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Stat & Combat Test

  • Everything on this page is in testing and is liable to change at any time! For more direct information, questions and suggestions, please feel free to contact staff or mention in the discord!


    We'd like to implement a D&D/tabletop style character and stat sheet for everyone active in the dream. With this in mind, much like in dreams such as TGT which are renown for systems like this, we'd like to implement fairer combat systems and a more flexible yet customisable means of interactions which can be difficult, stressful and very much mundane to RP these days.
    We ask for your patience, time and feedback while we test this system and put it into practice. Most importantly, we expect you to keep to the honour system and correctly report winners of combat, hunts and what they're for within the Discord or the Forum. We hope to make this as immersive as we possibly can to encourage more fluidity and enticement to come and RP ferals again!
  • Standard Stat Sheet

    Your standard stat sheet, will look just like this. Every stat will have a value of 5.
    ◇ is an empty value
    ◆ is a point in the stat

    Level:
    Strength: ◇◇◇◇◇
    Endurance: ◇◇◇◇◇
    Speed: ◇◇◇◇◇
    Tactics: ◇◇◇◇◇
    HC:
    HP:

    Level:
    Your characters level determines how many points you should have. Every character starts at level 1, and gains 3 points to assign where they choose, plus whatever bonuses their particular race gets. (3 in total.). Your level is exp based, and you will cap out at level 10. Every level means 1 point.

    Strength:
    How hard you're hitting. The power of your move. The greater your strength, the higher your dice. For example, a 1 point strength character will roll 1d4. While a 3 point strength character who has levelled up, will be rolling a 1d8. (Remember! Everyone can roll a 1. All your points in strength, is not necessarily a good thing.)

    Endurance:
    Your characters constitution. How much can they withstand? A high endurance, means better HC! If you're tougher to hit or you take less damage, you'll last much longer in a fight!

    Speed:
    How fast you can move. Your dexterity. How good is your dodge and evasion? For speed based races such as cheetahs and birds, this increases your HC value instead of Endurance.

    Tactics:
    Your tactical knowledge of all things physical and mental. Wisdom and intelligence. How tactile is your character? How prone is your character to losing their temper? Does your character know the way herds will migrate, have they studied hunting patterns? Was your character a child heir ready to lead and must know their enemy? The higher the score, the stronger protection you have to taunts and intimidation checks.

    Hide Class (HC):
    How tough you are! Your 'Armour Value' or 'Armour Class'. How hard are you to actually hit? Will your character even feel the blow if it doesn't draw blood? Your HC dictates what will hit or miss you, before the damage for the successful hit attack is rolled. The higher the better.

    Hit Points/Health Pool:
    How many hit points you have before your character goes down! Remember, your character doesn't have to die if you don't want it to. You can take any roleplayed injuries how you like. Just remember to recover afterwards. HP Will naturally regenerate over time, and your value will increase based on your Endurance rating!
    Example Sheets:

    Simba The Lion.
    Lions have a natural +1 to Strength.
    His HC is calculated as Strength + Endurance +1 For His Level. = 4.
    His HP is calculated as Endurance + HC + 1 For his Level. = 6.
    He has 2 points in Strength. He will roll 1d4 to attack at level 1.
    Level: 1
    Strength: ◆◆◇◇◇
    Endurance: ◆◇◇◇◇
    Speed: ◆◇◇◇◇
    Tactics: ◇◇◇◇◇
    HC: 4
    HP: 6

    Scar The Lion.
    Lions have a natural +1 to Strength.
    His HC is calculated as Strength + Endurance +1 For His Level. = 3.
    His HP is calculated as Endurance + HC + 1 For his Level. = 5.
    He has 1 point in Strength. He will roll 1d4 to attack.
    Level: 1
    Strength: ◆◇◇◇◇
    Endurance: ◆◇◇◇◇
    Speed: ◆◆◇◇◇
    Tactics: ◇◇◇◇◇
    HC: 3
    HP: 5

    Scenario:
    Simba has gone for a claw attack on Scar. He has rolled 1d6 and got 3. This is exactly Scars HC, so Simba's attack will HIT. A claw attack is 1d4. Simba rolls 1d4 and gets 2. Scar has taken 2 points of damage out of 5.
    He now has 3 hit points left, and is going to try a Bite attack. He only has 1 point in Strength, so to attack, he can only roll 1d4. He needs a 4 to hit Simba as it needs to match or be higher than his HC. Scar rolls a 3 and misses. If he had hit, he would roll 1d4 and apply the damage.
  • EXP

    Every character entering their stats will naturally start at level, 1.
    Exp is rewarded per fight or hunt. Successful hunts and wins will reward more than fails and losses.

