Post by Wolfstone on Mar 31, 2017 11:29:34 GMT -5
WCUT Challenge
Wolfclan Challenge
(You don't have to call your clan Wolfclan btw π)
This isn't really a challenge it is just something I use to make being a rogue more exciting and random. I thought I would post it here in case anyone wanted to try it out.)
Territory
Choose a tile for your clan. The area surrounding it is your hunting territory (3x3). The only food you can get is from hunting in your territory, or by scavenging from carrion place.
Cats
You should first have these cats in your camp before you start the Challenge but you can start it whenever you want really π. If you don't haven't least one of these cats it will negatively affect your clan.
- Medicine cat - you won't be able to gather herbs to heal your cats.
- Deputy - you won't be able to bring cats with you out on patrol. (This means you won't be able to turn your apprentices into warriors if they can't leave the clan to hunt.)
- Queen - You can't accept any kits and if your queen dies, any current kits will also die. (To prevent this from happening, when your queen becomes an elder, appoint a new cat as a 'back-up' queen.)
- Fresh-kill pile guard - You can only store a maximum amount of five prey.
- Guards - There is a chance for the clan to be raided. (Roll 1-3 every day for as long as the camp is missing a guard, 1 - The clan isn't raided, 2 - 3 Pieces of prey are stolen, 3 - A warrior is moderately injured.)
You also must appoint a warrior to mentor any apprentice you receive. When you take an apprentice out training/hunting, their mentor must also come.
Injuries
Three tiers of injuries
- Mild
- Moderate
- Severe
Mild requires 2 different herbs to heal, moderate requires 3 and severe requires 4.
No matter what the type of injury it is, if they are not healed within a day, the cat dies.
Ageing System
- Kits turn into apprentices after a season (e.g. 4th Newleaf to 4th Greenleaf).
- Apprentices turn into warriors after three seasons (e.g. 4th Greenleaf to 4th Newleaf). They also need to have had 5 consecutive successful hunts.
- Warriors turn into elders after two years (e.g. Year 1 - 4th Newleaf to Year 3 - 4th Newleaf).
- Elders die after two seasons (e.g. 4th Newleaf to 4th Leaffall)
- Total lifespan: three and a half years.
Extra notes
- If your cats don't have a piece of fresh kill a day, they will leave. (Kits are excluded as they feed from the Queen.)
- You must have a graveyard to bury your dead cats. (Use a plot of land ideally near your camp. By 'burying' them, I mean bury something in the ground. This is their grave.)
- Find a plot of land and bury an item there. (Ideally near your clan.) This is where you will go every day to give thanks to Starclan and receive their messages.
- You can visit carrionplace as many times as you like as long as you don't hunt there if it is not in your territory.
- You don't have to fight any enemy clan patrols you come across. You can just run away. If they are in your territory though, you must fight them.
- You aren't allowed to hunt in other clans' territories unless they allow you.
- You (the clan leader) have an extended lifespan, twice the normal age (4 years). When the time is up your cat dies (skips the elder stage). Your cat also has 9 nine lives. If it dies, you must play on as your deputy. If you haven't appointed a deputy, the clan's legacy ends.
Starclan
You need to visit the appointed Starclan area to receive a message from Starclan every day.
1. Whilst on a hunting patrol, you come across three abandoned, helpless kits. You take them back to camp. (+3 kits)
2. A badger invades the camp and before it is chased off, it injures and kills some cats. (Roll 1-4 to see how many kits you lost. 1 means none. Do the same for elders. A warrior is severely injured.)
3. You rescue some Riverclan kits from drowning. They grant you hunting permission in their territory for three days.
4. An apprentice gets hit by a monster on the thunderpath. (Roll 1-2. 1 means they are severely injured. 2 means they died.)
5. Two of your warriors have kits. (+3 kits)
6. You come across a family of rogues whilst out patrolling (+1 kit, +1 apprentice, +2 adults, +1 elder)
7. Shadowclan invades your camp, two warriors die and one apprentice is severely injured. (Roll 1-2. If 2, you can't run away from any battle with Shadowclan for three days.)
8. Your fresh-kill pile becomes poisoned. An apprentice dies and you must get rid of all your prey.
9. Thunderclan is attacked by Shadowclan, you help fight off the invaders. Thunderclan give you free hunting in their territory for three days.
