☾ αятємιѕ ☽
When I think about going back to school I want to EAT my own SOCKS
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Post by ☾ αятємιѕ ☽ on Dec 28, 2017 17:13:05 GMT -5
Intro
I can take the insults. I never really cared what those stuffy clan cats thought of me, anyway. For all I care, they can sit on that plateau looking down on me all day, as long as they leave me alone. But when they start coming down into my valley, eating my food; that’s when I have a problem. At first I hated the thought of forming our own clan. I’d rather live on my own, but we don’t have a choice anymore; the clan cats are trying to push us out and the only way to stop them is to beat them at their own game. And once the rogues of this valley form a clan, I’d rather be with them than against them.
It’s not so bad, you know? Being around so many cats was weird at first, but honestly . . . sometimes it’s nice to have other cats you can count on.
Oh, and did you hear? Cinderclan’s second in command just took half of the clan and moved across the gorge, so now Cinderclan’s hungry and weak in numbers. It might be a good opportunity to teach them a lesson. On the other hand, now we have two other clans to worry about instead of just one. Anyway, we’re having a meeting today, so if you want to join us . . . just follow the sound of way too many cats being in one place at once.
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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.
PlotAs leafbare approaches, the rogues of the valley have been facing an increasing threat from clan cats, as they are beginning to hunt and push the rogues out of their own territory. In response, one rogue decided that they should join together to form their own clan so that they can properly defend themselves against Cinderclan. But the rogues have spent most of their lives alone, and not all of them have the sense of community and teamwork that a clanborn cat would have. The task of forming a proper clan, with leadership, customs, and a warrior code, is a daunting one. ObjectivesDecide on a name for “Rogue”clan. Establish a camp Pick a deputy There is a rumor that leader of a clan is gifted nine lives by Starclan. How do we get in touch with them, exactly? Find a cat who is capable of becoming a medicine cat. Protect your territory from other clans.
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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 Dec 28, 2017 17:13:17 GMT -5
Territory
Falls - The falls are the end of the gorge that divides Cinderclan and “Traitor”clan. After the falls, the fast moving river begins to slow until it is safer to cross. Sharp Rocks - The sharp rocks are extremely dangerous; they are slippery from the water and jagged enough to split a cat’s head open. They are close enough together that one could theoretically use them to cross the river, but it is not recommended if you value your life. Cliff - The cliff has long existed as the border between Cinderclan and the rogues. It’s easily climbable, but no one really tries because Cinderclan cats are known to patrol the edge of the cliff and attack trespassers. Barren Patch - A wide area of rocky land with very little growing in it, right next to a small pond. High Rocks - A small plateau growing out of the marsh. There are caves along its side that provide good shelter from the elements. Predators have been known to settle here, but perhaps it’s possible to chase them out. Wide Shore - A stretch of land along the river where the water is just shallow enough to make it a perfect fishing spot. Lost Rock - A piece of land in the middle of the lake, accessible from stepping stones or a short swim. At night, you can sit on the lost rock and watch the moon’s reflection in the water.
Season/Weather[ ] Newleaf [ ] Greenleaf [x] Leaf-fall [ ] Leaf-bare
The annual temperature is usually around 60 degrees F. It is currently a bright, partly cloudy day.
