Post by ☾ αятємιѕ ☽ on Dec 28, 2017 21:45:16 GMT -5
Directory
Post 1:
i. Links
ii. World Map
iii. Plot Summary
iv. Making Your Character
v. Character Form
vi. Personality/Body Type Traits
vii. Special Abilities
Post 2:
i. Game Mechanics
ii. Skill Checks
iii. Hunting
iv. Combat
v. Communication
vi. Special Abilities
Links
| Cinderclan Territory | Rogueclan Territory | Traitorclan Territory |
| Cinderclan/Rogueclan Border | Cinderclan/Traitorclan Border | Rogueclan/Traitorclan Border |
World Map
Plot Summary
This RP is made up of three clans:
Cinderclan
This 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.
“Traitor”clan
The deputy of Cinderclan proposed moving across the gorge, where they could find more prey and be free from rogues. The leader of Cinderclan refused, as it is a Cinerclan belief that their territory is sacred as Starclan led them to it, and to abandon it would mean certain death. The deputy decided to take matters into their own hands and left with half of the clan to cross the gorge and form a new clan, with the deputy as their leader. At the start of the RP, “Traitor”clan must explore their new territory and form a new life there (and decide on a name for themselves).
“Rogue”clan
When Cinderclan cats started coming into the valley in search of food, one rogue decided that in order to defend their territory they needed to become a clan powerful enough to face Cinderclan. At the start of the RP, “Rogue”clan is newly formed and must figure out how to function as a clan and defend their valley.
Post 1:
i. Links
ii. World Map
iii. Plot Summary
iv. Making Your Character
v. Character Form
vi. Personality/Body Type Traits
vii. Special Abilities
Post 2:
i. Game Mechanics
ii. Skill Checks
iii. Hunting
iv. Combat
v. Communication
vi. Special Abilities
Links
| Cinderclan Territory | Rogueclan Territory | Traitorclan Territory |
| Cinderclan/Rogueclan Border | Cinderclan/Traitorclan Border | Rogueclan/Traitorclan Border |
World Map
Plot Summary
This RP is made up of three clans:
Cinderclan
This 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.
“Traitor”clan
The deputy of Cinderclan proposed moving across the gorge, where they could find more prey and be free from rogues. The leader of Cinderclan refused, as it is a Cinerclan belief that their territory is sacred as Starclan led them to it, and to abandon it would mean certain death. The deputy decided to take matters into their own hands and left with half of the clan to cross the gorge and form a new clan, with the deputy as their leader. At the start of the RP, “Traitor”clan must explore their new territory and form a new life there (and decide on a name for themselves).
“Rogue”clan
When Cinderclan cats started coming into the valley in search of food, one rogue decided that in order to defend their territory they needed to become a clan powerful enough to face Cinderclan. At the start of the RP, “Rogue”clan is newly formed and must figure out how to function as a clan and defend their valley.
Making your character
2. Pick 2 body type traits from the list below.
Most of the form is filled out like a typical character form, but there are sections for bonuses and penalties that apply specifically to this RP. Here is how to select them:
1. Pick 2 positive personality traits, 2 negative personality traits, and 2 neutral personality traits from the lists below.
2. Pick 2 body type traits from the list below.
3. Depending on your rank, you can also add bonus points to whichever skill you choose. You can use this to negate your personality penalties or to add more bonuses to your character.
Apprentice: +1 skill point
Warrior/Senior Warrior/Elder: +2 skill points
Deputy/Medicine Cat: +3 skill points
Leader: +4 skill points
4. Depending on your rank, you can choose special abilities for your character.
Warrior/Senior Warrior/: 1 Special Ability
Deputy/Medicine Cat/Elder: 2 Special Abilities
Leader: 3 Special Abilities
5. Depending on your rank, select your base amount of HP and add a dice roll to your total. Use rollz.org for these rolls.
