Warrior Clan Cats

The future's in your paws. Shape it well.

Roleplay in a cat Clan of warriors. Based off the Warriors series by Erin Hunter. Takes place in an AU before the cats in the books existed.
 
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 Battle System + Rules

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Staff Team

Staff Team


Number of posts : 53
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Battle System + Rules Empty
PostSubject: Battle System + Rules   Battle System + Rules EmptySun Mar 26, 2023 4:38 pm

Jump to:
All Battle Rules
Additional Official Group Battle Rules
Additional Camp Invasion Rules
Rank Stats
Standard Battle Moves
Special Moves
Situational Moves
Group-Restricted Moves
Healing System Rules
Medicine Cat Moves


Battle Rules

The following rules apply to all battles on WCC, regardless of whether there is a border skirmish, official dispute, or large-scale battle. The only time these rules are not required are if the system is not being used. The battle system is not required for small battles and does not need to be used in instances where all parties have agreed to not use the system (where there is a predetermined outcome). Battling without the system does not fulfill requirements for ranking characters.

For additional help understanding the battle system, please see the Battle Tutorial page.


1. Post once per turn. Each post by a user is considered a ‘turn’. You must wait for your opponent to reply before it is your turn again. You can select from one of the three types of moves to use on each turn.
2. Once your HP or SP reaches zero, you can no longer fight. Your character is too badly beaten or exhausted to continue fighting. Whichever stat drops to zero first does not matter – you are out of the fight either way.
3. Medicine cats, medicine cat apprentices, queens, elders, and kits may only fight in self-defense. For medicine cats, it is against the code, and they should stand apart from clan rivalries to help cats in need. All other listed parties are not fit to fight and should only do so when their lives are endangered. Elders and Queens may fight to defend a camp. None of these ranks are considered part of a battle count.
4. Some characters have stats that differ from their normal tier and must be accounted for in battle. Disabled cats take a -5 HP/-30 SP penalty to whichever rank they are. Disadvantaged cats also have a -5 HP/-30 SP penalty. Details on what counts as disabled and disadvantaged can be found on the ranking page. Leaders gain an extra +10HP/+10SP on top of their tier. All leaders follow normal ranking rules.
5. You may only use the moves and damage available to your character’s rank. An apprentice cannot use a move that is acquired at Tier 4. The move should use the listed damage dealt underneath your character’s rank or tier.
6. You can only use your Clan's group-restricted moves and abilities. If your cat switched Clans, they may only use the Clan move/passive that they learned in their apprenticeship, whether that's their new or old Clan. If your character switched Clans during their apprenticeship, you may select one set of Clan moves and abilities, but not both. Exiled Clan cats retain their Clan Moves.
7. You cannot use the same special effect move twice against the same opponent. Any move listed underneath the special moves category can only be used once per opponent. For example, you cannot use Teeth Grip twice against one opponent, but upon switching to a new opponent, you are free to use the move again.
8. You cannot use two special effect moves in a row. For example, you cannot use Teeth Grip and Tail Yank in succession, they must be separated by a regular move. Clan moves are included in this rule.
9. A special move may not be used on a character who was afflicted by a status condition in the previous turn. If your opponent’s last post was a confirmation of stun or a pin, and does not include damage dealing move, you must wait a turn before utilizing another condition afflicting move.
10. No double-teaming a single cat unless there's no free cat left to fight. You must continue this in tripling up and beyond. You cannot stack 3 cats against one if there is still a cat you can double team left.
11.When double-teaming, the side with multiple opponents uses the same 36 hour timer. all cats on one side have 36 hours after the other side attacks, and it is not 36 hours per every individual cat’s post. The cats on the same side do not have to post in a specific order, so long as they only post once between their opponent’s posts.
12. No moves labeled as special are allowed when you are double-teaming a single cat. The victim of the double team can use these attacks as normal. You may use special moves when double-teaming predators. This rule includes Clan Moves, and the only exceptions are any passive abilities.
13. You must post a confirmation when under the effect of a special move. If your character is stunned, you must post saying “[Insert Character Name Here] is stunned for one turn.” This counts as taking your turn, in response to an effect placed on your character.
14. Follow the rules of each move as written. Each section of moves describes how and when to use these moves. Situational moves have special instructions detailing when to use them. If the system does not say you can do what you are attempting to do, assume it is not allowed.
15. Similar to the roleplay rules, during battle, you control your character and only your character. Selecting moves for your allies is considered godmodding and is strictly forbidden. This rule ties into rule 16 as well. You control your character and only your character. There should never be a situation where you are selecting or planning moves for multiple characters on one side unless you have multiple of your own player characters participating in a battle. This is different from helping someone use the battle system if they do not understand it. Staff is always willing to aid in helping those who do not understand the systems.
16. Attempts to circumvent the rules or manipulate the system in favor of one side are strictly forbidden and are subject to consequences as deemed fit by staff. This ruling is lenient in cases where the system is being used for fun, and less for official systems. Consequences may include having your character’s tier dropped to the previous rank or a temporary ban. This includes telling others what moves they should use (controlling a character that is not your own is considered god-modding) as well as abusing the time restrictions to try to drag out the clock in your favor. In general, we want users to enjoy utilizing the system. Ignoring rules and not following the same system, makes things less enjoyable for everyone. The battle system is supposed to be a fun mechanic to add some chance to roleplay, and we want to keep it that way.

