Remastered 1st Edition
WCAGR: Rules and Mechanics
Welcome to the world of Warriors, where cats train to become warriors for their clan and defend their territories! You will face exciting adventures and perils! However, the original game was lacking and quite bland. Let's fix that here!
What is an adventure game?
An adventure game, also commonly called an RPG, a roleplaying game, or an table top rpg, is commonly played with at least two people. One takes the role of the Game Master to guide the player(s) through their adventure.
Some things will be left to fate though, such as rolling a special dice to determine how well you succeed or fail. These will go in hand with points and modifiers. Though this will be in the rules later on.
What You'll Need
- Pen and Paper
- 3 types of tokens, this could be anything from pebbles to bits of paper, one will represent Spirit, Strength, and Intelligence each
- The rules
- At least two players
- A character sheet
- At least one set of polyheadrel dice
How the Dice Work
The game uses polyhedral dice with different numbers of sides. You can find dice like these in game stores and in many bookstores.
In these rules, the different dice are referred to by the letter d followed by the number of sides: d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the typical cube that many games use).
Percentile dice, or d100, work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100.
When you need to roll dice, the rules tell you how many dice to roll of a certain type, as well as what modifiers to add. For example, “3d8 + 5” means you roll three eightsided dice, add them together, and add 5 to the total. The same d notation appears in the expressions “1d3” and “1d2.” To simulate the roll of 1d3, roll a d6 and divide the number rolled by 2 (round up). To simulate the roll of 1d2, roll any die and assign a 1 or 2 to the roll depending on whether it was odd or even. (Alternatively, if the number rolled is more than half the number of sides on the die, it’s a 2.
How the game works
A good deal of the Warriors Adventure Game will consist of you and your Game Master talking about the situations described in the adventures and how your characters want to react to them.
Most of the time, your characters will be able to do what you describe. However, when the result of an action is uncertain and dramatically important to the story, you will use the information on your character sheet to decide the outcome. This is not just a matter of looking up numbers on your character sheet. You will use your abilities, skills, and knacks in different kinds of checks.
Your Game Master will tell you when you should attempt a check and how difficult the task is. Unless stated, all checks will be made by 3d6. Rolling two to three 1's will equal a critical fail and two to three 6's will grant you a critical success. You will also add on any bonuses from ability and skill scores and spending ability chips. You can also spend ability chips to perform knacks. These will be explained throughout the guide.
Ability Scores
Ability scores represent your cat’s most basic physical, mental, and emotional abilities. Just about everything your character does will be based at least partially on his or her Ability scores. The three Abilities are: Strength, Intelligence, and Spirit. Each Ability is linked to a specific kind of activity, and is represented by a number between 1 and 10. At character creation, your character only has a total of 5 points to spread among these abilities. Each score starts at 0 and must have at least 1 point in each. A cat at least 10 moons old gains 1 point in strength and 1 point in either Intelligence or Spirit in addition to the 5 points given above.
Strength
Strength represents your cat’s physical power and coordination. Cats with higher Strength scores are better able to climb, pounce, wrestle, and do other bits of roughhousing. When they fight, Strength makes their blows hit harder (though not necessarily land more accurately). Cats with the higher Strength scores are usually larger, or at least more muscular, and more imposing than cats with lower Strength scores. Choose a high Strength score if your cat wants to be especially good at fighting, hunting, and other physical activities.
Intelligence
Intelligence represents your cat’s general knowledge and ability to figure out solutions to difficult problems. Cats with higher Intelligence scores are better able to remember things they’ve heard or seen before, figure out ways to successfully deal with new situations, and make complex plans to reach a difficult goal. When they fight, Intelligence lets them make very accurate strikes (though not necessarily land them with any extra power). Choose a high Intelligence score if your cat wants to be especially good at tracking, spotting danger, and understanding mysterious events.
Spirit
Spirit represents your cat’s general willpower and ability to understand how other cats feel about different situations. Cats with higher Spirit scores are better at resisting the temptations of curiosity, anticipating what someone else will do in a given situation, and sensing unseen changes in the world. When they fight, Spirit lets them anticipate where their foes are likely to strike next and get out of the way (though it doesn’t help much when it comes to striking back). Choose a high Spirit score if your cat wants to be good at understanding the thoughts and problems of other cats and creatures, at medicine, or take on a role of responsibility such as being a medicine cat or a cat who the leader depends on for advice.
Skills
In addition to Ability scores, characters also have Skills. A Skill is represented by a number between 0 and 5. The higher the number, the more advanced the Skill. Skills represent particular actions that every cat is able to make but that can be improved by training or practice rather than by relying just on raw natural ability. Each Skill builds on one of the Ability scores. So while two cats might have 5 levels in the Climb Skill, for example, the cat with the higher Strength score would still be the better climber.
Cats of any age start with three Skills, each with 1 point each, which they are particularly good at. You will gain more as you age. When you gain a Skill point, you can either choose a new Skill or put that point in an existing Skill. A Skill can never be increased above a value of 5.
Arch (Strength)
This Skill represents a cat’s ability to arch its back, strike an aggressive pose, or otherwise look mean and intimidating. This can be used to frighten away an enemy or, more commonly, as a way to show another cat or creature just how serious you are about a subject. A contest of arching is sometimes used by two or more cats that find themselves in a confrontation but want to resolve the matter without actually fighting.
Bite (Strength)
This is a measure of how much damage a cat can do when Biting an opponent. Because Bites cause so much damage, they are generally only used when hunting or fighting against wild animals. Cats usually only fight using Swats and Wrestling.
Climb (Strength)
The Climb Skill determines how quickly and skillfully a cat can go up a tree, fence, or other obstacle. It also represents how securely a cat can hang on to a branch, tree trunk, or other perch when the wind or an enemy is trying to shake him or her loose. In most cases, cats do not Climb down objects. Instead, they usually use the Jump Skill to get down.
Focus (Spirit)
There are many distractions in the world, be they strange noises, pain, other cats, humans, or simply boredom. Focus represents a cat’s ability to concentrate on a certain task and ignore other distractions. Often, a successful use of the Focus Skill will be required before a cat can use another particularly useful Skill under difficult conditions.
Hiss (Spirit)
This represents a cat’s ability to hiss, yowl, and otherwise give voice to his or her anger and other aggressive feelings. It is often used in conjunction with the Arch Skill but can also be used on its own. Hissing is a way of warning nearby cats of approaching danger, or of telling dogs or other animals that you have no intention of running away and that they should only come closer if they truly want a fight.
Jump (Spirit)
Jumping has several uses, but all of them are defensive in nature. When a cat is surprised by something that presents some kind of danger, his or her first reaction is to Jump. A cat will also Jump during battle in an effort to avoid an enemy’s attacks. As mentioned in the description of the Climb Skill, cats generally use the Jump Skill to get down from high places safely. And, finally, in cases where a cat is knocked off or falls from a high place accidentally, the Jump Skill allows him or her to land safely on all four feet rather than uncontrollably crash to the ground and risk a serious injury.
Listen (Spirit)
This skill represents two things. First, it is used to tell if a cat notices a certain sound or noise. This is a crucial part of hunting, not to mention noticing the approach of any unexpected visitors (be they other cats, animals, or humans). Second, because cats’ ears are so sharp, the Listen Skill can also be used to tell them exactly where a sound is coming from and who or what it is (if the sound is familiar).
Ponder (Intelligence)
Cats use this Skill to figure out things they have never encountered or been taught before. This can be as straightforward as trying to figure out a way to get past a sleeping dog or over a fence or hedge. It can also be as complex as trying to determine what a new sound or smell means and whether or not it presents a danger. Even when successful, the Ponder Skill only provides a cat with an idea. Making the idea work will often involve some other Skill entirely.
Pounce (Intelligence)
Pouncing is similar to Jumping but, rather than being defensive in nature, a Pounce is always aggressive or offensive. This Skill is most often used in hunting: to land on and quickly kill prey. However, in a fight a cat may also use it to leap onto an opponent and begin Wrestling. Pounce is also the Skill used when a cat wants to go over or across a space and land on an object without Climbing. A cat can Pounce on something that is up to two body lengths away or above him or her (there is no limit to how far a cat can Pounce downward, but really that’s more like falling and may be risky based on the situation).
