Life of a Clan Cat (Warrior Cats Challenge)
Apr 28, 2020 22:53:41 GMT -5
Post by Deleted on Apr 28, 2020 22:53:41 GMT -5
RULES:
1. Do every roll, even if it means gameover.
2. You must have a full rogue camp with nothing but a leader, if you are not the leader, a deputy, a medicine cat, and five warriors.
3. Every moon is two days. Apprentices must train for six moons, same for kits. (Except no training is involved.)
4. Throw away a piece of prey for every clan cat but yourself, eat your share.
5. You can hunt/gather herbs at any time, you just have to complete your roll first.
6. You can start out as any rank but a medicine cat and deputy. (Leaders have nine lives.)
7. Attend every gathering, patrol your borders at least once a day, and keep everyone fed.
8. If a cat is not fed food for three days straight, they will die. If they are not fed for two days, they will not be able to do anything but sit in camp. If they have not been fed for one day, they will not be able to hunt.
9. You start out with nine tiles of territory, mark borders by burying items on the edges of a tile.
10. You can respawn three times, but after that it’s gameover. If you are not a leader, then “lose a life” events don’t affect you. (If you are a leader you can respawn/lose a life nine times.)
11. Use the thunderpath to get rid of items/lose a life.
12. Every queen takes two moons to give birth, roll a number between 1-5, put that many moss beds with prey, go to sleep that night. In the morning, however many cats are there are how many kits that queen has had.
13. Every three moons a warrior is assigned a number between 1-10, each cat that has the same number and a different gender then a cat, become mates.
14. You can have any mate. Just don't use the shiny thing method.
15. A cat will retire to the elders den (You chase them out of your territory, and get another cat in the elders den.) at 50 moons, an elder dies if it has stayed alive for 80 moons.
16. Follow the rules!!!
Greenleaf:
1. Nothing happens.
2. Two kits escape from camp, roll 1-3
(2)1. The kits are brought back, injured but alive. You must give them 1 herb of any kind each to heal them or they will die the next day.
(2)2. The kits are brought back, dead.
(2)3. The kits are brought back, alive
3. The medicine cat asks you to gather some herbs, gather at least five herbs by the end of the day or the medicine cat will get mad at you and leave.
4. You decide to hunt all day. Gather at least nine pieces of prey by morning.
5. A fire breaks out in camp, you must get every cat (Three cats.) out in an in-game hour or gameover, roll 1-10 to see how many thickets are destroyed.
6. One mated female becomes a queen.
7. You find a fox den, roll 1-3
(7)1. The foxes living inside chase you to camp, they eat two kits.
(7)2. It’s abandoned, you find herbs inside. (Gather three herbs.)
(7)3. The foxes living inside quickly overwhelm you and kill you, lose a life.
Leaf-fall:
1. Boring day.
2. You decide to stock up on prey for leafbare. (Hunt at least six pieces of prey by morning.)
3. A hawk comes and steals a kit, roll 1-2.
(3)1. You send a patrol to find the hawk’s nest, they found the kit! It is injured, give it two horsetail to live, if you don’t by the end of the day the kit dies.
(3)2. You send a patrol to find the hawk’s nest, they are empty-pawed.
4. One clan asks to form an alliance, if you accept, you gain one tile of territory but lose three prey. If you decline, you have to fight one patrol of that clan every day for two moons.
5. Your medicine cat tells you that (s)he dreamed of a lake of blood, and soon enough you are facing an enemy clan in battle. Fight one patrol of any clan. If you win, gain one tile of territory. If you lose, lose one tile of territory.
6. Three warriors from different clans join you.
Leafbare:
1. Another boring day.
2. You decide to hunt all day. (Gather at least three pieces of prey by morning.)
3. You find a badger den, and suddenly realise you are not in your territory. A badger comes out of the den with a patrol of cats chasing it. You realise the badger is chasing you! (Lose one life. This applies for every rank.)
4. A blizzard hits camp, and damages some thickets. (Roll 1-10 to see how many thickets are damaged.)
5. A fox sneaks into camp, and steals three pieces of prey!
6. A queen and her kits join you.
Newleaf:
1. While you were out hunting, a warrior and three of his followers tried to take over camp. Roll 1-2.
(1)1. You and the rest of your clan win quickly, exiling them.
(1)2. You are overwhelmed, and fail to stop them. (Lose a life.) They take over the clan and make you eat last. (You still have the leader's lives if you WERE a leader.)