Additional Official Group Battle Rules

In addition to the regular battle rules, these rules apply to official battles organized without a predetermined winner, including but not limited to: skirmishes between clans, official territory disputes, camp invasions, and large-scale battles.

1. Official skirmishes and battles require the same number of cats on both sides. Leadership or whoever is organizing the dispute must have characters selected beforehand. No other characters other than these may participate. An attempt should be made to match ranks evenly on both sides.
2. A three day planning period is required for any large-scale battles, numbering more than 5 cats on each side. During this time period, the leadership of the clans or groups participating should prepare with sign-ups to see the number of available warriors and apprentices. Once a roster is set, information about the in-character situation of the battle, and information about which characters will be participating in the battle, needs to be sent to staff. Even if everything is set before the three day waiting period, 72 hours from the decision to have a battle, must pass before the thread can be posted. All information needs to be submitted to and approved by staff before the battle topic is posted. This includes final rosters.
3. Medicine cats and medicine cat apprentices do not count towards the number of cats in battle. These characters are treated as auxiliary, as they should not be actively participating in battle unless provoked. Penalties apply to Medicine cats breaking their oath, as well as those who are attacking medicine cats.
4. You have 48 hours to post in a group battle topic before the battle commences. If you haven't posted in that time period, you will be timed out of the fight.
5. You have 36 hours from the first use of the battle system in the battle topic post your attack or risk timing out. For example, if fighting breaks out, and you do not post (and no character has attacked you) in 36 hours, you have timed out of the battle. If you are attacked, that timer resets and you have 36 hours from your attacker’s post.
6. Taking longer than 36 hours after your opponent posts is an auto-lose for you, no exceptions. If you fail to post during the 36 hours, no matter how close, your character is considered knocked out and may no longer battle. Characters KO’d by the time limit are not eligible to be revived. Whether or not this rule is followed in a small skirmish must be decided by the players beforehand.
7. You must wait for your opponent to post confirming their KO before moving on to the next cat. Since they have the chance to potentially dodge a final blow, you must wait until they post confirming their KO before moving to the next target. This is similar to confirming a stun or a pin. 36-hour auto-lose applies. If you are on the receiving end of a KO, you have 36 hours to dodge (if able) or confirm the Knockout. Should you succeed in dodging, the battle continues. Failure to post within 36 hours with a response to a KO is an automatic out, and your opponent may continue.
8. If your opponent is KO'd and there is no other viable opponent, you must notify staff. This is a very rare occurrence. Should you find yourself in this position, you must notify staff immediately, so we can confirm this is indeed the case. If it is, and we approve it, you may post a non-battle post during this time to reset your timer while waiting for an opponent to become available. If you do not notify staff, and simply post, your post does not count. If you do not notify staff, and simply do not post, you have timed out. Staff must be involved, and it must be approved before you can do this.
9. You cannot fight on both sides of an official battle. This is to prevent users from potentially fighting themselves or favoring one clan over another in battle. It also lightens the workload of those involved in timed, official battles. The exception to this rule is situations where a clan camp is being invaded.

Additional Camp Invasion Rules

Camp invasions are a unique type of group battle and follow the official group battle rules above as well as the additional following rules. For more information on camp invasions, please see the Invasion Clause page.

