Post by Deleted on Jun 19, 2017 10:37:44 GMT -5
Miniclans Revived
ALL CREDIT TO AMORA THE ORIGNAL CREATOR OF MINICLANS
Welcome to Miniclans Revived! This is the same as the original game. I will simply copy and paste from the old game.
The MiniClans lore is fairly generic and easy to understand:
A long time ago, there were clans around these parts, but for reasons unknown they were dismantled and scattered, becoming regular loners or rogues or even kittypets. Now, years and years later, there is a call and a drive to rebuild the Clans.
Cats may get dreams from StarClan urging them to do so, or they may believe that this is the best choice for them and their chance at survival, but in any case there are continual small groups popping up, hoping to create a clan of their own.
How to start:
You will then be given 4 cats- a Leader, a Medicine Cat, and two Warriors (you choose which gets to be Deputy.) Each of them will be pre-named, but feel free to request name changes for any of them! They will also come with random ages and traits, which cannot be changed.
I will keep track of your clan's status in-thread, but you can also keep a separate post if you'd like to add extra information and such, of course. After all of this is done, you can move over to actually playing!
How to play:
Energy and taking actions
Most cats can take 2 actions per moon, assuming that they're healthy and well-fed. You can overwork your cats if needed, but it will cause negative effects on health and performance to do so consistently.
Prey and eating:
Each moon every cat must be fed at least 1 piece of prey to not starve, and 2 pieces to remain at peak preformance. If there's fresh-kill on the pile, the cats will automatically eat enough to not starve to death, but will not eat extra to maintain peak performance.
When a cat is fed no prey for a moon, there's a chance they'll die of starvation, and the chance gets higher and higher the longer they go without food. If there is not enough food to go around, queens, kits, and elders will be fed first, and the rest randomly distributed. However, if you'd rather feed specific cats, you can feel free to mention who you specifically want to feed.
To catch prey, you can send out your leader, deputy, or warriors (with any apprentices they may have) on a hunting patrol. They can also look out for prey on border patrols, but at risk of glossing over important information.
Border Patrols: Border patrols should be taken once per moon. As above, they can be taken by leaders, deputies, or warriors (with any apprentices they may have.)
The more cats you have on a border patrol, the less likely they are to be attacked if there would be any inclined to do so. The fewer cats, the more danger they'll be in if they do get into a fight.
The borders are the best place to meet new cats, but can also come with the danger of border scuffles, especially if those new cats are another clan or angry rogues.
Marking borders is important to keep unwanted visitors out. If another Clan or group of cats come across your territory and find that you haven't marked them, you will not be alerted if they stole prey, or who did so. Getting prey stolen is bad for you, because it will give negative modifiers when your cats try to hunt.
Herbs and healing:
Sometimes cats get sick. Or injured. Or queens have difficulties giving birth. Or any other number of possibilities. For most of these, you'll need herbs.
A medicine cat (and their apprentice if they have one) can look for specific herbs which you specify, or do a general search for any herbs they can find. They'll usually bring back 1-5 doses. If they're lucky, they might also bring back extra.
Warriors and apprentices can be sent out to help medicine cats gather, but bring back much less than medicine cats.
Medicine cats can also heal the sick or injured, provided they have the right herbs to do so. Sick and injured cats usually need to be tended to every moon.
Fighting:
Sometimes you'll get into fights. This could be because a band of rogues attack you, because of a scuffle over the borders, or because you or another clan makes a planned attack.
In this case, you'll have to choose which available cats you want to fight, which cats you want to flee, and when. The cats will mostly choose what they do in the fight on their own (with randomized likelihood of hitting based on their stats, ect) but you'll get to choose when to pull back or send cats back in.
A fight ends when either all of one side's cats have retreated, when all of one side's cats are dead, or when both clan's leaders agree the fight needs to stop in a mutual surrender.
If attacking a clan's camp, as long as the battle doesn't end in a tie, the winner can take a random amount of a resource that they want. (Prey, a certain type of herb, ect.)
Training
Apprentices: need to train under their mentors in order to reach their full potential. A mentor can bring their apprentice out in a training session to get experience. Going out with their mentor on hunting or border patrols will also give them experience, but only half as much as focused training gives.
Rest
If a cat has been doing extra work and is exhausted for it, you can use one of their actions for the day to have them rest, which will make rid of the exhaustion. You can also have sick or injured cats rest, which will help them heal faster.
For most cats, resting will also boost their morale, even if they're not exhausted or injured.
