Post by sycophantism on May 28, 2015 4:29:27 GMT
R a n k s
Kitten: 0 - 6 moons
Apprentice: 6 moons - 1 season cycle (12 moons)
Adolescent: 1 season cycle - 1.5 season cycles (18 moons)
Adult: 1.5 season cycles +
Elder: 10 season cycles
Visual Aid:
Kitten
Kittens are born without their tattoo. Their parents give them a temporary name, known as a kit-name. The kitten lives with its mother in her tribe until the Ceremony of Light. The Ceremony of Light takes place when the litter is 6 moons old.
Apprentice
At the Ceremony of Light, the kitten will be given its tattoo, and its true name, by its Spirit. The newly-appointed apprentice will go with its tribe; it is very possible that the apprentice will be chosen by a Spirit different than the one of the tribe it was born in. It is the apprentice's responsibility to tell its new tribe its true name. The apprentice will be known by its tattoo to all other tribes from this day forth (ex. Pink-Air, Blue-Light, etc.)
Adolescent
The apprentice's tattoo will change from a solid young colour (blue or pink) to mix with the adult colour (green or orange). An adolescent may graduate from their training if their mentor believes they have mastered their trade; if not, they will remain as an apprentice. (Members must contribute five submissions (art, writing, or roleplaying) to have their character graduate at adolescence.)
Adult
When the cat turns one and a half season cycles old, their tattoo will change to be the full adult colour (green or orange). They will graduate from their training and become a master in their profession. (Members must contribute three submissions (art, writing, or roleplaying) to have their character graduate at adulthood.)
Elder
When a cat can no longer fulfill their duties, they retire to the elder's den. They are respected for all of the hard work they put into nourishing and protecting their tribe. They will live a healthy and comfortable life until their time comes to join the Spirits in Eden.
A g e P r o g r e s s i o n
Every two months, and / or when we decide that the time for change from one season to another is appropriate (in the case of a time jump or something similar), we will update them (from Spring to Summer, Summer to Fall, Fall and to Winter, Winter to Spring), and everyone will be expected to age their cats up.
Each season is the equivalent of two (2) months [real-time]. One season cycle is the equivalent of one year [in-game]. Therefore, one season cycle in-game is equal to 8 months real-time.
You will be expected to upate your character's bio with their new age every two seasons (you may do it every season if you wish). If your character is going through a major age-up (kitten to apprentice, apprentice to adolescent, adolescent to adult), you must change the colour of the tattoo as well.
Please be fair and reliable about aging up your cat. Don't try to age them up without us noticing, or hold their age at a certain level for an extended amount of time, and we really hope that you all find this system easy. We'll be certain to keep the seasons updated further on.
P r o f e s s i o n s
Leader
The leader is the highest ranking cat within a tribe. They have a silver tattoo. The Spirits grant them nine lives when they become leader. It is their job to guide their tribe so that they may be safe, healthy, and ready to survive.
A leader is responsible for giving a profession to every cat in the tribe, as well as ensuring that all kittens visit the Ceremony of Light when it is their turn to be chosen by the Spirits.
The leaders summon the Spirits at the Ceremony of Light and offer their bodies as vessels to the Spirits, so that the Spirits may speak directly to the tribes.
Deputy
The deputy is the second-highest ranking cat within a tribe. They have a yellow tattoo. It is their job to ensure the leader's orders are carried out, and to lead if their leader is unable to. Should the leader die or retire, the deputy will take their place. The deputy is chosen by the leader or, in dire situations, the Spirit of the tribe.
The deputy is taught by their leader how to summon the Spirits, and how to lead their tribe for when they will become leader.
Soldiers
Soldiers are the work-force of each tribe. They make up the most of the tribe and are always the first at the battle lines. Used as scouts, hunters, and many more, Soldiers are the jacks of all trades.
Scholars
Scholars are cats set out to discover new and exciting things of this lands. They seek to uncover mysteries and often study how Nandryx works and how the powers and the Spirits conform.
Apprentices
Apprentices are beginners in their ranks. Their profession is given to them by their leader, and a mentor is assigned to them. They are taught in their trade and trained to be a properly functioning part of the tribe.
Miners (Earth Tribe Exclusive)
The Primary and Secondary tribe members must work together. The Primaries are able to sense the ores in the earth and caves to find them, and the Secondary transports them out of the mine on using their abilities. The ores are often traded to other tribes.
Gem Collectors & Accessory Crafters (Water Tribe Exclusive)
Primary and Seconday cats wander their territory looking for gemstones. With these gems, and materials traded from other tribes, they create accessories to wear and trade.