1. The circumstances of a Camp Invasion are determined by the Camp Invasion Dice.
  • Success: The attacker successfully breaks through the camp walls. Every rank older than kit may fight to defend their clan. The 36-hour time period from the first use of the battle system is in effect,
  • Failure: Battle happens in two phases. The first phase has an even roster, where the defending clan gets the first move, and attacks the invaders before they reach camp. If for any reason the defending clan is not successful, and the opponent continues toward camp to attack - any character in camp may fight to defend their camp and finally chase off invaders. The 36-hour start period applies at the beginning of each phase.

2. If a Clan’s camp is attacked, every warrior and apprentice of that Clan may participate. Even if they outnumber the attacking cats. Elders and Queens may participate to defend their camp. The attacking Clan can bring enough warriors and apprentices to match the number of defending cats, but not more.
3. You can fight on both sides of a battle if a battle makes it into the camp walls. The rule of fighting exclusively on one side is usually instituted to prevent users from favoring one side over another and also lightens the workload for those involved in official battles. This rule is lifted when the walls of a camp are invaded - every defending cat can now fight for their lives.

______________________________________
If you need to get ahold of a staff member please check here for those you need to reach out to!


Last edited by Staff Team on Sat Feb 17, 2024 2:29 am; edited 4 times in total
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Staff Team


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Battle System + Rules Empty
PostSubject: Re: Battle System + Rules   Battle System + Rules EmptySun Mar 26, 2023 4:39 pm

Jump to:
All Battle Rules
Additional Official Group Battle Rules
Additional Camp Invasion Rules
Rank Stats
Standard Battle Moves
Special Moves
Situational Moves
Group-Restricted Moves
Healing System Rules
Medicine Cat Moves


Rank Stats

Kit: 10 HP / 30 SP; deals "Kit" damage.
Apprentice: 20 HP / 60 SP; deals "Apprentice" damage.
Tier 1 Warrior: 30 HP / 80 SP; deals "Tier 1 Warrior" damage.
Tier 2 Warrior: 40 HP / 100 SP; deals "Tier 2 Warrior" damage.
Tier 3 Warrior: 50 HP / 120 SP; deals "Tier 3 Warrior" damage.
Tier 4 Warrior: 60 HP / 140 SP; deals "Tier 4 Warrior" damage.
Tier 5 Warrior: 70 HP / 160 SP; deals "Tier 5 Warrior" damage.

Classic Medicine Cat Apprentice: 15 HP / 40 SP; deals "Apprentice" damage.
Classic Medicine Cat: 25 HP / 60 SP; deals "Apprentice" damage.
Hybrid Medicine Cat: 30 HP / 80 SP; deals "Tier 1 Warrior" damage.
Battle-Trained Medicine Cat Apprentice: Same as Warrior Tier before becoming MCA.
Battle-Trained Medicine Cat: Same as Warrior Tier before becoming MCA.

Deputy: Follow standard warrior ranking procedures
Leader: +10 HP/ +10 SP boost to current stats and follow standard warrior ranking procedures

Queen: 50 HP / 80 SP; deals "Tier 2 Warrior" damage.
Elder: 60 HP / 80 SP; deals "Apprentice" damage. Tier 4 Medicine Cats and Tier 5 warriors who retire retain their damage and HP/SP stats.

Kittypet: 30 HP / 50 SP; deals "Kit" damage.
Tier 1 Rogue: 40 HP / 100 SP; deals "Tier 1 Warrior" damage.
Tier 2 Rogue: 50 HP / 120 SP; deals "Tier 2 Warrior" damage.
Tier 3 Rogue: 60 HP / 130 SP; deals "Tier 3 Warrior" damage.
Tier 4 Rogue: 65 HP / 140 SP; deals "Tier 4 Warrior" damage.

Disability Penalty: -5 HP / -30 SP permanent reduction to current stats, unaffected by severity of disability.
Disadvantaged Penalty: -5 HP / -30 SP reduction to current stats.
Disabled + Disadvantaged: -5 HP / -40 SP reduction to current stats. Applies if a character is both disabled and disadvantaged.

There are a few scenarios in which a character will have enforced disadvantaged stats, but for the most part, this mechanic is used for users who want to add an element of realism to scenarios in which their character is weaker than normal [i.e. sickness, injury, starvation, etc.].

Predator moves and stats can now be found underneath the Hunting System.