10. A warrior leaves your clan to join Riverclan, because they have fallen in love with a Riverclan cat.
11. Some kittypets wish to join your clan. If you accept their request, you must take each kittypet out individually to catch 3 pieces of prey within the day. If you fail, whichever one you didn't teach will leave the clan. (+3 warriors)
12. Windclan is chased out of their clan by badgers. You help them win it back. They grant you free hunting in their territory for three days.
13. A normal day. Nothing happens.
14. A neighbouring clan has hunted on your territory. Next enemy clan patrol you see, you must attack them. If you win you can hunt in their territory for a day.
15. A fire burns your camp. You must stay away from your camp for three days straight, if it rains you may return because the fire has been extinguished. When you return some of your prey may have been destroyed and some cats may have died. (Roll 1-6, 1-No prey was burned, 2-1 prey, 3-2 prey, etc. Roll 1-5, 1-All your cats escaped, 2-A kit died, 3 - An apprentice died, 4-A warrior died, 5-An elder died.)
16. You find loners in your camp. When you tell them to leave they say they want to join. (+2 warriors.)
17. Shadowclan is plagued with greencough. You send your medicine cat to help them. They grant you free hunting in their territory for three days.
18. Thunderclan attacks one of your patrols. A warrior is severely injured and an apprentice is killed. (You can't run away from any battle with Thunderclan for three days.)
19. A normal day. Nothing happens.
20. The medicine cat is killed by a fox when looking for herbs.
21. Windclan steals your prey and kills the fresh-kill pile guard. (-8 prey from the fresh-kill pile. You can't run away from any battle with Windclan for three days.)
22. The deputy is injured in battle and later dies of his wounds.
23. Some kits run away from the camp and are killed by a fox. (-2 kits.)
24. A mysterious rogue cat appears. (+1 warrior.)
25. A wise old cat asks for shelter in your camp. (+1 elder.)
26. You return from hunting to find that Riverclan have invaded your herb supply and murdered your medicine cat. (-8 herbs. You can't run away from any battle with Riverclan for three days.)
27. A normal day. Nothing happens.
I know this is really long lol but I just got bored and kinda got carried away haha π
If you have any suggestions please tell me because this is still kinda bad. Cheers.
Wolfclan Challenge
(You don't have to call your clan Wolfclan btw π)
This isn't really a challenge it is just something I use to make being a rogue more exciting and random. I thought I would post it here in case anyone wanted to try it out.)
Territory
Choose a tile for your clan. The area surrounding it is your hunting territory (3x3). The only food you can get is from hunting in your territory, or by scavenging from carrion place.
Cats
You should first have these cats in your camp before you start the Challenge but you can start it whenever you want really π. If you don't haven't least one of these cats it will negatively affect your clan.
- Medicine cat - you won't be able to gather herbs to heal your cats.
- Deputy - you won't be able to bring cats with you out on patrol. (This means you won't be able to turn your apprentices into warriors if they can't leave the clan to hunt.)
- Queen - You can't accept any kits and if your queen dies, any current kits will also die. (To prevent this from happening, when your queen becomes an elder, appoint a new cat as a 'back-up' queen.)
- Fresh-kill pile guard - You can only store a maximum amount of five prey.
- Guards - There is a chance for the clan to be raided. (Roll 1-3 every day for as long as the camp is missing a guard, 1 - The clan isn't raided, 2 - 3 Pieces of prey are stolen, 3 - A warrior is moderately injured.)
You also must appoint a warrior to mentor any apprentice you receive. When you take an apprentice out training/hunting, their mentor must also come.
Injuries
Three tiers of injuries
- Mild
- Moderate
- Severe
Mild requires 2 different herbs to heal, moderate requires 3 and severe requires 4.
No matter what the type of injury it is, if they are not healed within a day, the cat dies.
Ageing System
- Kits turn into apprentices after a season (e.g. 4th Newleaf to 4th Greenleaf).
- Apprentices turn into warriors after three seasons (e.g. 4th Greenleaf to 4th Newleaf). They also need to have had 5 consecutive successful hunts.
- Warriors turn into elders after two years (e.g. Year 1 - 4th Newleaf to Year 3 - 4th Newleaf).
- Elders die after two seasons (e.g. 4th Newleaf to 4th Leaffall)
- Total lifespan: three and a half years.
