Post by bee on Sept 7, 2023 19:35:29 GMT -6
dice & stat system
dice rolling
The stat and dice system on Whitewater is completely optional and is by no means required for your characters or roleplay! You are also free to just utilize simple dice rolling without the use of stats, or brainstorm stats without using any sort of dice rolling.
On Whitewater, we utilize a d20 for all character rolls. We utilize a dice rolling bot to assist with all rolled decisions, which can be found on our Discord. When using this bot, please only roll in the #dice-roll channel. This will help keep other channels from getting cluttered with rolls and also allow members to mute rolls to reduce notifications.
When using the dice bot, you will use the following command:
Here is a link to see everything the Dice Maiden bot is capable of, but again, we only utilize d20 rolls for our roleplay purposes on Whitewater!
On Whitewater, we utilize a d20 for all character rolls. We utilize a dice rolling bot to assist with all rolled decisions, which can be found on our Discord. When using this bot, please only roll in the #dice-roll channel. This will help keep other channels from getting cluttered with rolls and also allow members to mute rolls to reduce notifications.
When using the dice bot, you will use the following command:
/roll d20 + (modifier, if any)
Here is a link to see everything the Dice Maiden bot is capable of, but again, we only utilize d20 rolls for our roleplay purposes on Whitewater!
character stats
Whitewater utilizes a simplified system based on D&D to determine stats and modifiers for rolls.
Characters stats are divided between five categories: Athletics, Mental, Sensing, Health, and Presence. The base score in each category will determine the modifier that can be added to dice rolls when utilizing that stat.
Athletics. This stat represents your character's physical strength as well as dexterity. This will encompass all skills that utilize physical force as well as agility, such as fighting, jumping, sneaking, climbing, etc. We have combined strength and dexterity since many of our cat's abilities dabble in both...the use of this stat and its modifiers can be selective depending on the situation.
Mental. This stat represents your character's intelligence-based skills. This includes memorization, analyzing situations, knowledge about flora/fauna, history, etc.
Sensing. This stat represents your character's intuition and perception. This includes the skills needed for hunting, tracking, patrolling as well as general insight and understanding.
Health. This stat represents your character's general constitution. This includes recovery time, stamina, how well they can handle injuries/stress/illness, and endurance.
Presence. This stat represents your character's social skills. This includes skills of persuasion, deception, charisma, intimidation, debate skills, and handling themselves in a group.
The base stats for your character can be any value between 1-20. When choosing your character's stats, choose values that you think make sense for your character, their history, and their development. You can roll stats if you would like, but this isn't required.
For reference, a stat score of 10 is average.
Above 10 ranges from slightly better than average up to exceptional.
Below 10 ranges from slightly below average down to terrible.
When deciding your character's stats, kits (under 6 moons) cannot go above 11 in any stat, young apprentices (6-9) cannot go above 12, older apprentices (9 moons until graduation) cannot go above 15, young warriors (less than 20 moons) cannot go above 17, and any warrior older than 20 moons cannot go above 20.
Characters may also earn additional stats while graduating between ranks and age ranges. Cats do not have to have stat increases when reaching these developmental periods if it fits their story or you do not feel as though they have improved enough to increase any value. You can also take less than the offered number of stats. Your character's story should take precedence over increasing their stat amounts!
It's also important to not necessarily seek a perfect 20 in all stats. Stats should be a reflection of both your character's weaknesses as well as their strengths!
When a kit begins their apprenticeship, they may add 1 point to a base stat of their choosing.
When an apprentice reaches 9 moons, they may add 3 points to their chosen base stats.
When an apprentice graduates, they may add 5 points to their chosen base stats.
When a warrior reaches 20 moons, they may add 5 points to their chosen base stats.
For every 10 moons after reaching 20 moons, a character may add 3 points to their chosen base stats, with no stat exceeding 20.
Once a warrior reaches 80 moons, they will no longer receive stat increases.
Your character may also experience negative growth during any point in their life. Stats may be lowered at any time to reflect this. Stats may also be changedin the case of major events in a character's life, such as breaking a leg (decrease Athletics), receiving a prophecy (increase Presence), or if they have a physical ailment like asthma (decrease Health). These sorts of changes may be reflected in your character's stats at any time...just check with staff first to ensure everything is staying balanced!
Characters stats are divided between five categories: Athletics, Mental, Sensing, Health, and Presence. The base score in each category will determine the modifier that can be added to dice rolls when utilizing that stat.
Athletics. This stat represents your character's physical strength as well as dexterity. This will encompass all skills that utilize physical force as well as agility, such as fighting, jumping, sneaking, climbing, etc. We have combined strength and dexterity since many of our cat's abilities dabble in both...the use of this stat and its modifiers can be selective depending on the situation.
Mental. This stat represents your character's intelligence-based skills. This includes memorization, analyzing situations, knowledge about flora/fauna, history, etc.
Sensing. This stat represents your character's intuition and perception. This includes the skills needed for hunting, tracking, patrolling as well as general insight and understanding.
Health. This stat represents your character's general constitution. This includes recovery time, stamina, how well they can handle injuries/stress/illness, and endurance.
Presence. This stat represents your character's social skills. This includes skills of persuasion, deception, charisma, intimidation, debate skills, and handling themselves in a group.
The base stats for your character can be any value between 1-20. When choosing your character's stats, choose values that you think make sense for your character, their history, and their development. You can roll stats if you would like, but this isn't required.
