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Post by Scartail48 on Dec 28, 2017 16:22:20 GMT -5
IntroMany seasons ago, our ancestors lived as uncivilized rogues on the northern side of the gorge, constantly battling for food and territory. One night, under a full moon, they were punished for their savage ways in the form of a devastating fire. A brave she-cat named Cinder led them across the gorge and coordinated the rescue of many cats who would otherwise be stranded to die. As they watched the old forest burn, the stars descended upon, taking the shape of a cat whose pelt glimmered with a thousand lights. “If you are to survive,” it said, “you must work together. You will live on this plateau as a unified clan; you will no longer be rogues, but powerful warriors lead by a brave leader.” And here he gave Cinder her new name: Cinderstar, and he gifted her with nine lives. Most of the rogues went with Cinderstar to become our noble ancestors; the rest did not want to abandon their selfish ways and went to live in the valley, to skulk in the shadows forever. Now, Starclan is testing us. Leafbare is coming and we have too many cats and not enough food to sustain them. Our deputy, tempted by greed, has taken half of our clan to move back across the gorge. Listen to me, young one: you must not go with them. This land is sacred to us, and to abandon it is to abandon our heritage. Our former deputy is leading our own warriors to their doom, as Starclan will surely strike them down. And now, the rogues of the valley dare to challenge us by forming their own clan. They chose their path long ago; it is too late for them to change. They will always be rogues and nothing more, so promise me, young one, that you will not speak to them, and you will not show them mercy.
This is not a typical roleplay. It’s multi-clan rp in which players rely on chance to determine whether their character’s actions are successful. Like D&D, you will roll (virtual) dice (we will keep track using rolz.org). For example, if your character is in a battle, you will roll to determine if their attacks land. Dice rolls will also be used when your character is attempting to lie about something, hunt down prey, or even scan the area for potential threats. Interested? Keep reading!
PlotThis ancient clan has been ruling over the area for countless generations, living in a lush forest on top of a small plateau. Because of their overwhelming power, they have become overpopulated and are experiencing a food shortage as leafbare approaches, forcing them to send hunting patrols down into the valley filled with savage rogues and across the treacherous gorge.
Cinderclan originally lived north of the gorge, before they were a clan and were instead rogues that constantly fought over food and territory. A fire swept through the area, forcing them to escape to the other side of the gorge. A she-cat named Cinder led the way and coordinated the rescue of many cats who would otherwise be stranded and left to die. Once they had safely crossed, Starclan appeared to them and told them to start a new life on the plateau together, with Cinder as their leader. Some cats went with Cinder, others chose to stay in the valley as rogues. ObjectivesPick a new deputy Find a new medicine cat apprentice Find a way to deal with the new “Rogue”clan threat Prevent the loss of more cats to “Traitor”clan Defend territory borders. Directory/Links/NewsLinks
Joining Page | Traitorclan Border | Rogueclan Border | | Traitorclan Territory | Rogueclan Territory |
Directory
Post 1: Intro Plot Objectives Directory News
Post 2: Territory Camp Seasons/Weather Wildlife
Post 3: Game Mechanics Skill Checks Hunting Combat Communication Training Special Abilities
Post 4: Rules Relationships Allegiances Members
Post 5: Warrior Code Customs/Traditions Herbs
News
- 12/28/17 - Grand Opening! - - -
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Post by Scartail48 on Dec 28, 2017 16:23:40 GMT -5
Territory Camp - (see below) Gorge - The Gorge a treacherous, steep divider between the Cinderclan and the “Traitorclan’s” territory. You cannot cross it without going through the Rogueclan territory, which is still far longer than prefered. Sky Tree - The Sky Tree is a tall tree that towers over the other forest life. Occasionally this is used for training, but it’s also more of a place to just hang out, hunt, and be a good Cinderclan citizen. Sun Forest - The Sun Forest received its name shortly after it was discovered because of the daylight shining through the trees. The foliage is less dense here, so more light is able to filter in and the area is easier to get through. From the edge of the top plateau, you can almost make out what is going on down there, making it an easier hunting spot. Lizard Rocks - The Lizard Rocks were named after- you guessed it- lizards! Lizards frequently stop by here to get some sun, which makes it a great spot for cats to hunt, sun, and relax. The only issue is the overexposure and the snakes. Starcaves - The Starcaves are hollow tunnels and indents on a tall, rocky hill used for communicating with Starclan. It is climbable, but the trip is not easy. Once a quarter moon, the Medicine Cats will make a journey to the top to speak to Starclan and ask for guidance. CampThe territory is seated on a plateau split by a gorge. In the middle of their territory, there is a slight bump where they stay and shelter each other. It’s shrouded by trees and thick shrubs in the midst of the forest, and situated between several advantageous and ceremonial spots.
Leader’s Den - The Leader’s Den is a knot-hole lined with soft moss. It is below ground, but is advantageous for keeping an eye on the clan. Medicine Cat Den - The Medicine Cat Den is a hollow log on the edge of camp where the Medicine Cat and their apprentice sleep, work, and generally live. Warrior’s Den - The Warrior’s Den is a large, hollow log for the Warriors to huddle in when the night is cold. There they sleep and restore their energy. Nursery - The Nursery is sort of another knot-hole in the stump of an old, dead tree. It’s mossy, cool, and well-protected against the elements. Elder’s Den - The Elder’s Den is a small shelter made of brambles and limbs of an old, mangled bush next to the camp entrance. Apprentice’s Den - The Apprentice’s Den is an a fallen log from the remains of various trees in the area. It is stable and secured by the bushes around it. Tallrock - The Tallrock is pretty much exactly as it’s called- it’s a tall rock. It’s used for clan gatherings which the leader will usually run.