Standard Battle Moves

Basic damage dealing moves. Can be used any turn and an unlimited number of times per battle.

Standard Move

Damage

Stamina

Description

Front Paw Blow

Kit: 2
App: 4
Tier 1: 5
Tier 2: 6
Tier 3: 7
Tier 4: 7
Tier 5: 7

5

A move that involves striking your opponent with a sheathed paw.



Headbutt

Kit: 2
App: 4
Tier 1: 5
Tier 2: 6
Tier 3: 7
Tier 4: 7
Tier 5: 7

5

Ram your head into your opponent’s flank to knock their breath from their lungs and cause minimal damage.



Front Paw Strike

App: 6
Tier 1: 7
Tier 2: 8
Tier 3: 8
Tier 4: 10
Tier 5: 10

7

Slice at your opponent with unsheathed claws.



Snap

App: 6
Tier 1: 7
Tier 2: 8
Tier 3: 8
Tier 4: 10
Tier 5: 10

7

Snap at your opponent with sharp teeth.



Special Moves

Moves that cause a special effect (either a stun or a pin). These can only be used once per opponent and cannot be used two moves in a row. A stun can only be overcome by random recall, and a pin can only be broken out of by Duck and Twist (see these moves for details).
Special Move

Damage

Stamina

Description

Leap and Hold [Pin]

App: 6
Tier 1: 7
Tier 2: 8
Tier 3: 8
Tier 4: 10
Tier 5: 10

15 per turn

Pin your opponent. Exhausts stamina and does damage on each turn. Roll one "Effect Dice" to determine how many turns your opponent remains pinned.
1, 2, 3 = 1 turn
4, 5, 6 = 2 turns



Tail Yank [Stun]

App: 7
Tier 1: 7
Tier 2: 8
Tier 3: 8
Tier 4: 9
Tier 5: 10

15

Bite down hard on your opponent’s tail and pull sharply to knock them off balance. Stuns opponent for one turn.



Teeth Grip

Tier 2: 8
Tier 3: 8
Tier 4: 10
Tier 5: 10

10

Grab your opponent’s scuff and hold on tight. Can only be hit by Front Paw Blow while your opponent is held. Does not count as a stun or pin and cannot be broken out of. Exhausts stamina and deals damage on each turn. Roll one “Effect Dice” to determine duration of hold. Usable only on characters who have the same HP as you, or higher. Not affected by moves that effect the chance to stun or pin, or group-restricted passives affecting how long a character can be subjected to a special effect move. Cannot be used against predators.
1, 2, 3 = 1 Turn
4, 5, 6 = 2 Turns



Scruff Shake [Stun]

Tier 3: 8
Tier 4: 8
Tier 5: 10

20

Grab your opponent’s scruff and shake to disorient them. Roll one “Effect Dice” to determine duration of stun. Usable only on characters who have the same HP as you, or higher.
1, 2, 3 = 1 Turn
4, 5, 6 = 2 Turns



Experienced Steps [Stun]

Tier 4: 8
Tier 5: 8

10

Once per topic, use your combat expertise and stun your opponent for one turn.


Situational Moves

Moves that can only be utilized in certain circumstances. This includes dice-based moves, other than those that cause a stun or pin. Each move under this category has a description of how and when to utilize the move. Some moves allow you to use them alongside another move, this is still considered one turn. Unless a move states you can use it alongside another move, each turn only allows for one move. All final actions cannot be dodged as they are battle-ending mechanics. Make sure to read a move’s details fully before using it!
Situational Move

Damage

Stamina

Description

Belly Rake

App: 10
Tier 1: 15
Tier 2: 15
Tier 3: 15
Tier 4: 20
Tier 5: 20

25

Slash at your opponent’s exposed soft underbelly. Roll one “Effect Dice” to see if your move is successful. Failed moves still consume SP. Additionally, a failed belly rake roll suffers a recoil penalty of -5 damage. In character application for this penalty would be that you opened yourself up for an easy hit by being under your opponent’s paws. Cannot be dodged if the dice succeed.
1, 2, 3 = Fail
4, 5, 6 - Success



Jumping Strike

App: 6
Tier 1: 7
Tier 2: 8
Tier 3: 8
Tier 4: 10
Tier 5: 10

7

Leap at a distant opponent with outstretched paws and bowl them over. Does an additional 3 damage only if used as the very first attack during a battle.