For reference, a stat score of 10 is average.
Above 10 ranges from slightly better than average up to exceptional.
Below 10 ranges from slightly below average down to terrible.
When deciding your character's stats, kits (under 6 moons) cannot go above 11 in any stat, young apprentices (6-9) cannot go above 12, older apprentices (9 moons until graduation) cannot go above 15, young warriors (less than 20 moons) cannot go above 17, and any warrior older than 20 moons cannot go above 20.
Characters may also earn additional stats while graduating between ranks and age ranges. Cats do not have to have stat increases when reaching these developmental periods if it fits their story or you do not feel as though they have improved enough to increase any value. You can also take less than the offered number of stats. Your character's story should take precedence over increasing their stat amounts!
It's also important to not necessarily seek a perfect 20 in all stats. Stats should be a reflection of both your character's weaknesses as well as their strengths!
When a kit begins their apprenticeship, they may add 1 point to a base stat of their choosing.
When an apprentice reaches 9 moons, they may add 3 points to their chosen base stats.
When an apprentice graduates, they may add 5 points to their chosen base stats.
When a warrior reaches 20 moons, they may add 5 points to their chosen base stats.
For every 10 moons after reaching 20 moons, a character may add 3 points to their chosen base stats, with no stat exceeding 20.
Once a warrior reaches 80 moons, they will no longer receive stat increases.
Your character may also experience negative growth during any point in their life. Stats may be lowered at any time to reflect this. Stats may also be changedin the case of major events in a character's life, such as breaking a leg (decrease Athletics), receiving a prophecy (increase Presence), or if they have a physical ailment like asthma (decrease Health). These sorts of changes may be reflected in your character's stats at any time...just check with staff first to ensure everything is staying balanced!
modifiers
Modifiers will determine how much of a bonus or disadvantage you can add to your characters roll.
As you can see, the higher your character's stat value, the higher the modifier they get to add. This represents higher skill and proficiency in those stats. The lower your character's stat value, the lower the modifier you get to add. This represents a lack of skill, whether because of individual weaknesses or injury.
Whitewater also offers various modifiers based on group and rank. These additional modifiers do not have to be utilized if they do not fit your character's individual story.
For group proficiencies, the modifier is for the group that they are born into. For example, your cat was born in RidgeClan but has migrated to MistClan, they will keep their RidgeClan modifier.
Rank modifiers are available for high ranks as well as each group's specialized role. This is due to the additional training, skill, and responsibility required for these roles. Again, if your character's individual story works against these modifiers, you do not have to utilize them.
<5 | 6-7 | 8-9 | 10-11 | 12-13 | 14-15 | 16-17 | 18-19 | 20 |
-3 | -2 | -1 | 0 | +1 | +2 | +3 | +4 | +5 |
As you can see, the higher your character's stat value, the higher the modifier they get to add. This represents higher skill and proficiency in those stats. The lower your character's stat value, the lower the modifier you get to add. This represents a lack of skill, whether because of individual weaknesses or injury.
Whitewater also offers various modifiers based on group and rank. These additional modifiers do not have to be utilized if they do not fit your character's individual story.
For group proficiencies, the modifier is for the group that they are born into. For example, your cat was born in RidgeClan but has migrated to MistClan, they will keep their RidgeClan modifier.
RidgeClan | +2 Athletics |
MistClan | +2 Sensing |
PrairieClan | +2 Presence |
Kingdom Skywalker | +2 Athletics |
Kingdom Nightwalker | +2 Sensing |
Kingdom Riverwalker | +2 Health |
Clanless | +2 Any Stats |
Rank modifiers are available for high ranks as well as each group's specialized role. This is due to the additional training, skill, and responsibility required for these roles. Again, if your character's individual story works against these modifiers, you do not have to utilize them.
Leader | +5 Any Stats |
Deputy | +3 Any Stats |
Medicine Cat | +2 Sensing or Mental |
Medicine Cat Apprentice | +1 Sensing or Mental |
Historian | +1 Mental |
Oracle | +1 Presence |
Herbalist | +1 Sensing or Mental |
Liaison | +1 Presence |
Tunnelers | +1 Athletics |
Weavers | +1 Mental |
Guardians | +1 Sensing |
Specialized Kingdom Sentries (Runners, Shadows, Divers) | +1 Athletics or Health |
Specialized Kingdom Hunters (Jumpers, Prowlers, Fishers) | +1 Athletics or Sensing |
For an example cat, my leader Starstar is 60 moons old. They lead MistClan but were born into RidgeClan.
Their stats may be as follows:
Athletics: 18, modifier +6 (+4 for being a value of 18, +2 for being born in RidgeClan)
Mental: 10 (no modifier for being a value of 11)
Sensing: 15, modifier +4 (+2 for being a value of 15, +2 for being a leader)
Health: 12, modifier +1 (+1 for being a value of 13)
Presence: 17, modifier +5 (+2 for being a value of 17, +3 for being a leader)
While in a battle, my leader attempts to attack an enemy warrior. I decide to roll for the attack to see Starstar's success...a 9! Not a great roll, but since Starstar has a modifier in their Athletics stat, this now makes the attack a 15...a much better attempt!
Starstar's stats reflect their battle prowess and skills in a fight as well as their charisma in leading their clan, but also highlights their very average intelligence and stamina....they're a strike fast (and hard!) and ask questions later kind of cat!