See (Intelligence)
This is the Skill used to determine if a cat can notice something using only his or her eyes. Usually this is easier if the thing is moving. See is one of the Skills used during hunting, but because cats also have such sharp senses of hearing and smell, it is not as crucial a Skill as it is for humans. Cats also use their See Skill to tell if anything has changed about a place, thing, or other cat since the last time they encountered it.
Smell (Intelligence)
There are two common uses for the Smell Skill. First, like the See and Listen Skills, a cat can use the Smell Skill to tell if someone or something else is nearby. Because cats’ noses are so sensitive, Smell can identify exactly where the thing is, even if the cat can’t see it. In addition, cats can use the Smell Skill to follow the scent trails that all living creatures leave wherever they go. In this way, the Skill can be used to follow someone who passed by hours or possibly even days ago. However, the older a scent trail is, the harder it is to follow.
Sneak (Spirit)
Many situations call for a cat to move undetected: hunting, moving through another Clan’s territory, going past a dog or group of humans. Sneak is the Skill that governs such movements. More than just being quiet or stealthy, the Sneak Skill is a combination of those plus an element of intuition and anticipating where your quarry will be looking at any moment.
Swat (Intelligence)
This is the general-purpose Skill used to see if a cat can hit something with his or her paw. In roughhouse play, this is done with claws retracted, but in a fight it is done with claws extended in hopes of causing injury. The difference between an ordinary blow and an especially effective one is not a matter of having a higher Strength score, though; it’s one of timing and placement (which is why Swat is an Intelligence-based Skill).
Swim (Strength)
Although most cats are not fond of the water, being able to Swim long enough to safely reach dry land is definitely a useful Skill. While Swimming is not something a cat is likely to do often, when the need arises, it is handy to have trained in this Skill.
Wrestle (Strength)
Wrestling is a catch-all phrase for the kind of fighting cats do once they are directly on top of each other and too close to rear back and Swat. It is a good way for a larger cat to immobilize a smaller opponent, and also probably the best way for a smaller cat to hurt a larger opponent (since it brings them close enough to use sharp rear claws or, in extreme cases, even to Bite).
Clans
Cats don’t choose their Clans, they’re born into them. But things are a little more forgiving in this game. You get to choose which Clan your apprentice belongs to, and your decision will be one of the first things other players look to when assessing your cat and deciding how to approach them. First, though, let’s talk about a few points you may want to consider before selecting your cat’s Clan.
Other Players
The Warriors Adventure Game is a cooperative experience. It might be a good idea to sit down and talk to the other players about their expectations for what the game will be like. If everyone else wants to be members of a single Clan, then it might be difficult if you decide to play a cat that is antagonistic toward that Clan.
Even if everyone wants to play cats from different Clans, there may be some tension. What if half of the players want their cats to be open and cooperative with other Clans, but the other half want to be suspicious and aggressive?
Other Characters
Once you have an idea how the other players feel about the different Clans, you may want to look at things from those characters’ perspective. If one of the other cats has a dark history with a certain Clan, it will make relationships within the group more difficult if your cat comes from that Clan. You should be clear about that sort of thing before starting play
ThunderClan
A noble, diverse Clan. Though ThunderClan’s reputation has been tarnished by blood-affiliations with house cats and loners, they are nevertheless honorable and keepers of the peace between the Clans and outsiders. While they do tend to be more lenient than their neighbors, they are undoubtedly loyal to the rules and fiercely devoted to their ancestors. ThunderClan greatly favors their senior warriors. An aged cat is a wise one, and (according to most mollies) a more attractive one as well. These cats tend to be parents later in their lives, past what the other Clans would consider the prime kitting age. This contributes to the notoriously fast aging of ThunderClan apprentices.
Your Strength and Spirit scores increase by 1 and your Ponder skill increases by 1.
RiverClan
An easygoing, eccentric Clan. Their land’s beauty is matched only by the cats themselves. Despite their lax attitude towards everything and their magpie-like habits, RiverClan cats wield a sharp mind and a creative flair that gives them very little to fight over, except for a popular sunning place. RiverClan holds the most unique skills in the territories, which gives them absolutely no competition for prey or territory. RiverClan is the only group that thrives in the water. They’re comfortable with swimming against a current, holding their breath for long periods of time, and fishing like otters
Your Strength and Spirit scores increase by 1 and your Swim skill increases by 1.
WindClan
A proud, stoic Clan. WindClan is often characterized by outsiders as being “the runners”, and while they certainly are the swiftest group in the territory, there is much more to this Clan than they let on. They believe that they are the closest to StarClan, both physically and spiritually. Unsurprisingly, this causes conflicts with the highly religious ShadowClan. A rather odd, unknown skill commonly found on the moors is tunneling. Though their claws are much more durable than usual, the Clan doesn’t take to burrowing like badgers or foxes. Rather, they dig around in old rabbit and badger lairs to make them cat-sized and use them as secret routes throughout their territory. These tunnels have been altered and perfected over the years until they’re the right size for an adult to comfortably crawl through, assuming they’re using the hunting position.
Your Intelligence and Spirit scores increase by 1 and your Listen skill increases by 1.
ShadowClan
A sorrowful, pragmatic Clan. Even among their unique neighbors, ShadowClan is alienated by their unusual living style and vernacular. Thought to be cursed, they hold the largest yet most barren areas of territory. ShadowClan is the poster child for deceiving appearances. Beneath their tiny frames lies an incredibly durable digestive system which absorbs substances that any other cat would die eating. Generations of feeding off of human garbage has given ShadowClan a penchant for scarfing down even rotten food as if it were fresh without suffering any effects. Their bodies contain nutrients so efficiently that even an apprentice can go several days without eating if the need arises. However, their unhealthy food sources have led to them being more susceptible to diseases and infections from wounds. ShadowClan prides itself on having perfected the art of stealth. Their flexible bodies and light weight come from raiding human houses and dumps for food without being noticed. As such, these cats can jump, crawl, and run without making a sound or being noticed, which serves them well during hunts. They’re stealthier and, according to some, swifter than WindClan, with honed instincts and fine motor control that lets them stop on a dime and start sprinting the other way in perfect silence.
Your Strength and Intelligence scores increase by 1 and your Stealth skill increases by 1.
Note on fanmade groups
While the groupss provided here are from the official books, you are more than free to work in fanmade Clans, Tribes, and groups into your games!
BloodClan
BloodClan is a large group of alley cats who live together in Twolegplace for mutual protection. They mainly depend on Twoleg rubbish as a food source, due to how scarce live prey is. These cats are a Clan in name only, lacking the belief in both the warrior code and StarClan, as shown with the five Clans. The group has a mentality of "kill or be killed". BloodClan cats are also known to wear collars studded with dog and cat teeth. It is thought that they wear these ornaments as trophies.
Your Strength scores increases by 2 and your Wrestling skill increases by 1.
SkyClan
A fifth and often forgotten Clan, SkyClan is a Clan well known for jumping high and being rather friendly to visitors, even having their own rules for taking in short term visitors. Not much is known about this Clan other than they are well known for being able to climb and jump in the trees to catch their prey.
Your Intelligence scores increases by 2 and your Climb skill increases by 1.
Tribe of Rushing Water
A group of mountain cats, Tribe cats are mostly smaller and leaner than Clan cats, and smear their fur with mud to camouflage them, blending in with the rocks. It also helps them to keep warm at higher altitudes, and can be a coating.
Your Spirit scores increases by 2 and your Focus skill increases by 1.
Loners
Loners live on their own, abiding by no code or rules.
You pick either one ability score to increase by 2 or two ability scores to increase by 1. You also get to increase any one skill of your choosing by 1.
Kittypets
You live with Twolegs, but have the ability to explore the world. Kittypets are commonly shunned from the Clans for their softness.
No Ability score or skill increases.
WarriorClan
WarriorClan is an unofficial Clan created by some adventurous kittypets from the local Twolegplace to honor the four warrior Clans that resided in the old forest territories previously. The cats of WarriorClan are protective of their new territory and enjoy hunting and playing together during the daylight hours. At night, they return home to their Twolegs.
No Ability score or skill increases.
