Was ist das zwischen uns ? Komm und sag es mir. Wir leben weiter vor uns hin. Unsicherheiten die uns beide ausmachen. Ständige Blicke, Nachrichten die einfach nur unsere Köpfe ficken. Wir lieben uns, dass wissen wir doch beide oder sind wir nur zu einsam? Siehst du mich da, in deiner Zukunft? Oder wird dir eines Tages alles zu bunt ? Setzten wir die rosa rote Brille doch noch ab & enden da wo alles angefangen hat ? Einsam und alleine. Finden uns erneut selbst bis uns dann jemand neues gefällt und genau dann beginnt es alles von vorn und aufeinmal wird uns klar das wir uns doch wollten, aber wir einfach keinen Mut hatten, es noch einmal miteinander zu wagen.
Here in this blog, we roll dice to see how well an action is done, like you would in Dungeons and Dragons! If your character is strong and better at actions that require muscle, they'll have a better strength stat that will add bonuses to those types of rolls. This includes how fights will be rolled, though they will use difference dice and skills than generic action rolls.
The Four Stats
Strength (STR) - Rolls that would require muscle will use the STR skill
Examples: Bite/Carry/Climb/Dig/Swim/Wrestle
Dexterity (DEX) - Rolls that would require agility or skill will use the DEX skill.
Examples: Arch/Jump/Pounce/Sneak/Sprint/Swat
Intelligence (INT) - Rolls that would require knowledge or recognizing things will use the INT skill
Examples: Intimidate/Nature/Persuade/Ponder/See/Smell
Spirit (SPR) - Rolls that would require concentration will use the DPR skill
Examples: Focus/Heal/Hiss/Listen/Memory/Charm/Religion
Below the cut are descriptions on Skill Points, HP, Classes, Knacks, and more.
Depending on what age you are will determine how many skill points you will have. At age up (kit to apprentice, apprentice to warrior), you will gain any extra stats that you're missing to reach the minimum skill points for each age if you are missing any, and no skill points will be removed if you have more than the minimum.
Kits start with 5 skill points and no knacks
Apprentices start with 7 skill points and no knacks
Warriors start with 10 skill points and 2 knacks
Every 2 moons, you will gain 1 skill point, and you'll gain 1 knack every 3 moons.
HP
Hp is calculated by taking your age-groups base hp and adding your strength bonus to it.
Kits have 10 hp
Apprentices have 20 hp
Warriors have 30 hp
Leaders have 40 hp
Classes!
Every cat will have specific things they're good or bad at, and classes are built to showcase that. They offer bonuses to skills, new abilities, immunities to certain things, and all sorts of cool effects for your character! This will aid in making every character worth bringing with you in your party in some way, so try to keep track of who you want to have with you and why!
GAINING CLASSES:
Each class has a level 1 and a level 2 version; to have a level 2 version of a class, you must have the level 1 version first and use your opportunity upon age-up or rank-up to upgrade it to level 2 or to take a new level 1 class. It's impossible for a 6 moon old cat to have a level 2 class. Each class must start at level 1 on a cat, and they can upgrade it as their new class when they age up or gain their high-rank as Leader or Spiritualist
So let's say MC is a Swiftwind. They're not quite 12 moons old yet, so they only get one class. They have to take Swiftwind level 1. When they age up, they can either take Swiftwind level 2 OR a level 1 of a new class. If they choose a new class, when they hit 30 moons old, they can upgrade either class or choose a third new class
Class Requirements: 6 Moons -> 12 Moons -> 30 Moons -> Becoming Leader or Spiritualist
6 Moons - You gain your first class, this is what you're considered naturally good at.
12 Moons - What you've learned from your mentor and have trained yourself to be better at.
30 Moons - What you've become experienced in as a fully-grown cat, this is where most cats stop gaining classes.
Leader or Spiritualist - As a cat in a leadership position, you've had to hone your skills to guide your clan to the best of your abilities.