Bone Crafters (Air Tribe Exclusive)
Primary and Secondary cats use their respective powers to etch markings into bones, recording the stories of the tribes and even adding flair to some accessories made by the crafters. They can also make sharp projectiles using the same bones.
Blacksmiths (Fire Tribe Exclusive)
Primary and secondary tribe members must work together. The primary tribe member heats the metals or ore, and the secondary member strikes it with their shield. Creating armors and accessories, they trade with the other tribes as well as build a unique defense for their tribe.
Mineral Collectors (Shadow Tribe Exclusive)
Primary and secondaries explore the cave systems in their territories, searching underground for minerals to use as resources or trading goods. Water tribers often use them as crafting tools and healers will find occasional use for the minerals.
Diviners (Light Tribe Exclusive)
Note: This is an optional profession route for all Light Tribers. If they choose not to become a Diviner, they may remain as simply a Healer or Scholar and contribute to the tribe by hunting and using their powers to otherwise benefit the wellbeing of their tribe.
Primary:
Healers are able to bless Tribe accessories; when blessed, the item will provide a single use of healing. The strength of the healing depends on the ability and experience of the healer blessing it, as well as the time spent on the blessing. (Clotting, healing wounds, relieving pain, etc.)
Secondary:
Poisoners are able to curse Tribe accessories; when cursed, the item will provide a single use of poisoning. The type of poisoning depends on the ability and experience of the poisoner cursing it, as well as the time spent on the curse. (Confusion, drowsiness, paralysis, etc.)
(Rules: Only items affected by another Tribe's power can be blessed or cursed; ex. Fire Tribe's smithing, Water Tribe's crafting, etc. Any blessing or curse done by your character must not surpass the abilities currently in their skill set. Characters cannot simply have a blessed or cursed item; a roleplay must take place where the character has a healer or poisoner bless or curse it. Cats that are not specifically diviners (healers/poisoners) can only use up to their 6th skill to bless items, since it is a specifically trained position. Individual characters may only have up to 3 blessed items.)
Rogues/Loners
Rogues/Loners are cats that have defected from their tribes. Their tattoo turns gray/black and they can no longer access their powers. They may rejoin their tribe with the blessing of their leader.
Kitten: 0 - 6 moons
Apprentice: 6 moons - 1 season cycle (12 moons)
Adolescent: 1 season cycle - 1.5 season cycles (18 moons)
Adult: 1.5 season cycles +
Elder: 10 season cycles
Visual Aid:
Kitten
Kittens are born without their tattoo. Their parents give them a temporary name, known as a kit-name. The kitten lives with its mother in her tribe until the Ceremony of Light. The Ceremony of Light takes place when the litter is 6 moons old.
Apprentice
At the Ceremony of Light, the kitten will be given its tattoo, and its true name, by its Spirit. The newly-appointed apprentice will go with its tribe; it is very possible that the apprentice will be chosen by a Spirit different than the one of the tribe it was born in. It is the apprentice's responsibility to tell its new tribe its true name. The apprentice will be known by its tattoo to all other tribes from this day forth (ex. Pink-Air, Blue-Light, etc.)
Adolescent
The apprentice's tattoo will change from a solid young colour (blue or pink) to mix with the adult colour (green or orange). An adolescent may graduate from their training if their mentor believes they have mastered their trade; if not, they will remain as an apprentice. (Members must contribute five submissions (art, writing, or roleplaying) to have their character graduate at adolescence.)
Adult
When the cat turns one and a half season cycles old, their tattoo will change to be the full adult colour (green or orange). They will graduate from their training and become a master in their profession. (Members must contribute three submissions (art, writing, or roleplaying) to have their character graduate at adulthood.)
Elder
When a cat can no longer fulfill their duties, they retire to the elder's den. They are respected for all of the hard work they put into nourishing and protecting their tribe. They will live a healthy and comfortable life until their time comes to join the Spirits in Eden.
A g e P r o g r e s s i o n
Every two months, and / or when we decide that the time for change from one season to another is appropriate (in the case of a time jump or something similar), we will update them (from Spring to Summer, Summer to Fall, Fall and to Winter, Winter to Spring), and everyone will be expected to age their cats up.
Each season is the equivalent of two (2) months [real-time]. One season cycle is the equivalent of one year [in-game]. Therefore, one season cycle in-game is equal to 8 months real-time.
