Rules that apply to every ability and player. Important to read these first.
Every ability in the game uses a standardized dice tier system. The level of the ability determines which dice is rolled for damage or healing. Minor abilities roll one tier down from their level; major or upgraded abilities roll one tier up.
| Level | Dice |
|---|---|
| Level 0 | d10 |
| Level 1 | d12 |
| Level 2 | d20 |
| Level 3 | d30 |
| Level 4 | d40 |
| Level 5 | d50 |
| Level 6 | d60 |
| Level 7 | d100 |
This roleplay uses standard numbered dice for all rolls. A d12 is a 12-sided die, a d20 is a 20-sided die, etc. When an ability lists a dice value, you roll that die and the number you land on is your damage, healing, or effect value.
To roll in the discord, use the bot's roll command: /roll d20 (or whichever die you're using.) Always roll in the appropriate channel (#do-or-dies) so I can see it.
Combat is turn-based. Every player gets up to three actions per turn, one of each type below. You cannot use two damage-dealing abilities in a single turn. Each ability in the skill tree will tell you what type it is.
| Action Type | Per Turn | When It's Used |
|---|---|---|
| Main Ability | 1 | Damage, healing, or major effects |
| Passive Activation | 1 | Toggling utilities, barriers, marks |
| Reaction | 1 | In response to another player or enemy's action |
| Movement Action | 1 | Your turn, does not replace your main ability |
| Passive (Always On) | N/A | Continuously active, state usage |
All values listed here are for Chapter 1. HP increases every chapter as your character grows stronger. HP is fully restored at the end of every chapter.
Players earn 1 point per word written in their posts. There is no minimum word count, but the more you post, the more points you will accumulate, and these points are spent to unlock abilities.
| Level | Cost per Ability |
|---|---|
| Level 0 | 200 points |
| Level 1 | 600 points |
| Level 2 | 1,000 points |
| Level 3 | 1,600 points |
| Level 4 | 3,000 points |
| Level 5 | 5,000 points |
| Level 6 | 7,000 points |
| Level 7 | 9,000 points |
The more abilities you unlock within the same tier, the less expensive the next one becomes.
You must unlock at least 1 ability from your current tier before you can purchase an ability from the next tier. Custom abilities count toward this requirement.
Some abilities remove a target from combat in different ways. To prevent players from effectively getting rid of a boss/add permanently, the following rules are in place:
A quick reference for terms used throughout the ability guide and skill trees that players unfamiliar with DND or this kind of roleplay style may find useful.
Lykan is one of the most flexible abilities, if not the most, in the game. You can be a tank, dps, assassin, full venom build, a companion build, or some mix of all of them. The flexibility is a boon, but it also means you need to think about what you actually want your character to do, because spreading your abilities too thin leaves you kind of mid at everything. This guide walks through what your options actually are and how to make the most of them! (obviously not the case for over achievers, good on them for unlocking everything!)
Shifts are unlocked by tier. Below is what each tier unlocks, the form's HP, base attack, and when it unlocks.
| Tier | Shift Types | Form HP | Base Attack | Unlocks |
|---|---|---|---|---|
| Small (L1) | Small land animals | 30 HP | d12 | Prologue |
| Sky + Aquatic (L2) | Small flying and aquatic | 30 HP | d20 | Chapter 1 |
| Medium (L3) | Medium land, flying, and aquatic | 50 HP | d30 | Chapter 2 |
| Venom I (L3) | Small venomous | 30 HP | d30 | Chapter 2 |
| Venom II (L4) | Medium venomous | 50 HP | d40 | Chapter 3 |
| Aquatic II (L4) | Medium aquatic | 50 HP | d40 | Chapter 3 |
| Large (L5) | Large land and flying | 80 HP | d50 | Chapter 4 |
| Venom III (L6) | Large venomous | 80 HP | d60 | Chapter 5 |
| Aquatic III (L6) | Large aquatic | 80 HP | d60 | Chapter 5 |
| Primordial (L7) | Mythological and extinct animals | 120 HP | d100 | Chapter 6 |
Partial shifts are unlocked from Level 1 through Level 7 and let you shift individual body parts rather than fully transforming your character. Each part gives a specific mechanical effect and multiple parts can be active at the same time once you reach higher tiers. These are passives, so they do not cost an action to maintain.