Switching Focus

N/A

5

Use stamina to switch your focus from your current opponent. This may be used in combination with a standard move on your current opponent before selecting a new target. Applicable only when you are being double-teamed for switching between your opponents, or when moving to fight a common enemy alongside your former opponent (ie. A predator appears during battle and both parties redirect their focus to fight the new enemy). Drains stamina each use.



Blocking Leap

N/A

5

Take damage intended for another cat. Can be used when double-teaming an opponent with an ally OR when not currently engaged in battle. Your opponent’s focus is switched from your ally and onto you and any effects from the move (if it was a special move) are now transferred to your character. Blocking Leap cannot be used on the following moves: Belly Rake, Tail Yank, Teeth Grip, Scruff Shake, and Underwater Clinch.



Play Dead

App: 8
Tier 1: 8
Tier 2: 10
Tier 3: 10
Tier 4: 10
Tier 5: 12

5

Go limp beneath your opponent, then lash out wildly when they least expect it. May be used when your HP is half or less, and your opponent has the same or higher starting HP. Can only be used on each opponent once. Only useable when the target is focused on your character.



Desperate Blows

App: 4
Tier 1: 4
Tier 2: 5
Tier 3: 5
Tier 4: 6
Tier 5: 6

7

Once per topic, lash out wildly to deal extra damage. Used in combination with (on the same turn as) a standard move. May be used when your opponent has higher HP than your character. Can be used twice per topic by Queens.



Upright Lock

Tier 3: 10
Tier 4: 12
Tier 5: 12

10

Rear up on your hindlegs and bring both paws down on your weakened opponent’s head. May only be used when your opponent’s HP is at half or less. Can only be used on each opponent once.



Random Recall

N/A

5

Once per topic, adrenaline allows you to overcome a stun. If stunned for two moves, it can be used on the second turn. This may be used in combination with (on the same turn as) a standard move.



Call For Help

N/A

10

Once per topic, while your opponent is stunned and cannot overcome that stun (random recall has already been used by your enemy), you may ask for healing from your medicine cat instead of using a damage dealing move. The medicine cat has 24 hours to respond to the healing request. Once you are healed, your opponent has posted confirming the stun, the battle proceeds as normal. If the medicine cat does not respond within 24 hours, the turn is forfeit and you must continue without being healed, while the medicine cat is timed out.



Duck and Twist

All: Success: 7, Fail: 4

5

At any point when your opponent has you pinned, roll over onto your paws and attempt to throw them off. Failed escapes still consume SP and cause minimal damage. Roll one "Effect Dice" to determine if your escape is successful.
1, 2, 3 = Fails to break free
4, 5, 6 = Successfully breaks free



Dodge and Fight

App: 5
Tier 1: 5
Tier 2: 5
Tier 3: 7
Tier 4: 7
Tier 5: 7

7

Once per Opponent, You can dodge any standard or situational attack (excluding Belly Rake, Dodge and Fight, and Final Actions) and attempt to counterattack. If dodging a turn with a situational attack, and two moves are used (situational + standard) the higher of the two damages are dodged, and the lower one hits. Roll to see if your counterattack is successful. Failed attacks still consume SP.
1, 2, 3 = Failed Counterattack
4, 5, 6 = Successful Counterattack



Final Action: Fight and Flee

App: 8
Tier 1: 8
Tier 2: 8
Tier 3: 10
Tier 4: 10
Tier 5: 10

All Remaining

Your character lashes out with one last standard attack before fleeing from battle, using remaining stamina. This can be used at user discretion and in official battles should only be used when a character is one move away from being knocked out. In unofficial uses of the battle system, this may be used at any time. Cannot be dodged.



Final Action: Disengage

N/A

All Remaining

Your character willingly removes themselves from battle, using remaining stamina. This can be used at user discretion and in official battles should only be used when a character is one move away from being knocked out. In unofficial uses of the battle system, this may be used at any time.



Final Action: Killing Strike

All: All Remaining

10

Your character deals a condemning blow, draining their opponent’s remaining HP, and killing them. Killing Strike can only be used with explicit permission from the victim’s roleplayer and cannot be dodged. Like disengage, this should only be used when one move away from being knocked out in an official battle. Unofficial battles may utilize Killing Strike at any time.