Ranks
While rouges, loners, and kittypets have no ranks and BloodClan's ranks are rather loose, the Clans have a strict ranks. Some of these determine their name at the time. There are originally nine ranks, but this remastered edition contains five new ranks. Ranks do not affect stats outside of age/status specific ranks. This is purely to help flavor your character.
Clan Ranks
Leader
A Clan leader is charged with the responsibility to watch over and manage an entire Clan, maintaining discipline, order, and protection. Leaders are normally granted nine lives and a new name with the ending "-star". However, a leader may not receive all nine lives if the previous leader of his or her Clan is still alive; in this instance, a leader will have a life taken off the original total of nine for every life the previous leader still possesses. Sometimes StarClan will not accept a leader and this usually causes turmoil within the Clan. There is only one leader per Clan. To become a leader requires becoming a deputy to the previous leader.
Deputy
The deputy is the second-in-command to the leader, and may be considered an apprentice to the art of leading the Clan. They serve in the leader's place in situations where the leader is unable to fulfill their duties. They are in charge of organizing patrols, and they are often called on by the leader for advice, but other than that, they retain the normal duties of a warrior. Deputies may also retire and give up their place as deputy if they wish or step down and continue as a normal warrior. There is only one deputy per Clan. To become a deputy requires being a warrior who has trained one apprentice and picked by the Clan Leader.
Elites
Elites are typically strong warriors who's job is to protect the leader of the Clan. Outside of that job, they do not have much say in Clan life, but are given a lot of respect for their jobs. There are normally 3-5 elites in a Clan. To become an elite requires being a warrior and picked by the Clan Leader.
Seers
While normally, medicine cats are both healers and spiritual leaders, there are times where StarClan cuts off from the Clans medicine cats and silverbloods. In these cases, Seers are the only living connection to StarClan. A Seer is the only cat that StarClan will directly speak to and only in the presence of the Moonpool or the Moonstone. Thus when a Seer is discovered, typically when they reach either 6 moons and can take care of themselves, they are taken to the Moonpool or the Moonstone where they will spend the rest of their lives. New Seers are believed to be tethered to the spirit of the Seer before them and taught by them until they're skilled enough on their own. There usually is one Seer per Clan at a time but, around the end of the current Seers life, a new Seer will be born and appointed by StarClan.
Silverbloods
Also known as "Death's Healers", silverbloods are a combination of a warrior and a medicine cat. "Sliver-" comes from the great Silverpelt and how they heal cats or help them to Starclan and "-blood" is for the bloodshed they can still cause. There is one silverblood per Clan at a time, but silverbloods may have an apprentice. That apprentice can be promoted to silverblood, giving the Clan two silverbloods.
Medicine Cats
The medicine cat serves the Clan as both their spiritual leader and healer, making them akin to the idea of a 'medicine man' in a tribal society. As a healer, they gather herbs and dispense them as an apothecary would. They handle diagnosis and treatment of both illness and injury for all the cats in the Clan. In their role as spiritual leader, they teach the code, interpret omens and prophecies, and generally serve the Clan as a conduit between the earthly cats and their ghostly counterparts. As a medicine cat, they are not allowed to have a mate or kits. Medicine cats also usually exist outside of typical Clan rivalries in order to treat all cats fairly. There is normally one medicine cat per Clan, but medicine cats may have an apprentice. That apprentice can be promoted to a medicine cat, giving the Clan two medicine cats.
Elders
An elder is a cat who is older than 70 moons and/or has chosen to retire from their current rank. They are treated with the most respect. They also have the task of carrying bodies out for burial. They are also the first to eat in the Clan.
Queens/Kings/Royals
Queens, kings, and royals all refer to cats who are expecting kits. Queens are for females, Kings for males, and Royal is gender-neutral. Their primary task during this time is the raising of their kits. Some royals stay in the nursery after they have kits. They are thought to do this because they feel they can help the nursing royals. They most often help other royals when no milk is available, or when the parent is ill or deceased
Camp Guards
A warrior who's only job is to guard and protect the camp.
Warriors
A warrior is a cat trained in the arts of fighting and hunting. Warriors make up the bulk of a Clan, and provide that Clan with the protection and food supply that keeps it safe and well fed. Typically, a cat is made a warrior at or over the age of twelve moons after being an apprentice. In their oath to become a warrior, they promise to uphold the warrior code and protect and defend their Clan, even at the cost of their life.
Apprentices
An apprentice is a cat in training to become a warrior. Their names end in the word "-paw" to signify the path their paws are now on. Most usually are at or over the age of six moons. They have a mentor appointed to them at their ceremony and most days are taken out battle training or hunting. They are also given the task of cleaning out bedding and removing Elders' ticks and fleas.
Medicine Cat Apprentices
An apprentice is a cat in training to become a medicine cat. Their names end in the word "-paw" to signify the path their paws are now on. Most usually are at or over the age of six moons. They have a mentor appointed to them at their ceremony and most days are taken out to gather herbs.
Silverblood Apprentices
An apprentice is a cat in training to become a silverblood. Their names end in the word "-paw" to signify the path their paws are now on. Most usually are at or over the age of six moons. They have a mentor appointed to them at their ceremony and most days are taken out to gather herbs or battle training.
Kit
A kit is a cat who has not been made an apprentice yet. Their names always end in "-kit". Most often, they are under the age of six moons, though sometimes they are held back from being an apprentice for a certain amount of time, sometimes due to injury or misbehaving.
BloodClan Ranks
BloodClan has more specific ranks due to their abnormal and cruel way of life.
Leader
This is a leader who is chosen either as an heir or through bloodshed. Their main job is to keep things in order.
Elites
Similar to Clan elites, this rank is to protect the leader.
Bloodwatch Patrol
Cats who job is to patrol BloodClan territory, take in abandoned kits, and keep order and report back to the leader.
BloodClan Members
From this point, there is no ranking system as BloodClan cats tend to fend for themselves. Kits are mentored by their mothers until they are of age, then, they are forced to rely on BloodClan's support. Sick cats or elders are left to fend for themselves, with no support due to the group's mentality of "kill or be killed".
Tribe Ranks
Healer/Teller of the Pointed Stones/ Stoneteller
The Healer acts as a leader, medicine cat, and seer. Not only do they lead their Tribe, they also use healing herbs to cure wounds and sickness. The Healer receives signs from their warrior ancestors. They interpret the signs of rock, leaf, and water to read messages from the Tribe of Endless Hunting. The Healer also almost never leaves the cave, because unlike leaders they do not have nine lives and it's easier for them to be killed. The only times they come out of the cave is for ceremonies. Every Healer changes their name to Teller of the Pointed Stones, or Stoneteller, once they become the Tribe's official Healer. The new Healer is appointed by the previous Healer.
Prey-Hunters
Prey-hunters are the lithe, quick cats of the Tribe who can jump high to catch mountain birds such as eagles or hawks to feed to their tribemates. Prey-hunters are tribe cats whose only duties are to catch prey for the tribe.
Cave-Guards
Cave-guards are thick, strong, and lean cats that protect and guard the entrance of the Tribe's cave. They are the main fighting force of the Tribe and have the responsibility of defending the cave from predators such as big birds and mountain lions.
To-Bes
The Tribe's equivalent of an apprentice, to-bes are young cats in training. To-bes are trained in either prey-hunting or cave-guarding. The Healer of the Tribe decides the path of a kit. This is typically based on if a kit looks like it can run fast or has a strong build.
Kit-Parents
The Tribe's equivalent of a royal.
Elders
Elders are the oldest and weakest cats in the Tribe. Elders are retired cats that have stopped doing their Prey-Hunter or Cave-Guard duties. They are often consulted in difficult times.
Kits
The Tribe's equivalent of a kit. Kits that seem fast and lithe are prey-hunters and kits that look strong will be cave-guards. They can be to-bes when they are eight moons old.
