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Tales of WD
Captain

PostPosted: Mon Apr 28, 2014 1:04 pm
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Welcome!

Here you can learn all you need to know about Stats and how they can affect your rabbits.



Stat Certing ThreadFlayrah Stat Shop
 
PostPosted: Mon Apr 28, 2014 1:07 pm
The Three Stats

The three stats are Fortitude, Speed, and Luck. These three help give us a better understanding of the strengths of your rabbit during events, as well as giving a boost to your dice rolls, or helping us understand what challenges would be best. It also gives owners the opportunity to better represent each of their rabbits as well as try different combinations with different rabbits! Our hope is that by using a very simplified version of RPG stats we'll greatly improve the enjoyment and understanding of shop-run events, as well as add a new element to the basics of a B/C shop, such as breeding.

Here we'll go over these three stats and what they mean.

Fortitude - Point Cap: 20, unless circumvented by specific Features, Feats, or Flaws

This stat would be similar to a combination of Constitution (or HP), Strength (Attack), and Defense. Rabbits with a high Fortitude are more like a warrior class, and tend to be bolder and more stubborn that other rabbits. This stat is greatly favored by Owslas.

This stat improves a rabbit's chances of surviving damage, dealing greater damage, overcoming disease, and wining scuffles between other rabbits.

Speed - Point Cap: 20, unless circumvented by specific Features, Feats, or Flaws

This stat is a blend of the obvious Speed, but also Dexterity and Accuracy. Rabbits with a high speed are more akin to scouts, archers, and assassins and tend to be for quick-footed and probably quick-witted rabbits. This stat is greatly favored by Runners.

This stat improves a rabbit's running speed, increases the chances that a blow from them will land, and makes them more nimble and fit to preform tasks that bulkier rabbits perhaps cannot.

Luck - Point Cap: 20, unless circumvented by specific Features, Feats, or Flaws

The most ambiguous of all stats, it's just as the name implies. Rabbits with high luck could be a dumb as a sack of rocks... and yet somehow always seems to survive. It's hard to define a rabbit that has high luck, they can really be any personality, any type of character... but they sure are lucky.

This stat increases the odds that a blow does critical damage, that a deadly encounter is avoided, and many other very useful benefits.


Example Situations


These situations are highly exaggerated, and are for example purposes only to display how these stats might affect a situation.

The Snare

Rabbit F has high Fortitude, Rabbit S has high Speed, and Rabbit L has high Luck. Let's say each of them hit a snare.

Rabbit F would be ensnared, but could possibly be strong enough to withstand the snare until he could dig the peg out and survive.

Rabbit S would be ensnared, but could possibly be quick witted enough to know not to pull against the wire, and she might be able to get a paw through the loop and widen it enough to free herself.

Rabbit L would stop to smell a flower, trip over a stick, take a tumble and get off his path, but would completely avoid the snare altogether.

The Fight

Using the same three rabbits again, lets say each of them get in a fight with another rabbit (not with each other, we'll call this unfortunate rabbit Bunny).

Rabbit F gets in a fight with Bunny, and because of his superior strength has no problem taking the puny attacks Bunny deals, and manages to bloody Bunny enough that he gives up before more than a few seconds can pass.

Rabbit S gets in a fight with Bunny, and because she's so quick, she can land a lot of little blows that tire Bunny out before Bunny can really land a good blow. Especially since Rabbit S keeps dodging.

Rabbit L and Bunny get in a fight, but when Bunny lunges at Rabbit L he only gets a bite of fur, and Rabbit L gets a good kick in that sends Bunny tumbling and Bunny gives up out of embarrassment.

Working Against Stats

Once you've put points into a stat, you cannot undo them. So if you started your rabbit on the path of having high speed, it won't do your rabbit any favors to rp them against that. If your speedy bunny decides to launch himself at a cat and fight like he has high fortitude, the Staff will take notice and curtail him; the cat will quickly gain the upper paw. That isn't to say a speedy bunny cannot be brave. If a speedy rabbit were to launch itself at the cat, but rped himself in a way where he was trying to keep light on his feet, dodge attacks, and only lunged in for quick bites or small kicks, that fits with the dominant stat more and will gain better results, since the cat's attacks will be checked against your rabbit's speed, rather than his fortitude.