Wildlife(see Hunting for stats explanation)
Predators
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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☾ αятємιѕ ☽
When I think about going back to school I want to EAT my own SOCKS
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Post by ☾ αятємιѕ ☽ on Dec 28, 2017 17:13:27 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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☾ αятємιѕ ☽
When I think about going back to school I want to EAT my own SOCKS
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Post by ☾ αятємιѕ ☽ on Dec 28, 2017 17:13:39 GMT -5
RP Rules
Respect 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 Character - ??? Mentor & Apprentice - Cat & Cat
None yet
Allegiances —> Joining Page Link <—
-- Warriors: 2 Apprentices: 0 Queens: 0 Kits: 0 Elders: 0 -- Toms: 0 She-cats: 3 --
Leader
| Jackal | Rougeclan | 72 moons | She-Cat | Leader | | Charming, Clever, Impulsive, Petty, Sarcastic, and Manipulative | Muscular and Tall | There doesn't seem to be a situation that this rouge can't talk her way out of, as Jackal is a master of her words and nearly always prefers to use them over her brute strength. This of course, does not mean that she isn't a formidable opponent in battle, but she would rather not escalate anything past what she deems herself an expert on. As a leader, Jackal is seemingly fair enough and takes her responsibilities well, despite her tendencies to be sarcastic, rude and downright manipulative -- she's doing her best to reserve those behaviors to outsiders now, it's still a bit odd for her to consider anyone to be part of this new clan, but she's doing her best. | Jackal is a long furred tortoiseshell she-cat with deep amber eyes and small tufts of black fur that sprout from her ear tips. Her fur has no consistency to it and is almost entirely mottled with black and orange streaks -- perhaps the one exception is her face, with has enough black fur to obscure her expression from most others. Among the most peculiar things about this rouge is her missing front claws, taken from her by the cutter; she makes due, tending to batter her enemies with her brute strength. | Jackal seems to have been everywhere, especially according to her... new clanmates, with stories abound and tales of her charming and wooing as many individuals as available. The rouge began as a kittypet, but quickly departed from that life after the humans took her claws away. She's made enemies, as any cat her age would, but no one could really say that they... ultimately hated her overall; her witty quips and spectacularly timed jokes are difficult to hold much of an animosity towards. Of course, due to her persuasive behaviors, there is a 100% possibility that Jackal manipulated herself to the top of the pack in Rougeclan, taking advantage of its weak state to secure a nice cozy spot above everyone else. | She is a big gayTM. | +2 Charisma, +1 Insight, +3 Persuasion, +1 Strength | -1 Stealth, -2 Wisdom | Moment of Clarity, Upright Lock, Sharp Senses | 50 HP | Dagegen5 |
Deputy
(Will be decided in rp!)
Medicine Cat
(If you are interested in this position, PM us for details!)
Medicine Cat Apprentice
(Will be decided in rp.)
Warriors
| Ember | Rogueclan | 23 moons | She-cat | Warrior | | Articulate, Creative, Dishonest, Unrealiable, Manipulative, Skeptical | Wiry, Tall I Ember isn’t a complex individual, but she creates the illusion of complexity by hiding behind lies and tall tales. It’s hard to blame her for it; she spent most of her life alone, fending off rogues and clan cats, and she relies on communication as a tactic for survival rather than forming friendships. Her most outlandish story involves being held captive by Cinderclan, in which they tried to sacrifice her to their gods. She describes the clan cats as zealots bent on world domination. | Ember is a calico she-cat who is predominantly a dark ginger with black patches and small bits of white on her face, chest, paws and tail. Her eyes are green and there is a spot of black on her upper lip that makes it look like she is constantly smirking. Her face has a long scar from above her right eye, extending diagonally across her muzzle. She claims she got it from a clan cat. | She did, in fact, invade Cinderclan’s territory once, and she mistook a lot of what she saw and exaggerated it into the story she tells today. Her scar actually comes from trying to cross the gorge and cutting her muzzle open on the Sharp Rocks. | +2 Persuasion, +2 Insight, +1 Acrobatics, +1 Stealth | -2 Charisma, -1 Wisdom, -1 Strength | Special Ability: Good Lighting | Base HP: 47 | ☾ αятємιѕ ☽ |
| Ivy | Rogueclan | 34 Moons | Female | Warrior | | Clever, Outgoing, Unreliable, Impulsive, Stubborn, Competitive | Muscular, Wiry | Ivy is a very relaxed, fun-loving rogue who enjoys having a lot of time on her hands. Being in this clan is an idea she never thought she would agree to, and she isn’t having the easiest time with it. Turning around and seeing someone beside her is something foreign and frightening, as she’s always had a difficult time with getting close to others. She’s relaxed and witty, but part of it is a way of keeping others at a distance, and it isn’t something she’s comfortable admitting to. | Ivy is a silver tabby with ruffled fur. Her stripes are a little pale, but they’re very apparent. If you look close, you can see a couple scars on her flank and back leg from a time when she got stuck in a collapsed den. She claims it was a badger fight. Her build is fairly muscular, but more in a toned way than a bulky muscle builder way. Her eyes are a playful, pale blue. | + 2 Persuasion, + 1 Acrobatics, + 1 Charisma, + 1 Intelligence | - 1 Perception, - 2 Wisdom | All-out Sprint | 46 HP | Ivy was born as a rogue in a suburban area not too far from the current territory, but has lived in the valley most of her life after she moved away. | None | Scartail48 |
Apprentices
~ None yet!
Queens
~None yet!
Kits
~ None yet!
Elders
~ None yet!