Morale:
Morale is how good or bad a cat is feeling. With high morale, a cat can work better through exhaustion, tend to be more friendly, and are generally feeling good about the situation.
With low morale, cats are less likely to do well in hunting/patrolling/battling, and if the situation gets too desperate they may leave the clan and attempt to find a better place to live.
Morale is effected by practically everything at least a little, but the best way to keep it up is keeping cats well-fed and rested, as well as avoiding deaths.
Relationships
Although you as the player don't really control this, you should be aware of it. When cats are in the same area (on patrol, both resting in camp, ect) they have a chance to get a personal event, in which case they will become either closer or more distant.
Relationships: are important because they effect how cats work together. Two cats who are great friends will work much better together when fighting, hunting, and so on. They may also give each other boosts to morale if put together. Two cats who hate each other may fight when put together, have negative effects on each other's morale, and will work together much less effectively.
There's also a second part of relationships- respect. Respect: is how rational a cat thinks another is; how good they think they are with handling situations, and how much they generally trust them to do a good job. Two cats can hate but still respect each other, and this essentially just adds another layer to how well they work together.
Mates and having kits:
Sometimes, cats will like each other romantically and want to be mates. But you always get the last say in who does and doesn't become mates with each other, and which cats have kittens.
Cats who like each other more tend to be better parents, and by extension their kits tend to grow up more well-adjusted and positive. This isn't always the case, of course, but tends to be.
When kits are born, you'll get a day to name them before they are randomly named.
Kit's physical traits are mostly dependent on their parents, but their personalities are effected by many different factors. They often have natural personality traits, but are also more likely to take on personality traits of their parents, favorite elders, and ever-queens.
Skills:
Each skill can reach a maximum of +3, and a minimum of -3.
The skills are:
Calm: Dictates how calm, cool, collected your the cat remains when acting under stress. Whether in the heat of battle, the heat of an argument, or the pressure of a dangerous situation. Allows them to hide emotion and remain rational more easily, as well as deal more rationally with stressful situations. Someone who is not calm is easily shaken by bad events and may easily break or stall under stress.
Battle: Dictates how intimidating, ruthless, or generally strong your character is in physical situations. Allows them to be particularly good at fighting and inflicting damage, and perhaps taking it. A character who is not battle-ready is soft-hearted, squeamish, or just not good at fighting.
Charismatic: Dictates how easily your character can get others to trust them- whether for better or for worse. Allows them to manipulate, persuade, and befriend easier- even those who would not usually be inclined. A character who is not charismatic may come off as annoying, weird, or just not particularly likable at first glance- or maybe they're just really bad at persuading people.
Perceptive: Dictates how aware of their surroundings they are. Allows them to read people easier, understand people easier, keep an eye on the situation from all angles. A character who is not perceptive has trouble understanding what others are feeling, noticing things about their surroundings, and/or trouble retaining information.
Connection: Dictates how connected to the spiritual world a cat is. Allows them to get more insight and help from StarClan and the like, as well as generally perceive them easier. An unconnected character has trouble seeing or understanding any divine sign, and is most susceptible to being harmed by spiritual forces, should that be a wor
Ranks:
Leaders, of course, get nine lives. They are former deputies whose leader died, retired, or left, therefore making them leader. They have special authority, and their personality traits now apply certain effects to the entire Clan.
For instance, a Nurturing leader's clan will have less likelihood of kits and apprentices getting injured.
While you choose the deputy, the leader's relationships have some effect on who you can choose, as they will not make someone they hate or disrespect be the deputy.
Deputy (18m+)
Deputies are cats who have previously trained an apprentice, and have been chosen to assist the leader.
They are essentially a more influential warrior, next in line to be leader, and get no particular benefit over regular warriors.
Medicine Cat (12m+)
Medicine Cats are experts with herbs and heal the sick. They are possibly the most important member of the clan.
Medicine Cats sometimes have dreams from StarClan, giving insight or warnings to your leader. There can only be 2 Medicine Cats in a clan at one time.
Medicine Cats can have kits if desired, but will have to step down from their position to do so. If they've never had warrior training, they will need to train as an apprentice does before being considered a full warrior.
Warriors (Usually around 12m - 150)
Warriors are regular inhabitants of your clan, who do most of the hunting, fighting, and patrolling. They have nothing particularly special about their rank.
When an apprentice first becomes a warrior, you will have one day to decide on a name before it's randomly selected for you.
As warriors get older, they will get less and less efficient, and will eventually move to the elder's den.