    A win = 100exp.
    A loss = 50exp.

    At every new level, your exp resets to 0. You cannot de-level or lose exp. Once earned, it is saved and recorded manually on the forums and on discord.
    Every new level will earn you +1 to add in any stat value of your choice.

    Level Values:
    1-2 - 100exp (1d4)
    2-3 - 200exp
    3-4 - 300exp (1d6)
    4-5 - 500exp
    5-6 - 600exp (1d8)
    6-7 - 700exp
    7-8 - 800exp (1d10)
    8-9 - 900exp
    9-10 - 1,000exp (1d12)
    CAP.
  • Species Bonus

    Each Race beings with a +1 in a specific stat. Be sure to add these bonuses when creating a battle sheet and remember what stat gives you HC/HP!

    Attack Dice Scale Per Level!
    Level 1: 1d4
    Level 4: 1d6
    Level 6: 1d8
    Level 8: 1d10
    Level 10: 1d12

    Lion/Lioness
    Lions have a +1 to Strength
    Strength + Endurance + Level = Hide Class
    Endurance + Hide Class + Level = Health Points
    (Scaling Abilities Per Level)

    Bite: 1d# + Strength (An attack with teeth. You may choose to latch on to the target on a successful hit.)
    Claw: 1d# + Strength (A single effective swipe of claws.)
    Taunt: 1d# + Tactics (1d#+tactics opposed to opponents 1d#+tactics. On a success, the target is taunted and suffers a -2 to tactic roles next turn.)
    Once per fight: Roar (The creature may roar at their opponent, effectively performing an intimidate check. 1d#+tactics opposed to the targets 1d#+tactics. On a success, the target is unable to do anything for a turn.)

    Gazelle/Antelope/Lighter Herd Animals
    Gazelle have a +1 to Speed
    Speed + Tactics + Level = Hide Class
    Tactics + Hide Class + Level = Health Points

    Horn Attack: 1d# + Strength (A swinging headbutt of horns.)
    Kick: 1d# + Tactics (The creature turns and kicks out at it's target with a varied force.)
    Flee: 1d# + Speed (The creature may spend its turn trying to flee. An opposing roll will be made from the target it is fleeing from of 1d# + speed.)
    Once per fight: Spring (A Gazelle may increase their HC by +2 for one round as they become tricky to hit.)

    Hyena
    Hyena have a +1 to Strength
    Strength + Tactics + Level = Hide Class
    Strength + Hide Class + Level = Health Points

    Bite: 1d# + Strength (An attack with teeth. You may choose to latch on to the target on a successful hit.)
    Taunt: 1d# + Tactics (1d#+tactics opposed to opponents 1d#+tactics. On a success, the target is taunted and suffers a -2 to tactic roles next turn.)
    Flee: 1d# + Tactics (The creature may spend its turn trying to flee. An opposing roll will be made from the target it is fleeing from of 1d# + tactics.)
    Once Per Fight: Pack Tactics (If a Hyena is fighting with an ally that is within 1 square of the target, the ally may make a single attack against the same target during the same posters next turn. This will count as the allies attack for that round and it cannot attack the same target again if there are multiple options.)

    Meerkat
    Meerkat have a +1 to Tactics
    Speed + Tactics + Level = HC
    Tactics + HC + Level = HP

    Bite: 1d# + Speed (An attack with teeth. You may choose to latch on to the target on a successful hit.)
    Scratch: 1d# + Speed (A single effective swipe of claws.)
    Flee: 1d# + Speed (The creature may spend its turn trying to flee. An opposing roll will be made from the target it is fleeing from of 1d# + speed.)
    Once Per Fight: Outmanoeuvre ( A meerkat can spend it's turn outmanoeuvring it's opponent. Digging, getting to higher ground or simply running away. They gain a +2 to tactics.)

