[ disclaimer this is all fantasy for a roleplay based on warrior cats, the childrens book series! i tried my best to make the contents or thumbnail of this project not scarier than the warrior cats books or, like, a disney movie. ] [ if any of these trigger you, and you would heavily prefer if your char didn't go through them, talk to me on my profile. please only use this if you have an actual trigger! ] table of contents -- age specific weekly updates battling and bloodshed illness and injury rebellion and war enemy territory execution mini-section: age specific -- KITS ONLY - sneaking out of camp has a 50/50 chance of fatality. HOWEVER, you can ask for a warrior to accompany you. The warrior/roleplayer may lie to you. You are not permitted to request the warrior/roleplayer chooses something specific. A warrior accompanying you out of camp may, at their own choice without any input from you, choose to: protect - 1/4 fatality chance for the kit. neglect - could be an accident inrp. 1/2 fatality chance for the kit. they may enter the df for this depending on why the kit was neglected. endanger - 3/4 chance of fatality for the kit. guaranteed dark forest. must roll for getting caught if kit dies. ELDERS ONLY - as you age, your chance of fatality due to old age will steadily increase. OLD AGE CHANCE OF FATALITY 82 is 10% chance 88 is 20% chance 94 is 30% chance 100 is 40% chance 106+ is a 50% chance LEADERS WITH 2 OR MORE LIVES OLD AGE CHANCE OF FATALITY [ this is to make leaders lose lives faster - once they reach their last life they will go back to the normal elder age chances ] 82 as 60% 88 as 70% 94 as 80% 100 as 90% everything beyond that is an 100% chance of fatality section 1: weekly updates - your clan has a preycount, listed in the description of the studio. every week, the preypile will fall by the number of living cats in the clan. (aka each cat eats one unit of prey). if there is not enough prey for the cats in the clan, then for the number of cats that did not consume a unit of prey, that many will be randomly chosen for fatality. for example, if the prey pile is 140 and there are 150 living cats at the end of the week, 10 cats will randomly die. 1 moon olds are entirely immune from this, as they drink milk. there's a prey cap of triple the population. * the leader of the clan may prioritize specific people or groups to avoid the fatality roll - inrp, this is that group "eating first". (like, in the books the kits are always fed first). similarly, the leader may also specifically choose people or groups to "eat last" or be at the most risk for the fatality roll. this is the "prey priority" and it is listed in every clan studio. - your clan also has a measure of safety, every week, the safety meter will fall by a number dependent on random chance, the current population, and the season- if a cat goes out to patrol, it'll be raised by x% depending on the season and the age of the cat. The unaccounted for percentage, at the end of the week, will serve as the percentage that a predator attacks camp. For example, if at the end of the week the safety percentage is 80%, there is a 20% chance a safety fail event will happen. - there are also weekly predators, which are typically weaker than safety fail predators. warriors can voluntarily fight randomly generated predators throughout the week, the number depending on the season (1-4). any leftover predators at the end of the week will be rolled randomly to fought. - additionally, there are weekly kit fatalities. if the clans safety was 100% prior to the weekly update, there will be 0 kit fatalities. if it was 75-99, then there will be 1. 50-74 is 2, 25-49 is 3, and 0-24 is 4. - there is also chance of illness events. if your medics total combined healing exp is less than 1/4 of the population during leaf-fall or newleaf,, or 1/2 of the population during leaf-bare or greenleaf,, there is a 33% chance at an illness event. -- during an illness event, there is a certain amount of chance that cats get a minor illness, depending on the season. for kits and elders it is more likely. - cats may have also poisoned the preypile (rolled for in stealth calculator). poisoned prey will be randomly rolled for who (over the age of one moon) gets it. if you get the prey, you have a 50/50 shot of major illness or worse. section 2: battling - cats may choose to fight for chance of injury. your chance of injuring the other cat, as well as injuring yourself depends on the both of your strength stats, as well as your age. - typically, the cat with the lower injury is considered to have won the fight. i.e. if cat a has a minor injury and their opponent, cat b, has a major injury, cat a will have won. if they have the same level of injury, they may roll a 50/50 chance to see who won if they'd like. cont in n+c