You will be expected to upate your character's bio with their new age every two seasons (you may do it every season if you wish). If your character is going through a major age-up (kitten to apprentice, apprentice to adolescent, adolescent to adult), you must change the colour of the tattoo as well.
Please be fair and reliable about aging up your cat. Don't try to age them up without us noticing, or hold their age at a certain level for an extended amount of time, and we really hope that you all find this system easy. We'll be certain to keep the seasons updated further on.
P r o f e s s i o n s
Leader
The leader is the highest ranking cat within a tribe. They have a silver tattoo. The Spirits grant them nine lives when they become leader. It is their job to guide their tribe so that they may be safe, healthy, and ready to survive.
A leader is responsible for giving a profession to every cat in the tribe, as well as ensuring that all kittens visit the Ceremony of Light when it is their turn to be chosen by the Spirits.
The leaders summon the Spirits at the Ceremony of Light and offer their bodies as vessels to the Spirits, so that the Spirits may speak directly to the tribes.
Deputy
The deputy is the second-highest ranking cat within a tribe. They have a yellow tattoo. It is their job to ensure the leader's orders are carried out, and to lead if their leader is unable to. Should the leader die or retire, the deputy will take their place. The deputy is chosen by the leader or, in dire situations, the Spirit of the tribe.
The deputy is taught by their leader how to summon the Spirits, and how to lead their tribe for when they will become leader.
Soldiers
Soldiers are the work-force of each tribe. They make up the most of the tribe and are always the first at the battle lines. Used as scouts, hunters, and many more, Soldiers are the jacks of all trades.
Scholars
Scholars are cats set out to discover new and exciting things of this lands. They seek to uncover mysteries and often study how Nandryx works and how the powers and the Spirits conform.
Apprentices
Apprentices are beginners in their ranks. Their profession is given to them by their leader, and a mentor is assigned to them. They are taught in their trade and trained to be a properly functioning part of the tribe.
Miners (Earth Tribe Exclusive)
The Primary and Secondary tribe members must work together. The Primaries are able to sense the ores in the earth and caves to find them, and the Secondary transports them out of the mine on using their abilities. The ores are often traded to other tribes.
Gem Collectors & Accessory Crafters (Water Tribe Exclusive)
Primary and Seconday cats wander their territory looking for gemstones. With these gems, and materials traded from other tribes, they create accessories to wear and trade.
Bone Crafters (Air Tribe Exclusive)
Primary and Secondary cats use their respective powers to etch markings into bones, recording the stories of the tribes and even adding flair to some accessories made by the crafters. They can also make sharp projectiles using the same bones.
Blacksmiths (Fire Tribe Exclusive)
Primary and secondary tribe members must work together. The primary tribe member heats the metals or ore, and the secondary member strikes it with their shield. Creating armors and accessories, they trade with the other tribes as well as build a unique defense for their tribe.
Mineral Collectors (Shadow Tribe Exclusive)
Primary and secondaries explore the cave systems in their territories, searching underground for minerals to use as resources or trading goods. Water tribers often use them as crafting tools and healers will find occasional use for the minerals.
Diviners (Light Tribe Exclusive)
Note: This is an optional profession route for all Light Tribers. If they choose not to become a Diviner, they may remain as simply a Healer or Scholar and contribute to the tribe by hunting and using their powers to otherwise benefit the wellbeing of their tribe.
Primary:
Healers are able to bless Tribe accessories; when blessed, the item will provide a single use of healing. The strength of the healing depends on the ability and experience of the healer blessing it, as well as the time spent on the blessing. (Clotting, healing wounds, relieving pain, etc.)
Secondary:
Poisoners are able to curse Tribe accessories; when cursed, the item will provide a single use of poisoning. The type of poisoning depends on the ability and experience of the poisoner cursing it, as well as the time spent on the curse. (Confusion, drowsiness, paralysis, etc.)
(Rules: Only items affected by another Tribe's power can be blessed or cursed; ex. Fire Tribe's smithing, Water Tribe's crafting, etc. Any blessing or curse done by your character must not surpass the abilities currently in their skill set. Characters cannot simply have a blessed or cursed item; a roleplay must take place where the character has a healer or poisoner bless or curse it. Cats that are not specifically diviners (healers/poisoners) can only use up to their 6th skill to bless items, since it is a specifically trained position. Individual characters may only have up to 3 blessed items.)
Rogues/Loners
Rogues/Loners are cats that have defected from their tribes. Their tattoo turns gray/black and they can no longer access their powers. They may rejoin their tribe with the blessing of their leader.