Be conscious of how you word things and make the stats work in your favor. This isn't trying to limit your creativity of how you rp your rabbit, it's explaining how checks will happen so you're not taken by surprise when that cat easily takes your speedy rabbit's kick and returns with a vicious bite because your speedy rabbit was too busy standing his ground to do what his stats say he should do best.

 

Tales of WD
Captain


Tales of WD
Captain

PostPosted: Mon Apr 28, 2014 1:09 pm
Features

On a Stat Cert there will be a section for Features, Feats and Flaws. Simply shortened to Feats and Flaws on the Cert.

Features are physical characteristics of a rabbit that they cannot control. Be it a breed of rabbit, or who they're offspring to, Features help paint a better picture of your rabbit.

If your rabbit was not grandfathered in for breed species, you will have to roll in the Flayrah shop for a Feature before getting your rabbit certed.

Some rabbits may earn an entirely new Feature through rp or Events, having a certain Mark, or possibly by being a descendant of a specific rabbit. Features will continuously be added to, so keep checking back!

Features will be noted on a Stat Cert with a '~' symbol.

Each rabbit can only have one Feature, unless they're required to take a Circumstantial Feature or are granted a Limited Feature.

Each rabbit can only have one Limited Feature. If they earn more than one, they must pick which Feature to have.

Feature Listing

Accented - Any rabbit that speaks in a dialect may take this Feature. At the beginning of an Event, this rabbit may take a +2 to the stat of their choice, if said rabbit says something pertaining to why they have that accent. (Where their family comes from, how things here are different from the home country, etc.)
Black - A rabbit that is either entirely black, or at least 90% black. Black rabbits gain a +1 in Luck during events that take place at night, while they're in dark spaces (such as hiding in a shadow or inside a barn with the lights off), but have a -1 to Luck during events that take place during the day and in winter (November to March), as long as the rabbit is outside.
Custom - Any rabbit that was a custom may take this Feature. If this rabbit dies during an Event, the owner can have their custom reborn, and will start again as a kitten. Edits will not transfer, and if the original rabbit had a custom name, it will not be transferable either.
Dwarf - Rabbits of a Dwarf breed, and are 6 pounds or lighter. A Dwarf rabbit will not be able to achieve a Fortitude higher than 15, but are granted a +2 to Speed, and +1 to Luck.
Giant - Rabbits of a Giant breed, and are at least 14 pounds or heavier. A Giant rabbit will not be able to achieve higher than a Speed of 10, but are granted an additional +2 to each Fortitude check, and the Fortitude Cap is raised to 25. Giants will also take a -1 to Litter Size.
Half-Dwarf - Rabbits that have some Dwarf in their bloodline, and are between 6 to 8 pounds. Half Dwarfs take a penalty of -1 to Fortitude, but gain a +1 in Speed and a +1 in Luck checks.
Half-Giant - Rabbits with some Giant in their bloodline, and are between 10 to 13 pounds. Half Giants take a -2 penalty to Speed, but gain a +2 to Fortitude checks.
Hutch - A rabbit that was born on a farm, and obtained during an Event or as a Custom. Hutches gain a +1 to Liter Size due to good breeding, but take a -1 to Fortitude checks due to the difficulty of living Wild.
Inbred - Exactly what it sounds like. Inbred rabbits have a 15 cap on their Fortitude stat, take a -1 to Litter Size, but gain a +2 to Luck in Events Only.
Kindler - Only does may take this Feat. Hlessi does take a permanent -1 to Speed during Events, but bypass the mortality checks on their litters. Warren does may, once per breeding, forever relinquish one stat point of their choice and gain a kitten - even beyond the max count litter size.
Large - A rabbit that is of heavier stock than your typical European. Possibly part Giant. This rabbit takes -1 to Speed, but gains +1 to Fortitude.
Scarred - Rabbits that have received at least 2 scar edits may take this Feature. Scarred rabbits will gain a +2 to the stat being checked when facing the same obstacle(s) that scarred them in the first place.
Sleek - A rabbit with short, glossy fur. This rabbit takes -2 to Fortitude during winter months (November to March) but gains +1 to Speed.
Small - A rabbit that is lighter in weight than your average bunny, and may be part Dwarf. This rabbit takes a -1 to Fortitude, but is granted +1 to Speed.
Survivor - Any rabbit that has taken a bullet during an Event and has survived may take this Feature. This rabbit gains +1 to Luck and Fortitude. When paired with Magnetized, this rabbit receives a bonus +5 to Fortitude and Luck at the beginning of an Event until the Event's end.
Thick Fur - Rabbits that have an abnormally long or shaggy coat. Rabbits gains a +2 to Fortitude during the winter months (November to March), but takes a -1 to Fortitude the rest of the year.
Pet - Rabbits that were once Pets, and obtained through bribes only, or very rare events. Pets get +1 to Luck.
White A rabbit that is completely, or at least 90% white. A White rabbit will gain +1 Luck during the winter months of November to March, but have a -1 to Luck during Events that occur at Night or in dark spaces.

