Exp stands for experience, tru stands for trust, con stands for confidence.
When a Pumpkitch is born in the care of an owner, they start with 25 trust (out of a maximum of 100 trust, this can also increase will role-played care for the pumpkin)
Owned Pumpkitches have an exp bar and a trust bar. Trust is raised when the owner interacts with their Pumpkitch and cares for them properly.
Wild Pumpkitch have an exp bar and a confidence bar. Confidence is raised when the Pumpkitch manages to accomplish something on it’s own.
Note, Pumpkitches with the power of Hate have Confidence bars whether they are owned or not and affection will reduce it. They only trust strong owners. There is the possibility to convert however, Love can turn to Hate if trust goes below 0 and the same applies if Hate’s confidence goes below 0 (while being treated with affection, not simply failing a lot and what not).
Owned Pumpkin (unborn Pumpkitch)
1 post caring for Pumpkin: 1 trust
1 post ignoring Pumpkin: (they can still rp with other owners) -1 trust (can’t go below 20 unless they really mistreat their pumpkin etc)
Owned Pumpkitch
1 post involving Pumpkitch: 1 exp
1 post related to Pumpkitch’s power: 2 exp, 1 tru
1 post involving Pumpkitch and Owner (positive): 2 exp, 1 tru
1 post involving Pumpkitch and Owner (negative): 1 exp, -1 tru
1 post ignoring Pumpkitch: -1 trust
Wild Pumpkitch
1 normal post: 1 exp
1 post related to Pumpkitch’s power (positive): 2 exp, 1 con
1 post related to Pumpkitch’s power (negative): 1 exp, -1 con
Arcane Pumpkitch
No difference in exp/tru/con gain but requires twice as much exp as a regular for level-ups. Ex: Lv1 requires 200, Lv2 requires 400 and so on.
===== Level-Up System =====
When regular Pumpkitch emerge from their pumpkins they are Lv1 and require 100 exp to level-up. Once they do, several things happen. First, their exp is reset to 0 and they require 100 more exp to gain a new level.
Dice are also rolled to determine which spells are gained if any. The first die is a trust/confidence die. The owner/player must roll a 100-sided die, and if the number is greater than the Pumpkitch’s current trust/confidence, it will fail to learn any new spells.
The second die is a series of power die, the owner/player must roll three 10-sided dice. If all three dice roll a 7, then the spell that follows is guaranteed to be learned and will be an arcane high-level spell. If all three dice roll a 6, then the Pumpkitch will suffer a magical backlash and lose a level (as well as temporarily lose any spells that are above it’s new lowered level). Otherwise it will be a regular spell. The power die should start OFF and can be activated through the use of a potion. If the Pumpkitch has a spell book, 3-3-3 will also result in an arcane spell.
Lastly, the fate die, the owner/player must generate a random number between 1 and two times their Pumpkitch’s level (ex: Sol is Lv10, fate number would be between 1 and 20). If the number is equal to or less than the Pumpkitch’s level, choose the closest spell to that number (ex: Song of Friendship is Lv5 and Song of Love is Lv10, if the fate number is 6 but there’s no spells that are Lv6 then it would learn the friendship song). In the case of there being more than one spell available for that level, a final random number is generated between 0 and the amount of spells available. If the number is 0, no spell is learned, otherwise it will choose according to the spell’s position in the list (ex: Song #1 is above Song #2, random number between 0-2, if the number is 1 then Song #1 would be learned, 2 then Song #2, ex). If the Pumpkitch has a spell book, the random number would be generated between 1-2 instead of 0-2, eliminating the possibility of not learning a spell. It also allows the Pumpkitch to be compatible with spells 10 levels above it. Also, in the case of the power dice rolling an arcane set, the arcane spell will be selected from those available in the same manner as above, though there is no chance of failing to learn any. There are a few more exceptions to the above rules, which are listed below.
Arcane Pumpkitch are different than regular ones, they are in tune with their magical power at birth and already know most of their basic spells (chosen using the methods above but with no chance of failing to learn a spell, 5 spells in all). When learning a spell, they have a much higher chance of it being an arcane form (only one die instead of three for the power die) and no chance of magical backfire. They also do not require a potion to access the arcane powers. There are some downsides to the arcane, however. For one, while they have far more power than regular spells, they also have greater risks and costs. Sometimes these effects could even lead to the death of the Pumpkitch as it is difficult for even an arcane to control such ancient and mysterious powers
(Spells to come soon)
You can find the RP thread
Here