Seasons/Weathern [ ] Newleaf [ ] Greenleaf [x] Leaf-fall [ ] Leaf-bare
The annual temperature is usually around 60 degrees F. It is currently a bright, partly cloudy day.
WildlifePredators
Badger HP = 60 Perception = 8 Speed = 3 Stealth = 3 Fox HP = 50 Perception = 7 Speed = 7 Stealth = 5 Mink HP = 40 Perception = 7 Speed = 6 Stealth = 6 Bobcat HP = 65 Perception = 7 Speed = 8 Stealth = 7 Cougar HP = 70 Perception = 8 Speed = 7 Stealth = 6 Bear HP = 100 Perception = 5 Speed = 5 Stealth = 3 Coyote HP = 70 Perception = 8 Speed = 8 Stealth = 5
Prey
Mouse Stealth = 5 Perception = 5 Speed = 6 Bird Stealth = 4 Perception = 4 Speed = 8 Squirrel Stealth = 3 Perception = 6 Speed = 6 Rabbit Stealth = 3 Perception = 7 Speed = 8 Vole Stealth = 4 Perception = 6 Speed = 5 Shrew Stealth = 6 Perception = 4 Speed = 4 Lizard Stealth = 7 Perception = 3 Speed = 8 Frog Stealth = 5 Perception = 4 Speed = 7 Chick/Duckling (farm only) Stealth = 4 Perception = 4 Speed = 2
Farm Animals
Horse HP = 100 Perception = 6 Stealth = 2 Speed = 9 Dog HP = 70 Perception = 8 Stealth = 3 Speed = 7 Goat HP = 90 Perception = 6 Stealth = 4 Speed = 6 Pig HP = 65 Perception = 5 Stealth = 4 Speed = 4 Sheep HP = 80 Perception = 7 Stealth = 6 Speed = 6 Cow Health = 100 Perception = 5 Stealth = 3 Speed = 4 Donkey Health = 90 Perception = 6 Stealth = 3 Speed = 5 Chickens Health = 40 Perception = 5 Stealth = 6 Speed = 7 Duck Health = 40 Perception = 6 Stealth = 6 Speed = 5
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Post by Scartail48 on Dec 28, 2017 16:23:59 GMT -5
Game Mechanics
Dice Rolls: 1-3 = failure (rolling a 1 means something especially bad happens) 4-7 = mixed result (you succeed but there is a consequence, e.g. catching prey but causing a disturbance that scares other prey away) 8-10 = success (rolling a 10 means you do it SUPER GOOD… like it’s really cool.)
Skills Your cat will have skill points that can give them bonuses on certain rolls. You can distribute these skill points when you create your character, and you will have the opportunity to earn more skill points during the RP, so the longer you stick with a character, the more skilled they become.
Skill Checks Depending on what you character is trying to do, you can apply a skill to the action. For example, if you are trying to sneak through enemy territory, you would do a stealth check. If you are trying to charm someone, you would use a charisma check. See below for the full list of skill checks and what happens when you fail/succeed at them.
Bonuses/Penalties Your character will have bonuses and penalties to add or subtract from their dice rolls. These depend on the personality/body type traits you pick from the list. They will be listed on your character form so you can keep track of them. If you pick two traits that cancel out each other’s bonuses or penalties, they have no effect. For example, + 1 Strength and - 1 Strength means + 0 Strength.
Rolz.org Join the WCRP chatroom > here < Rolz.org has chatrooms that allow you to roll dice and record your rolls, so that we will have an easy way to make sure everyone is being honest about what they roll. You will need to register an account (no personal information required, not even an e-mail) We will mainly be using the d10. To use it in the chatroom, type in #1d10 To add a bonus or a penalty, type in #1d10+1 or #1d10-1 We will use other dice occasionally. For example, if you were to roll 2d6, you would type in #2d6.
Health Points In this RP, characters will have health points. If your character reaches 0 HP, you will roll a d20 to see if they survive. A 10 or higher means they live, while a 9 or lower means they die. This is final, so you will have to be especially careful about your character’s health. In order to regain health points, you must see a medicine cat or rest. 1 hour of rest = + 5 HP
Abilities Your character can have special abilities that can only be used once per day. More abilities can be earned through training.
Skill ChecksNOTE: This list is long, so don't worry about reading/memorizing all of it! Just skim to get a general idea and reference it as needed!
Acrobatics - When your character tries to jump, climb, or perform any difficult maneuver. 1-3 = Your cat gets injured. 4-7 = You barely make it and you look like a fool/get a bruise or something. 8-10 = Success! I With a 10, you do a backflip and everyone is super impressed.
Charisma - Your ability to deliver speeches, hold someone’s attention, and charm somebody. (Not just for casual conversations unless you want your cat to risk being really awkward at any moment). 1-3 = That was a very awkward conversation. Good try though. 4-7 = You didn’t embarrass yourself, but you didn’t make an impact. 8-10 = The other cat likes you better now/your audience is captivated. 10 = They can’t decide if they love you or if they want to be you?