- although you have to ask to fight a cat, and they have to agree, there are some exceptions: --- urchinclan adults (12+) do not have to ask to fight each other, excluding medics and elders. --- you do not have to ask in order to endanger a kit being taken out of camp, as long as they have agreed to you taking them out of camp (even if they think you're going to protect them) --- there are sometimes open inactivity deaths open to claim, but there are some restrictions. see the inactivity project for more details. --- you do not need permission to poison the preypile, you just have to roll for getting caught. please note that for any crime involving intentional fatalities that you character caused, unless you openly allow the clan to know inrp (you must tell the leader directly), you have to roll for getting caught.* *for leaders, if you are caught doing a crime, you roll to get caught by your clan. if you are, a public clan announcement is made. section 3: illness and injury - after a battle you may sustain an injury,, or perhaps during an illness event you gain an illness. - this ailment will be registered in your clan's medic den. - you can roleplay with a medic of your clan once a week to increase your odds of healing, but if you don't you still have a slim chance of getting better (but a much, much greater chance at getting worse!) - you may have both an illness and an injury at the same time, and they do not affect each other - your injuries and illnesses stack individually. if you get a minor injury on top of a major injury, it turns into death. if you get a minor injury ontop of a minor injury, it turns into a major. - medics MAY poison instead of heal. more info in highrank guide. there are four stages of ailments: no ailment minor ailment major ailment fatality section 4: rebellion + war - this section is covered more in-depth in the peace and war guide, this is an overview - during wars, cats may sign up for 12-24 hours. you cannot back out once you sign up. - although wars may carry rewards depending on what your leader wants, and can be fun, there IS a great chance of death or injury, as it's a series of back-to-back battles. - the losing Clan is guaranteed to have all dead cats or cats with major injuries when the war has ended. the winning Clan will also likely have a significant amount. - it is a team effort to make sure your side isn't the loser, but they are optional to join. section 5: enemy territory the stealth calculator outlines many risky roll chances dealing with territory https://scratch.mit.edu/projects/1068125475/ if taken to enemy camp or caught by the enemy clan, it is up to to the enemy clan's leader on what to do with you. until the leader makes their decision, your character is stuck in the enemy clan's studio and cannot start any new roleplays in your home studio or the border studio. (you may finish any ongoing roleplays though). furthermore, your character is unable to leave enemy clan's camp. the leader may decide any punishment they see fit. (may be vetoed by me) section 6: punishment rules obviously, crimes come with punishments. there are a few rules for these. this also applies to other easy requirements set by the leader like joining the clan, etc. (though harder requirements can be set for roles or higher prey priority, it must be discussed with me FIRST -- we're here to make the roleplay fun. not a chore. -- leaders cannot give cats more than three required roleplays of any kind (hunting for the clan, for example) as punishment for a single crime. one is highly preferred. three is ONLY for when it's a REPEATED crime. please be more creative with punishments than just getting them to do the chores your own warriors are supposed to be doing. -- leaders cannot hold cats as prisoner for longer than 2 weeks. -- can definitely be anything just check in with the hr admin first if u wanna be creative a leader may exile a cat with any cause for any reason. section 6.5: severe punishments leaders may sentenced cats of their own clan or caught criminals to a fatality IF: -- the crime has been repeated 3 times (must be caught) -- the crime is severe (attacked a cat intentionally, rebellion) (must be caught) the cat being sentenced is pitted up against the leader in a fight. if they live, they are exiled to lonerhood. if the roll is fatal... it's fatal. the leader cannot gain more than a minor injury, regardless of the leader's odds. (in the case of multiple cats getting this punishment at once, the leader cannot gain lose more than one life for the whole failed rebellion- regardless of the amount of cats there are.) once a leader has been declares this, as long as the cat is in the clan at the time of declaration, it will be carried out. (so, no loopholes.) for ANY case of this event, it is announced oorp to the entirety of the Clan (in the Clan + OORP studios).