Level 2 | +3 Initiative and one attacking skill, -3 Persuade
Cannot be sneak-attacked
Hard-Headed: Intimidation rolls do not work on you.
Bully:
Level 1 | +3 Arch, Intimidate, and Hiss, -3 Nature
You have a rather bad reputation, or perhaps you're quick to start a fight when it's brought to you, but you can choose an opponent to goad into targeting you in a combat.
Level 2 | +5 Arch, Intimidate, and Hiss, -5 Nature
You have a rather bad reputation, or perhaps you're quick to start a fight when it's brought to you, but you can choose an opponent to goad into targeting you in a combat.
Headbash: Your sprint roll is also an attack roll that you can use to tackle someone. Can be used before any turns are taken in a combat for an extra hit, and it will not use up your turn.
Bulky:
Level 1 | +5 extra HP, -3 Dexterity
Food and consumable herbs heal only half the hp it otherwise would when eaten by you, but you can share the remaining half of the consumable's effect with a party member. If an effect cannot be split (such as curing poison), then you consume the whole item.
Level 2 | +10 extra HP, -5 Dextery
Food and consumable herbs heal only half the hp it otherwise would when eaten by you, but you can share the remaining half of the consumable's effect with a party member. If an effect cannot be split (such as curing poison), then you consume the whole item.
Bruising: The first attack against you in combat will deal only half the damage it otherwise would.
Commander:
Level 1 | +2 Persuade and Focus when in a party of 3 or more cats.
When leader of a patrol, the whole party gains +3 to your best skill.
Level 2 | +5 Persuade and Focus when in a party of 3 or more cats.
When leader of a patrol, the whole party gains +3 to your best skill.
Battle Tactics: When in a battle patrol, you get to choose one party member that gets two turns in the initiative bracket.
Copycat:
Level 1 | No bonuses.
When part of a party, you can use other party members' knacks so long as they've used them at least once after you joined the party.
Level 2 | No bonuses.
When part of a party, you can use other party members' knacks so long as they've used them at least once after you joined the party.
Shadow: Roll a flat d20. Anything above a 15 and you can use the same bonuses as someone else in your party or in a combat initiative even if they're against you. Roll a d6 for how many turns you have access to these bonuses for. This skill has a cool down of 6 turns, including if you attempt to use it and fail.
Harmonic:
Level 1 | +3 to Nature rolls, +3 to all sense rolls when looking for herbs.
Any herbs gathered by you are at their peak, regardless of the weather, and will always heal to their maximum effect.
Level 2 | +5 to Nature rolls, +5 to all sense rolls when looking for any plants. +3 to resist becoming ill due to your proximity with herbs.
Any herbs gathered by you are at their peak, regardless of the weather, and will always heal to their maximum effect.
Pollen-Covered: You don't smell like a cat, instead like a flower! Predators are less likely to attack or hunt you. Bees also tend to be distracted by you, giving any cat you're with advantage to gather honey. You will never be stung by a bee.
Harpy:
Level 1 | +3 to all rolls made when high off of the ground (in a tree, falling, on a cliffside, etc.), +3 Jump
You have quick reflexes and can correct your posture in an instant after a slip. You can roll a second time to keep your footing if you slip once, and if you do fall you take only half damage and land on your feet.
Level 2 | +5 to all rolls made when high off of the ground (in a tree, falling, on a cliffside, etc.), +5 Jump
You have quick reflexes and can correct your posture in an instant after a slip. You can roll a second time to keep your footing if you slip once, and if you do fall you take only half damage and land on your feet.
Bird Cat: Gain +5 to any Jump roll you make to get something from high up, including flying bird prey, or to jump to higher ground.
Malicious:
Level 1 | +3 Memory, Swat, and Wrestle rolls made against another cat.
You have an individual cat or group of cats (including clans) that you hate. If choosing less than five cats, gain Advantage when rolling against them in any way. If choosing more than five cats, gain only +3 when rolling against them in any way.