Constitution - If you ingest something toxic/bad tasting, this skill determines your ability to handle it. 1-3 = You lose health AND get a temporary disadvantage on future rolls. 4-7 = You feel sick and either lose health OR get a disadvantage on future rolls. 8-10 = Nothing bad happens. Weird. 10 = You feel better somehow……...
Healing - Your knowledge and ability to use medicinal herbs and treat injuries/illnesses 1-3 = You make the situation worse. Your patient loses health. 4-7 = You succeed, but they need to rest to get their health back. 8-10 = They gain 50% of their lost health points immediately, and can get the remaining health back by resting. 10 = They gain 75% of their health back.
Insight - Your ability to see through lie or figure out someone’s true intentions. If someone rolled an 8-10 on a persuasion roll, you cannot roll insight to see through their lie. 1-3 = You suspect nothing!!! 4-7 = You suspect SOMETHING, but you’re not sure what it is. 8-10 = You know whether someone is lying to you.
Intelligence - If you choose to train with someone, roll intelligence to see what you gain from the training. (see training for more information) 1-3 = You had fun? 4-7 = You get a +1 on any future roll; it can ONLY be used ONCE. 8-10 = You learn a special ability (see abilities list below) 10 = You get both a +1 on a future roll that can only be used once AND an ability (see abilities list below).
Intimidation - If you successfully intimidate someone, they get a -1 disadvantage on their next action against you (e.g. an attack or an insight/persuasion check). 1-3 = You make a fool of yourself and your embarrassment causes the -1 disadvantage to be inflicted on you rather than your opponent. 4-7 = You made the situation unpleasant, but your opponent doesn’t get a disadvantage. 8-10 = You did it! Your opponent gets a -1 disadvantage. 10 = I just peed my pants. Your opponent gets a -2 disadvantage.
Nature - Anything that has to do with survival, building shelters, identifying toxic plants, and recognizing predators. ( 1-3 = This is . . . a forest??? 4-7 = You have mixed results; if you are building a shelter, it will last the night but isn’t especially stable. You recognize that those red berries CAN be dangerous, but you don’t remember if they’re the dangerous ones exactly. You know what the predator is, but you don’t remember much about it. 8-10 = You succeed. 10 = You are an expert.
Perception - This will probably be the most used skill. You will use it to scan for predators, prey, enemy cats, past scent trails, and to explore new areas. If someone rolls a 10 on a stealth check, your perception check fails against that person. However, you can still discover other members of their group if they are not traveling alone. 1-3 = You think you’re in some kind of wilderness, but that’s about all you know. 4-7 = You are able sense some of your surroundings. If there are other players nearby who are trying to remain hidden, you sense cats nearby but you’re not sure who they are or exactly where they are, or when they were here. You are able to find nearby prey/pick up on predators. If you are exploring a new area, tag Artemis or Scartail and one of us will tell you what you find. 8-10 = You are able to identify who or what is in the area, and when they were here/if they’re still nearby, unless they rolled a 8-10 on a stealth check. If you are exploring a new area, tag Artemis or Scartail and one of us will tell you what you find.
Persuasion - Your ability to persuade someone/lie convincingly. They can attempt to see through a lie with an insight check, unless you roll a 8-10. 1-3 = You fail. With a 1, you accidentally reveal what you were trying to hide. 4-7 = You successfully persuade/lie to them, but they can still roll insight to try to see through it. 8-10 = They believe you. I 10 = You seem very trustworthy.
Speed - Use this skill to chase or escape from enemies, prey and predators. 1-3 = You trip and fall on your face. 4-7 = You run at an average pace. 8-10 = You run VERY FAST. 10 = If you both roll a 10, you roll again.
StarClan - If you are attempting to communicate with Starclan, this skill determines the clarity of the message you recieve. Tag Artemis and Scartail and one of us will give you the message depending on your dice roll. 1 = You get no response. 2-3 = You get a very vague response. 4-7 = You get a vision that is left up for interpretation. 8-10 = You speak to a Starclan cat face to face.
Stealth - Your ability to pass through an area undetected by prey/predators/enemy cats. NOTE: These rolls are balanced differently, so make sure you check the numbers. 1-3 = You make a big ruckus. Everyone and their mother heard you. 4-7 = You go undetected unless someone succeeds on a perception check to find you. 8-10 = You go undetected, even against a successful perception roll.
Strength - This one is obvious. Any time you are attempting to overpower someone, move a heavy object, or any action that requires strength, use this skill. Otherwise, use the numbers below to determine the results: 1-3 = Failure. You hurt yourself in the process. 4-7 = You succeed, but you pull a muscle or suffer a small injury. 8-10 = You succeed.
Wisdom - You can use this skill and tag Artemis and Scartail to determine your gut feeling about a situation. If you are successful, we will give you a clue about whether or not you’re in danger. 1-3 = You sense nothing wrong. 4-10 = You sense something. Tag Artemis or Scartail to discover what it is.
Hunting Art by Scartail48
How it Works
Step 1: Roll for perception to detect prey in the area. You must roll higher than your prey’s stealth stat. Step 2: Roll for stealth to sneak up on your prey. You must roll higher than your prey’s perception stat. Step 3: Roll for speed to pounce/chase down your prey. You must roll higher than your prey’s speed stat. To see your prey’s stats, check the prey list below.
If you fail on any of these checks, you have to start over. A critical failure (rolling a 1) means you scare all the prey in area away and you/your patrol have to move somewhere else.