2. ANOTHER boring day.
3. You decide to hunt all day. (Catch at least nine pieces of prey.)
4. You decide to get a mate, and choose a single cat of the opposite gender. If you already have a mate, have a kit.
5. If you have a mate, get a kit.
6. An enemy cat is spotted on your territory, you must patrol your borders at least three times a day for a moon.
1. Do every roll, even if it means gameover.
2. You must have a full rogue camp with nothing but a leader, if you are not the leader, a deputy, a medicine cat, and five warriors.
3. Every moon is two days. Apprentices must train for six moons, same for kits. (Except no training is involved.)
4. Throw away a piece of prey for every clan cat but yourself, eat your share.
5. You can hunt/gather herbs at any time, you just have to complete your roll first.
6. You can start out as any rank but a medicine cat and deputy. (Leaders have nine lives.)
7. Attend every gathering, patrol your borders at least once a day, and keep everyone fed.
8. If a cat is not fed food for three days straight, they will die. If they are not fed for two days, they will not be able to do anything but sit in camp. If they have not been fed for one day, they will not be able to hunt.
9. You start out with nine tiles of territory, mark borders by burying items on the edges of a tile.
10. You can respawn three times, but after that it’s gameover. If you are not a leader, then “lose a life” events don’t affect you. (If you are a leader you can respawn/lose a life nine times.)
11. Use the thunderpath to get rid of items/lose a life.
12. Every queen takes two moons to give birth, roll a number between 1-5, put that many moss beds with prey, go to sleep that night. In the morning, however many cats are there are how many kits that queen has had.
13. Every three moons a warrior is assigned a number between 1-10, each cat that has the same number and a different gender then a cat, become mates.
14. You can have any mate. Just don't use the shiny thing method.
15. A cat will retire to the elders den (You chase them out of your territory, and get another cat in the elders den.) at 50 moons, an elder dies if it has stayed alive for 80 moons.
16. Follow the rules!!!
Greenleaf:
1. Nothing happens.
2. Two kits escape from camp, roll 1-3
(2)1. The kits are brought back, injured but alive. You must give them 1 herb of any kind each to heal them or they will die the next day.
(2)2. The kits are brought back, dead.
(2)3. The kits are brought back, alive
3. The medicine cat asks you to gather some herbs, gather at least five herbs by the end of the day or the medicine cat will get mad at you and leave.
4. You decide to hunt all day. Gather at least nine pieces of prey by morning.
5. A fire breaks out in camp, you must get every cat (Three cats.) out in an in-game hour or gameover, roll 1-10 to see how many thickets are destroyed.
6. One mated female becomes a queen.
7. You find a fox den, roll 1-3
(7)1. The foxes living inside chase you to camp, they eat two kits.
(7)2. It’s abandoned, you find herbs inside. (Gather three herbs.)
(7)3. The foxes living inside quickly overwhelm you and kill you, lose a life.
Leaf-fall:
1. Boring day.
2. You decide to stock up on prey for leafbare. (Hunt at least six pieces of prey by morning.)
3. A hawk comes and steals a kit, roll 1-2.
(3)1. You send a patrol to find the hawk’s nest, they found the kit! It is injured, give it two horsetail to live, if you don’t by the end of the day the kit dies.
(3)2. You send a patrol to find the hawk’s nest, they are empty-pawed.
4. One clan asks to form an alliance, if you accept, you gain one tile of territory but lose three prey. If you decline, you have to fight one patrol of that clan every day for two moons.
5. Your medicine cat tells you that (s)he dreamed of a lake of blood, and soon enough you are facing an enemy clan in battle. Fight one patrol of any clan. If you win, gain one tile of territory. If you lose, lose one tile of territory.
6. Three warriors from different clans join you.
Leafbare:
1. Another boring day.
2. You decide to hunt all day. (Gather at least three pieces of prey by morning.)
3. You find a badger den, and suddenly realise you are not in your territory. A badger comes out of the den with a patrol of cats chasing it. You realise the badger is chasing you! (Lose one life. This applies for every rank.)
4. A blizzard hits camp, and damages some thickets. (Roll 1-10 to see how many thickets are damaged.)
5. A fox sneaks into camp, and steals three pieces of prey!
6. A queen and her kits join you.
Newleaf:
1. While you were out hunting, a warrior and three of his followers tried to take over camp. Roll 1-2.
(1)1. You and the rest of your clan win quickly, exiling them.
(1)2. You are overwhelmed, and fail to stop them. (Lose a life.) They take over the clan and make you eat last. (You still have the leader's lives if you WERE a leader.)
2. ANOTHER boring day.
3. You decide to hunt all day. (Catch at least nine pieces of prey.)
4. You decide to get a mate, and choose a single cat of the opposite gender. If you already have a mate, have a kit.
5. If you have a mate, get a kit.
6. An enemy cat is spotted on your territory, you must patrol your borders at least three times a day for a moon.