Age In Moons | Effects from Age |
---|---|
11 | Skill |
12 | +1 Any Ability Score |
13 | Knack |
14 | +1 Intelligence or Spirit |
15 | Skill |
16 | Knack |
17 | +1 Any Ability Score |
18 | |
19 | Skill and Knack |
20 | |
21 | +1 Any Ability Score |
22 | Knack |
23 | Skill |
24 | |
25 | Knack |
26 | +1 Intelligence or Spirit |
27 | Skill |
28 | Knack |
29 | |
30 | Skill |
31 | Knack |
32 | +1 Any Ability Score |
33 | |
34 | Knack |
35 | Skill |
36 | |
37 | Knack |
38 | +1 Intelligence |
39 | Skill |
40 | Knack |
Leveling
Leveling your cat is simple. Choose a method of leveling, either after every month of real time, every month of in-game time, or at the GM’s discretion. You may change your method of leveling as needed or come up with one all your own that will better suit your needs. After you have chosen a method for leveling and once you meet whatever requirement you set, you will advance in age. Your GM may also reward you outside of the normal leveling window with Knacks or Skill points for great deeds. Look at the chart below, find your new age, and write down whatever it is you gain.
41 | |
42 | Skill |
43 | Knack |
44 | |
45 | +1 Any Ability |
46 | Knack |
47 | Skill |
48 | |
49 | Knack |
50 | +1 Spirit |
51 | SKill |
52 | Knack |
53 | |
54 | |
55 | Knack and Skill |
56 | |
57 | –1 Strength |
58 | Knack |
59 | Skill |
60 | |
61 | Knack |
62 | +1 Any Ability |
63 | Skill |
64 | Knack |
65 | |
66 | |
67 | Knack and Skill |
68 | –1 Strength |
69 | +1 Spirit |
70 | Knack |
Spending Points
You can give a temporary boost to your Ability score, allowing your cat to succeed at actions that at first may seem too difficult, by spending Ability points. When you spend an Ability point, take a point from your pool. For each point you spend, you get a +1 bonus added to this particular Check. The only catch is that you must spend Ability points that match the Check being performed. In other words, you must spend Strength points on a Strength Check, Intelligence points on an Intelligence Check, and Spirit points on a Spirit Check.
Once you have spent a point, you cannot use it again until the GM tells you it’s time to refresh your Ability points (this will happen at several points during every session). At that time, all the points you’ve used come back into play and you can spend them again. Once you run out of a particular kind of point, you cannot spend points on that type of Check again until the GM tells you to refresh your Ability points.
You can also convert one ability score point to another. The rule for this is the ratio 2:1. So if you needed an Intelligence point but you only had Strength and Spirit points left, you could trade 2 points (1 of each or 2 of a single kind) and convert them into 1 Intelligence point.
Knacks
As cats mature, they learn tricks for dealing with different situations, trying a variety of ways of doing things and finding what works best for them. These little tricks of behavior are represented by Knacks. Knacks each have a “cost” associated with using them. This cost, described as a number of “points,” is included in the write-ups.
By the time a cat reaches 10 moons old, he or she has learned three Knacks. At this stage, you must select three separate Knacks, you cannot choose a single Knack more than once, even if its description says that is allowed. As your character advances, you may use the extra Knack choices you get to improve any Knacks that are allowed to be chosen more than once.
If it is important to your cat to be thought of as smart or strong or charismatic, then you should choose Knacks that emphasize these aspects of his or her character. Once you choose a Knack, your cat has it forever—you do not need to choose it a second time. However, some Knacks provide your character with extra advantages if he or she selects it more than once.
Alertness
(1 Spirit point)
Alertness allows your cat to be even more attentive than usual to things that are happening in the general area.
By spending 1 Spirit point, you may use Alertness to add 1 bonus point to a single Check involving one of the following Skill Checks: Listen, See, or Smell.
You may use Alertness more than once on a single Check, provided you pay for each use separately. You may choose the Alertness Knack a second time. If you do, you now gain 2 bonus points whenever you use Alertness instead of just 1. You may not choose Alertness more than twice.
Animal Lore
(1 Intelligence point)
Having the Animal Lore Knack means that your cat has a great deal of knowledge about animals (not including humans).
By spending 1 Intelligence point, you may add 1 bonus point to a single Intelligence or Ponder Check involving knowledge about or predicting the behavior of an animal.
You may choose Animal Lore more than once. For each additional time you choose this Knack, the bonus you receive for using it goes up by +1. So if you choose Animal Lore twice you get 2 bonus points each time, if you choose it three times you get 3 bonus points, etc.
Balance
(1 Spirit point)
The Balance Knack helps a cat to move safely along branches, fence tops, and other precarious spaces.
By spending 1 Spirit point, you may add 1 bonus point to a Climb or Strength Check made to keep from falling off a perch or ledge.
You may use Balance more than once on a single Check, provided you pay for each use separately.
Belly Rake
(2 Strength points)
Belly Rake is a Knack your cat may use in a fight. It involves striking with your cat’s back claws to injure an opponent’s underbelly. In order to use Belly Rake, your cat and the opponent must already be Wrestling. (You cannot use Belly Rake, however, if your opponent is currently successfully using the Pin Knack on you.)
If you are Wrestling, by spending 2 Strength points your cat lashes out with his or her rear paws into the opponent’s belly with claws extended. This is treated like a Swat attack but does 1 extra point of damage to the opponent.
You may choose the Belly Rake Knack a second time. If you do, reduce the cost of using it to 1 Strength point rather than 2.
Chomp
(3 Strength points)
A Chomp is a vicious type of Bite attack. Using it temporarily disables the target and lets your cat do extra damage. You must announce that you plan to use Chomp and spend the Strength points for it before you resolve the Bite attack (so if your Bite fails, you will have spent the Strength points already). If you succeed in using a Chomp, your Bite does damage normally but you also have two additional effects.
First, your opponent is immobilized as though you have him or her Pinned (as detailed in the Pin Knack). This effect lasts until the start of your next turn.
Second, at the start of your next turn you have the choice of either holding on or letting go. If you hold on, your opponent remains Pinned until your next turn. If you let go, you do damage to your opponent as though you had landed a second successful Bite attack.
Dash
(1 Strength point)
Using the Dash Knack lets your cat move very quickly, dodging obstacles and springing off nearby objects to cover more ground than running normally allows.
By spending 1 Strength point, you may move up to twice as far as you normally would in one turn. Some obstacles prevent the use of Dash (examples include thick mud, objects that must be Climbed, and other items that cannot be easily leaped or avoided). If these kinds of obstacles are present, the GM should tell you so before you spend the Strength point.
Dodge
(1 Spirit point)
The Dodge Knack is an improvement on the Jump Skill. It represents a cat being able to Leap more quickly and surely out of harm’s way.
You may use the Dodge Knack any time your cat makes a Jump Check simply by spending the 1 Spirit point cost. Doing so adds 1 bonus point to the Jump Check.
You may choose the Dodge Knack up to a maximum of three times. Each time you choose this Knack, the bonus you receive for using it goes up by +1. So if you choose Dodge twice you get 2 bonus points each time, and 3 bonus points if you choose it three times. You may not choose Dodge more than three times.
Feint
(1 Intelligence point)
Using the Feint Knack, your cat can use misdirection and quick movement to improve the accuracy of his or her Swat attacks.
By spending 1 Intelligence point, you may add 1 bonus point to a Swat attack, making it more likely to hit but not adding any additional damage.
You may choose the Feint Knack up to three times. For each time that you choose it, increase the bonus this Knack grants by +1. So if you choose Feint twice, you get 2 bonus points every time you use it, if you choose it a third time the bonus becomes +3. You may not choose Feint more than three times.
Herb Lore
(1 Intelligence point)
Having the Herb Lore Knack means that your cat has a great deal of knowledge about healing herbs and other natural remedies. You know how to treat various injuries and illnesses, even if you can’t diagnose them.
By spending 1 Intelligence point, you may add 1 bonus point to a single Intelligence or Ponder Check involving knowledge or use of herbs and other healing substances.
You may choose Herb Lore more than once. For each additional time you take this knack, the bonus you receive for using it goes up by +1. So if you choose Herb Lore twice you get 2 bonus points each time, if you choose it three times you get 3 bonus points, etc.
If using the extra healing rules, the third time you take this Knack, your ability to keep herbs for longer increases, doubling the time you can keep both dried and fresh herbs. Fresh herbs stay good for a week’ dried herbs stay good for two weeks.
Hide
(1 Spirit point)
The Hide Knack represents a cat being particularly clever at finding spots in which he or she is difficult to see.