Apprentices (Usually 6m-12m)
Apprentices are young cats in training. They have to have either a Leader, Deputy, or Warrior as their mentor if they want to become a Warrior, or a Medicine Cat as a mentor if they hope to become a medicine cat.
Apprentices can be switched between Warrior and Medicine Cat training if desired- and a Warrior can even become a Medicine Cat's apprentice, but this will always reset their experience and time needed to learn.
After becoming an apprentice, you will have one day to choose who the cat's mentor is, or the mentor will be randomly selected. Apprentices always work closely with their mentors, so you should be sure to pick personalities that compliment each other.
To finish their training, apprentices must be at least 12 moons old and have enough experience to progress. (Approximately 4 training sessions or 8 patrols.)
Queens (12m+)
Queens are XX cats who have or want to have kits. After getting pregnant, they will stay in the nursery for 2 moons before having kits. Depending on their age, they'll have about 1-6 kits (not accounting for traits that might change this number.) Queens only move back to the warrior's den after their kits have become apprentices.
Any cat can be chosen to keep in the nursery indefinitely, where they will protect kits and keep an eye on them, significantly lowering their chance of getting into trouble. I will be referring to these as ever-queens for simplicity's sake.
Ever-queens may pass on some of their own personality traits to any kits in the nursery like a parent would. There can only be a maximum of 2 ever-queens at a time.
Kits (0m-6m)
Kits must have a nursing queen to take care of them until they are at least 2 moons old, at which point they no longer need milk. Once they become 6 moons, they become apprentices.
Kits are extremely impressionable and easily effected by practically everything that happens to them before they're apprentices.
Elders (150m+)
Elders are old cats who no longer do any warrior duties. They keep kits occupied and lower the chance of getting them into trouble, and may pass on some of their personality traits to kits and apprentices who are close to them.
Some cats may be given the title "elder" despite not being old, because of something forcing them into retirement early.
Snowclan:
Poppystar
55 moons
Chromosomes:XX
Gender: She-cat
Moral: 8/10
Physical Traits: Very agile
Personality Traits: Very friendly
Actions per moon: 2
Calm ?, Battle ?, Char ?, Per ?, Con ?
Lives: 9
Medicine Cat:
Birdtail
39 moons
Chromosones:XY
Gender: Tom
Moral: 8/10
Physical Traits: Slow
Personality Traits: Smart
Actions per moon: 2
Calm ?, Battle ?, Char ?, Per ?, Con ?
Rabbitflower
19 moons
Chromosones:XX
Gender: She-cat
Moral: 8/10
Physical Traits: Muscular
Personality Traits: Open Minded
Actions per moon: 2
Calm ?, Battle ?, Char ?, Per ?, Con ?
Jayeyes
73 moons
Chromosones:XY
Gender: Male
Moral: 8/10
Physical Traits: Good at battle
Personality Traits: Jumpy
Actions per moon: 2
Calm ?, Battle ?, Char ?, Per ?, Con ?
Mapleclan:
Mintstar
83 moons
Chromosomes:XX
Gender: She-cat
Moral: 8/10
Physical Traits: Bad camouflage
Personality Traits: Smart at figuring out things
Actions per moon: 2
Calm ?, Battle ?, Char ?, Per ?, Con ?
Lives: 9
Medicine Cat:
Foxsky
14 moons
Chromosones:XY
Gender: Tom
Moral: 8/10
Physical Traits: Fast
Personality Traits: Good sense of smell
Actions per moon: 2
Calm ?, Battle ?, Char ?, Per ?, Con ?
Spottedflake
114 moons
Chromosones:XY
Gender: Tom
Moral: 8/10
Physical Traits: Skinny
Personality Traits: Proud
Actions per moon: 2
Calm ?, Battle ?, Char ?, Per ?, Con ?
Thistlepool
77 moons
Chromosones:XX
Gender: She-cat
Moral: 8/10
Physical Traits: Very good at jumping
Personality Traits: Snappy
Actions per moon: 2
Calm ?, Battle ?, Char ?, Per ?, Con ?
Pineclan:
Hazelstar
38 moons
Chromosomes:XY
Gender: Male
Moral: 8/10
Physical Traits: Clumsy
Personality Traits: Curious
Actions per moon: 2
Calm ?, Battle ?, Char ?, Per +1, Con ?
Lives: 9
Medicine Cat:
Duckfeather
36 moons
Chromosones:XY
Gender: Tom
Moral: 8/10
Physical Traits: Lazy
Personality Traits: Thinks about things
Actions per moon: 2
Calm ?, Battle ?, Char ?, Per ?, Con ?