Level 1 | +3 Memory, Swat, and Wrestle rolls made against another cat.
You have an individual cat or group of cats (including clans) that you hate. If choosing less than five cats, gain Advantage when rolling against them in any way. If choosing more than five cats, gain only +3 when rolling against them in any way.
Anger-Point: When you've been afflicted with a condition or hit one-third of your HP or less, gain +5 to all combat rolls until healed.
Medic:
Level 1 | +3 to Ponder and Heal rolls, -3 to all combat-related rolls.
You can heal even without using herbs, though the effects won't be as strong.
Level 2 | +5 to Ponder and Heal rolls, -5 to all combat-related rolls.
You can heal even without using herbs, though the effects won't be as strong.
Pre-Medicated: As long as you're nearby, you can choose one cat at the start of combat to gain +5 temporary hp, regardless of if they're at their maximum hp.
Mermaid:
Level 1 | +3 to all rolls made in the water, +3 Swim
You can hold your breath longer than other cats; negate the first round of Drowning damage you take.
Level 2 | +5 to all rolls made in the water, +5 Swim
You can hold your breath longer than other cats; negate the first round of Drowning damage you take.
Fisher Cat: Gain +5 to any swat roll you make to get something out of the water, including hunting fish prey, and gain +5 to rolls to get out of the water.
Mole:
Level 1 | +3 to all rolls made underground, +3 Dig
You can always feel which way is the quickest way out of ant tunnel or cave you're in.
Level 2 | +5 to all rolls made underground, +5 Dig
You can always feel which way is the quickest way out of ant tunnel or cave you're in.
Cave Cat: Gain +5 to any sense roll you make when searching for a living creature or scented-object (such as an herb or an item recently held by another cat) underground.
Silvertongue:
Level 1 | +3 Persuasion and Charm, -3 Sneak
If persuading only a single cat, you gain an extra +5 to your roll on top of other bonuses.
Level 2 | +5 Persuasion and Charm, -5 Sneak
If persuading only a single cat, you gain an extra +5 to your roll on top of other bonuses.
Smacktalk - Persuasion rolls used against you in any way are at a Disadvantage.
Social Butterfly:
Level 1 | +3 to Memory, Ponder and Focus rolls related to other cats, -3 to all rolls when alone.
You're more likely to be trusted by other cats, including those outside of your clan. +3 to Persuasion rolls when being friendly.
Level 2 | +5 to Memory, Ponder and Focus rolls related to other cats, -5 to all rolls when alone.
You're more likely to be trusted by other animals, including those outside of your clan and other species. +3 to Persuasion rolls when being friendly.
Call a Friend: At the start of a combat round, you can contest one chosen NPC in Spirit. If you win, they temporarily switch sides in the fight OR run away immediately. If you lose, they have advantage to attack you and will target you for their first attack.
Stalker:
Level 1 | +3 to one sense (See, Listen, or Smell) and Sneak, -3 Wrestle and Bite.
You work best alone, when tracking something on your own gain an extra +5 to Sneak.
Level 2 | +5 to one sense (See, Listen, or Smell) and Sneak, -5 Wrestle and Bite.
You work best alone, when tracking something on your own gain an extra +5 to Sneak.
Cat and Mouse: If you miss when trying to catch prey, roll a second attempt with Sprint or Pounce at Disadvantage. This can only be used once per encounter.
Strongman:
Level 1 | +3 Climb and Carry, -3 Focus.
If trying to carry an unconscious or injured cat, you automatically succeed and will not accidentally hurt them.
Level 2 | +5 Climb and Carry, -5 Focus.
If trying to carry an unconscious or injured cat, you automatically succeed and will not accidentally hurt them.
Beefcake: When trying to intimidate or impress another cat, you can show off your muscles for an extra +5 to your rolls.
Swiftwind:
Level 1 | +2 Sprint, Jump, and Pounce, -3 total HP (Apprentice) or -5 total HP (Warrior)
You are smaller than most cats and require less of a consumable to gain its effect; when using a consumable you eat half to gain its full effect and can share with another cat in your party for them to gain half (rounded down) of its effect.
