⏾ LEGACIES — APTITUDE & EXPERIENCE GUIDE Every clan cat in Legacies has two kinds of stat points: Aptitude and Experience. These points are unique to each character. When that character dies, their points die with them. They are not inherited by descendants and they do not apply to StarClan or Dark Forest spirits. These stats are used for things such as: • Battle calculations. • Healing rolls. • Event outcomes. • High-rank eligibility. • Future mechanics and special events. This guide only applies to Clan cats. Kittypets and loners use a different progression system. ──────────────────────── I. APTITUDE Aptitude represents a cat's natural potential. It is not knowledge or training — only the ability to learn. For example, a kit with high Medic Aptitude does not automatically know how to use herbs or treat wounds. They simply have a natural gift that may allow them to excel if they choose that path. Aptitude can only be earned while a character is a kit. Once a cat becomes an apprentice, their chosen Aptitude is converted directly into Experience. [Ex - A kit with 7 Warrior Aptitude will begin apprenticeship with 7 Warrior Experience.] A kit may earn both Warrior and Medic Aptitude while they are young, but once they receive their apprentice role, the unused path turns into the chosen role. [Ex - You gained 15 warrior apt, and 15 medic apt, however became a warrior apprentice. You now have 30 warrior exp.] A litter must be completely accepted and registered before any Aptitude can be earned. ──────────────────────── II. MEDIC APTITUDE Medic Aptitude helps determine which kits are considered when a medicine cat is ready to take an apprentice. When the time comes, the medicine cat will be given a list of the highest-ranking eligible kits and may choose one from that list. Please note: • Do not ask to become the medicine apprentice. • Do not hint that your character is "destined" to become one. [Although its completely alright if your cat is overconfident! As long as its not guilting] • Do not pressure or privately message the medicine cat regarding selection. Attempting to influence the process may result in your character being removed from consideration. Ways to earn Medic Aptitude: +1 — Talk with a medicine cat. +1 — Listen to an elder's story. +1 — Interact with or study plants during roleplay. +1 — Roleplay with a deceased relative (please clarify this in the thread). +2 — Help organize or gather herbs. +3 — Receive treatment from a medicine cat. +5 — Survive sneaking out of camp (rolling project required). ──────────────────────── III. WARRIOR APTITUDE Warrior Aptitude reflects a kit's natural instincts for physical and practical skills. Like Medic Aptitude, it does not represent training or knowledge. Ways to earn Warrior Aptitude: +1 — Play a game with another kit or cat. +1 — Listen to an elder's story. +1 — Catch or chase bugs (must be roleplayed). +1 — Talk with the deputy. +1 — Practice climbing, balancing, or similar activities. +1 — Win a playfight. +3 — Win a real fight. +5 — Survive sneaking out of camp (rolling project required). ──────────────────────── IV. EXPERIENCE Experience represents learned skill and practical ability. When a cat becomes an apprentice, their chosen Aptitude becomes their starting Experience. From then on, Experience is earned through training, roleplay, and events. Warrior Experience is divided into two categories: • Attack • Defense Medic Experience is divided into two categories: • Mending • Insight Experience must be manually reported to Storage whenever required. If it is not recorded in Storage, it does not count. ──────────────────────── V. WARRIOR EXPERIENCE Attack represents a warrior's offensive ability: • Fighting. • Hunting dangerous prey. • Duels. • Offensive battle actions. Defense represents a warrior's resilience and awareness: • Guarding. • Protecting others. • Surviving dangerous situations. • Enduring long battles. Ways to earn Warrior Experience: +1 — Train with another apprentice. +1 — Complete apprentice chores. +1 — Practice a Clan-specific skill. +1 — Talk with a cat from outside your Clan.* +2 — Train with your mentor (must be reported). +2 — Participate in a patrol or expedition. +2 — Complete a weekly quest. +4 — Defeat a predator. +5 — Win a formal fight against another cat. *Repeated meetings with the same outsider may require a meetup roll. ──────────────────────── VI. MEDIC EXPERIENCE Mending represents practical medical skill: • Herb knowledge. • Healing injuries. • Treating illness. • Emergency care. Insight represents spiritual awareness: • Receiving dreams. • Interpreting omens. • Understanding signs from StarClan or the Dark Forest. • Participating in prophecy-related events.
High Insight does not guarantee visions — it simply increases the likelihood of receiving or understanding them. Ways to earn Medic Experience: +1 — Speak with your mentor (must be reported). +1 — Gather herbs. +1 — Study or identify herbs in roleplay. +1 — Participate in a medicine cat meeting. +2 — Assist in treating a patient. +2 — Train with your mentor (must be reported). +3 — Successfully heal a cat. +4 — Successfully stabilize a severe injury. Failed healing attempts still grant +1 Experience, as mistakes are part of learning. ──────────────────────── VII. ADULT EXPERIENCE Experience becomes more difficult to gain after a cat reaches adulthood. This is intentional. Apprentices grow quickly, while experienced cats refine the skills they already have. Adult Warrior Experience: +1 — Train an apprentice. +1 — Lead a patrol. +1 — Complete a weekly quest. +2 — Participate in an expedition. +3 — Defeat a predator. +3 — Successfully defend the Clan during a major event. Adult Medic Experience: +1 — Train an apprentice. +1 — Lead a medicine cat meeting. +2 — Successfully treat a severe injury. +2 — Discover a new herb patch or resource. +2 — Participate in a major spiritual event. ──────────────────────── VIII. IMPORTANT NOTES • Experience must be reported whenever required. • If a point is not recorded in Storage, it does not count. • Low-effort or spam roleplays may be denied points. • Future events and systems may use Aptitude and Experience for special mechanics. • Hosts and volunteers may deny or invalidate incorrectly claimed points. Aptitude is what your character could become. Experience is what they choose to become. Build your legacy wisely.