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Generators + Indexes

In this index, I will be covering all of the medicine cat rules and tips, as well as the other general use generators I use in my game. I did figure they needed a separate page for all of these, and I wanted everything organized for easy access to pages. Enjoy!

Medicine Skills and Generators

In my WC challenge, I have a few generators for medicine cat and other purposes. They are all as follows:

 

Injury/Sickness medicine administration:

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Minor injury/illness = 1 medical item administered, spend 1 day in med den (total 1 medical item given)

Mild injury/illness = 2 medical items administered per day, spend 2 days in med den (total 4 medical items given)

Severe injury/illness = 3 medical items administered first day, two medical items administered last 2, spend 3 days in med den (total 7 medical items given)

Fatal illness = 1 special medical item administered immediately (e.g. rainbow beetle, plasma bug, etc), 4 medical items administered first 2 days, 2 medical items administered last 2, spend 4 days in med den (total 13 medical items given)


If a cat vomits:

1-60 = Fine
61-73 = Mild sickness (1 day in the med den, 1 herb of choice administered)
74-86 = Moderate sickness (2 days in the med den, 2 herbs of choice administered over 2 days)
87-99 = Severe sickness (3 days in the med den, 3 herbs of choice administered over 3 days)
100 = Instant death (Or, allow yourself 1 hour in the game for a medicine cat to attend to the victim with a rainbow beetle/plasma bug, etc)

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Failed To Catch A Dull Coloured Snake:

Not bitten - 0-50

Non-venomous bite (mild) - 51-90

Infected bite (moderate) - 91-100

 

Failed To Catch A Brightly Coloured Snake:
Not bitten - 0-45
Non-venomous bite (moderate) - 46-70

Venomous bite (severe) - 71-85
Immediate fatality - 86-100

Twoleg Encounter:
Escaped unharmed - 0-65
Taken away - 66-100

Foreign Cat Encounter:
Chased them off - 0-40
Sustained minor injuries - 41-60
Sustained severe injuries - 61-75
Killed by the stranger - 76-85
Killed the stranger -86-90
Took them into the clan - 90-100

Dog Encounter:
Escaped unharmed - 0-25
Sustained minor injuries - 26-40
Sustained severe injuries - 41-70
Killed by the dog - 71-95
Killed the dog - 96-100

Wildlife Encounter (Horses, Deer, Raccoons, etc.):
Unharmed - 0-70
Injured - 71-85
Killed - 86-100

Kits Born:
Full litter alive - 0-70
One stillborn - 71-85
Two stillborns - 86-95
All stillborns - 96-100

Birth Conditions (roll once for each kit):
Normal and Healthy - 0-70
Frail and Sickly - 70-90
Blind - 91-95
Deaf - 96-100

Yellow Mood Portrait:
Healthy - 0-70
Minor illness - 61-80
Mild illness - 81-90
Severe illness - 91-98
Fatal illness - 99-100

Orange Mood Portrait:
Healthy - 0-50
Minor illness - 51-60
Mild illness - 61-90
Severe illness - 90-95
Fatal illness - 96-100

Red Mood Portrait:
Healthy - 0-45
Minor illness - 46-50
Mild illness - 51-65
Severe illness - 66-90
Fatal illness -91-100

Run Over By Car:
Crippled - 0-75
Killed - 76-100

Lost A Fight With Another Cat:
Unharmed - 0-15
Minor Injury - 16-46
Mild Injury - 47-65
Severe Injury - 66-80
Fatality - 81-100

Won A Fight With Another Cat:
Unharmed - 0-45
Minor Injury - 46-70
Mild Injury - 71-85
Severe Injury - 86-95
Fatality - 96-100

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The majority of these generators were from the Warrior Cats Challenge on MTS

These are the skills I judge medicine cats on for administering herbs and other things, and for events including medicine cats:

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SKILLS: Medicine skill, foraging skill, spiritual skill

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Medicine skill: This skill is for measuring how good a cat is at treating injuries, specifically, and partly for administering herbs, but not as much depending on the sickness/disease. This skill including the foraging skill are based off of the med cats hunting skill. For the two based on hunting skill, the "generator" is out of 10. For these ones, the formula is Cats hunting skill (n) + 2 (if more than 7, just 10) (E.g. if my medicine cat has a hunting skill of 6, I add two and make it eight; the final answer)

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Treating a minor injury:

Successful - 3-10

One complication (injured cat must spend one extra day in med den) - 2

Two complications (injured cat must spend two extra days in med den - 1

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Treating a mild injury:

Successful - 4-10

One complication (injured cat must spend one extra day in med den) - 2-3

Two complications (injured cat must spend two extra days in med den - 1

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Treating a severe injury:

Successful - 6-10

One complication (injured cat must spend one extra day in med den) - 3-5

Two complications (injured cat must spend two extra days in med den - 1-2

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Foraging skill: This skill is measured to see how many medical items a med cat/apprentice can collect during a medical trip or collection patrol (or other) and is calculated by the cats hunting skill. The formula is the same as the medicine skill one ( n (hunting skill) +2=?). Instead of a few outcomes, this one is just measured by the answer level (6+2=8, collect 8 items)

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StarClan skill: This skill is measured by the events that happen below. The StarClan skill is used for quicker and more advanced communication between med cats and StarClan. This generator is measured out of 100. For each event that happens to a med cat of yours, add the amount of points directed. These points are used to get benefits for the med cat as well. REMEMBER!, the points collected are only for one cat, the points are not combined and are different for every med cat. Every med cat has a different amount of points depending on what that med cat has experienced/done.

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Points:

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Med cat has over 7 hunting skill - 20 points

Med cat visited the spiritual place (E.g. Moonstone, Starfalls) - 20 points

Med cat has had a dream conversing with StarClan cats (vision) - 25 points

Med cat has had a physical experience with StarClan cats - 35 points

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Benefits:

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No benefits - 0-50 points

Cat is able to be a ghost when they die and guide cats that are alive - 51-60 points

Cat can have a vision at any time they sleep when nessecary for guidance, prophecies, etc. - 61-80 points

Cat can call upon StarClan at any time of day or night, can be re-incarnated when they die - 81-100 points

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Lifetime points:

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Just as an add on that has no relevance to medical stuff, I made a "reincarnation" needs list. This is just a fun thing for cats that serve their clan well. The generator, technically, is just based off how many lifetime points a cat has. This benefits list does not have to always be adhered to, but is a choice if a cat has enough points by the time they die.

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Benefits:

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No reincarnation - 0-5000 points

Vague reincarnation - 5001-7500 points

Almost exact reincarnation w/ same personality - 7501+ points

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Herbs + uses

I use specific items in game to cure certain conditions for my cats. As a side note, I have almost every expansion pack for the Sims 3, so if you want to use this list of herbs for your game and don't have all of these items available, I suggest just substituting as many items in as you can. 

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Fleas = Sweet Grass, Garlic, Any rodent 

Snake Poisoning = White cap, Red Toadstool 

Fox/Badger Scratch = Sweet William, Spotlight Mushroom 

Frail Kit = Bumbleleaf, Buzzberry 

Elder Pains = Chamomile, Honey, Basil 

Burns = Snail, Honey 

 

Minor Illnesses (Whitecough) = Garlic, Mint, Lavender, Black-Eyed Susan 

Moderate Illnesses (Greencough) = Greenleaf, Wolfsbane, Flamefruit, Indian Blanket 

Severe Illnesses (Yellowcough, Redcough) = Wonderpetal, Lifefruit, Cosmos 

Fatal Illnesses (Blackcough) = Plasma Bug, Rainbow Beetle 

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Warrior Cat Generator

APPEARANCE GENERATOR:

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Gender = Female – 1, Male – 2 

Base pelt colour = Black – 1, Grey – 2, White – 3, Beige – 4, Orange – 5, Tan – 6, Brown – 7 

Fur Length = Short – 1, Medium – 2, Long – 3 

Eye Colour = Blue – 1, Yellow – 2, Black – 3, Grey – 4, Orange – 5, Green – 6, Lime – 7, Brown (light) – 8, Brown (dark) – 9, Other – 10 

# of Patterns = 0, 1, 2, 3, 4 

Pattern Colour/s = Black – 1, Grey – 2, White – 3, Beige – 4, Orange – 5, Tan – 6, Brown – 7 

Pattern Areas = Head – 1, Paws – 2, Back – 3, Hips/Shoulders – 4, Tail – 5, Flank/Belly – 6 

Face Shape = Angular – 1, Medium – 2, Chubby – 3 

Ear Shape = Short, Thin – 1, Short, Med – 2, Short, Wide – 3, Medium, Thin – 4, Medium, Med – 5, Medium, Wide – 6, Long, Thin – 7, Long, Med – 8, Long, Wide – 9 

Muzzle Shape = Short, Narrow – 1, Short, Med – 2, Short, Wide – 3, Medium, Narrow – 4, Medium, Med – 5, Medium, Wide – 6, Long, Narrow – 7, Long, Med – 8, Long, Wide – 9 

Stature = Small, Thin – 1, Small, Bulky – 2, Big, Thin – 3, Big, Bulky – 4 

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SKILL/PERSONALITY GENERATOR:

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Roll for 1-10 for each of these skills: 

 

Land Hunting 

Fishing 

Swimming 

Agility (speed, climbing, jumping) 

Fighting 

Parenting 

Hearing 

Sight 

Tracking 

Resilience 

Decisiveness 

Intelligence 

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