Example:
Communication Art by Scartail48
How it Works: -You won’t need to roll for every conversation your cat has, but some circumstances can call for a role to make the conversation more interesting. For example: -If you are attempting to lie, roll a persuasion check to see if you succeed. -If you are trying to see if you are being lied to, roll insight. -If you want to charm someone or deliver a speech, roll charisma. -If you want to intimidate someone, roll for intimidation.
Example:
TrainingHow it Works:
You can choose to train with another player for a chance to earn a temporary bonus or a special abilities.
You can act out the training scene however you’d like. Once you’re done training, both of you roll an intelligence check to see what you gained. (see Skill Checks - Intelligence) AbilitiesThese are abilities that you can get from training! You also pick one of these abilities to start with at the beginning. They can only be used once per day.
Combat:
Before you use a special ability, check what you number need to roll for it to succeed.
Killing Bite - A death blow to the back of the neck. Quick and silent and sometimes considered dishonorable. Used only as a last resort. Roll to succeed: 10 Damage: Roll 2d10
Leap-and-hold - Ideal for a small cat facing a larger opponent. Spring onto opponent's back and grip with unsheathed claws. Now you are beyond the range of the opponent's paws and in position to inflict severe body wounds. A group of apprentices can defeat a large and dangerous warrior in this way. Watch for the drop-and-roll counter move, and try to jump free before you get squashed. Roll to succeed: 7 or better Damage: Roll 1d8
Partner Fighting - Warriors who have trained and fought together will often fall instinctively into a defensive position, each protecting each other's back while fending off an opponent on either side. Slashing, clawing, and leaping together, battle pairs can be a whirlwind of danger for attackers. Only two cats who have trained together and earned this move can use it in battle. Roll to succeed: Both cats need a 6 or better Damage: Roll 1d8 for each character.
Play Dead - Effective in a tight situation, such as when you are pinned. Stop struggling and go limp. When your opponent relaxes their grip, thinking you are defeated, push yourself up explosively. This will throw off an unwary opponent and put you in attacking position. Roll to succeed: Persuasion check (see skill checks) If you succeed, your opponent loosens their grip, giving you a +2 on your next roll.
Scruff Shake - Secure a strong teeth grip in the scruff of your opponent's neck; then shake violently until they are too rattled to fight back. Most effective against rats, who are small enough to throw. A strong throw will stun or kill them. Roll to succeed: 8 or better Damage: Roll 1d8
Tail Yank - Grab your opponent's tail and yank it with such force your opponent is thrown off balance. Roll to succeed: 8 or better Damage: Roll 1d6 & your opponent gets -1 on their next roll.
Teeth Grip - Target your opponent's extremities- the legs, tail, scruff or ears- and sink in your teeth and hold. This move is similar to the leap-and-hold except your claws remain free to fight Roll to succeed: 6 or better Damage: Roll 1d8 & add +1 to your next roll.
Upright Lock - Final, crushing move on already weakened opponent. Rear up on back legs and bring weight down on opponent. If opponent does the same, wrestle and flip them under you. This makes you vulnerable to the belly rake, so it takes great strength and speed. Roll to succeed: 8 or better Damage: Roll 1d10
Half-Turn Belly Rake: Turn onto your side, slip under the opponent's belly, rake it with your claws, then swiftly turn back onto all fours out from under your opponent. Roll to succeed: 9 or better Damage: Roll 1d10
Badger Defense: Leap over opponent, turn on your back legs and bite opponent's leg. Used only when fighting badgers. Roll to succeed: 8 or better Damage: 1d8
Duck and Twist: The cat ducks then twists around, rolling over onto their back, and then springs to their paws. Roll to succeed: 6 or better If you succeed, add +1 to your next move
Jump and pin: Leap backwards, and bounce off the wall. With precise accuracy, land on the cat. Roll to succeed: 9 or better Damage: Roll 1d10
Hunting
These abilities are designed with hunting in mind, but you can use them in other situations.
Sharp Senses: This grants you a +3 bonus on one perception check per day. Silent Step: This grants you a +2 bonus on one stealth check per day. Lucky Pounce: Roll 1d10. A 5 or higher means you automatically catch one prey animal per day. All-out Sprint: This grants you a +2 bonus on one speed check per day.
Social
Booming voice: This grants you a +1 bonus on one intimidation check per day. Good lighting: The sun or (or moon) hits you in a favorable way. This grants you a +1 on one charisma check per day. Soothing voice: This grants you a +1 bonus on one persuasion check per day. Moment of clarity: This grants you a +1 bonus on one insight check per day. Inspiration: This grants you a +1 bonus on one intelligence check per day. Prayer: This grants you a +1 bonus on one Starclan check per day.