Group-Restricted Moves

Moves restricted to a certain affiliation. Each clan boasts a passive move and special (or situational) move available to those who were trained among their ranks. Kittypet and Rogue moves are exclusive based on their background and lifestyle.
Group-Restricted Move

Damage

Stamina

Description

Kittypet: Thick Fat

N/A

Passive

An ability that reduces the damage of all standard enemy moves by 1 HP.



Kittypet: Soft Slip [Situational]

N/A

5

A move that allows these soft pelted creatures to slip from the grasp of a pin without needing a roll. If pinned for 2 turns, only usable on the 2nd turn. Uses additional stamina and can be used along with a Front Paw Blow attack.



Rogue: Survivalist

N/A

Passive

Desperate attempts to fight for your life make it harder to be impacted by a status condition. If your opponent has higher starting HP, your character cannot be pinned or stunned for more than 1 turn.



Rogue: Dirty Trick [Situational]

Tier 1: 5
Tier 2: 5
Tier 3: 7
Tier 4: 7

7

Utilize an underhanded fighting style to target your opponent’s weak points with an additional blow. Used in combination with a standard move. Can be used twice per topic.



Riverclan: Slippery Coat

N/A

Passive

Your fur is sleek and hard to pin down. When rolling to use the move Duck and Twist, your chances for success become 3-6, and the roll to fail is a 1-2.



Riverclan: Underwater Cinch [Special, Stun]

App: 7
Tier 1: 7
Tier 2: 8
Tier 3: 8
Tier 4: 9
Tier 5: 9

10

Using your expertise at navigating water to push your opponent’s head underneath the surface. Stuns enemy for 1 turn. Usable only in water.



Thunderclan: Stormy Strength

N/A

Passive

Your strength and brawn help you break free of holds faster than normal. In every battle, Thunderclan cats cannot be pinned or stunned for more than 1 round.



Thunderclan: Thunderous Stomp [Special, Stun]

App: 1
Tier 1: 2
Tier 2: 2
Tier 3: 3
Tier 4: 3
Tier 5: 4

10

Slam your paws on your opponent’s head rapidly after using a standard move. Stuns for 1 turn.



Windclan: Moor Runner

N/A

Passive

Your speed helps to diminish the damage you take from attacks. One less health point is taken on each attack dealt to your character. Usable only in open areas.



Windclan: Swift Strike [Situational]

App: 5
Tier 1: 5
Tier 2: 5
Tier 3: 7
Tier 4: 7
Tier 5: 7

10

Attack normally, then lash out again before your opponent can react. Can be used in the same turn as a standard move. May be used twice per topic.



Shadowclan: Night Finesse

N/A

Passive

Use your sharpened sense to gain a slight advantage over your opponent. A passive boost that grants +1 damage to each attack dealt only if attacking at night.



Shadowclan: Mud Slap [Special, Stun]

App: 5
Tier 1: 5
Tier 2: 5
Tier 3: 7
Tier 4: 7
Tier 5: 7

10

Slap mud into your opponent’s eyes, temporarily blinding them. Stuns opponents for 1 turn. Usable only in wet areas.



Skyclan: Climber's Grasp

N/A

Passive

Your experience in climbing trees has strengthened your grip. Passive boost of +1 to the higher success chance to stun or pin an opponent. Can be used anywhere. Ex: Success range 4-6 for 2-turn Leap and Hold becomes 3-6.



Skyclan: Leaping Bound [Special, Pin]

App: 5
Tier 1: 5
Tier 2: 5
Tier 3: 7
Tier 4: 7
Tier 5: 7

10

Leap from a high place with powerful back legs and tackle your enemy to the ground. Pins opponent for one turn. Usable in wooded areas only.



Asylum: Sanctum Strike [Special, Stun]

All: 8

10

Use your battle prowess to ram into your opponent and daze them. Stuns opponent for one turn.



Clan Leader: Star Striker

N/A

Passive

Your paws are guided by Starclan and a desire to protect your clan makes every move harder hitting. Passive +2 damage to every attack dealt.



Clan Leader: Resurrection [Situational]

N/A

30

After hitting 0hp, you convene with the stars before coming back to life and recovering 30 HP. One of your nine lives are lost and the wound that knocked you out has been healed. Cannot attack in the same turn that you resurrect.

______________________________________
If you need to get ahold of a staff member please check here for those you need to reach out to!