Level 2 | +3 Sprint, Jump, and Pounce, -5 total HP (Apprentice) or -10 total HP (Warrior)
You are smaller than most cats and require less of a consumable to gain its effect; when using a consumable you eat half to gain its full effect and can share with another cat in your party for them to gain half (rounded down) of its effect.
Adrenaline: When in a dangerous situation, you gain advantage to run to an ally or to run away to safety
Zealot:
Level 1 | +5 to all rolls related to Starclan. Take d6 damage when failing any prayer roll.
You can pray to Starclan and request a blessing for yourself or a clanmate; they gain a bonus related to your request based on how well you roll. If you critically fail (roll a nat 1), your target will recieve a debuff instead.
Level 2 | +10 to all rolls related to Starclan. Take d12 damage when failing any prayer roll.
You can pray to Starclan and request a blessing for yourself or a clanmate; they gain a bonus related to your request based on how well you roll. If you critically fail (roll a nat 1), your target will recieve a debuff instead.
Revival Prayer: If a cat has reached zero HP and fails their death-saving rolls, you can use your turn to pray for one extra attempt for them. If they live, there will still be extreme consequences for their near-death experience. If they still die, you suffer the consequences in their place.
Knacks!
Knacks are abilities that enhance certain skills, grant new skills, or add extra damage to certain attacks! They will often add bonuses to certain rolls, therefore adding to your chances at succeeding in your action! They're very important to showing what your character is skilled in. Basic knacks are those that an apprentice starts with to show they have potential in a certain skill.
Strength Knacks
Balance: +3 to all CLIMB rolls
Breaking Free: You get advantage on any roll where you are trying to free yourself from being held or trapped by something or someone.
Iron-Grip: +3 to any roll where you are HOLDING or GRIPPING something or someone, especially if over a ledge to keep from falling. This includes yourself.
Meerkat: +3 to all DIG rolls
Water Affinity: +3 to all SWIM rolls
Strong Swimmer: You get advantage on SWIM rolls. (Must have WATER AFFINITY first/Does not replace Water Affinity)
Log-Lifter: +3 to any roll where you are CARRYING someone or something.
Dexterity Knacks
Dash: +3 to all SPRINT rolls
Charge: +5 to all SPRINT rolls (must have DASH first/Replaces Dash)
Dodge: +3 to all JUMP rolls
Hide: +3 to all SNEAK rolls when AVOIDING an enemy
Eager: You are very eager to go first in battle. You gain a +5 to your INITIATIVE rolls. Going first in a battle can mean the difference between who wins and who loses!
Stalk: +3 to all SNEAK rolls when SEEKING an enemy
Scaredy Cat: +2 to all HISS or ARCH rolls
Intelligence Knacks
Actor: Gain a +3 to any roll when you are faking a status, such as playing dead or faking an injury.
Fibber: Gain a +2 to PERSUADE rolls when lying, and -2 when telling the truth.
Honest: Gain a +2 to PERSUADE when telling the truth, and a -2 when lying.
Keen Sense: +2 to all SMELL rolls
Hunter: +3 to all SEE, SMELL, or LISTEN rolls when seeking an enemy
Orate: +2 to any PERSUADE roll, or +3 when persuading 3+ cats
Problem Solver: +3 to all PONDER rolls
Seer: +2 to all SEE rolls
Track: +3 to all SEE, SMELL, or LISTEN rolls when seeking another cat
Spirit Knacks
Alertness: +2 to all LISTEN rolls
Cobweb Extraordinaire: +3 to all HEAL rolls
Eidetic: +3 to all MEMORY rolls
Hunter: +3 to all SEE, SMELL, or LISTEN rolls when seeking an enemy
Pathfinder: +3 to all FOCUS rolls
Track: +3 to all SEE, SMELL, or LISTEN rolls when seeking another cat
Vibe Check: Roll Advantage on a FOCUS roll to tell if someone is being truthful
Yowl: Allows your cat to communicate with others far away
Knowledge Knacks
Animal Lore: +2 to SEE, SMELL, or LISTEN when tracking other animals
Antidote Expert: Gain a +3 to any PONDER roll when trying to identify if a herb can be used to treat poisoning.