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Post by Scartail48 on Dec 28, 2017 16:24:15 GMT -5
RulesRespect the Dice - If you roll a 7 and the other guy rolls an 8, suck it up and lose. Don’t get me wrong, you can joke about it, but in the end just let it go. This game is partially left up to chance, and when you enter combat, a hunting session, a persuasive conversation, or explore, you better be prepared to to take the risk of getting hurt or losing. But if you win, be nice to the person with the lower roll. Be Kind - Please be nice to everyone here. No god-modding or power-playing, no Mary or Gary Sues, and please no inappropriate behavior because that is just so uncomfortable and against the rules. The only drama we need is the drama in the rp, but if you feel uncomfortable feel free to PM us or contact one of the admins. :3 Activity - It would be great if we could always be in cat-world, but I get that you guys have lives outside of this feline dimension. Try to be on at least once a week, just so you don’t miss anything and the flow of the rp isn’t interrupted. OCC - Separate your text chat from your rp chat by using (), [], {}, or anything else your brain can conjure. Literacy - This is a semi-literate rp, but we’re pretty lenient about this. I’m going to recommend that for a typical scene of hunting, fighting, talking, or whatever you just do a paragraph or two, just because giant posts are hard to respond to and one-liners are boring. You won’t get kicked out if you do this stuff though. Plots - Artemis and will usually be random cats who give you occasional vague prophecies or hand you basic set-ups, but it is completely up to your characters to move it along most of the time. If you’ve ever played Dungeons & Dragons, then you’ll see that Art and I are the Dungeon Masters. We set up a world with rules, and you decide how you survive, die, or excel. Joining - Have fun with this! Feel free to make characters with cool backstories and conflicted feelings, or make the guys who are there to support them and help. I’m going to ask though, that you don’t start with a kit, and you keep these guys realistic. No cats with special powers. Developing cats and discovering their flaws is the best part! Death - Your cats can die in this. If your health reaches a zero, you have to make a save roll with a d20, and you are going to have to know what you’re doing when you start a fight.
RelationshipsMates - Cat + Cat Littermates & Parents - Cat + Cat = Cat, Cat, etc. Crush - Cat —> Cat Mutual Crush - Cat <—> Cat Ex-mates - Cat x Cat Deceased - Cat Unknown - ??? Mentor & Apprentice - Cat & Cat
Sunpatch x Shadowstripe ??? + ??? = Sunpatch, Cloudstorm Mousebounce + Badgerstrike = Thistleburr, Sorrelstrike, Ratbounce
AllegiancesLeader
(Ask us if you’re interested in filling the position!)
Deputy
(Will be decided in rp after the original one left.)
Medicine Cat
(Ask us if you’re interested in the position!)
Medicine Cat Apprentice
(Will be decided in rp after the original one left.)
Warriors
| Cloudstorm | Cinderclan | 28 Moons | Female | Warrior | | Brave, Loyal, Impulsive, Ditzy, Competitive, Ambitious | Tall, Muscular | Cloudstorm is the kind to always be thinking with her heart rather than her head. If something is out of place on a moral level, justice will be served. She is always going to try to follow rules and do what she thinks is best, but when things don’t go the way she expected, the confusion on her face is plain as day. For the longest time, she has tried to become the “folk hero” type, but is never sure how to achieve that goal when she slips. | Cloudstorm is really just a walking cloud. Her white, fluffy fur is interrupted by large, orange patches which definitely don’t help her blend in, but serve as a heat-trapping blanket on cold nights. Under the thick pelt is a tall, muscular build that assists her in towering over most other clan-mates. Her eyes are a saturated green of the forest with a spark of definite ambition inside. In a fight she can definitely hold her own, the biggest disadvantage for her is underwater battle or hunting. | + 1 Intimidation, + 1 Charisma, + 2 Speed, + 2 Strength | -1 Perception, - 2 Wisdom, -1 Stealth | Half-turn Belly Rake | 47 HP |Clan-born | Sunpatch is her sister. | Scartail48 |
| Woodtail | Cinderclan | 49 Moons | Male | Warrior | | Humble, Articulate, Impulsive, Socially Awkward, Nurturing, Calm | Wiry, Tall | Woodtail is naturally just a kind, caring cat. He’s lived long enough to know that things have a way of working themselves out. His philosophy is: Contribute where you can, be silent where you should, and don’t stress about what you can’t control. He loves young kits and apprentices, and finds it far easier to talk to them than cats his age. He wants, more than anything, to be a good side character in everyone else’s story. | Woodtail is an Egyptian mew. A light brown pelt stretches over his long, wiry body, dappled with precise, black spots. Under his calm, blue eyes are clear age marks, and his ear has a large notch in it. These signs of age are things he refers to as “relics of the past”, which show his experience as a skilled warrior. It’s true, he is a talented hunter and fighter, but he relies more on practiced techniques than any natural abilities he’d like to have. | + 2 Wisdom, + 1 Wisdom, + 1 Healing, + 1 Acrobatics | - 1 Perception, - 1 Charisma, - 1 Intimidation, - 1 Strength, - 1 Stealth | Badger Defense, Jump and Pin, Soothing Voice | 41 HP | Clan-born | None | Scartail48 |
| Waterleap | Cinderclan | 40 moons | Tom | Warrior | | Charming, Focused, Weak-willed, Lazy, Calm, Skeptical. | Muscular and Tall | Waterleap is a effective, self-driven tom who requires no outside encouragement to do what interests him. However, when it comes to things that bare no satisfaction to him, he's a difficult individual to deal with; as such, any boring routines cam grate on the tom and cause him to be uninterested and aloof. While reasonable and charming to his core, Waterleap is not very good at resisting the appeals of kits and apprentices, making him a frequent target for their games. While being strong, Waterleap isn't much of a fighter; he would rather work through things with words, but he often falls short in arguments due to his laid back nature. | A gentle giant, Waterleap is just a hulking block of a cat. Over his large, muscular frame, he sports a coat of silky white fur and gentle blue eyes, a set of traits he knows he is lucky to possess alongside his hearing. The tom has a couple of scars across his shoulder, but nothing too major. | Charisma, +1, Insight +1, Perception +2, Strength +2, Wisdom +1 I Persuasion -1, Speed -3, Stealth -1 | Bisexual. Enjoys hunting patrols and training apprentices, but could care less about border patrols, as they are a recent thing to become very important to the clan. | Dagegen5 |
