Post by *ᴿᵃᶤᶰᶜᵃˡˡᵉʳ* on Jun 20, 2017 12:19:18 GMT -5
Can you create a clan?
While based on the Miniclan and Creation of the Clans games, I have added and changed some aspects for it to be easier for myself.
To Start:
How to Play:
Stats/Skills
Ranks:
To Start:
In this game, you will start with two cats. They will be siblings, with random stats and ages. From there, you will need to build a clan. You can only form and name the clan once there is four warrior aged cats and one medicine cat. From there, you can name the clan and give the cats warrior names.
Start by telling me you want to join, and then I will give you your starting cats.
Start by telling me you want to join, and then I will give you your starting cats.
How to Play:
Time:
Based on my updates, each moon should be every 1-2 days, or whenever everyone is able to finish their cats actions per moon.
Energy:
The amount of actions per moon is based on a cat's age and energy. A cat that is older will have less actions than a younger cat, and a cat that is lazy will have less actions than a cat that is hardworking. Also, the actions can change based on a cat's morale and health.
Eating:
To survive, a cat needs to eat once every moon. Eating twice can increase their health as well. If there is enough food, the cats will eat automatically. If there is not enough food, then the kits and queens eat first. You can also choose which cats you want to be able to eat, but only after the kits and queens eat. Every time a cat does not eat, it gets closer to starvation.
Patrols:
Three grown cats are needed for a full patrol. Leaders, deputies, and warriors can take a patrol and bring along any apprentices that they have. Each moon, three patrols need to go out once the clan is made. Two border patrols and one hunting. If the two border patrols are not made, then there is a chance something can happen without your notification, which could negatively effect the clan. A hunting patrol is needed to keep up the food count so there is enough food. The more cats in a patrol, the better chances they have if in a fight or hunting prey.
Herbs/Healing:
Cats will get sick or injured. For this, herbs are needed. A medicine can collect herbs, and sometimes get help from a warrior or apprentice. Warriors and apprentices cannot carry as much as a medicine cat, nor can they recognize and collect herbs without one. Medicine cats can search for specific herbs, or do a general search. They can also tend to sick or injured cats, which need to be tended to twice a moon with the correct herbs.
Fighting:
Cats will get into fights for a variety of reasons. You can control which cats fight or flee, and when to send or pull out cats. The cats themselves will choose what to do when fighting, their chances of hitting based on their stats. The fight ends when one side has retreated, died, or in a mutual surrender, in which the winner takes something they want.
Apprentices:
Apprentices need a certain amount of training to become a warrior. They need to go on at least three border patrols and two hunting patrols, and have at least five training sessions. For each session to count, they need to be with their mentor.
Rest:
If a cat is overworked or exhausted, you can have them rest. Resting recovers morale and gets rid of exhaustion. If a cat is sick, resting can help the cat recover faster.
Relationships:
A cat's relationships can have positive or negative effects on how well two cats work together. If two cats hate each other, they will not work well together, but two cats who like each other will. However, if two cats that hate respect each other, they will work better together than two cats who like each other but don't respect each other. Relationships cannot be controlled, and is effected through certain experiences that cats have with each other. You can have cats talk to build relationships when the cats are together on patrols or resting in camp. If the cats don't have any actions left, you can have the talk as a way to pass time as well.
Mates/Kits:
Sometimes, two cats will develop feelings for each other and want to be mates. You can decide if you want them to be or not, and whether they will have kits. There is a 50/50 chance that a set of mates will have kits. Should they have kits, the kits will be randomly generated, and the cats can have from 1-6 kits. The kits traits will mostly be based on how they are raised, and who raises them.
Based on my updates, each moon should be every 1-2 days, or whenever everyone is able to finish their cats actions per moon.
Energy:
The amount of actions per moon is based on a cat's age and energy. A cat that is older will have less actions than a younger cat, and a cat that is lazy will have less actions than a cat that is hardworking. Also, the actions can change based on a cat's morale and health.
Eating:
To survive, a cat needs to eat once every moon. Eating twice can increase their health as well. If there is enough food, the cats will eat automatically. If there is not enough food, then the kits and queens eat first. You can also choose which cats you want to be able to eat, but only after the kits and queens eat. Every time a cat does not eat, it gets closer to starvation.
Patrols:
Three grown cats are needed for a full patrol. Leaders, deputies, and warriors can take a patrol and bring along any apprentices that they have. Each moon, three patrols need to go out once the clan is made. Two border patrols and one hunting. If the two border patrols are not made, then there is a chance something can happen without your notification, which could negatively effect the clan. A hunting patrol is needed to keep up the food count so there is enough food. The more cats in a patrol, the better chances they have if in a fight or hunting prey.
