Personal Rogue Colony Guidelines
Jul 18, 2016 16:13:51 GMT -5
Post by Sedgeheart on Jul 18, 2016 16:13:51 GMT -5
For the most part, I'm actually just listing this out for myself, but I found it interesting enough to share here. These aren't in order of importance! I just made them in what order I made them.
• Colonies are not clans; clans are groups of cats which follow the warrior code, have medicinal knowledge, and fight with large rival clans for territory. Colonies are groups of cats which come together for mutual protection from predators and an easier time caring for kittens. Technically, a clan is a kind of colony, but a colony is not necessarily a clan.
• If the colony has a religion, it will not be anything like the clan cats' Starclan. Colony cats have a negative view of the clans competing for resources, holier-than-thou attitude, organized attacks, etc.) and are not likely to adopt parts of clan religion. Besides, most feral cats probably care less about their family bloodlines and more about hunting. Hunting spirits are actually a very neat idea. (If anything, saying "Starclan" in the way a clan cat would is a sarcastic blessing or a curse.)
• Lone cats will flee if they encounter a group of enemies. Cats are pragmatic and do not engage in stupid fights against large numbers of enemies where they will probably get mobbed. Only attack clan cats when they are intruding into the colony's territory and when you have at least one ally. Preferably more allies.
• Making thistle walls are optional, unless the colony is in a fighting zone. Just put the thistles up, take them down when you get a cat, then feed the brambles to your mate, who eats everything including thistles.
• If a cat's health bar goes into the orange or red, they cannot fight for 3 days, to let their wounds heal.
• Cats can get sick and may die from it. There is a 15% chance of any cat getting sick per day in spring, summer, and autumn. In winter, that increases to 20%. Roll on a RNG for each individual cat. If a cat gets sick, roll 1-5. If 1-2, the cat is can keep hunting but can't fight. If 3-4, the cat must stay in nest for two days. If 5, the cat dies that day.
• Do not use herbs unless a specific healing cat (title it "Healer") passes through, at most once every two seasons. If Healer has at least one feverfew per day while it visits--it will stay for only 3 days--the colony cats will not get sick.
• Cats stay early kittens for 1 season, stay late kittens for 1 season, and stay adolescents for 2 seasons.
• Adult eats 4 prey per day (PpD), adolescents eat 3 PpD, and kittens eat 1-2 PpD (1 PpD early, 2 PpD late).
• Colonies are not clans; clans are groups of cats which follow the warrior code, have medicinal knowledge, and fight with large rival clans for territory. Colonies are groups of cats which come together for mutual protection from predators and an easier time caring for kittens. Technically, a clan is a kind of colony, but a colony is not necessarily a clan.
• If the colony has a religion, it will not be anything like the clan cats' Starclan. Colony cats have a negative view of the clans competing for resources, holier-than-thou attitude, organized attacks, etc.) and are not likely to adopt parts of clan religion. Besides, most feral cats probably care less about their family bloodlines and more about hunting. Hunting spirits are actually a very neat idea. (If anything, saying "Starclan" in the way a clan cat would is a sarcastic blessing or a curse.)
• Lone cats will flee if they encounter a group of enemies. Cats are pragmatic and do not engage in stupid fights against large numbers of enemies where they will probably get mobbed. Only attack clan cats when they are intruding into the colony's territory and when you have at least one ally. Preferably more allies.
• Making thistle walls are optional, unless the colony is in a fighting zone. Just put the thistles up, take them down when you get a cat, then feed the brambles to your mate, who eats everything including thistles.
• If a cat's health bar goes into the orange or red, they cannot fight for 3 days, to let their wounds heal.
• Cats can get sick and may die from it. There is a 15% chance of any cat getting sick per day in spring, summer, and autumn. In winter, that increases to 20%. Roll on a RNG for each individual cat. If a cat gets sick, roll 1-5. If 1-2, the cat is can keep hunting but can't fight. If 3-4, the cat must stay in nest for two days. If 5, the cat dies that day.
• Do not use herbs unless a specific healing cat (title it "Healer") passes through, at most once every two seasons. If Healer has at least one feverfew per day while it visits--it will stay for only 3 days--the colony cats will not get sick.
• Cats stay early kittens for 1 season, stay late kittens for 1 season, and stay adolescents for 2 seasons.
• Adult eats 4 prey per day (PpD), adolescents eat 3 PpD, and kittens eat 1-2 PpD (1 PpD early, 2 PpD late).