Circumstantial Feature Listing


Floppy Ears - All rabbits with both ears flopped must take this Feature. Floppy eared rabbits have a -2 to whatever stat is being checked when hearing is involved, take a constant -2 to Speed additionally, but gain +3 Luck.
Half-Flop - All rabbits that have one flopped ear must take this Feature. An ear the is simply bent or drooped is exempt. Half-Flops take a -1 to whatever stat is being checked when hearing is involved, as well as a constant -1 to Speed, but gain a +1 to Luck, which is bumped to +2 to Luck if their good ear is facing the cause of the stat check.
Haz-Mat - All rabbits born to a parent with Chernobyl must take this Feature. They have an 80% increase to disease resilience in their checks.
Seer - All Seers must take this Feature. Seers will have their Fortitude halved due to their nature, but for every point of Fortitude they lose, they gain +2 Luck.

For Blind and Deaf rabbits, please check Flaws, since these attributes aren't necessarily obvious by just looking at a rabbit.


Limited Feature Listing

These Features are only granted to a select few as prizes, and cannot be chosen when stat certing a rabbit.

Blue Ribbon - Given only to the rabbits that participated in the first practice race to help test out the new system. Rabbits gain a +1 to Speed during Events.
Rabbits eligible for Blue Ribbon
Lamb's Ear
Owlfeathers
Hy'leao
Elil'thlay
Mountain Ash
Thicket
Aythi
Desthlay
Catscratch
Chickadee
Cocao
Marigold
Hydrangea
Swift
Oxlip
Ragwort
Stormborn



 
PostPosted: Mon Apr 28, 2014 1:10 pm
Feats

On a Stat Cert there will be a section for Feats and Flaws. For more on Flaws check the post below this one.

Feats are special titles, abilities, or attributes that a rabbit can possess. Some Feats will come at a cost, while others are granted to only a specific type or rabbit or as a prize during an event.

Feats will be noted on a Stat Cert with a '+' symbol.

Each rabbit can only pick one Feat. Any additional Feats must be granted during an event or paid for in Flayrah.

Alternatively, a rabbit can take on two Flaws to gain an additional Feat.