Extra notes
- If your cats don't have a piece of fresh kill a day, they will leave. (Kits are excluded as they feed from the Queen.)
- You must have a graveyard to bury your dead cats. (Use a plot of land ideally near your camp. By 'burying' them, I mean bury something in the ground. This is their grave.)
- Find a plot of land and bury an item there. (Ideally near your clan.) This is where you will go every day to give thanks to Starclan and receive their messages.
- You can visit carrionplace as many times as you like as long as you don't hunt there if it is not in your territory.
- You don't have to fight any enemy clan patrols you come across. You can just run away. If they are in your territory though, you must fight them.
- You aren't allowed to hunt in other clans' territories unless they allow you.
- You (the clan leader) have an extended lifespan, twice the normal age (4 years). When the time is up your cat dies (skips the elder stage). Your cat also has 9 nine lives. If it dies, you must play on as your deputy. If you haven't appointed a deputy, the clan's legacy ends.
Starclan
You need to visit the appointed Starclan area to receive a message from Starclan every day.
1. Whilst on a hunting patrol, you come across three abandoned, helpless kits. You take them back to camp. (+3 kits)
2. A badger invades the camp and before it is chased off, it injures and kills some cats. (Roll 1-4 to see how many kits you lost. 1 means none. Do the same for elders. A warrior is severely injured.)
3. You rescue some Riverclan kits from drowning. They grant you hunting permission in their territory for three days.
4. An apprentice gets hit by a monster on the thunderpath. (Roll 1-2. 1 means they are severely injured. 2 means they died.)
5. Two of your warriors have kits. (+3 kits)
6. You come across a family of rogues whilst out patrolling (+1 kit, +1 apprentice, +2 adults, +1 elder)
7. Shadowclan invades your camp, two warriors die and one apprentice is severely injured. (Roll 1-2. If 2, you can't run away from any battle with Shadowclan for three days.)
8. Your fresh-kill pile becomes poisoned. An apprentice dies and you must get rid of all your prey.
9. Thunderclan is attacked by Shadowclan, you help fight off the invaders. Thunderclan give you free hunting in their territory for three days.
10. A warrior leaves your clan to join Riverclan, because they have fallen in love with a Riverclan cat.
11. Some kittypets wish to join your clan. If you accept their request, you must take each kittypet out individually to catch 3 pieces of prey within the day. If you fail, whichever one you didn't teach will leave the clan. (+3 warriors)
12. Windclan is chased out of their clan by badgers. You help them win it back. They grant you free hunting in their territory for three days.
13. A normal day. Nothing happens.
14. A neighbouring clan has hunted on your territory. Next enemy clan patrol you see, you must attack them. If you win you can hunt in their territory for a day.
15. A fire burns your camp. You must stay away from your camp for three days straight, if it rains you may return because the fire has been extinguished. When you return some of your prey may have been destroyed and some cats may have died. (Roll 1-6, 1-No prey was burned, 2-1 prey, 3-2 prey, etc. Roll 1-5, 1-All your cats escaped, 2-A kit died, 3 - An apprentice died, 4-A warrior died, 5-An elder died.)
16. You find loners in your camp. When you tell them to leave they say they want to join. (+2 warriors.)
17. Shadowclan is plagued with greencough. You send your medicine cat to help them. They grant you free hunting in their territory for three days.
18. Thunderclan attacks one of your patrols. A warrior is severely injured and an apprentice is killed. (You can't run away from any battle with Thunderclan for three days.)
19. A normal day. Nothing happens.
20. The medicine cat is killed by a fox when looking for herbs.
21. Windclan steals your prey and kills the fresh-kill pile guard. (-8 prey from the fresh-kill pile. You can't run away from any battle with Windclan for three days.)
22. The deputy is injured in battle and later dies of his wounds.
23. Some kits run away from the camp and are killed by a fox. (-2 kits.)
24. A mysterious rogue cat appears. (+1 warrior.)
25. A wise old cat asks for shelter in your camp. (+1 elder.)
26. You return from hunting to find that Riverclan have invaded your herb supply and murdered your medicine cat. (-8 herbs. You can't run away from any battle with Riverclan for three days.)
27. A normal day. Nothing happens.
I know this is really long lol but I just got bored and kinda got carried away haha π
If you have any suggestions please tell me because this is still kinda bad. Cheers.