Herbs/Healing:
Cats will get sick or injured. For this, herbs are needed. A medicine can collect herbs, and sometimes get help from a warrior or apprentice. Warriors and apprentices cannot carry as much as a medicine cat, nor can they recognize and collect herbs without one. Medicine cats can search for specific herbs, or do a general search. They can also tend to sick or injured cats, which need to be tended to twice a moon with the correct herbs.
Fighting:
Cats will get into fights for a variety of reasons. You can control which cats fight or flee, and when to send or pull out cats. The cats themselves will choose what to do when fighting, their chances of hitting based on their stats. The fight ends when one side has retreated, died, or in a mutual surrender, in which the winner takes something they want.
Apprentices:
Apprentices need a certain amount of training to become a warrior. They need to go on at least three border patrols and two hunting patrols, and have at least five training sessions. For each session to count, they need to be with their mentor.
Rest:
If a cat is overworked or exhausted, you can have them rest. Resting recovers morale and gets rid of exhaustion. If a cat is sick, resting can help the cat recover faster.
Relationships:
A cat's relationships can have positive or negative effects on how well two cats work together. If two cats hate each other, they will not work well together, but two cats who like each other will. However, if two cats that hate respect each other, they will work better together than two cats who like each other but don't respect each other. Relationships cannot be controlled, and is effected through certain experiences that cats have with each other. You can have cats talk to build relationships when the cats are together on patrols or resting in camp. If the cats don't have any actions left, you can have the talk as a way to pass time as well.
Mates/Kits:
Sometimes, two cats will develop feelings for each other and want to be mates. You can decide if you want them to be or not, and whether they will have kits. There is a 50/50 chance that a set of mates will have kits. Should they have kits, the kits will be randomly generated, and the cats can have from 1-6 kits. The kits traits will mostly be based on how they are raised, and who raises them.
Stats/Skills
Stats:
Every cat has stats, which determines how many actions they have and how good or bad they are at a skill. Each skill stat is ranked from 0-6.
Morale:
The stat that determines how a cat is feeling. It is effected by certain experiences or if a cat is overworked. Cats with high morale have better relationships and do better on patrols, while cats with low morale have worse relationships and don't do as well on patrols, along with having a higher chance of getting sick. Resting usually boosts morale, along with praise from others.
Health:
Health determines a cat's likelihood for getting sick or dying. A cat's health will go down if sick or injured, and gets worse with age. Rest helps increase health with younger cats, but check ups with a medicine cat does better when health decreases rapidly. A cat's health is their lifeline, coming into play in battle as well. If the health ever reaches 0, a cat dies.
Calm:
This skill determines if a cat can retain their thoughts under stress. A cat with higher calm levels will be more rational, while a cat with lower calm levels can break under stress.
Battle:
This skill determines a cat's ability to fight. A cat with higher battle will be able to fight well and score higher damage, while a cat with lower battle will be more likely to miss and get injured.
Sneak:
This skill determines a cat's ability to camouflage. A cat with higher sneak will be able to go unnoticed and have better hunting ability, while a cat with lower sneak may be clumsy and noticeable.
Charisma:
This skill determines a cat's charm. A cat with higher charisma will make friends easier and be more convincing, while a cat with lower charisma will be seen as untrustworthy or unconvincing.
Observation:
This skill determines a cat's perceptiveness. A cat with higher observation will be more likely to notice something, or be able to tell when something is wrong, while a cat with lower observation will be more likely to miss something important.
Spirit:
This skill determines a cat's connection to Starclan. A cat with higher spirit will be able to recognize and perceive a sign from Starclan, while a cat with lower spirit cannot, and may not even believe in Starclan.
Every cat has stats, which determines how many actions they have and how good or bad they are at a skill. Each skill stat is ranked from 0-6.
Morale:
The stat that determines how a cat is feeling. It is effected by certain experiences or if a cat is overworked. Cats with high morale have better relationships and do better on patrols, while cats with low morale have worse relationships and don't do as well on patrols, along with having a higher chance of getting sick. Resting usually boosts morale, along with praise from others.
Health:
Health determines a cat's likelihood for getting sick or dying. A cat's health will go down if sick or injured, and gets worse with age. Rest helps increase health with younger cats, but check ups with a medicine cat does better when health decreases rapidly. A cat's health is their lifeline, coming into play in battle as well. If the health ever reaches 0, a cat dies.