Feat Listing

Big Water - Any rabbit may take this Feat. This rabbit is hard for others to understand or may spout nonsense. This often draws attention to themselves. If paired with Creeper, all stat changes are cancelled and they are actively avoided by both rabbit and elil alike.
Brood Doe - A doe with this Feat will only be able to breed 3 times in her entire life, but each breeding will dole out the max number of kittens possible for that breeding. This Feat cannot be removed once granted.
Dog Food - Any rabbit may take this Feat. Sometimes your only purpose in life is to serve as a warning to others. At any time the Owner may kill this rabbit, and reclaim 60% of their stats, rather than the normal 30%.
Frith's Bargain - Any rabbit may take this Feat. May be used once before the start of any Event, and grants +2 Luck to themselves or a rabbit of their choosing, as long as they pray to Frith first. If the rabbit has White as their Feature, they may use this Feat twice per Event.
Gift of Gab - If the rabbit is a Storyteller and takes this Feat, during an event the Storyteller can choose to raise morale by telling a quick tale or deliver an inspirational line. All rabbits in the party will gain +1 to Fortitude and +1 to Luck for the rest of the Event. Rabbits that are not storytellers but take this Feat will earn a +1 to Luck and be deemed highly annoying.
Inle` Calls - Any rabbit may take this Feat. Once during an Event, the rabbit may use this Feat to perceive which rabbit is in the highest danger of losing their life at the moment. Staff will answer the call. If the rabbit has Black as their feature, they may use this Feat twice per Event.
Meaty - Only rabbits with Dog Food may take this Feat (thus they have to take 2 additional Flaws to take Meaty). For every Event this rabbit survives, they gain 2 additional, permanent stat points.
Owsla Offspring - Any rabbit that was born to an Owsla can claim this Feat. This Feat allows them to reroll one Fortitude check during an Event.
Piss Off - Any rabbit may take this Feat. Once during an Event, this rabbit may become highly aggressive and/or annoying. The rabbit will become the immediate target of an aggressor, but gain a +1 to each stat for the duration of the Event.
Runner Offspring - Any rabbit born to a Runner can claim this Feat. This Feat allows them to reroll one Speed check during an Event.
Seer's Sight - Only a Seer may use this Feat. Once during an event, a Seer may be granted a Vision of an upcoming danger, which will be delivered by Staff.
Selective Breeding - Any rabbit my take this Feat. The owner of a rabbit with this Feat may completely customize one offspring of every litter, as long as the kitten is obviously still the product of said breeding. However, they take a -1 to the total kitten roll in the breeding.
Sexy - Any rabbit may take this Feat. A Sexy rabbit may pick the genders of the kittens in their breeding.
Slut Buck - Any buck may take this Feat. Grants an additional kitten in his litters, but only if the owner of this buck doesn't keep a kitten for themselves.
Smart - Any rabbit may take this Feat. Once during an Event, a rabbit may use this Feat to be granted a dice roll check to perceive a solution granted by Staff.
The Shining Wire - Limited to Chiefs, Owslas, Runners, and Storytellers. Gain an extra check roll when dealing with snares, but only if the lack of oxygen prompts them to say something badass, silly, or a snippet of some story they half-remember while their brain is screaming for oxygen.
The Thousand - Any rabbit may take this Feat, but younger rabbits (outskirters and kittens) and Storytellers get a bit of extra information. This rabbit has an extensive knowledge of stories about the Thousand, and once during an Event may use this Feat to gain insight on one of the Elil that is lurking about.
Wild One - Any rabbit may take this Feat. Bonuses for Hlessi if paired with Dirty. Rabbits with this Feat are stubborn and not one for taking orders. Every time they disobey what they're told, they gain +1 Fortitude. If they disobey three times, they gain -1 Luck for each rabbit in play during an Event or in the RP.

 

Tales of WD
Captain


Tales of WD
Captain

PostPosted: Mon Apr 28, 2014 1:11 pm
Flaws

Flaws are disabilities or possibly negative attributes that can affect a rabbit. Flaws may grant specific bonuses, and help personalize rabbits. Taking on two Flaws will grant a rabbit the ability to take an additional Feat.

Flaws will be noted on a Stat Cert with a '-' symbol.


