conditions if caught, punishment is decided by leadership. punishment may include demotion, confinement, loss of prey, public discipline, or escalation. STEALING roll to steal prey. from your own clan: 1–5 pieces. success grants immunity to starvation that week. from another clan: 5–10 pieces. higher risk. harsher punishment if caught. limit: 5 lifetime steal rolls per character. JOINING A CLAN [ stealth calc ] this determines whether you survive the journey across territories. this may include a death chance. success only means you arrive. leader permission is still required. no roll required for intentional loner or kittypet transitions unless crossing hostile territory. SHARING leaders and deputies may roll to share prey. 50/50 success rate. if failed, prey is lost. loners may attempt this with stolen prey. others may not. POISONING PREY [ stealth calc ] you may attempt to poison your own clan’s prey pile. if successful: one random clan member is rolled for fatal poisoning. you do not choose the victim. if caught, consequences will be severe. cooldown: one poisoning attempt per character. ─✦₊⊹˚ 2. PERSONAL ROLLS FIGHTING [ battle calc ] roll when engaging in serious combat. win grants +5 exp and +5 warrior aptitude. injuries possible. death possible. outcomes final. DUELS mutually agreed fights may be declared as duels. duels reduce outside interference but do not remove injury chance. SELF-POISONING rolling to consume a deathberry carries a 95% death rate. handle mature themes responsibly. this remains a youth-oriented space. SPYING [ stealth calc ] roll to observe a thread secretly. uses: * your stealth * highest stealth in the observed group success: you gain full thread knowledge. failure: you gain none. unrealistic spying attempts may be denied. CONFESSIONS if revealing a crime voluntarily, you may request a leniency roll. this does not guarantee forgiveness. ─✦₊⊹˚ ++ Cont in desc
3. KITS PLAYFIGHTS 5 per week. flat 50/50 chance. no aptitude influence. max +5 warrior aptitude weekly. REAL FIGHT [ battle calc ] no weekly limit. win grants +3 warrior aptitude. injury chance applies. LEAVING CAMP kit may leave camp for 8 aptitude of choice. requirements: must be accompanied by a warrior. that warrior determines how events unfold. survival chances: without protection → 50% with protection → 75% neglect → 50% endangerment → 25% repeat attempts increase scrutiny. KIDNAPPING EVENTS during major plots, kits may be subjected to event rolls. these are host-controlled. ─✦₊⊹˚ 4. TWOLEGPLACE CLAN-ENTERING kittypets may attempt to trespass or join a clan under normal rules. SNEAKING INTO TWOLEGPLACE [ stealth calc ] non-kittypets must roll. if caught: you become a kittypet. loners are exempt. ESCAPING stealth determines escape chance: 0–9 → 20% 10–19 → 40% 20+ → 60% after five weeks in captivity, you may choose to remain or attempt escape again. multiple failed attempts may increase injury risk. ─✦₊⊹˚ 5. EVENT ROLLS natural disasters. plagues. fires. battlefield chaos. leadership trials. these are controlled by host discretion. not all percentages will be disclosed. uncertainty is intentional. ─✦₊⊹˚ INVALID ROLLS INCLUDE * incomplete forms * insufficient thread buildup * stat manipulation * meta-knowledge exploitation * attempts to bypass cooldowns invalid rolls do not consume cooldowns. ─✦₊⊹˚ AUTHORIZED ROLLERS only designated rollers may determine outcomes. helpers are closed unless directly invited. rollers may: * deny unrealistic attempts * adjust for environmental modifiers * escalate consequences for repeat offenders Authorized Rollers @-LEGACIES [ Me ] @Shiningkitten62 [ kit ] FINAL NOTE this system exists for balance. not mercy. not cruelty. balance. if you choose danger, danger may choose you back. roll carefully.