BloodNight Pack
ALPHA'S CHALLENGE
Challenges have come to the BloodNight Pack, the chaotic ้็ Yasei placed a curse to the pack! Now every generation in the alpha line, they get cursed with a 'challenge'. I will roll a 11 number generator (for now) and whatever is landed on will the challenge for this generation's alpha. Each challenge have a chance to have buffs and debuffs, some can be deadly, and some can be easy.There will also be a permanent injury system! If the alpha loses any battle you must roll a 6 dice, if you get a 4-6 you get injured. Roll a 6 dice to see how many injuries you get. Roll a 6 dice every rollover per how many injuries you have to have a chance to get a 5-6 to heal. While injured the alpha loses 10 energy for every injury they get till healed. When they get healed, roll a 20 dice to see if they got a scar, if they get a 15 - 20, roll a number generator to see what scar they get for whatever scars you have available. Any pack members who get a open wound or infection go through the same thing. If a injured pack member's health gets to 0 (aside from the initial open wound) will have to roll a 20 dice to see if they die, if it lands on a 19 or 20, the wolf WILL die (sent away).
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ALPHA - LILITH (GEN 4)
CHALLENGE - Rivalry
- Diseased Air - a plague has hit the BloodNight Pack, roll a dice once a week to see how many wolves get sick. If any get sick you must roll the 20 dice for each wolf, 1-8 is when they get recovered from the illness, 9-18 is that they are still sick, and 19-20 is when they have a chance at death. when you roll for the chance of death, roll a 6 dice, 1-3 is safe, 4-6 is death. All wolves that are sick lose 10 energy every rollover
- Plagued Prey - All the prey in the mountains are diseased! You must hunt outside of the mountains to get the pack's meal
- Rivalry - Rival packs have been taking over the mountains! The alpha must fight every wolf they encounter, even NBW encounters.
- Infestation - insects have been running rampant! All the herbs are getting eaten. Every 2 rollovers you must roll a 20 dice to see how much herbs in the hoard get eaten. Eaten herbs must be discarded
- Hidden Monsters - the chaotic ้็ Yasei has sent out monsters disguised as animals! Roll a 6 dice every time you encounter a creature, if its a 4-6, you have to run from it.
- Danger Drought - the River surrounding the pack camp has dried out! There is a terrible drought in the mountains, resulting in the loss of much water. All that there is left is a lake not far from their territory, all wolves lose 10 energy per rollover, every week we roll a number generator to see how many wolves of the pack get to drink water to refill their energy. Scouts can no longer travel as far from the mountains either to scout due to less energy, also the healer can only forage for herbs every 2 rollovers and must roll a 10 dice to see how many herbs in the hoard dry up. All dried up herbs must be discarded.
- DNA Gamble - a sickness has spread where breeding in unable to happen in the pack. All wolves must now breed with wolves outside of the pack to have pups now.
- Coloring Death - Base genetics: cool light, muted light, muted medium, warm light, warm medium, warm dark I-II, monochrome light, monochrome medium I, special light, all special mediums (except for caelum and moonlight), and finally the hydrangea base; make all pups catch a deadly disease. Puppies with these bases can not get pupsitter protection and as soon as they are weaned and haven't died already, must be 'killed' via sending them away, It has to be sending away to represent burying the pup's dead body.
- Event Purge - any pups born with any event markings, eyes, claws, nose, leather, and base get sick and die after 1 rollover after birth. You need to send them away to represent burying the pup's body.
- Eternal Winter - A eternal winter has came to the mountains, a rare phenomenon that only happens every now and then. Roll a 6 dice every week to see how many wolves get sick with a cold, if a wolf that was already sick gets sick again, the cold turns to a flu. If they sick again the flu will turn to pneumonia, if they sick again one final time they will die and will be buried (send away). Roll a 6 dice to see if the scouts are able to go scouting, if they get a 5-6, they cannot got scouting for that rollover. Moreover scouts can now only patrol nearby regions. You must also roll a 6 dice to see if the healer can go foraging, for that rollover, if its a 3-6, they cannot go foraging. You also need to roll a 6 dice to see how many herbs die off in the hoard every 2 rollovers, all dead herbs must be discarded. Roll a 8 dice for each hunting party you have, if its a 5-8, that hunting party is unable to find prey in this rollover. All pups born during this challenge are born sickly, puppies that are the largest in their litter will not be sick, runts of their litter however will immediately die and will be buried (send away). If 10 or more adult wolves die, the pack will permanently move to a new biome till the next alpha.
- Traveling Pack - Monsters are hunting down the pack! Every week, you must travel to one of the biomes next to the one you are currently in. Every time your pack travels, you must roll a number generator per how many pups AND elders you have (elders are 7 years+). Whichever amount you get, you must then flip a coin to see if they get ill or injured. If they get ill, roll a 20 dice per day, if you get a 1-10, the wolf gets cured, 11-18 the wolf is still ill, and 19-20 the wolf dies. If they get injured, roll a 6 dice to see how many injuries they get. If injured, every rollover, roll a 6 dice to see if you get a 4-5 to get healed, if you get a 6, you must roll a 20 dice, if you get a 19-20 then the wolf dies. For every injury you heal, roll a 20 dice, if you get a 15-20, the wolf gets a scar. Roll a number generator to see what scar they get for whatever scars you have available.
Alpha Lilith | ||||||||||||
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