Flaw Listing


Asking For It - Any rabbit may take this Flaw. Anytime this rabbit brags, they take a -2 to Luck. If they're not in an Event and brag, the Universe may conspire to teach them a lesson, even if they're rping in a 'safe' area.
Blind - Any rabbit may take this Flaw. Rabbits that are rped as blind must take this Flaw. A blind rabbit's Fortitude and Speed are halved but gains +2 to Luck checks.
Chernobyl - Any rabbit may take this Flaw. Rabbits that take Chernobyl subject every kitten born to them to a dice check. Their kittens have a 25% of being born with a Mutation. They also gain an 80% increase to their Fortitude checks for Disease resistance.
Creeper - Any rabbit that is creepy, crazy, or so awkward that other rabbits will actively avoid them may take this Flaw. This rabbit takes a -5 to a stat randomly rolled at the beginning of each event. Owner randomizes between 1-3 in their first post to determine which stat is penalized. 1 - Fortitude, 2 - Speed, 3 - Luck. However, if this is paired with Big Water, the -5 is cancelled and this rabbit is actively avoided by both fellow rabbits and elil alike.
Deaf - Any rabbit may take this Flaw. Rabbits that are rped as deaf must take this Flaw. A deaf rabbit's Luck and Speed are halved, but can gain their Luck back during an Event if another rabbit remains in their sight for the entire Event. (And thus they must mention them in every single post.)
Dirty - Phew, is that you? Any rabbit can take this Flaw. A dirty rabbit is a stinky one, and Elil with a good noise will notice you first. If a Hlessi takes this Flaw in conjunction with Wild One, the Flaw is cancelled out and the Hlessi gains a +2 to Fortitude and +1 to Luck.
Gimp - Any rabbit may take this Flaw. A gimp rabbit has a bit of an awkward gait while walking, always. They take a -5 to Speed.
Grouch - Only adults may take this Flaw. Rabbits with this flaw get a -5 to their Fortitude and Luck rolls. If they mention Frith, Inle`, or otherwise curse in Lapine they negate the negative stat changes to Luck for that post.
Half-Blind - Any rabbit may take this Flaw. Rabbits that are rped as half-blind must take this Flaw. A half blind rabbit takes a -1 to every Check.
Half-Deaf - Any rabbit may take this Flaw. Rabbits that are rped as half-deaf must take this Flaw. A half deaf rabbit takes a -1 to every Check.
Love-Sick - Any rabbit may take this Flaw. A love-sick rabbit takes -5 in Speed and Fortitude, unless they are in love with another Love-Sick rabbit, and mentions them at least once in every post. If the other love-sick rabbit is also in the same Event, and they mention each other in every post, the negative stat changes are cancelled out and they will gain +5 to Luck, each.
Magnetized - Any rabbit may take this Flaw. If there is a gun present during an Event, this rabbit is always the first to get shot at. They must be within sight to be targeted. If they are not in sight while a gun is present, they will take a -5 to every stat until shot at, unless paired with Survivor. If they survive being shot at they will gain a +5 to each stat for every bullet survived or dodged, until Event's end.
Mute - Any rabbit may take this Flaw. This rabbit cannot speak. Ever. Rabbits that are rped as mute must take this flaw. This rabbits gains a +1 to Luck.
One Track Mind - Any rabbit may take this Flaw. This rabbit takes -5 to Luck at the beginning of an Event. They must pick a word (something objective, feather, stone, moon, fluffy, etc.) and mention it at least once per post; the word must be bolded or colorized to be easy to pick out. For each post the keyword is mentioned in, they get a +1 to a stat of their choice. If a post does not include the keyword they take a -1 to a stat of the staff's choice.
Oodle Doodle - Any rabbit may take this Flaw. All stats are reduced to zero at the beginning of an event, unless the owner draws a doodle of a rabbit owned by someone else. If the rabbit drawn is partaking in the event, the rabbit with this Flaw gains a +2 to Luck.
Personal Raincloud - Any rabbit may take this Flaw. A rabbit with this Flaw will automatically have 0 Luck, no matter what other Feats or Features are taken. They are immune from going tharn, because everything is zorn all the time for these rabbits.
Proud - Any rabbit may take this Flaw. A proud rabbit can only be entered once in any breeding event, but will get to pick the eye color and one fur color for each kitten.
Space Cadet - Any rabbit may take this Flaw. Space Cadets are prone to day dreaming and spacing out. They will fail every perceptive check, but gain +1 to Luck per post for every time another rabbit (that you don't own) tells them to focus. Stat bonus goes into effect your next post, and is accumulative, but you are responsible for keeping track of who said to focus, and to link to those posts at the bottom of yours for proof of stat gain.
Stupid - Any rabbit may take this Flaw. Each time the rabbit passes a check, they must roll a second time. You know, to make sure they really passed. If this rabbit dies, the owner reclaims an additional 1 point.
Super Annoying - Any rabbit may take this Flaw. They must speak at least ten words in every post during an Event, even if they're just talking to themselves. They take a -1 to Luck for every post that fails to meet this requirement, but a +1 to Speed for every rabbit (that you don't own) that tells this motormouth to shut up. Stat bonus goes into effect your next post, and is accumulative, but you are responsible for keeping track of who said STFU (or similar), and to link to those posts at the bottom of yours for proof of stat gain.
Walking Dictionary - Any rabbit may take this Flaw. This rabbit must use at least one word in Lapine in every post. For each post they fail to do this, they take a -2 to each stat until the end of the Event.
 