Clan Lore: +3 to PONDER, PERSUADE, and MEMORY rolls about your Clanmates or Clan life
Healer Lore: Roll with Advantage on all HEAL rolls
Herb Extraordinaire: Pick a herb upon taking this knack and you will have advantage to find that specific herb.
Herb Lore: +3 to rolls for finding herbs
Interpret Dreams: +3 to PONDER rolls relating to dreams
Poison Expert: You have a basic awareness of poisonous plants. +3 to any PONDER roll when trying to identify if a plant is safe or poisonous.
Poison Extraordinaire: You have a keen nose for poisons, whether for use of mercy-killing or simply an macabre interest. Pick a poison upon selecting this knack and you will have advantage in finding it. (Death berries, foxglove, etc.)
Twoleg Lore: +2 to all rolls when dealing with Twolegs and +2 to MEMORY rolls about Twolegplace
Fighting Knacks
Belly Rake: -3HP when rolling for WRESTLE
Bonebreaker: When rolling BITE or WRESTLE attacks, if you roll above a 16+ you have a d2 chance to BREAK your opponents bones instead of dealing direct damage. (Can only activate once per fight. Does not stack with "Chomp", "Deep Cut", "Grand Slam","Headbutt", "Launch", "Pin", "Poison Slash", or "Pummel")
Chomp: Apply Pinned condition to opponent if you roll 16+ to BITE
CROMCH: +3 to all BITE rolls
CRUNCH: Your fangs are so sharp and jaws are so powerful! Any 18+ BITE roll is treated as if it's a NAT 20 attack! (Must have CROMCH first/ Does NOT replace CROMCH. Does not stack with "Chomp")
Deep Cut: Apply Heavy Bleeding condition to opponent if you roll 15+ to attack. Feint: +3 to all SWAT rolls
Grand Slam: When rolling POUNCE or WRESTLE attacks, if you roll above a 16+ you have a d2 chance to give your opponent a CONCUSSION instead of dealing direct damage. (Can only activate once per fight. Does not stack with "Bonebreaker", "Chomp", "Deep Cut", "Headbutt", "Launch", "Pin", "Poison Slash", or "Pummel")
Headbutt: A special attack that guarantees -8HP if you roll 8+, but deals -4HP of recoil damage to yourself. Ignores Defense.
Leap: +3 to all POUNCE rolls
Launch: Throw your enemy aside and immediately take an extra turn if you roll 16+ to WRESTLE. Does not stack with "Bonebreaker", "Chomp", "Deep Cut", "Headbutt", "Pin", "Poison Slash", or "Pummel"
Mighty Swat: -3HP when rolling to SWAT
Partner Fighting: You and one teammate gain +2 to all Attack and Intimidation rolls when fighting together. Does not stack with another Partner Fighting.
Pin: Apply Pinned condition to opponent if you roll 15+ to POUNCE or WRESTLE
Play Dead: Add +5 to your Attack rolls when at 1/4 HP
Poison Slash: Apply Poisoned status to opponent if you roll 15+ to attack
Pummel: A special attack that guarantees -6HP if you roll 10+. Ignores Defense.
Sneak Attack: Deal an extra -5HP if you make a successful SNEAK roll against your enemy. Can only be used in the FIRST round of combat.
Spring: -3HP when rolling to POUNCE
Rapid Retaliation: When a larger creature hits you with an attack, you can ATTACK that creature immediately after its attack regardless of initiative.