Members☾ αятємιѕ ☽ | Ember Scartail48 | Ivy
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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 Dec 28, 2017 17:13:51 GMT -5
Warrior Code
Rogueclan does not have a warrior code yet!
They may form their own or learn the warrior code through other means.
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. [/font[
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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 Dec 28, 2017 17:14:03 GMT -5
Save
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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 Dec 28, 2017 22:19:21 GMT -5
(We are now open!)
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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 Dec 31, 2017 15:58:09 GMT -5
((bump!))
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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 10:59:17 GMT -5
| Ember | Current HP: 47 | +2 Persuasion, +2 Insight, +1 Acrobatics, +1 Stealth | -2 Charisma, -1 Wisdom, -1 Strength | Special Ability: Good Lighting |
Ember padded along the stream near the high rocks, observing the sound of the water and the cool air in the valley. Dead leaves crunched under her feet. She listened for nearby prey and heard several creatures skirting through the underbrush. Her eyes narrowed and she slowed her pace, contemplating which creature she should go after.
Rolls: Perception check: 8
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Post by Scartail48 on Jan 4, 2018 11:40:29 GMT -5
| Ivy | Current HP: 46 | + 2 Persuasion, + 1 Acrobatics, + 1 Charisma, + 1 Intelligence | - 1 Perception, - 2 Wisdom | All-out Sprint |
As Ivy padded through the underbrush, she tasted the air. Well, she smelled a good amount of trees and dirt, but not anything of much substance. But she suddenly picked up the scent of another cat. All their scents were still so unfamiliar... she still wasn’t even sure who was friendly and who was her enemy. She crouched low, letting a low growl rumble in her throat and a playful grin stretch her mouth. Let’s see if we can give them a surprise.
Rolls Perception Check: 5 Stealth Check: 4
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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 11:45:53 GMT -5
| Ember | Current HP: 47 | +2 Persuasion, +2 Insight, +1 Acrobatics, +1 Stealth | -2 Charisma, -1 Wisdom, -1 Strength | Special Ability: Good Lighting |
Ember was focused on listening to a squirrel upwind of her and didn't notice the heavier footfalls behind her, or Ivy's faint growl.
Rolls: Perception check: 4
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Post by Scartail48 on Jan 4, 2018 12:09:20 GMT -5
| Ivy | Current HP: 46 | + 2 Persuasion, + 1 Acrobatics, + 1 Charisma, + 1 Intelligence | - 1 Perception, - 2 Wisdom | All-out Sprint |
Ivy chuckled quietly as she crept closer, then leapt out of the bushes. Sort of. Her back foot got a little caught in the foliage, and she stumbled awkwardly right up to the she-cat. Hm. That was... embarrassing, she thought uncomfortably. She stood up straight, realizing she was now directly next to her and riddled with twigs and pine needles. “Hi there,” she mewed as confidently as she could in that moment.
Rolls Speed Check: 2
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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 12:14:21 GMT -5
| Ember | Current HP: 47 | +2 Persuasion, +2 Insight, +1 Acrobatics, +1 Stealth | -2 Charisma, -1 Wisdom, -1 Strength | Special Ability: Good Lighting |
Ember shrieked, startled by the she-cat who had appeared beside her, and sprung into the air. When she landed, her fur puffed up to twice her size, she whirled around and shouted, "You nearly gave me a heart attack!"
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Post by Scartail48 on Jan 4, 2018 12:35:32 GMT -5
| Ivy | Current HP: 46 | + 2 Persuasion, + 1 Acrobatics, + 1 Charisma, + 1 Intelligence | - 1 Perception, - 2 Wisdom | All-out Sprint |
Oh geez okay, she thought, a little startled herself. “Uh, sorry. Wasn’t sure who you were,” she paused here to chuckle briefly. “I’ve seen you around. What’s your name?” Ivy sat back on her haunches, rocking a little casually.
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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 12:47:27 GMT -5
| Ember | Current HP: 47 | +2 Persuasion, +2 Insight, +1 Acrobatics, +1 Stealth | -2 Charisma, -1 Wisdom, -1 Strength | Special Ability: Good Lighting |
Ember shrank back down to her normal size and lifted her chin, attempting to look noble even though she had just been scared out of her wits. Unfortunately, it just made her look like a tool. "My name is Ember," she said. "I might remember seeing you, but it's hard to tell. You don't stand out very much. That must be how you just snuck up on me."
Rolls: Charisma check: 1
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