PostPosted: Mon Apr 28, 2014 1:12 pm
Stats and Ranks

Stats will play a huge part in the roles and ranks of rabbits in a warren. Even hlessi that have better stats will be more likely to survive a random Elil attack while rping in the Wilds.

Captain of Owsla - Must have at least 15 points of Fortitude.

Owsla Officer - Must have at least 10 points of Fortitude.

Runner - Must have at least 5 points of Speed.

Storyteller - No stat requirements, but might get bonuses for Luck during contests.

Seer - No stat requirements, but by the nature of the Rank will have a loss of Fortitude.

Marli - No stat requirements, but Fortitude or Luck could influence certain breeding slots.

Hlessi - No stat requirements, but a higher stated Hlessi has a greater chance of survival, obviously.
 

Tales of WD
Captain


Tales of WD
Captain

PostPosted: Mon Apr 28, 2014 1:13 pm
Stats and Death

Death happens, and Inle` may call his rabbits home at any time. Part of rabbit life and lore is the cycle of life and death, hence why there is death in this shop; and those of you familiar with the story are intimate with the bittersweet topic.

In terms of Stats, owners of rabbits that depart this life get a bit of a perk as an apology for this needful function in the shop. When a rabbit dies, 30% of their points are returned to the Owner to be divided up and given to their other rabbits as they see fit. In the case of not owning other rabbits, those extra points are held here for them until they decide to use them.

The Feat Dog Food grants the Owner 60% of the rabbit's stat points instead of the typical 30%. In case of a decimal, the points will always be rounded up in the Owner's favor.

To kill off and claim your stat points for a rabbit with the Feat Dog Food, just quote the mule in the main thread with this form.

[b]Inle` Is Calling[/b]
[b]Rabbit's Shop Cert[/b]:
[b]Rabbit's Stat Cert[/b]:

[b]Do you want this name retired?[/b]: (Retiring means no one else can use this rabbit's name except you, unless you grant them the ability to, out of respect for the deceased.)




Points from the Deceased

None currently


 
PostPosted: Mon Apr 28, 2014 1:14 pm
Stats in Events

Stats will effect Events in many, many ways. Though ultimately the GM (Game Master) running the Event may tip the scales here or there, you'll have to trust that the Staff here will be fair and do what we do for a reason. For the most part though, we'll be going with what the dice and stats say, so here's what you need to know!