Littleflower (Deputy)
60 moons
Chromosones:XX
Gender: She-cat
Moral: 8/10
Physical Traits: Has long whiskers
Personality Traits: Easily Distracted
Actions per moon: 2
Calm ?, Battle ?, Char ?, Per ?, Con ?
Stormtooth
59 moons
Chromosones:XY
Gender: Male
Moral: 8/10
Physical Traits: Short teeth
Personality Traits: Hungry for battle
Actions per moon: 2
Calm ?, Battle ?, Char ?, Per ?, Con ?
Kits:
Sparrowkit
4 moons
Chromosones:XX
Gender: She-cat
Moral: 8/10
Physical Traits: Has long, golden fur
Personality Traits: Very friendly
Actions per moon: 2
Calm ?, Battle ?, Char ?, Per ?, Con ?
Crowclan:
Robinstar
20 moons
Chromosomes:XX
Gender: Tom
Moral: 8/10
Physical Traits: Good at catching birds
Personality Traits: Has keen eyes
Actions per moon: 2
Calm ?, Battle ?, Char ?, Per ?, Con ?
Lives: 9
Medicine Cat:
Finchfeather
115 moons
Chromosones:XY
Gender: Tom
Moral: 9/10
Physical Traits: Feeling better
Personality Traits: Has a sharp mind
Actions per moon: 2
Calm ?, Battle ?, Char ?, Per ?, Con ?
Snowfoot
82 moons
Chromosones:XX
Gender: She-cat
Moral: 8/10
Physical Traits: Has long fur
Personality Traits: Gentle
Actions per moon: 2
Calm ?, Battle ?, Char ?, Per ?, Con ?
Roseclaw
92 moons
Chromosones:XY
Gender: Male
Moral: 8/10
Physical Traits: Short teeth
Personality Traits: Hungry for battle
Actions per moon: 2
Calm ?, Battle ?, Char ?, Per ?, Con ?
Nightclan:
Leader:
Heatherstar
90 moons
Chromosomes:XX
Gender: She-cat
Moral: 8/10
Physical Traits: Easily damaged
Personality Traits: Sensitive
Actions per moon: 2
Calm ?, Battle ?, Char ?, Per ?, Con ?
Lives: 9
Medicine Cat:
Buzzardflight
119 moons
Chromosones:XX
Gender: She-cat
Moral: 8/10
Physical Traits: spotted
Personality Traits: Reckless
Actions per moon: 2
Calm ?, Battle ?, Char ?, Per ?, Con ?
Songstream
47 moons
Chromosones:XX
Gender: She-cat
Moral: 8/10
Physical Traits: Has long legs
Personality Traits: Cold
Actions per moon: 2
Calm ?, Battle ?, Char ?, Per ?, Con ?
Mallowbreeze
121 moons
Chromosones:XY
Gender: Male
Moral: 8/10
Physical Traits: Large for his age
Personality Traits: Arrogant
Actions per moon: 2
Calm ?, Battle ?, Char ?, Per ?, Con ?
Railpaw
20 moons
Chromosones:XY
Gender: Male
Moral: 8/10
Physical Traits: Large for his age
Personality Traits: Arrogant
Actions per moon: 2
Calm ?, Battle ?, Char ?, Per ?, Con ?
Mentor: Heatherstar
Moons left of training: 5
Leafclan:
Featherstar
35 moons
Chromosomes:XX
Gender: She-cat
Moral: 8/10
Physical Traits: Has lots of scars
Personality Traits: Has a bad temper
Actions per moon: 2
Calm ?, Battle ?, Char ?, Per ?, Con ?
Lives: 9
Medicine Cat:
Briarpatch
81 moons
Chromosones:XY
Gender: Tom
Moral: 8/10
Physical Traits: Clean
Personality Traits: Shy
Actions per moon: 2
Calm ?, Battle ?, Char ?, Per ?, Con ?
Crouchtail
55 moons
Chromosones:XX
Gender: She-cat
Moral: 8/10
Physical Traits: Lots of muscles
Personality Traits: Never gets fatigued
Actions per moon: 2
Calm ?, Battle ?, Char ?, Per ?, Con ?
EAGLEFALL -1 RESPECT
Eaglefall
46 moons
Chromosones:XY
Gender: Male
Moral: 8/10
Physical Traits: Has a jet black pelt
Personality Traits: Mysterious
Actions per moon: 2
Calm ?, Battle ?, Char ?, Per ?, Con ?