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Do Not Read Or Reply WIP

Do Not Read Or Reply WIP
Posted 2022-10-24 17:27:53 (edited)

Wolvlocke Trial 1

Rules:

  1. No Cure-For-Alls
  2. Herbs and Medicines last 3 Rollovers (1.5 IG months)
  3. Breeding is allowed between Late winter - Late Spring
  4. Breeding can only occur within the same generation (1-2y)
  5. Breeding can only occur between Mates (Alphas must be mated)
  6. Herbalists and scouts are not allowed to breed
  7. Maximum capacity for wolves is 20; 15 adults/10 pups/5 Elders
  8. Hoard capacity for carcasses is 5
    1. Meat chunks are only allowed as winter scavenging
  9. Herbalists can only forage 3x per rollover within the home biome
  10. Sick or wounded wolves are dealt with case-by-case
  11. Biome distance and difficulty determines travel time for Scouts and Alpha
    1. Mountains (Home): No Extra Time
    2. Coniferous: 1 Rollovers
    3. Taiga: 2 Rollovers
    4. Glacier: 4 Rollovers
    5. Grasslands: 1 Rollovers
    6. Deciduous Forest: 2 Rollovers
    7. Riparian: 3 Rollovers
    8. Prairie: 2 Rollovers
    9. Desert: 3 Rollovers
    10. Swamp: 4 Rollovers
    11. Rainforest: 5 Rollovers
  12. Every new explored biome allows 1 NBW chance
  13. Wolves must be of natural coloration
  14. Wolves die at 0hp (Trade or Chase- aka look out for the lead's hp >.>)
  15. When the alpha is defeated in battle there is a 1 rollover window to heal them, and then they have a 2 rollover cooldown of exploration
  16. Wolves who fail a hunt by themselves get a penalty
    1. Critter: small wound, no scar
    2. Small: medium wound, no scar, cant hunt for 2 rollovers
    3. Medium: Large wound, scar, Cant hunt for 4 rollovers
    4. Large: Assumed Death in hunt
  17. Hunting parties to fail a hunt may get a penalty if the roll is a critical fail (1)
    1. Critter: N/A
    2. Small: roll a d6 to see if a wolf gets a small wound
    3. Medium: roll a d6 to see if a wolf gets a medium wound (d8 decides if it scars), roll a d4 to see if they get a small wound
    4. Large: roll a d4 to see if a wolf gets a medium wound that scars, roll a d8 to see if a wolf dies
  18. In the event of Alpha death, the strongest of the Alpha's pups will take over, or the strongest wolf within the pack can challenge for the position.
  19. Site events are allowed but must be accounted for in lore
  20. Decor is only allowed if it is a natural background, naturally obtained, or feasible in lore
  21. Gifts/December Event/Rollover Items are dealt with accordingly as non-wolvlocke items
  22. Group hoards such as Feed Wolvden and such are not allowed to be taken from, only given to to get rid of non-wolvlocke items
  23. Wolves can only be found in explore when a new biome is explored, or in the spring, not bought or gifted
  24. Currency only exists for natural decorations, moving the pack, and other things that will be seen as natural things
Barry
#69477

Posted 2022-10-24 19:00:33 (edited)

Wolf Lifespan and Duty Information


  1. Whelp: 0-2m (0-4 rollovers)
    1. nursing pup who is still with the mother
    2. mother does not do duties while looking after this pup
  2. Trainee: 2.5-5.5m (5-11 rollovers)
    1. Trains 7 times
    2. complete a full stat (1+2+3hr) to get stat bonus (6 hours total)
  3. Apprentice: 6-11.5m (12-23 rollovers)
    1. Can train under a wolf with 20% or more proficiency in their duty
  4. Dutied: 12m/1y (24 rollovers)
    1. Duty determined by training will be executed until they reach the Elder age
  5. Mentor (Elder): 7y (168 rollovers)
    1. Must be lvl 5 to mentor
    2. If lvl 5 is not reached, they have the following options
    3. 1/10 chance to continue duties
    4. 1/8 chance to die
    5. 1/6 chance to continue living in pack until they pass naturally

Extra Notes

  1. 7y 2.5m (173 rollovers) can no longer breed
  2. 7y 6m (180 rollovers) now has a chance to randomly die
  3. 8y (192 rollovers) will inevitably die

.5m = 1 rollover
1m = 2 rollovers

Barry
#69477

Posted 2022-10-24 19:54:18 (edited)

Wolvlocke Allowed Genetics

Bases

Cool Tiers

  1. Medium lll- Grulla (bred)
  2. Dark l- Marengo

Muted Tiers

  1. Light l- Beige, Cream Lighter, Shell (Bred)
  2. Medium l- Cream, Cream Darker, Willow (Bred)
  3. Medium ll- Antler (Bred), Blonde (Bred), Tuff (NBW Special)
  4. Dark l- Caramel, Chestnut (Bred), Dark Brown
  5. Dark ll- Cocoa (Bred), Enbony (NBW Special), Sepia (Bred)
  6. Dark lll- Seal (Bred), Bronze (Bred)

Warm Tiers

  1. Light l- Tumbleweed (Bred)
  2. Medium ll- Doubloon (Bred)
  3. Dark l- Amber, Brown

Monochrome Tiers

  1. Light l- Snow, White
  2. Light ll- Nepheline (NBW Special), Titanium (Bred)
  3. Light lll- Chromium (Bred)
  4. Medium l- Ashen, Birch, Gray Lighter (Bred)
  5. Medium ll- Silver (Bred), Steele (Bred), Sterling (NBW Special)
  6. Medium lll- Stripped Flint (Bred)
  7. Dark l- Black, Gray, Gray Darker (Bred)
  8. Dark ll- Obsidian (Bred), Sphalerite (Bred)
  9. Dark lll- Iridium (Bred), Slate (Bred)

Eyes, Skin, Claws

  1. Eyes: Brown, Yellow, Orange, Black
  2. Skin: Brown, Bistre, Black, Dark, Dark Brown, Oxblood
  3. Claws: Bistre, Black, Bone, Dark, Light, Root, White
Barry
#69477

Posted 2022-10-24 20:16:55

Wolvlocke Illness Rules

  1. Non-lethal, non-contagious wolves continue duties
    1. Open Wound gets 2 rollovers off-duty, 1 salve on contraction
    2. Open Wound, Constipation, Tapeworm, and Ticks are to be healed ASAP
  2. Contagious, non-lethal get sent to herbalist den and stop duties to either recover on their own or until a cure is found
  3. Lethal, non-contagious continue duties
    1. Heastroke and infection have 1/4 chance per rollover to be healed before death
    2. Infection results in a scar when healed (lore purposes)
    3. Poison has a 1/8 chance to be cured if medicine is available
  4. Lethal, contagious get sent to the herbalists den and stop duties
    1. Pox is immediately lethal after 1 rollover to pups, no cure
    2. Distemper is lethal on case-by-case by age until medicine is available
      1. Whelp-Apprentice: 1/6
      2. Dutied: 1-2y=1/4, 3y=1/6, 4-5y=1/8, 6y=1/10, 7y=1/12
Barry
#69477

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