Last edited by Staff Team on Sat Feb 17, 2024 1:41 pm; edited 3 times in total
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Staff Team

Staff Team


Number of posts : 53
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Battle System + Rules Empty
PostSubject: Re: Battle System + Rules   Battle System + Rules EmptySun Mar 26, 2023 4:39 pm




Healing System Rules

1. The only time a medicine cat can heal a character in combat is when that character has used the ‘Call for Help’ move. This can be used three times per topic.
2. Outside of ‘Call for Help’ medicine cats can only heal any cat not actively engaged in combat.
3. Medicine cats do not run on the normal time limit. The only time they have a 24-hour time limit is when responding to a request for healing. Failure to respond to a ‘Call for Help’ will result in a medicine cat timing out.
4. As medicine cats are not supposed to engage in combat, they suffer a -10hp/-10sp penalty for starting a fight. Additionally, any buffs are lost and the medicine cat cannot heal for the rest of the topic. This does not apply to moves done in self-defense.
5. Attacking a medicine cat is considered shameful in the forest and frowned upon by the ancestors. If you attack a medicine cat, you suffer a -10hp/-10sp penalty, and they can retaliate without a penalty of their own.
6. Only cats with 1 or more HP/SP may be healed. A cat at 0hp must be revived instead of healed. A cat with 0sp cannot have its sp healed.
7. Medicine cats cannot heal the same warrior twice in a row.
8. After completing a revive (partial or max), medicine cats may no longer heal anyone else, as all of their resources were used to revive.

Medicine Cat Moves

Moves that can only be used by medicine cats and medicine cat apprentices. Available moves differ by class of medicine cat and rank.
Medicine Cat Move

Healed

Stamina

Description

Natural Talent [Classic Only]

MCA: 2
Tier 1: 4
Tier 2: 4
Tier 3: 5
Tier 4: 5

5

Prepare one of your loved ones for combat through strengthening herbs. Gives additional starting HP to one cat of your choice. Usable only prior to the start of battle in a topic.



Minor Heal

All: 3

7

Heals a cat a small amount by patching them up with cobwebs. Can only be used once per cat.



Minor Stamina Boost

All: 10

7

Help a cat recover a mild amount of stamina by feeding them burnet. Can only be used once per cat.



Standard Heal

Tier 1: 5
Tier 2: 5
Tier 3: 5
Tier 4: 5

7

Heals a cat a decent amount by offering poppy seeds for pain and cobwebs to patch wounds. Can only be used once per cat.



Soft Spot [Battle Trained]

Tier 1 MC: 10
Tier 2 MC: 10
Tier 3 MC: 12
Tier 4 MC: 12

7

Act on your battle-hardened instincts and strike out defensively at an opponent’s weak point after being attacked. Can only be used once per topic as a defensive move.



Major Heal

Tier 2: 10
Tier 3: 10
Tier 4: 10

10

Press a herb mixture into a cat’s wounds and feed them poppy seeds for pain. Can only be used once per cat.



Major Stamina Boost

Tier 2: 20
Tier 3: 20
Tier 4: 20

12

Feed burnet, poppy seeds, and a lamb’s ear mixture to boost stamina. Can only be used once per cat.



Attacking Buff

From T2: -1 SP to all moves

Passive

Having your medicine cat by your side gives you the confidence to attack freely. Activates for all friendly cats on the medicine cat’s side. Ability is used throughout the battle until the medicine cat is Knocked-Out, times out, or attacks in any other means than defensively. Triggered when your Medicine Cat is with you in enemy territory.



Defending Buff

From T2: +3 to max HP

Passive

Having your medicine cat by your side gives you additional strength to face your foes. Activates for all friendly cats on the medicine cat’s side. Ability is used throughout the battle until the medicine cat is Knocked-Out, times out, or attacks in any other means than defensively. Triggered when your medicine cat is with you in friendly territory.



Revive

Tier 3: 20
Tier 4: 20

All Remaining

Use all of your skill and experience in healing to revive one character to a decent amount of health. Does not restore stamina. Can only be used once per topic; cannot be used on characters who KO’d due to a timeout or Finite Actions.



Max Revive

Tier 4: Full HP

All Remaining

Use all of your expertise to fully bring back a cat’s health points. Does not restore stamina. Can only be used once per topic; cannot be used on characters who KO’d due to a timeout or Finite Actions.

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