| Ratbounce | Cinderclan | 27 moons | Male | Warrior | | Humble, Faithful, Unstable, Cruel, Bland, Mysterious | Wiry, Short I He tends to be a drifter who is neutral but a bit anxious to be a social butterfly. He'll show interest with anything out of the ordinary or something new to his fellow clan mates.| A fairly below average sized cat with a short and slick black pelt. He has short ears, a long black tail, and large, wide yellow eyes. He to have his fur a bit unkempt and already gotten into a fight with another cat resulting a large nick in his right ear.| + 1 Wisdom, + 1 Starclan, + 1 Insight, + 1 Perception, + 1 Intimidation, + 1 Stealth, 1 Acrobatics I - 2 Constitution, - 2 Charisma, - 1 Speed, - 2 Strength | He was born to two warriors of Cinderclan known as Mousebounce and Badgerstrike along with his two sisters, Thistleburr and Sorrelstrike. The trio had slowly grew away from each other as they became apprentices and then warriors.| Has an interest of Starclan | Mae |
| Shadowstripe | Cinderclan | 28 moons | Tom | Warrior | | Loyal, Faithful, Narrow-minded, Weak-willed, Formal, Strict | Muscular, Tall I Shadowstripe has a good heart, but his need for approval can make him . . . frustrating. He will do anything that the leader tells him, making him fiercely loyal but unable to think critically. When he isn’t seeking approval from authority figures, he is known to be surprisingly calm and kind toward his clanmates, but he harbors a strong prejudice against rogues and anyone who goes against clan ways. | Shadowstripe is a tall black tabby with yellow eyes and pointed ears. His eyes have a natural tilt that adds a hint of irritation to his expressions. He is built for fighting and has an imposing silhouette. | +1 Starclan, +1 Intimidation, +2 Strength I -2 Insight | During Shadowstripe’s apprenticeship, he became close friends with Sunpatch (named Sunpaw at the time). As they grew older, their friendship blossomed into romance, and soon after their warrior ceremony they became official mates. As they prepared for their first litter, the food shortage hit and Sunpatch expressed a desire to follow the deputy across the gorge. Shadowstripe sided with the leader and told her that if she left their territory, Starclan would abandon her and kill her kits as punishment. So Sunpatch went without him. It was a bitter separation, and Shadowstripe doesn’t want to talk about it. | He is Sunpatch’s ex-mate. | Special Abilities: Teeth Grip | ☾ αятємιѕ ☽ |
Apprentices Sleetpaw l Cinderclan l 10 moons l Male l Apprentice l l Outgoing, Cheerful, Impulsive, Crass, Competitive, Emotional l Wiry, Short l Sleetpaw is eager and enthusiastic about everything. He refuses to calm down, and will always be buzzing around camp, to the dismay of the elders. He's always the first to volunteer for every patrol, even if he's already gone on one. He'll constantly challenge even the most senior warriors, and is blunt in his criticism, constantly treading on thin ice. Sleetpaw seemingly doesn't understand stealth, as he'd rather barrel after prey than stalk it from afar. Sleetpaw's quick to get offended and riled up, especially at the mention of Rogueclan or Traitorclan. He can't seem to sit still, and Sleetpaw will rush to confront any problem without the approval of the leader or his mentor. l Sleetpaw is a thin, wiry silver tabby. He's small, even for an apprentice, and is commonly mistaken as a kit. He has large, brown eyes that are always wide and dilated. His fur is very fluffy, giving him a larger appearance, and sticks out at every angle. He's almost always covered in small nicks or bruises, and seemingly never has time for grooming. Sleetpaw's constantly spiky fur makes him seem angry, which can lead to confrontation. l Sleetpaw was always happy in Cinderclan, ever since he was a kit. He has two siblings, Gorsepaw and Nightpaw, and he would always argue with the two of them. The runt of the litter, Sleetpaw learned to use his size to sneak through his siblings to get food. He became much more quick to anger after his mother, Icewhisker, and his brother Nightpaw, left to join Traitorclan. l +1 Charisma, -1 Perception, +2 Speed, -1 Constitution, -1 Wisdom, +1 StarClan, +1 Acrobatics, +1 Stealth, -2 Strength, +0 Healing, +0 Nature, +1 Insight, -1 Intimidation, +0 Intelligence, +1 Persuasion l Special Abilities: None l Base Health: 38 l Sleetstorm l
Queens
~ None yet!
Kits
~ None yet!
Elders
~ None yet!
MembersArtemis | Shadowstripe Scartail48 | Cloudstorm, Woodtail Dagegen5 | Waterleap Mae | Ratbounce
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Post by Scartail48 on Dec 28, 2017 16:24:30 GMT -5
Warrior CodeDefend your clan, even with your life. Elders, queens, and kits must be fed before apprentices and warriors. Unless they have permission, apprentices may not eat until they have hunted to feed the elders. If any warrior or apprentice is sick or injured, they may eat while the elders, queens, and kits are eating. Prey is killed only to be eaten. Give thanks to Starclan for its life. A kit must be at least six moons old to become an apprentice. Newly appointed warriors will cross the Sharp Rocks and stay in the cursed territory for one full night. A cat cannot be made deputy without having mentored at least one apprentice. The deputy will become clan leader when the leader dies, retires or is exiled. After the death or retirement of the deputy, the new deputy must be chosen before moonhigh. Boundaries must be checked and marked daily. Challenge all trespassing cats. No warrior can neglect a kit in pain or danger, even if the kit is from a different background. The word of the clan leader is the warrior code. An honorable warrior does not need to kill other cats to win their battles, unless they are outside the warrior code or if it is necessary for self-defense. A warrior rejects the soft life of a kittypet. Rogues are not to be trusted. Do not conspire with them in any way.