Stats during an Attack

When a rabbit attacks another creature, Stats and dice rolls will be taken into account. Depending on the Event, the GM will tell the Owner of that rabbit what they need to roll, and most of the time tell them what they need to get to clear the obstacle, or roll for the NPC (non-playable character, such as a Farm Cat).

Rabbits have a cap on their stats, and even a maxed out, good Feats rabbit will have trouble against the Thousand, though those things definitely help!

If the rabbit is given a d20 to roll, chances are a Cat will have a d50, and a Dog a d80. There's a reason why some animals are predators, and some prey. But stats can tip the odds in your favor!

Here's how:

Say your rabbit rolls an 11 on the d20, but has a Fortitude of 6. The GM will take this as a 17 total. This could definitely be the difference between a swift bite to the neck versus the cat just taking a swipe at your rabbit's hindquarters. The space of the difference between the two totals will let Staff know how severe an attack is, and how to appropriately respond in RP.

Sometimes other things will be taken into consideration, such as Features, Flaws, and Feats. It could be that this cat is fighting a black rabbit inside a barn at night. Even a cat's excellent sight might have a bit of trouble picking out black on black, and the GM might subtract a few points for accuracy's sake from the cat's total roll.


Stats in Passive

Not everything is fighting. Perhaps during an Event there is poisoned Flayrah. If your rabbit is Lucky, a GM might ask you to do a quick roll and add that total to your Luck, and your rabbit might grab a carrot that has barely any poison at all, and your rabbit survives. There could be shortcuts in Races, things to notice in a CYOA, or any number of checks and balances. Think of your stats as getting to tack on extra points to your dice rolls, as well as cluing in the GM into what kind of rabbit your bun is, with just a glance, so they can respond better and make the game more enjoyable and believable. Nothing sucks quite so much as having a rabbit you roleplay as being super strong and them missing a check for something as silly as pulling a carrot out of the ground. Or a rabbit you know is zoom zoom fast, but somehow is outrun by the chunky half-Giant rabbit that's eaten too much at Silflay that morning. And every morning ever.

Stats help paint a better picture of who your rabbit is, and how we should respond.

Stats outside of Events

Besides Events, Stats can be taken into consideration in other ways. It could be that at some point there will be breeding slots that are open only to rabbits with a Luck of 5 or higher.

Or maybe there will be short, surprise events that only rabbits that meet a certain Stat requirement, or have a specific trait will be allowed to join. Stats could even influence life in the warren, how an RP flows, and affects Ranks!

Rabbits can choose not to take part in Stats, just as they choose not to take part in Events, but a rabbit without Stats will be harder to treat fairly, and might miss out on a lot of opportunities.


 

Tales of WD
Captain


Tales of WD
Captain

PostPosted: Mon Apr 28, 2014 1:16 pm
Earning Stats

Stats can be earned in a number of ways!

● Owners can cash in 1 Flayrah for 1 stat point for a rabbit of their choice once a month.
● Owners can kill off some of their other rabbits to reclaim stat points that they can give to their rabbits.
● They can be handed out as prizes in Events, or even added to raffles.
● Some rabbits will be given out with bonus stats already attached!
● Every completed RP of 2 pages or more can be turned in (by each partner, no less) for 1 stat point for the rabbit involved in the RP. There is no limit to how many times you can do this.

Turning your RP into Stat points

Just fill out this form and post it right here in this thread! Once approved, your point will be granted and your rabbit's stat cert updated.

[b][color=indigo]Cashing in this Sexy RP for a Stat Point![/color][/b]

[b]Rabbit's Stat Cert[/b]:
[b]Link to completed RP[/b]:
[/b]Stat you are raising[/b]:



 
PostPosted: Thu May 08, 2014 6:51 am
Cashing in this Sexy RP for a Stat Point!

Rabbit's Stat Cert: User Image
Link to completed RP: http://www.gaiaonline.com/guilds/viewtopic.php?t=23236981
Stat you are raising: Speed  

Annchen

Sparkly Bibliophile

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Tales of Watership Down

 
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