Underdog: When you are outnumbered in an initiative bracket, gain a +2 bonus to ALL attack rolls
Fighting Chance: When you are alone in an initiative bracket against multiple enemies, gain a +4 to ALL attack rolls (Must have Underdog first)
Miscellaneous Knacks
Adventurer: Gain a +2 bonus to ALL movement rolls when outside of your own territory
Animal Whisperer: +2 to rolls dealing with a predator
Apothecary: Use INT instead of SPR for HEALING
Bulky: +5 HP
Charismatic: You can use SPR in place of INT when rolling PERSUASION
Cheap Tactic: Once per interaction, roll d20 plus your DEX stat modifier, divide by 5 (rounding down). You can impose disadvantage upon this many targets for their next turn
Combat Medic: +3 to HEAL rolls during combat
Dog-face: Gain a +3 to INTIMIDATE an enemy, and a -3 to PERSUADE an enemy that you’re not a threat.
Explorer: Gain advantage on SEE, SMELL, and LISTEN rolls when outside of your own territory
Encourage: You have a very encouraging presence! Roll d20 plus your SPR stat modifier, divide by 5 (rounding down). You can give this many targets +5 hp until the end of a battle
Guardian: Roll d20 plus your SPR stat modifier, divide by 5 (rounding down). You can give this many targets +2 Defense until the end of the battle
Dual-Herbage: You're able to create herbal mixtures that can give special boosts based on which herbs you use
Imposing: You can use STRENGTH in place of INTELLIGENCE when rolling to Intimidate
Inspire: You have a very inspiring presence! Roll d20 plus your SPR stat modifier, divide by 5 (rounding down). You can give this many targets +5 to their next roll
Kit-face: Gain a +3 to PERSUADE an enemy that you’re not a threat, and -3 to intimidate.
Navigator: You can always tell what direction is north, and how long it is until sunset/sunrise
Overdrive: When you fall to 0hp in combat, you may immediately roll an attack with a flat d20. If it hits, this attack will deal an extra -5hp
Parental Authority: Gain a +3 to any PERSUADE roll if your target is a kit.
Practiced: Choose one non-attack skill. You will always roll with advantage when using this skill
Protector: When fighting within the same initiative bracket as an ally, you may force one enemy to target you instead of your allies, if your ally agrees to it. This knack triggers each turn, until you choose to stop it
Rally: Roll d20 plus your SPR stat modifier, divide by 5 (rounding down). You can give this many targets +5 to their Initiative roll
Sacrifice: You switch your roll with any target that has a lower roll than you
Slippery: You are very agile! Gain Advantage when trying to escape a pin!
Breakout: When Escaping a pin, you are able to attempt an attack! (Must have Slippery first/ Does NOT replace Slippery.)
Sturdy: Reduce the penalty of ALL Negative Conditions by 1
Steadfast: Reduce the penalty of ALL Negative Conditions by 3. (Must have Sturdy first/Replaces Sturdy)
Sworn Enemy: Pick one faction or type of non-cat creature. Gain a +2 bonus on ATTACK rolls against them
Tactician: When rolling for initiative, you may choose to swap initiative rolls with a willing ally
Terrify: You have a very terrifying presence! Roll d20 plus your SPR stat modifier, divide by 5 (rounding down). You can give this many targets the Intimidated status until the end of the battle
Unlikely Odds: Once per season (Winter, Spring, Summer, Autumn), when required to roll with disadvantage, take the average of the two rolls rather than the lowest
The Horrors Knack Line
(You must get these knacks in sequential order, starting with “Specter Sight” and ending with “Ghostly Guidance”! Each knack replaces the last)
Specter Sight: You're able to see ghosts stuck amongst the living from time to time- Roll SPR to determine what you see if you wish to look for ghosts, and if you're able to interact with said ghosts
Phantom Pains: You take d5 damage due to the visions that plague you, when rolling to look for ghosts also roll for damage. The more damage you take, the more the ghosts tell you about the future.