Calm:
This skill determines if a cat can retain their thoughts under stress. A cat with higher calm levels will be more rational, while a cat with lower calm levels can break under stress.
Battle:
This skill determines a cat's ability to fight. A cat with higher battle will be able to fight well and score higher damage, while a cat with lower battle will be more likely to miss and get injured.
Sneak:
This skill determines a cat's ability to camouflage. A cat with higher sneak will be able to go unnoticed and have better hunting ability, while a cat with lower sneak may be clumsy and noticeable.
Charisma:
This skill determines a cat's charm. A cat with higher charisma will make friends easier and be more convincing, while a cat with lower charisma will be seen as untrustworthy or unconvincing.
Observation:
This skill determines a cat's perceptiveness. A cat with higher observation will be more likely to notice something, or be able to tell when something is wrong, while a cat with lower observation will be more likely to miss something important.
Spirit:
This skill determines a cat's connection to Starclan. A cat with higher spirit will be able to recognize and perceive a sign from Starclan, while a cat with lower spirit cannot, and may not even believe in Starclan.
Ranks:
Leaders:
At 20+ moons, a cat can become leader. They have nine lives, and have full authority over the clan. Their personality can also positively or negatively effect the clan. Their relationships will determine the deputy as well, though you have the final say.
Deputies:
At 20+ moons, a cat can become deputy if they have mentored at least one apprentice. The leader chooses the deputy, and they are next in line for leadership.
Medicine Cat:
At 12+ moons, an apprentice with full training can become the medicine cat. There can only be two to a clan, and they help take care of the clan's health. They are usually connected to Starclan, and advise the leader. If they choose to have kits, they would have to step down. A medicine cat can step down at any time, but will need to train as an apprentice to become a normal warrior.
Warriors:
At 12+ moons, an apprentice becomes a warrior. Warriors take care of the fighting and patrolling. The older they become, the worse they get at these skills, until they become an elder.
Apprentices:
At 6+ moons, a kit becomes an apprentice. Apprentices are the future warriors and medicine cats of the clan, and are assigned a mentor. To become a warrior, apprentices need to be 12 moons old and have enough training to proceed.
Queens:
At 20+ moons, a she-cat can become a queen if they have or are expecting kits. They only move back to being a warrior when their kits become apprentices. Some queens stay in the nursery to protect and care for other kits, even when they themselves don't have any. There can only be one of these cats at a time.
Kits:
From 0-6 moons, a cat is a kit. Kits are too young to care for themselves, so they stay in the nursery and camp. They need a nursing queen until 3 moons, and become apprentices at 6 moons. Their personalities are not set, so they can be effected by those around them until they are apprentices.
Elders:
At 150+ moons, a cat becomes an elder. Elders don't have any duties, and stay in camp. They keep kits and apprentices in camp out of trouble. By the time an elder is 180+ moons, they have a chance of dying of old age.
At 20+ moons, a cat can become leader. They have nine lives, and have full authority over the clan. Their personality can also positively or negatively effect the clan. Their relationships will determine the deputy as well, though you have the final say.
Deputies:
At 20+ moons, a cat can become deputy if they have mentored at least one apprentice. The leader chooses the deputy, and they are next in line for leadership.
Medicine Cat:
At 12+ moons, an apprentice with full training can become the medicine cat. There can only be two to a clan, and they help take care of the clan's health. They are usually connected to Starclan, and advise the leader. If they choose to have kits, they would have to step down. A medicine cat can step down at any time, but will need to train as an apprentice to become a normal warrior.
Warriors:
At 12+ moons, an apprentice becomes a warrior. Warriors take care of the fighting and patrolling. The older they become, the worse they get at these skills, until they become an elder.
Apprentices:
At 6+ moons, a kit becomes an apprentice. Apprentices are the future warriors and medicine cats of the clan, and are assigned a mentor. To become a warrior, apprentices need to be 12 moons old and have enough training to proceed.
Queens:
At 20+ moons, a she-cat can become a queen if they have or are expecting kits. They only move back to being a warrior when their kits become apprentices. Some queens stay in the nursery to protect and care for other kits, even when they themselves don't have any. There can only be one of these cats at a time.
Kits:
From 0-6 moons, a cat is a kit. Kits are too young to care for themselves, so they stay in the nursery and camp. They need a nursing queen until 3 moons, and become apprentices at 6 moons. Their personalities are not set, so they can be effected by those around them until they are apprentices.
Elders:
At 150+ moons, a cat becomes an elder. Elders don't have any duties, and stay in camp. They keep kits and apprentices in camp out of trouble. By the time an elder is 180+ moons, they have a chance of dying of old age.