Customs/TraditionsApprentice to Warrior Ceremony - When an apprentice reaches 12 moons, they are able to become a warrior and earn their final name. A small ceremony is held for them, then they are ordered to cross the Sharp Rocks and survive on the other side of the gorge for one night. They do this to demonstrate the life without a clan, which is obviously terrible. If they come back alive, they have earned their title as warrior and rejoin the clan.
HerbsBorage Leaves – Increases milk in queens. Brings down fevers. Burdock Root – Applied to bites. Cures infections. Catmint – Remedy for greencough. Chervil – Applied to wounds. It’s leaves cure infections, its roots help bellyaches. Cobwebs – Stops bleeding. Coltsfoot – Helps shortness of breath. Comfrey – Soothes wounds. Mends broken bones. Dock – Soothes scratches. Leaves make fur slippery. Dried Oak Leaf – Stops infections. Feverfew – Cools down body temperatures for cats who have fevers or chills. Goldenrod – Applied to wounds. Honey – Soothes throats. Horsetail – Treats infected wounds. Juniper Berries – Soothes bellyaches. Helps with troubles breathing. Lavender – Cures fevers. Marigold – Stops infections. Mouse Bile – Used to remove ticks. Poppy Seeds – Soothes shock, distress, and eases pain. DO NOT FEED TO KITS. Stinging Nettle – Dispels poison. Brings down swelling. Tansy – Cures cough. Thyme – Calms anxiety and frayed nerves. Watermint – Helps bellyache. Wild garlic – Prevents infections. Yarrow – Applied to wounds. Prevents infections. Expels poison. If swallowed, will make a cat vomit. Adder Barrack – Helps toothache. Alfalfa – Prevents tooth decay. Aloe Vera – Treats burns and skin problems. Blessed Thistle – Strengthens heart & lungs; Increases circulation. Bramble Twigs – Helps to sleep. Broom Malice Poultices – Apply to open wounds. Celandine – Strengthens weak eyes. Chamomile – Gives physical strength. Echinacea – Eases infection. Ferns – Used to clean out wounds. Ginger – Used for asthma and coughs. Hawthorne Berries – Treats heart burns and indigestion. Huckleberry – Relieves muscle pain. Ivy – Calms down body. Daisy Leaves – Soothes aching joints. Dandelion Leaves – Calms a cat of nervous breakdown or shock. Goosegrass – Also stops bleeding. Parsley – Stops the initial flow of milk in nursing queens. Raspberry Leaves – Eases pain during a queen’s kitting.
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Post by Scartail48 on Dec 28, 2017 16:24:40 GMT -5
Save
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Post by Scartail48 on Dec 28, 2017 22:10:01 GMT -5
(We're open! *cuts imaginary ribbon*)
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Post by Scartail48 on Dec 30, 2017 9:47:41 GMT -5
(Bump)
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Post by Scartail48 on Dec 31, 2017 7:48:35 GMT -5
(Small bump)
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wildclantheclan
"Flowers die but still they find new light" Blixemi I'll Be Complete
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Post by wildclantheclan on Dec 31, 2017 14:40:59 GMT -5
(Can i create a warrior? Or a Med cat?)
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Post by Scartail48 on Dec 31, 2017 15:57:46 GMT -5
(Feel free to make both of you want! (If you make the Medicine Cat, then you should know that your apprentice (Frostpaw) just left the clan for Traitorclan, so you get to choose your apprentice in the rp.) Just post your characters on the joining page. :3)
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wildclantheclan
"Flowers die but still they find new light" Blixemi I'll Be Complete
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Post by wildclantheclan on Dec 31, 2017 19:07:32 GMT -5
(I can't find the joining page)
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wildclantheclan
"Flowers die but still they find new light" Blixemi I'll Be Complete
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Post by wildclantheclan on Dec 31, 2017 19:08:50 GMT -5
(I can't find the joining page)
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sleetstorm
why have a life when you can play skyrim all day
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Post by sleetstorm on Dec 31, 2017 19:11:07 GMT -5
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Post by Scartail48 on Jan 4, 2018 10:27:30 GMT -5
(Alright people, I’m finally on! Do you guys want to start now?)
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☾ αятємιѕ ☽
When I think about going back to school I want to EAT my own SOCKS
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Post by ☾ αятємιѕ ☽ on Jan 4, 2018 10:45:45 GMT -5
((slam dunks a starter post onto the page))
Shadowstripe | Current HP: 48 | +1 Starclan, +1 Intimidation, +2 Strength | -2 Insight | Special Abilities: Teeth Grip |
Shadowstripe paced in small circles on the edge of the camp, his tail flicking back and forth. He muttered under his breath, going over his last argument with his former mate before she had left with Traitorclan. In his mind, he was coming up with all the good points and persuasive words he had failed to come up with at the time of the real argument. In his mind, he was stopping her from leaving. He had not spoken to anyone about it since she had left, but was instead silently obsessing over the details of it by himself.