Useful combination examples:
The animals listed below are examples only, so anything within these size tiers are available for use; if you're confused or need ideas, just ask. For most animals use height; for fish and most reptiles use length.
| Anchiornis | ~0.5 ft / 0.15 m |
| Compsognathus | ~1 ft / 0.3 m |
| Microraptor | ~1 ft / 0.3 m |
| Hypsilophodon | ~1.5 ft / 0.45 m |
| Protoceratops | ~2 ft / 0.6 m |
| Psittacosaurus | ~2 ft / 0.6 m |
| Troodon | ~3 ft / 0.9 m |
| Oviraptor | ~3 ft / 0.9 m |
| Deinonychus | ~3.5 ft / 1.1 m |
| Stegoceras | ~4 ft / 1.2 m |
| Gastonia | 5 ft / 1.5 m |
| Pterodactyl | 6 ft / 1.83 m (wingspan: 19.5 ft / 6 m) |
The literal manifestation of a storm. Water, ice, fire, electricity, air; Tempest players have the power of mother nature coursing through their veins, and channel it as easily as breathing. The overwhelming amount of power they wield can quickly shift the pace and tide of any battle; no matter the size of the army they're up against.
Quick visual reference. Apply the row status first, then hit with the column element.
| Target Status | Fire | Ice | Water | Lightning |
|---|---|---|---|---|
| Burning | — | Cold Shock +d20 Extinguishes fire. Movement slowed 1 turn. | — | Supercharge +d20 burn Fire amplified by lightning. Extra burn damage. |
| Frozen | Shatter +d30 Ice shatters. Target no longer frozen. | — | Melt +d12 Ice partially melts. Slowed 2 turns instead. | Conduction +d20 Conducts through ice. Hits nearby targets. |
| Electrocuted | Overload +d20 Heat increases charge. Loses next passive activation. | Conduction +d20 Conducts through ice. Hits nearby targets. | Conduction +d20 Electricity spreads through water. Hits nearby targets. | — |
Burn is a damage over time effect from fire and electrical based abilities.
Wildfire (Level 6) causes fire to spread automatically between targets.
Shadows and sickness. Only an Umbra can handle such a deadly combination, and they've mastered it well. Hope has no place here, and any light will quickly be smothered under the weight of darkness and decay. Watch your back; the shadows have eyes, and they've been watching you for a long, long time.
Wounds inflicted by Umbra's decay abilities are resistant to healing. This applies to all abilities in the decay progression tree including Necrotic Touch, Corrosive Spread, construct decay, and Full Necrosis.
Constructs are physical extensions of Umbra's shadow. They can be directed to attack, defend, or act independently depending on their tier.
Shadow Execution (Level 6) deals different damage depending on whether the player is hidden or visible when it is used.
Lumen and Umbra are natural counters to each other.
Light and healing. The power of the sun and the gentle dominance of life itself. Lumen players are the backbone of any team, keeping their allies standing long after they should have fallen. But don't be fooled by the warmth they carry; there is nothing gentle about what happens to any cat who gives them a reason to fight back.
Lumen's healing abilities scale in power and become more limited the more powerful they get. Early game healing is unlimited to allow for better builds and easier progression. Stronger healing is sparser to stop Lumen players from making their teams indestructible.
| Ability | Heals | Uses per Fight |
|---|---|---|
| Mending | d12 | Unlimited |
| Mending II | d20 | Unlimited |
| Mending III | d30 | Twice |
| Ranged Mending | d40, short range | Twice |
| Ranged Mending II | d50, long range | Once |
| Ranged Mending III | d60, up to 3 targets | Once |
| Restoration | Full physical restoration | Twice per chapter |
Barriers absorb a flat amount of damage rather than having to roll dice for the amount. This makes them more easy to keep track of and better for team combinations.
Light constructs are physical manifestations of concentrated light energy. Unlike Umbra's shadow constructs, light constructs passively illuminate their surroundings at all times.
Lumen's purge abilities remove curses, toxins, and decay effects.
Restoration (Level 7) is the most powerful healing ability in the campaign. The following restrictions apply, to keep it balanced:
Lumen and Umbra are natural counters to each other.
Space, time, gravity. Aether players can manipulate the flow of battle with incredible ease, able to alter it in favor of themselves and their allies. Their wealth of future predictions and past knowledge is expansive, and any cat looking to catch one of them by surprise is in for a very unfortunate experience.
Aether's teleportation abilities are movement actions, not main abilities. This means Aether players can teleport and still use a main ability on that same turn.
Aether has two time freeze abilities at different tiers. Both work the same way in that time stops in an area and only the Aether player can move. The difference is the size of the area they're in and the number of free actions they receive.
Aether has three probability manipulation abilities that can interact with each other.
Rewind II (Level 7) allows Aether players to undo their own personal timeline by up to two full turns.
Erasure (Level 7) removes a target from the current moment in time entirely for one full turn. While active, the target cannot act, be targeted, or be affected by any ability.