Ghostly Guidance: A ghost has attached itself to you, it's able to speak clearly with you and even show you its memories. If you agree, it can even take over your body at a price. While the Ghost is in possession of your body, you gain the ghosts knacks and abilities, but you take d10+5 damage when it allows you to take your body back.
Kitty Crush Knack Line
(You must get these knacks in sequential order, starting with “Cute” and ending with “Casanova”! Each knack replaces the last. These knacks can stack with Orate, however they only apply to flirting rolls. Also some cats will be immune to flirting attempts regardless of roll outcome.)
Cute: +2 to flirting rolls.
Charming: +4 to flirting rolls. (Must have Cute first)
Casanova: +6 to flirting rolls. (Must have Charming first)
Last Stand Knack Line
(You must get these knacks in sequential order, starting with “Determined” and ending with “Still You”! Each knack replaces the last. If you upgrade this knack and have used it before, you may use it again.)
Determined: You're filled with determination. When your hp would fall to 0, instead you fall to 1hp. Can only be used once.
Despite Everything: When your hp would fall to 0, instead you gain 5 hp. (Must have Determined first, and can only be used once.)
Still You: When your hp would fall to 0, instead you gain 8 hp. (Must have Despite Everything first, and can only be used once.)
In the Lounge, if smol Dean tried to ping his brother's knife/amulet/satchel/etc, would he get a reading from all the other Sams' in the room too?
Oh, the second he even thought about trying to find his own Sam, he'd get a ping from every single matching object. Especially the knife, since that comes from before all their worlds diverged, making it the exact same knife in every way.
Hm, that would have to be light rain during the day.~ The kind where you can go for a walk with someone, comfortably covered by a shared umbrella, and jump in puddles!~
What’s one question you wish more people asked you?
Oh, I do not know.~ Perhaps why I always seem to try to give everyone a fair chance and the answer would be this: Everyone should be treated as though they are innocent unless proven otherwise.~ I do not care what you have done or who people think you should or should not be, because every one of us is human.~ Everyone makes mistakes and sometimes we cannot help but dwell on them, but do not let’s them define you.~
I hope I have not gone too deep with that answer, haha!~ Have a rainbow-tea day, dearies.~
It’s entirely possible that you’ve answered this before, but I was wondering what it might be like if Celeste’s curse was used on one of the adult brothers? I know they wouldn’t get the knack that the cursed children get, but how else might that experience differ?
I might have, but I don’t remember when, so I don’t mind answering again!
As the curse is perfectly viable on adults, it’s naturally possible that this could happen in the future. Celeste just chooses to use it on children because of the added bonuses that they get from growing up with angelic grace inside of them.
Though an adult might not get as strong of a knack, they do still have the grace and a faint one will still develop. It won’t grow as strong as though they were raised from childhood like that, but it’s still there. Knacks manifest in people directly cursed more often than borrowers born and raised.
Adults also won’t get much of a strength bonus, and they’ll have very weak nightvision in comparison.
The only exception to this is when Celeste first began her experiments. She cursed adults and children alike, and because she didn’t know the exact ratio of what she should use, the adults got a far stronger injection of grace and all exhibited powerful knacks of their own– the first of the borrower race, and the hardiest survivors.
I actually was writing out a bit of that first discovery, but haven’t had the time to complete it or fix it up, so have a look:
~~~
Adriana bolted upright with a gasp, her long dark hair swaying in the breeze as she instinctively knocked the ant away with an arm.
An ant that was larger than her hand.
The creature recovered in the dirt, its mandibles clacking as the antennae quivered in the air. Adriana faced off with it, staring with dark eyes at the creature that should not exist.
And then she shrieked as the rest of her senses caught up with her mind, and were overwhelmed.
Falling to the ground, she brushed at her arms, her legs, her face, trying to shove away the foreign feeling that something was there, crawling all over her. Invasive, it infected her veins, her skin, the tiny hairs on the back of her neck. Confining, controlling, touching at her magic and pulling her mind in a thousand different directions.
Adriana screamed, but no one was there to help her.