By spending 1 Spirit point, you may add 2 bonus points to a Sneak Check if your cat is sitting still in a single spot and not moving. As soon as the cat moves, this bonus is lost entirely.
You may use Hide more than once on a single Sneak Check, provided you pay for each use separately.
Interpret Dreams
(2 Spirit points)
The Interpret Dreams Knack indicates that a cat has the ability to find accurate meaning in dreams.
By spending 2 Spirit points, your character can find some measure of sense in messages from dreams or in prophecies of old (that is, if the time is right and if there is any sense to be found in them). These insights may not make everything crystal clear, but they should at least give some clues. the cats to do or where further answers can be found. This Knack may also tell you that a dream is just an ordinary one or that a prophecy does not have any immediate application.
You may choose the Interpret Dreams Knack a second time. If you do, reduce the cost of using it to 1 Spirit point rather than 2. You may not choose Interpret Dreams more than twice.
Intuition
(1 Spirit point)— Intuition allows your cat to make logical leaps and keep their attention from wandering.
By spending 1 Spirit point, you may use Intuition to add 1 bonus point to a single Check involving one of the following Skill Checks: Focus or Ponder.
You may use Intuition more than once on a single Check, provided you pay for each use separately. You may choose the Intuition Knack a second time. If you do, you now gain 2 bonus points whenever you use Intuition instead of just 1. You may not choose Intuition more than twice.
Launch
(3 Strength points)
The Launch Knack represents a combat maneuver that allows a cat to fling an opponent away, providing a momentary respite.
In order to use the Launch Knack, your cat and the opponent must already be Wrestling. (It is one of the few offensive maneuvers that a cat can perform while being Pinned.) If the combatants are Wrestling, by spending 3 Strength points your cat may thrust out with the back paws in an attempt to hurl the opponent away through the air. If you win the Wrestling Check, the opponent will land two body lengths away and be disoriented enough that he or she cannot perform any kind of attack on his or her next action.
You may use Launch up to four times on a single Wrestling Check, provided you pay for each use separately. Each additional use of Launch increases the distance your opponent flies by one body length. So if your cat chooses this Knack twice, using it hurls the opponent three body lengths away. Choosing it three times allows your cat to hurl an opponent four body lengths away, and so on. You may not use Launch more than four times on a single Wrestling Check.
You may choose the Launch Knack a second time. If you do, reduce the cost of using it to 2 Spirit points rather than 3. You may not choose Launch more than twice.
Leap
(1 Strength point)
The Leap Knack represents a special kind of Pounce in which the cat tries to cover more distance without worrying about being able to land cleanly.
By spending 1 Strength point, your cat may increase the distance covered by a Pounce by up to one body length. However, the price of doing this is an uncontrolled landing. Depending on the situation, the GM may rule that your cat suffers damage or faces some other appropriate difficulty.
You may use Leap up to four times on a single Pounce Check, provided you pay for each use separately. Since the maximum number of times you may use Leap on a single Pounce Check is four, the maximum extra distance you may cover is four extra body lengths.
Medicine Lore
(1 Intelligence point)
Having the Medicine Lore Knack means that your cat has a great deal of knowledge about injuries and illnesses. You can recognize what is ailing a sick or hurt cat or other creature, even if you don’t know how to treat the problem. By spending 1 Intelligence point, you may add 1 bonus point to a single Intelligence or Ponder Check involving diagnosing what is wrong with a sick or injured animal.
You may choose Medicine Lore more than once. For each additional time you choose this knack, the bonus you receive for using it goes up by +1. So if you choose Medicine Lore twice you get 2 bonus points each time, if you choose it three times you get 3 bonus points, etc.
Mighty Swat
(2 Strength points) Mighty Swat is a Knack your cat might use in a fight. It allows you to cause more damage with your Swat attack.
By spending 2 Strength points, you may do 1 extra point of damage with your Swat attack. However, you must declare that you are using Mighty Swat at the start of the attack, so the Strength points must be spent whether the blow hits or not.
You may use Mighty Swat more than once on a single Swat, provided you pay for each use separately (and before the attack is resolved).
You may choose the Mighty Swat Knack a second time. If you do, reduce the cost of using it to 1 Strength point rather than 2. You may not choose Mighty Swat more than twice.
Orate
(1 Spirit point)
The Orate Knack represents being a cat who is a skilled speaker, capable of motivating and inspiring those who are listening.
By spending 1 Spirit point, you may add 1 bonus point to any Spirit, Focus, or Ponder Check made to figure out what fellow cats are thinking, to make a plan that others will find appealing, or to make a speech that will inspire friends and allies to take a particular course of action.
You may choose Orate more than once. For each additional time you choose this Knack, the bonus you receive for using it goes up by +1. So if you choose Orate twice you get 2 bonus points each time, if you choose it three times you get 3 bonus points, etc.
It is important to note, though, that Orate does not work on other players’ cats. It is up to you, as a player, to motivate them. Orate only works on cats who are controlled by the GM.
Pathfinder
(1 Intelligence point)—The Pathfinder Knack represents being a cat with a keen sense of direction. It allows you to be aware of where you are in relation to other known sites—how far from your Clan’s camp you are, what direction a certain hollow tree is, etc.
By spending 1 Intelligence point, you can get an accurate feeling for one of the following: the distance to a known place, the direction to a known place, what places that you know are near your current location
You may choose the Pathfinder Knack a second time. If you do, you can get two of the listed pieces of information each time you use Pathfinder. You may not choose Pathfinder more than twice.
Pin
(3 Strength points)
Pin is a Knack your cat might use in a fight, specifically when Wrestling. It allows one cat to immobilize his or her opponent. In order to use Pin, your cat and the opponent must already be Wrestling.
By spending 3 Strength points, you can use the weight of your cat’s body to force the opponent to the ground, where he or she cannot move. The Pin lasts until the opponent wins a Wrestling Check or the cat who started the Pin gets up or is forced off the opponent.
While Pinned, the only physical actions a cat may take are: start a Wrestling Check to try to escape, use the Launch Knack to try to escape, Swat at the Pinning cat, Bite the Pinning cat (but remember that Biting other cats is frowned upon).
You may choose the Pin Knack a second time. If you do, reduce the cost of using it to 2 Strength points rather than 3. You may not choose Pin more than twice.
Pummel
(3 Strength points)
Pummel is a Knack your cat might use in a fight. It allows you to make a Swat attack that relies on brute force to hit rather than strategic placement of the blow.
By spending 3 Strength points, you can make the equivalent of a Swat attack based on a Strength Check rather than an Intelligence Check. It is the equivalent of your cat attempting to overpower his or her opponent rather than land accurate blows. Damage is determined normally.
You may choose the Pummel Knack a second time. If you do, reduce the cost of using it to 2 Strength points rather than 3. You may not choose Pummel more than twice.
Spring
(3 Strength points)
The Spring Knack represents a special kind of Pounce in which the cat tries to stretch his or her paws as high as possible, often to bat at an object.
By spending 3 Strength point, your cat may Spring at an object that normally would be too high to reach. The maximum height that a cat can Spring is twice the height that he or she can normally Pounce.
You may choose the Spring Knack up to three times. The second time you choose it, reduce the cost of using Spring to 2 Strength points rather than 3. The third time you choose it, reduce the cost to 1 Strength point. You may not choose Spring more than three times.
Stalk
(1 Spirit point)
The Stalk Knack represents a cat being particularly clever at remaining undetected while he or she is moving.
By spending 1 Spirit point, you may add 2 bonus points to a Sneak Check if your cat is trying to approach a target unawares. While the cat can pause momentarily to avoid detection, if he or she comes to a complete and extended halt, this bonus is lost even if movement begins again.
You may use Stalk more than once on a single Sneak Check, provided you pay for each use separately.
Track
(1 Intelligence point)
Track is a Knack that cats use to trace the movements of an animal or another cat. It can be of great use when hunting prey or trying to find what path another cat took when traveling nearby.
By spending 1 Intelligence point, you may use Track to add 1 bonus point to a single attempt to follow the movements of a living creature by using one of the following Skill Checks: Listen, See, or Smell.
You may use Track more than once on a single Check, provided you pay for each use separately.