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Post by Scartail48 on Jan 4, 2018 11:26:26 GMT -5
| Cloudstorm | Current HP: 47 | + 1 Intimidation, + 1 Charisma, + 2 Speed, + 2 Strength | -1 Perception, - 2 Wisdom, -1 Stealth | Half-turn Belly Rake |
This felt wrong. Cloudstorm has watched her sister leave the camp. She’d watched her make her way down the plateau, and she’d imagined she’d seen her crossing the Sharp Rocks. She would never meet her little nephew or niece, and she’d probably never see her sister again. Well, someone had to be here to take care of the clan. She didn’t agree with her sister’s rescission, but had decided to respect it. At least this way, Sunpatch was away from that mousebrained mate of hers. Who was sitting over there... staring. She squinted at him suspiciously.
| Woodtail | Current HP: 41 | +1 Healing, + 1 Acrobatics | - 1 Perception, - 1 Charisma, - 1 Intimidation, - 1 Strength, - 1 Stealth | Jump and Pin |
Woodtail rested in the sun quietly. The gentle beams warmed his fur while he let his muscles relax completely. He missed some of his clan mates, yes, but really it bothered him very little. This crisis would occur and cats would move on. Then another would threaten to destroy the clan and they would rebuild. He wouldn’t let it bother him. It wasn’t what the clan needed.
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☾ αятємιѕ ☽
When I think about going back to school I want to EAT my own SOCKS
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Post by ☾ αятємιѕ ☽ on Jan 4, 2018 11:59:47 GMT -5
Shadowstripe | Current HP: 48 | +1 Starclan, +1 Intimidation, +2 Strength | -2 Insight | Special Abilities: Teeth Grip |
Shadowstripe felt a stare on his back and turned his head to see Cloudstorm squinting at him. He squinted back at her for a moment, then went back to pacing. He knew Cloudstorm resented him for letting Sunpatch go by herself. Why don't you go with her, then? he silently challenged. After all, you're her sister. He sighed and slowed his pace, lashing his tail.
Rolls: Perception check: 8
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Post by Scartail48 on Jan 4, 2018 12:23:12 GMT -5
| Cloudstorm | Current HP: 47 | + 1 Intimidation, + 1 Charisma, + 2 Speed, + 2 Strength | -1 Perception, - 2 Wisdom, -1 Stealth | Half-turn Belly Rake |
Cloudstorm caught his return squint, and felt her paws tense up on the soft earth. Shut up, Shadowstripe. You’re her mate. I didn’t- I shouldn’t... She swallowed a small growl and padded over to a shady spot in camp. Turning her body away from him, she lied down and took a deep breath. Maybe it was passive aggressive- she didn’t care. She didn’t want to see him at all right now.
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Post by Scartail48 on Jan 4, 2018 12:57:37 GMT -5
(That sounds good! The 2d6 is one of the dice. The dice are all accessible on rolz.org: rolz.org/dr?room=WCRP. What you do is you make an account (no personal info required), type in #2d6 into the bar, add the base number for health (if that’s what you’re doing), and you’re good! The d is dice, the 2 is saying that you’re rolling two dice, and the 6 is saying you’re rolling 6-sided die.)
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sleetstorm
why have a life when you can play skyrim all day
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Post by sleetstorm on Jan 4, 2018 16:23:20 GMT -5
(Who would be Sleetpaw's mentor?) Sleetpaw l Current HP: 38 l +1 Charisma, -1 Perception, +2 Speed, -1 Constitution, -1 Wisdom, +1 StarClan, +1 Acrobatics, +1 Stealth, -2 Strength, +0 Healing, +0 Nature, +1 Insight, -1 Intimidation, +0 Intelligence, +1 Persuasion l
Sleetpaw kept throwing anxious glances over his shoulder, as if he expected his mother and brother to come back any second. He didn't even notice his claws were unsheathed, digging into the ground. Even the typically oblivious apprentice noticed that tensions in the camp were high. Tired of sitting around, doing nothing, he left to find his mentor. Maybe some hunting would take his mind off the situation. Plus, the clan was much smaller, it needed all the hunters it could get.
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Post by Scartail48 on Jan 4, 2018 17:40:07 GMT -5
(I was going to put down Cloudstorm as his mentor once I got to my computer. Do you want to rp with them? I could write Cloudstorm a-steppin’ over.)
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sleetstorm
why have a life when you can play skyrim all day
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Post by sleetstorm on Jan 4, 2018 20:21:33 GMT -5
(Yeah Cloudstorm and Sleetpaw could go hunting together & bond over Traitorclan siblings or smthn)
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Post by Scartail48 on Jan 5, 2018 9:17:28 GMT -5
(Sure Raintalon! Feel free to have them join in. I’ll just type up a post.........) (Also, whoever wants Foxpaw as an apprentice can go ahead and claim them so that Artemis and I don’t end up hogging the cat children.)
| Cloudstorm | Current HP: 47 | + 1 Intimidation, + 1 Charisma, + 2 Speed, + 2 Strength | -1 Perception, - 2 Wisdom, -1 Stealth | Half-turn Belly Rake |
After a good three seconds of pouting in the corner, Cloudstorm decided that this was boring and dumb, and she was being way too petty to justify continuing the act. She scanned the camp quickly, then her gaze snagged on her apprentice. The fluffy she-cat jumped to her feet and shouted, “Hey Sleetpaw!” She padded over to greet him with a smile. “I think we could all stand to get out of camp with some training. Wanna go?”
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