    Wild Dog
    Wild Dogs have a +1 to Tactics
    Tactics + Speed + Level = Hide Class
    Tactics + Hide Class + Level = Health Points

    Bite: 1d# + Strength (An attack with teeth. You may choose to latch on to the target on a successful hit.)
    Taunt: 1d# + Tactics (1d#+tactics opposed to opponents 1d#+tactics. On a success, the target is taunted and suffers a -2 to tactic roles next turn.)
    Flee: 1d# + Tactics (The creature may spend its turn trying to flee. An opposing roll will be made from the target it is fleeing from of 1d# + tactics.)
    Once Per Fight: Pack Tactics (If a Wild Dog is fighting with an ally that is within 1 square of the target, the ally may make a single attack against the same target during the same posters next turn. This will count as the chosen allies attack for that round and it cannot attack the same target again if there are multiple options.)

    Birds of Prey
    Birds have a +1 to Speed
    Speed + Tactics + Level = HC
    Speed + HC + Level = HP

    Claw: 1d# + Speed (A single effective swipe of claws.)
    Peck: 1d# + Speed (A sharp jab of a beak or a bite attack, helpful if the bird is not airborn.)
    Fly Away: 1d# + Tactics (The creature may spend its turn trying to flee. An opposing roll will be made from the target it is fleeing from of 1d# + tactics.)
    Once Per Fight: Outmanoeuvre ( A bird can spend it's turn outmanoeuvring it's opponent. Flying up, getting to higher ground or simply running away. They gain a +2 to tactics.)

    Leopards
    Leopards have a +1 to Strength
    Strength + Endurance + Level = Hide Class
    Endurance + Hide Class + Level = Health Points
    (Scaling Abilities Per Level)

    Bite: 1d# + Strength (An attack with teeth. You may choose to latch on to the target on a successful hit.)
    Claw: 1d# + Strength (A single effective swipe of claws.)
    Taunt: 1d# + Tactics (1d#+tactics opposed to opponents 1d#+tactics. On a success, the target is taunted and suffers a -2 to tactic roles next turn.)
    Once per fight: Maul (Leopards are smaller for cat species but incredibly aggressive. A leopard may make a double attack, as long as the fighting is on round 3 or higher.)

    Cheetah
    Cheetah have a +1 to Speed
    Speed + Tactics + Level = Hide Class
    Speed + Hide Class + Level = Health Points
    (Scaling Abilities Per Level)
    et on a successful hit.
    Bite: 1d# + Speed (An attack with teeth. You may choose to latch on to the target on a successful hit.)
    Claw: 1d# + Tactics (A single effective swipe of claws.)
    Taunt: 1d# + Tactics (1d#+tactics opposed to opponents 1d#+tactics. On a success, the target is taunted and suffers a -2 to tactic roles next turn.)
    Once Per Fight: Outmanoeuvre ( The creature can spend it's turn outmanoeuvring it's opponent. Getting to higher ground or simply running away. They gain a +2 to tactics.)

    Crocodile
    Crocodile have a +1 to Strength
    Strength + Endurance + Level = Hide Class
    Endurance + Hide Class + Level = Health Points
    (Scaling Abilities Per Level)
    et on a successful hit.
    Bite: 1d# + Strength (An attack with teeth. You may choose to latch on to the target on a successful hit.)
    Tail Slam: 1d#+ Strength (A heavy brutal shove of the tail into the creature.)
    Swim: 1d# + Speed (A crocodile may take cover and enter the water for a turn, gaining +2 HC)
    Once Per Fight: Deathroll ( If the Crocodile has landed a successful bite attack and has latched on, on their next turn they may begin a death roll. The target must make a 1d#+strength as opposed to the Crocodiles, to try and break free or suffer critical (double) damage.)

    Zebra/Elephants/Large Herd Animals
    Large Herd Animals have a +1 to Endurance
    Endurance + Tactics + Level = Hide Class
    Endurance + Hide Class + Level = Health Points
    (Scaling Abilities Per Level)

    Stomp: 1d#+ Strength (A wide stomp ability.)
    Swing: 1d# + Strength (Horns, tusks, bodies being thrown in all direction.)
    Flee: 1d# + Speed (The creature may spend its turn trying to flee. An opposing roll will be made from the target it is fleeing from of 1d# + speed.)
    Once per fight: Charge! (Large herd animals may charge at their target. The target must make an opposed 1d#+speed to get out of the way! On a failed save, the target takes critical(double) stomp damage and is stunned for a turn while they are winded.)