You may choose the Track Knack a second time. If you do, you gain 2 bonus points whenever you use Track instead of just 1. You may not choose Track more than twice.
Twoleg Lore
(1 Intelligence point)
Having the Twoleg Lore Knack means that your cat has a great deal of knowledge about the behavior of twolegs and the dangers posed by them and their monsters.
By spending 1 Intelligence point, you may add 1 bonus point to a single Intelligence or Ponder Check involving twolegs, their nests, and their monsters.
You may choose Twoleg Lore more than once. For each additional time you choose this Knack, the bonus you receive for using it goes up by +1. So if you choose Twoleg Lore twice you get 2 bonus points each time, if you choose it three times you get 3 bonus points, etc.
Yowl
(1 Intelligence point)
The Yowl Knack represents a cat using growls and other vocal warnings to inform others nearby that he or she is particularly upset. By spending 1 Intelligence point, you may add 1 bonus point to an Arch or a Hiss Check.
Alternatively, your cat can use Yowl to yell out to any other cat within hearing range. This Yowl can carry one very basic message such as “Danger,” “Help me,” “Enemies are here,” or something similar.
You may choose the Yowl Knack up to three times. Each time you choose it, the bonus it grants increases by +1 and the distance from which a message can be heard increases. The maximum bonus is 3 points, and the maximum distance a Yowl can be heard is as far as a cat can travel in an hour.
Types of Actions
Using Knacks
Knacks work differently than Skills and Abilities. Your cat will never be asked to make a “Knack Check.” Instead, Knacks are special abilities that are triggered only when you spend Ability points. Knacks are never automatically added into a Check.
Complicated Actions
All Checks follow the methods described above. However, not all actions can be resolved by a single Check. Sometimes accomplishing a complicated goal will require a series of Checks before it can be completed.
Examples of complicated actions include hunting and fighting as well as things like following an old scent trail, crossing a road, or pushing your way through a particularly tight opening.
Sometimes all the parts of a complicated action must be performed by the same character, but often this will be something players can do as a team—with one player’s cat performing the first Check, another player’s cat performing the second, and so on.
Unless the GM says differently, you do not have to perform all the Checks successfully in a row. If your cat succeeds at the first Check then fails at the second one, you don’t have to go back and redo the first one. However, there might be a limit on how many times a Check can be tried before you failed the whole chain.
Tooth and Claw
As mentioned above, hunting and fighting are complicated actions. And since they are so important in the lives of cats, they deserve special attention here. While they may be slightly more complicated than other actions, it is important to remember that at their heart they follow all the same rules as other Ability and Skill Checks.
The reason that these activities are so different is that they both involve more than a cat simply doing his or her best at an action. Hunting and fighting both involve someone else attempting to stop or evade the cat’s action. In the case of hunting, it is a prey animal that would rather not be caught and eaten. In the case of fighting, it is another cat who is trying to avoid being hit while, at the same time, probably trying to hit the attacking cat with counterstrikes.
Hunting
If hunting is important to an adventure, the details will be presented in the text. But if cats are in the middle of an adventure that takes them far away from the Clan, or if players want to have a friendly bit of competition between their cats, the Narrator may want to let them do a little bit of hunting on the side.
Hunting is complicated because there are a lot of factors that go into it. The hunting cat must find prey, then catch it, and finally kill it. Plus, different animals have different abilities of their own, so a single set of difficulty numbers will not cover all hunting situations. See the section “Prey” for more details on appropriate difficulty numbers.
In any attempt to hunt there are four stages:
Locate: The cat must first find an animal to hunt. This is done by succeeding at one of the following Checks: Listen, See, or Smell.
Approach: Once the cat has found an appropriate prey animal, he or she must get close enough to attack it. This is done by succeeding at a Sneak Check.
Grab: When the cat is close enough to the prey, he or she must get claws on it before it gets away. This is done by succeeding at a Pounce Check.
Kill: Finally, once the cat has the prey, he or she must finish it off. This is done by succeeding at a Bite Check.
Prey
Hunting a rabbit is different from hunting a mouse or a vole or a sparrow. Some cats may be excellent at certain kinds of hunting but only so-so at others. The key, though, lies in a combination of the Skills of the cat and the senses of the prey.
Difficulty Table
Prey | Locate Check | Approach Check | Grab Check | Kill Check |
---|---|---|---|---|
Mice | 17 | 9 | 15 | 6 |
Rabbit | 10 | 18 | 18 | 16 |
Vole | 16 | 10 | 10 | 9 |
Small Birds | 8 | 16 | 15 | 6 |
Squirrel | 11 | 17 | 18 | 9 |
Fish | 12 | 12 | 16 | 8 |
Rat | 13 | 17 | 11 | 11 |
Frog/Toad | 14 | 12 | 16 | 12 |
Large Birds | 9 | 15 | 16 | 13 |
Snakes | 16 | 13 | 14 | 16 |
Lizards | 17 | 17 | 14 | 8 |
Rat | 13 | 17 | 11 | 11 |
Ration Table
Prey's Weight | Hours Fed (One Cat) | Clan Rations |
---|---|---|
Skin and Bones | 3-4 | 1/3 ration |
Underweight | 10-12 | 1/2 ration |
Average | 24 | 1 ration |
Plump | 48 | 2 rations |
Massive | 72 | 3 rations |
A Note on Crowfood
While Crowfood is able to be eaten, it can cause problems. For ShadowClan cats, no roles need to be made. For other groups, there is a 66% (Anything less than 66 on a 1d100 roll) chance to fall ill. Check the Diseases Section.
Fighting
Most cats prefer to live peacefully: hunting, taking care of their families, and lying in the sun. However, conflict happens more frequently than any cat likes, and it is important that all cats learn to fight and keep those skills (and their claws) sharp.
Cats take turns trying to Swat or Wrestle each other. The cat with the highest Spirit+d6 roll goes first. If there is a tie, the cat with the most Spirit points currently goes first. If there is still a tie, then the players should use some fair method to choose who goes first (flip a coin, do rock-paper-scissors, etc.). When that cat is done, proceed to the cat with the next highest Spirit score and so on.
When all of the cats in the fight (including nearby cats who want to join the fight) have had a chance to perform an action, that marks the end of one Round of fighting. If the cats still want to continue fighting, start a new Round.
Swatting
Swatting is batting at an opponent using your cat’s front paws. This is the most common strategy in fighting. The attacking cat will make a Swat Check (sometimes using Knacks such as Feint, Mighty Swat, or Pummel to enhance their effectiveness). At the same time, the target should make a Jump Check to try to avoid this blow (perhaps using the Dodge Knack to enhance their Jump Skill).
If the Swat Check of the attacking cat is equal to or higher than the Jump Check of the defending cat, the attack succeeds. If the result of the Swat Check is more than double the result of the Jump Check, the attacking cat gets +2 to his or her Strength Check for determining damage. (See “Doing Damage” below.) If the Jump Check is higher than the Swat Check, then the blow missed. In either case, the attacking cat’s turn is over.
Wrestling
Wrestling is when two or more cats tumble together, clawing and scratching at one another. It is more dangerous than Swatting because there are more opportunities for cats to get hurt while Wrestling. To start Wrestling, on his or her turn a cat must first make a Pounce Check while his or her target must make a Jump Check. If the Pounce Check is equal to or greater than the Jump Check, then the two cats are Wrestling. If the Jump Check is higher, then the target managed to get out of the way. In either case, the Pouncing cat’s turn is over.
When two or more cats are already Wrestling, other cats may join the fighting. To do so, on his or her turn a cat must make a Pounce Check whose total is equal to or higher than the total number of cats already involved in the Wrestling. If the total is lower than that number, the cat was unable to squeeze his or her way into the battle. Either way, the Pouncing cat’s turn is over.
When a cat’s turn in the Round comes up, if he or she is currently Wrestling, immediately have all the cats involved make either a Wrestling Check (if they want to continue Wrestling) or a Jump Check (if they want to escape the Wrestling). Whatever cat gets the highest result for his or her Check has the momentary advantage. If that cat made a Jump Check, he or she escapes the Wrestling and can do something else on his or her turn the next Round. If that cat made a Wrestling Check, then he or she can do damage to any one opponent currently involved in the Wrestling (see “Doing Damage” below). If two or more of the Checks are tied for highest result, no one has the advantage and the Wrestling continues. As long as there are at least two cats involved, the Wrestling will continue from Round to Round.
