- SOUL CAPTURE
The end result of any dog training ends in soul capture...right? It does here! A very important lesson to teach this puppy is its future existence, which is to reap souls. This is the beta version of our soul capture portion of the shop!
To partake, the first thing you'll do is pick where you want to capture souls. You can pick to hunt in multiple places a day or change it daily; it's up to you. There's a myriad of places that will eventually be offered, but we'll keep it simple to start with.
After you pick a place to hunt souls, you'll create a journal in this subforum. Your first post should be who the Aeterna is you're hunting souls with -- in this case, the Husky/Matcha - along with your stats. Your stats include the list of places you can hunt, as well as how many souls you've caught in each. It's up to you to keep it accurate!
Next, you must follow the rules assigned to each place. The rate of soul capture is different, to keep that in mind when rolling. In all cases, you will roll a 2d100. You want your numbers to fall within the list numbers. The 2d100 allows you the option to find a soul and see if you've captured it in one post! However, if you don't find a soul in the first roll, the second roll is null. If you don't capture it in the second roll (IE, you roll a number not in the To Capture or To Escape), you may roll another 1d100 until you catch the soul or it escapes.
The Risk is how easy or difficult it is to catch souls (IE, a low risk area means it's not as likely to find someone ready to pass away; high risk is more chance for death). The To Find portion is what you must roll to find a soul, and is the first number rolled in the 2d100. The To Capture is what you must roll to capture the soul, and is the second number rolled in the 2d100. The To Escape means that if you roll that number, the source of your soul capture has left and cannot be rolled to capture again; this also counts as the second roll. This means you must roll to find a soul again (To Find).
After each soul captured, you may roll another 1d100. If you roll a 1 or 100, it's special! Make sure to link it in your stats section if you succeed. You may only roll for this once per soul caught. Do not delete your posts!
You may collect 10 souls today. Even if your soul escapes are you don't find anything initially, you can catch a total of 10 souls without penalty of escaped souls.
At the start of the next day, I will roll a die and see which area will have captured double souls. That's right, double souls. That means, if you catch 7 souls in The Beach and I roll The Beach as the area with double souls, you get 14 souls! However, if you roll all 7 in The Beach and I roll The Desert, you will only get seven. In the same idea, if you catch a soul in each area, you'll guarantee 2 souls, but at the cost of possibly getting more. The risk is yours to take!
When you're done, update your first post with how many souls you caught in each area. Remember, no deleting posts.
If you have any questions, ask them in the main thread and we'll get information clarified as quickly as possible! HAVE FUN!
The Beach
Risk: low
To Find: 60 - 100
To Capture: 1 - 30
To Escape: 80 - 100
The City
Risk: high
To Find: 30 - 100
To Capture: 50 - 100
To Escape: 1 - 5
The Desert
Risk: medium
To Find: 50 - 100
To Capture: 50 - 100
To Escape: 10 - 20
The Forest
Risk: medium
To Find: 20 - 80
To Capture: 20 - 80
To Escape: 90-100
The Highway
Risk: very high
To Find: 20 - 100
To Capture: 25 - 100
To Escape: 1, 2
The Mountains
Risk: very low
To Find: 70 - 100
To Capture: 70 - 100
To Escape: 1 - 30
The Ruins
Risk: high
To Find: 10 - 80
To Capture: 25 - 75
To Escape: 95 - 100
The Tundra
Risk: medium
To Find: 10 - 70
To Capture: 30 - 90
To Escape: 1 - 10
The Zoo
Risk: low
To Find: 40 - 80
To Capture: 20 - 50
To Escape: 70 - 90