Kit = 10
Apprentice = 30 + 2d6
Warrior/Deputy = 40 + 2d6
Medicine Cat/Elder = 35 + 2d6
Leader = 45 + 2d6
Character Form:
**THERE ARE LEADER POSITIONS OPEN. IF YOU ARE INTERESTED, CHECK TO SEE IF THERE IS A LEADER POSITION OPEN FOR THE CLAN YOU WANT TO JOIN AND PM SCARTAIL48 OR ☾ αятємιѕ ☽ FOR DETAILS**
Also, this is the current count of characters in each clan:
Cinderclan: 5
Traitorclan: 4
Rogueclan: 2
| Character Name | Clan | Age | Gender | Rank |
| Personality Traits | Body Type Traits | Personality Description | Appearance | History (Optional) | Other (optional) | Skill Bonuses | Skill Penalties | Special Abilities | Base HP | Screenname |
Example
| Sunpatch | Traitorclan | 28 moons | She-cat | Queen |
| Focused, Brave, Impulsive, Petty, Stubborn, Skeptical | Stocky, Tall | Sunpatch is pragmatic and strong-willed, and she’s not afraid to do what she thinks is right for herself; she tends to put herself first before other cats, especially now that she is pregnant with her first litter of kits. | Sunpatch is a large she-cat with white fur and patches of ginger. She has yellow-green eyes and round features. | Sunpatch left Cinderclan in hopes of a better future for her kits. Unfortunately, this meant leaving behind her mate, who strongly believed that abandoning Cinderclan would cause them to be punished by Starclan. She also left behind her sister, Cloudstorm, but the two didn’t leave on bad terms. | She is Cloudstorm’s sister and Shadowstripe’s Ex-Mate | +2 Persuasion, +1 Intimidation, +1 Insight, +1 Charisma, +1 Nature | -2 Wisdom, -1 Perception, -2 Stealth | Special Abilities: Duck and Twist | Base HP: 46 | ☾ αятємιѕ ☽ |
**THERE ARE LEADER POSITIONS OPEN. IF YOU ARE INTERESTED, CHECK TO SEE IF THERE IS A LEADER POSITION OPEN FOR THE CLAN YOU WANT TO JOIN AND PM SCARTAIL48 OR ☾ αятємιѕ ☽ FOR DETAILS**
Also, this is the current count of characters in each clan:
Cinderclan: 5
Traitorclan: 4
Rogueclan: 2
| Character Name | Clan | Age | Gender | Rank |
| Personality Traits | Body Type Traits | Personality Description | Appearance | History (Optional) | Other (optional) | Skill Bonuses | Skill Penalties | Special Abilities | Base HP | Screenname |
Example
| Sunpatch | Traitorclan | 28 moons | She-cat | Queen |
| Focused, Brave, Impulsive, Petty, Stubborn, Skeptical | Stocky, Tall | Sunpatch is pragmatic and strong-willed, and she’s not afraid to do what she thinks is right for herself; she tends to put herself first before other cats, especially now that she is pregnant with her first litter of kits. | Sunpatch is a large she-cat with white fur and patches of ginger. She has yellow-green eyes and round features. | Sunpatch left Cinderclan in hopes of a better future for her kits. Unfortunately, this meant leaving behind her mate, who strongly believed that abandoning Cinderclan would cause them to be punished by Starclan. She also left behind her sister, Cloudstorm, but the two didn’t leave on bad terms. | She is Cloudstorm’s sister and Shadowstripe’s Ex-Mate | +2 Persuasion, +1 Intimidation, +1 Insight, +1 Charisma, +1 Nature | -2 Wisdom, -1 Perception, -2 Stealth | Special Abilities: Duck and Twist | Base HP: 46 | ☾ αятємιѕ ☽ |
Personality traits:
Positive:
Brave ( + 1 Intimidation)
Faithful ( + 1 Starclan)
Outgoing ( + 1 Charisma)
Kind ( + 1 Charisma)
Wise ( + 1 Wisdom)
Clever ( + 1 Persuasion)
Natural Leader ( + 1 Charisma)
Loyal ( + 1 Charisma)
Articulate ( + 1 Persuasion)
Cheerful ( + 1 Charisma)
Creative ( + 1 Insight)
Knowledgeable ( + 1 Intelligence)
Focused ( + 1 Perception)
Humble ( + 1 Wisdom)
Charming ( + 1 Charisma)
Negative:
Socially Awkward ( - 1 Charisma)
Cowardly ( - 1 Intimidation)
Impulsive ( - 1 Perception)
Ditzy ( - 1 Intelligence)
Cruel ( - 1 Charisma)
Dishonest ( - 1 Charisma)
Narcissistic ( - 1 Insight)
Narrow-minded ( - 1 Insight)
Lazy ( - 1 Speed)
Insecure ( - 1 Intimidation)
Petty ( - 1 Wisdom)
Unreliable ( - 1 Charisma)
Unstable ( - 1 Constitution)
Weak Willed ( - 1 Persuasion)
Crass ( - 1 Charisma)
Neutral:
Ambitious ( + 1 Strength)( - 1 Wisdom)
Nurturing ( + 1 Healing)( - 1 Intimidation)
Calm ( + 1 Wisdom)( - 1 Speed)
Formal ( + 1 Persuasion)( - 1 Insight)
Sarcastic ( + 1 Insight)( - 1 Charisma)