Biting
Biting is much more serious and does more damage. It is considered dishonorable to Bite another cat in normal combat. Biting is only acceptable if a fight is a life-or-death struggle. Any time damage is caused by Biting, the victim loses 1 additional point on top of the effects described above.
Doing Damage
When one cat successfully hits another in a fight, the attacking cat makes a Strength Check. Compare the total of that Check to the opponent’s Strength score. In other words, the attacker can spend Ability points to increase his or her total, but the defender cannot. Also, the effects of the Mighty Swat and Belly Rake Knacks, if applicable, are added into the attacker’s total.
If the attacker’s total is less than or equal to the defender’s Strength score, the defending cat loses 1d4+1 points from his or her current HP pool. If the attacker’s total is more than the defender’s Strength score, the defending cat loses 1d4+2 points. If the attacker’s total was more than double the defender’s Strength score, the defending cat loses 1d4+3 points.
HP is not regained when the GM tells you to refresh your Ability points. These represent wounds the cat has taken. The only way to get these points back is through healing of some sort.
Hit Points (HP)
Hit Points = 5 + Age in Moons + Strength Score
Knocked Out
If a cat has no HP left, then he or she is Knocked Out. A Knocked Out cat cannot do anything at all until he or she has at least one point in his or her pool. Only healing will make him or her better.
Death
Death is unfortunate but unavoidable. For some, death comes early and a young life is cut short. If you take negative damage equal to your STR + SPT, you must roll 2d6. If your roll is 4 or lower, you are beyond the help of medicine. You must create a new character. Your GM may allow you to make a character older than the normal 10 moons.
Healing
Suffering wounds is a serious problem because it greatly decreases the number of choices your character has during the game. Unfortunately, there are only a few ways to heal wounds.
In all but the worst cases, cats heal naturally over time. Every morning, a cat will heal 1 point worth of wound damage. Fortunately, there are some cats versed in the healing arts and can help you recover faster.
If a wounded cat is somewhere that he or she has access to the correct healing herbs, once per day that cat may try to get extra healing from an Herb Lore or Medicine Lore Check (made by that cat, another player’s cat, or a cat wise in the ways of healing, whichever is appropriate).
If the result of this Check is lower than the number of HP+5 the cat currently has lost because of wounds, 1 extra HP is recovered. If the Check is equal to or higher than the number of HP+5 currently lost, the cat heals 2 extra points (as described above). If the Check is more than double the number of HP+5 currently lost, the cat heals 3 extra points.
Retirement
Life for a feral cat is harsh, often violent, and short. Most don’t live beyond six. When a cat reaches their 71st moon, they do their best to avoid fights and to live a simple life. If your cat reaches this age, you must retire him or her. Your new cat can be one of their descendants if you wish or someone completely unrelated.
Diseases and Injuries
Disease and injury is not uncommon in Clan life, but does happen on occasion. The Clan's medicine cat or silverblood is tasked to treat these ailments.
Whitecough
A mild chest infection that if left untreated will turn into greencough.
Passing a DC 10 strength check every late leaf-fall to early leaf-bare will ensure a cat does not catch whitecough. If a cat has whitecough, they have a quarter-moon to treat it with catmint and tansy or borage.
While inflicted with whitecough, the cat is unable to hunt or fight.
Greencough
A moderate chest infection.
If a cat has not been cured of whitecough after a quarter-moon, it then turns into greencough. If a cat has greencough, they have a half-moon to treat it with catmint and tansy or borage. If they do not, it develops into blackcough.
While inflicted with greencough, the cat is unable to hunt or fight. Every sunrise, roll a 1d100, anything below 25 means the cat will die that day.
Blackcough
A severe chest infection.
If a cat has not been cured of greencough after three quarter-moons, it then turns into blackcough. There is no known cure, but there are rumors of a plant with a green peel, red flesh, and white seeds, with the white seeds curing blackcough.
While inflicted with blackcough, the cat is unable to hunt or fight. Every sunrise, roll a 1d100, anything below 75 means the cat will die that day. On the final day of the quarter-moon to treat blackcough, if the cat is not treated, the cat will die.
Kitten-Cough
A mild chest infection in young cats.
Passing a DC 12 strength check every late leaf-fall to early leaf-bare will ensure a cat under the age of 12 moons does not catch kitten-cough. There was a cure, but it no longer is known or available.
While inflicted with kitten-cough, the cat is unable to hunt or fight. Every sunrise, roll a 1d100, anything below 10 means the cat will die that day; anything above 60 means the cat will be cured of kitten-cough that day.
Redcough
A severe chest infection that involves coughing up blood.
If a cat has greencough or blackcough, there is a 20% (1d100<20) it will develop into redcough. There is no known cure.
While inflicted with redcough, the cat is unable to hunt or fight. Every sunrise, roll a 1d100, anything below 90 means the cat will die that day. If cat does not die by the final day of the quarter-moon, they will die on that day.
Yellowcough
A severe chest infection involving a loss of appetite and delirium.
If a cat has greencough or blackcough, there is a 20% (1d100<20) it will develop into yellowcough. If a cat has yellowcough, they have a quarter-moon to treat it with lungwort.
While inflicted with yellowcough, the cat is unable to hunt or fight. Every sunrise, roll a 1d100, anything below 30 means the cat will die that day. If cat is not treated by the final day of the quarter-moon, they will die on that day.
Wounds
See Healing
Treatment includes cleaning it thoroughly with the tongue, stopping the bleeding by pressing cobwebs or moss on it, and applying poultices to prevent infection and help it to heal. Herbs used in the poultices often include goldenrod, marigold, burdock root, or (in the case of rat bites) wild garlic. If the wound becomes infected, chervil or horsetail is used as well. The pain can be eased with poppy seeds or willow bark.
Sprains
Getting a critical fail on a check involving physical activity will lead to a sprain.
While dealing with a sprain, the cat can not hunt or fight if it involves the injured part of the body. The only treatment is to rest for 3 sunrises.
Medicine
To combat most illnesses, injuries, and more, medicine cats and silverbloods have a very stock of herbs, berries, and other materials to help treat injured and sick cats.
Alder Bark
Description: Bark of the alder tree.
Location: Grows mainly in boggy, wet terrain.
Usage: For tooth pain.
Beech Leaves
Description: Large, broad leaves that can be serrated, entire or sparsely toothed.
Location: Grows in almost any soil that is not waterlogged.
Usage: For carrying other herbs.
Bindweed
Description: Arrow-head shaped leaves with pale white or pink trumpet shaped flowers.
Location: Grows almost anywhere.
Usage: Fastens sticks to broken legs to keep them in place.
Blackberry Leaves
Description: Leaves from the prickly blackberry bush.
Location: Almost anywhere; they are very hardy plants.
Usage: These leaves are chewed into a pulp to ease the swelling of bee stings.
Borage Leaves
Description: It is easily distinguished by its small blue or pink star-shaped flowers and hairy leaves.
Location: Grows best in forests.
Usage: It is chewed and eaten by nursing queens to produce more and better milk. It also brings down fevers.
Burdock Root
Description: Tall-stemmed thistle with a sharp smell and dark leaves.
Location: Best in dry areas.
Usage: The root is dug up, the soil is washed off, and then it is chewed into a pulp to lessen and heal the pain of infected rat bites.
Burnet
Description: Has oval-shaped leaves with serrated edges. Stems grow 50-200cm tall, with large clusters of small flower buds on top.
Location: Usually found in dry, grassy meadows.
Usage: A traveling herb to keep a cat's strength on a long journey.
Catchweed
Description: A plant with fuzzy green balls on long stems.
Location: It is common in hedges and other low, shrubby vegetation.
Usage: The burrs are put on the pelt where poultices are to stop poultices from being rubbed off without hurting the skin.
Catmint Description: A leafy and delicious-smelling plant.
Location: Rarely found in the wild; mostly found in Twoleg gardens.
Usage: Best remedy for the greencough. Can also be used for whitecough.
Celandine
Description: Yellow flower with four petals.
Location: Grows better on ThunderClan's territory, though it also grows on RiverClan's territory.
Usage: Juice is trickled into the eye to soothe damaged eyes.
Chamomile
Description: A small, white flower with a large, yellow center.
Location: Can be found in Twoleg gardens.
Usage: Strengthens the heart and soothes the mind. Also given to traveling cats for strength.
Chervil
Description: A sweet-smelling plant with large, leafy, fern-like leaves and small white flowers. The roots are described as being knobby and brown.
Location: In the Forest Territories, it was found at Snakerocks.
Usage: For infected wounds and bellyache, respectively. Can also be used during kitting.
Chickweed
Description: Tall-stemmed plant with fat, almond-shaped leaves.
Location: In the Forest Territories, it grew near Sunningrocks.
Usage: Treats greencough, though catmint is often preferred.
Cobwebs
Description: Long, thin, shiny strands spun into a web by spiders. Very common.
Location: All around the forest.
Usage: To soak up and stop (or slow) the bleeding. It may also be used to bind broken bones
Coltsfoot Description: A flowering plant with yellow or white flowers resembling dandelions. Grows best in newleaf.
Location: Grows by waterfalls and near lakes.
Usage: Eases breathing as well as cracked or sore pads
Comfrey Root
Description: It has large leaves, small bell-shaped flowers, which are pink, white, or purple, and fat, black roots. Tangy smell.
Location: Damp, grassy places.
Usage: Roots are chewed into a poultice. Repairs broken bones or soothes wounds. Also used for wrenched claws. Can be used for itching or for inflammation on stiff joints.
Daisy Leaf
Description: Thick, dark green, oval shaped leaves.
Location: Almost everywhere.
Usage: Eases the pain of aching joints. It is also a traveling herb.
Dandelion
Description: Common yellow flowered plant with long, hollow stems. After flowering is finished, the flower transforms a sphere made out of hundreds of smaller white florets with seed heads at the bottom that connect to the flower head.
Location: Almost everywhere.
Usage: Thought to soothe and heal bee stings. Its leaves can also be chewed to act like a painkiller
Dock Description: Common, large-leafed plant with a tangy smell and taste. Location: Doesn't grow well in mountains, best in leafy areas. Usage: Chewed up and applied to scratches. Similar to sorrel. Effect: Soothes scratches, though can sting when being applied. Soothes sore pads.
Fennel
Description: Thin, spiky leaves.
Location: Found in numerous places, especially on dry soils near the sea/coast and on riverbanks.
Usage: Stalks are broken and juice is squeezed into the receiver's mouth to help pain in the hips.
Feverfew
Description: Small bush with flowers resembling daisies. Has a sharp tangy smell and small soft leaves.
Location: Grows best along the water.
Usage: Reduces body temperature for cats with fever or chills. Also heals aches and pains, especially good for headaches
Goldenrod
Description: A tall plant with bright, yellow flowers.
Location: Grows well on the WindClan moors.
Usage: Good for healing wounds
Heather Nectar
Description: Nectar found in bell-shaped flowers.
Location: Best grown in shady areas.
Usage: Included in herbal mixtures to make swallowing easier and sweetens mixtures.
Honey Description: A sweet, golden-coloured liquid made by bees.
Location: In honeycombs or bees nests up in trees.
Usage: Soothes infections, smoke-damaged or sore throats, helps cats swallow other concoctions, helps soothe coughing, and gives energy.
Horsetail
Description: A tall, bristly-stemmed plant, referred to with fleshy stalks.
Location: Any marshy area.
Usage: Treats infections and stops bleeding.
Ivy Leaf
Description: Leaves from the ivy vine.
Location: Grows in the small dark places.
Usage: To store herbs.
Juniper Berries
Description: Purple-blue berries from the dark green, spiky-leaved juniper bush.
Location: Grows in places that are not wet.
Usage: Soothes bellyaches, gives strength, and helps troubled breathing. It is also used to help calm cats.
Lavender
Description: A small purple flowering plant.
Location: Grown in Twoleg gardens. Can also be found in sunny spots with sandy or gravelly soil.
Usage: Cures fever and chills. Also a herb used to hide the scent of death.
Mallow Leaves
Description: Large fuzzy three-nubbed leaves from a flowering shrub; sweet rose scent.
Location: Grows best near shore, but best collected at sunhigh, when they are dry.
Usage:Soothes bellyache.
Marigold
Description: A low-growing flower; yellow to bright orange.
Location: Near water.
Usage: Stops infection. Stops bleeding. Used for inflammation of stiff joints.
Mint
Description: Downy, serrated leaves ranging from green to purple and yellow in colour. Flowers are small and white or purple in colour.
Location: In patches near the forest.
Usage: Hides the scent of death.
Mouse Bile
Extracted from the mouse. The only remedy for ticks, mouse bile is foul smelling, and is stored in moss. When dabbed on a tick, the tick falls off. Smell can be masked by wild garlic, or by washing paws in running water. If accidentally swallowed, can leave a horrible taste in mouth for days. Medicine cats always have to remember to wash their paws in a body of water, such as a creek or stream, after using mouse bile
Parsley
Description: A long-stemmed plant with ragged-edged crinkly leaves, Sharp scent, tastes cold and fresh, tastes the same fresh or dried.
Location: Grows best in moist, well drained soil, with full sun.
Usage: Stops a queen from producing milk if her kits die, don't need milk anymore, or are producing too much milk. Also used to cure bellyache.
Poppy Seeds
Description: Tiny, round black seeds that are shaken out of a dried poppy flowerhead.
Location: All over forest.
Usage: They can help a cat sleep, soothe shock or distress, or ease pain. Not recommended for nursing queens.
Ragwort Leaves
Description: Tall shrub with yellow flowers. Tastes foul to cats.
Location: Almost everywhere, especially in cool areas with high rainfall.
Usage: Treats aching joints and keeps a cat's strength up.
Raspberry Leaves
Description: Soft to the touch, but with jagged edges.[100]
Location: Found on raspberry bushes.
Usage: Could possibly ease pain, or stop bleeding.
Rosemary
Description: Tall with needle-like leaves and purple flowers.
Location: In heavy wooded areas.
Usage: Hides the scent of death.
Sorrel
Description: Similar to dock, sorrel is used as a traveling herb.
Location: Can be found near Twoleg nests.
Usage: Traveling herb.
Stinging Nettle
Description: It has green, spiny seeds.
Location: All over the forest.
Usage: The seeds are eaten by a cat who's swallowed poison, or the leaves are chewed into a poultice for a wound. Induces vomiting, or brings down swelling, respectively. Can be mixed with comfrey to help heal broken bones. Helps with wounds.
Sweet-Sedge
Description: Thick green stem with long buds at the top.
Location: Grows all through leaf-bare. Most common around the RiverClan camp.
Usage: Eases infection.
Tansy
Description: The tansy plant has round, yellow leaves, and has a very sweet and strong scent, making it good for disguising a cat's scent.
Location: Found in the forest and near Twoleg places.
Usage: Cures coughs. Can be used to cure wounds and poisons. Helps stop cats from getting greencough if symptoms appear. Soothes throats.
Thyme
Description: Small, delicate, thick, sticky leaves with a fresh tang.
Location: Best in hot, sunny locations.
Usage: Calms nervousness, anxiety, and cats who are in shock.
Watermint
Description: A green, leafy plant.
Location: Usually found in streams or damp earth.
Usage: Eases the suffering that originates from a bellyache
Wild Garlic
Description: Due to its strong smell, it is good for hiding the scent of a certain Clan, and disguising cats on raids.
Location: Not far from forests.
Usage: Prevents infection, especially rat bites.
Willow Bark
Description: Bark of the willow tree.
Location: Grows near Twoleg places.
Usage: Eases pain.
Willow Leaves
Description: Leaves of the willow tree.
Location: Unknown
Usage: Stops vomiting.
Wintergreen
Description: Easily identifiable by its red berries.
Location: Oak-pine woods and sandy habitats to sub-alpine places.
Usage: Treats wounds and some poisons.
Yarrow
Description: A flowering plant.
Location: Near patches of stones.
Usage: Extracts poison from wounds. Will make a cat vomit up toxins. The ointment will soften and help heal cracked pads.