Strict ( + 1 Intimidation)( - 1 Charisma)
Stubborn ( + 1 Persuasion)( - 1 Wisdom)
Bland ( - 1 Charisma)( + 1 Perception)
Delicate ( - 1 Strength)( + 1 Healing)
Competitive ( - 1 Wisdom)( + 1 Speed)
Mysterious ( + 1 Intimidation)( - 1 Constitution)
Skeptical ( + 1 Insight)( - 1 Speed)
Emotional ( - 1 Constitution)( + 1 Starclan)
Manipulative ( + 1 Persuasion)( - 1 Wisdom)
Body Type:
Wiry ( + 1 Acrobatics)( - 1 Strength)
Muscular ( + 1 Strength)( - 1 Speed)
Skinny ( + 1 Speed)( - 1 Strength)
Short ( + 1 Stealth)( - 1 Strength)
Stocky ( + 1 Strength)( - 1 Stealth)
Tall ( + 1 Speed)( - 1 Stealth)
Skills
Acrobatics
Charisma
Constitution
Healing
Insight
Intelligence
Intimidation
Nature
Perception
Persuasion
Speed
StarClan
Stealth
Strength
Wisdom
Positive:
Brave ( + 1 Intimidation)
Faithful ( + 1 Starclan)
Outgoing ( + 1 Charisma)
Kind ( + 1 Charisma)
Wise ( + 1 Wisdom)
Clever ( + 1 Persuasion)
Natural Leader ( + 1 Charisma)
Loyal ( + 1 Charisma)
Articulate ( + 1 Persuasion)
Cheerful ( + 1 Charisma)
Creative ( + 1 Insight)
Knowledgeable ( + 1 Intelligence)
Focused ( + 1 Perception)
Humble ( + 1 Wisdom)
Charming ( + 1 Charisma)
Negative:
Socially Awkward ( - 1 Charisma)
Cowardly ( - 1 Intimidation)
Impulsive ( - 1 Perception)
Ditzy ( - 1 Intelligence)
Cruel ( - 1 Charisma)
Dishonest ( - 1 Charisma)
Narcissistic ( - 1 Insight)
Narrow-minded ( - 1 Insight)
Lazy ( - 1 Speed)
Insecure ( - 1 Intimidation)
Petty ( - 1 Wisdom)
Unreliable ( - 1 Charisma)
Unstable ( - 1 Constitution)
Weak Willed ( - 1 Persuasion)
Crass ( - 1 Charisma)
Neutral:
Ambitious ( + 1 Strength)( - 1 Wisdom)
Nurturing ( + 1 Healing)( - 1 Intimidation)
Calm ( + 1 Wisdom)( - 1 Speed)
Formal ( + 1 Persuasion)( - 1 Insight)
Sarcastic ( + 1 Insight)( - 1 Charisma)
Strict ( + 1 Intimidation)( - 1 Charisma)
Stubborn ( + 1 Persuasion)( - 1 Wisdom)
Bland ( - 1 Charisma)( + 1 Perception)
Delicate ( - 1 Strength)( + 1 Healing)
Competitive ( - 1 Wisdom)( + 1 Speed)
Mysterious ( + 1 Intimidation)( - 1 Constitution)
Skeptical ( + 1 Insight)( - 1 Speed)
Emotional ( - 1 Constitution)( + 1 Starclan)
Manipulative ( + 1 Persuasion)( - 1 Wisdom)
Body Type:
Wiry ( + 1 Acrobatics)( - 1 Strength)
Muscular ( + 1 Strength)( - 1 Speed)
Skinny ( + 1 Speed)( - 1 Strength)
Short ( + 1 Stealth)( - 1 Strength)
Stocky ( + 1 Strength)( - 1 Stealth)
Tall ( + 1 Speed)( - 1 Stealth)
Skills
Acrobatics
Charisma
Constitution
Healing
Insight
Intelligence
Intimidation
Nature
Perception
Persuasion
Speed
StarClan
Stealth
Strength
Wisdom
Special Abilities:
These 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. (Offensive)
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. (Offensive)
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. (Defensive/Offensive)
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. (Defensive)
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. (Defensive/Offensive)
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. (Offensive)
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. (Offensive)
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. (Offensive)
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. (Defensive/Offensive)
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. (Defensive)
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. (Offensive)
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.
These 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. (Offensive)
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. (Offensive)
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. (Defensive/Offensive)
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. (Defensive)
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. (Defensive/Offensive)
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. (Offensive)
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. (Offensive)
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. (Offensive)
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. (Defensive/Offensive)
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. (Defensive)
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. (Offensive)
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.