Current Cast | The Lost | Statistics
Many stories abound that speak of lycanthropy, its victims becoming mindless beasts under the full moon. Story or not many believe the tales and look to cull these monsters.
However, not only are the stories indeed true but the afflicted are just like anyone else. They may lose themselves now and again but honestly? They're just a bunch of goofballs who simply want to live.
(DISCLAIMER: these lycans are in no way associated with any lycan subspecies. The only lore being butchered here is my own.)
Yup, I'm trying one of these again despite the amount of challenges I've started and then left, and am very much insane for doing so. But here we are! I had also misunderstood one of the rules (though really, anyone can play this however best suits them) so I want to do it 'properly' this time around.
(Note: Posts subject to tweaking.)
The Fodderlocke works much like the Nuzlocke & Pinkerlocke, but it won’t cost you an arm and a leg or hours of heartache from dragging dragons to level 25 the slow way for no financial gain. This challenge combines the thrilling drama of a lore challenge with the fantastic joy of getting cash from completely disposable fodder.
As opposed to other 'locke challenges the Fodderlocke focuses more on deliberately getting your dragons exalted rather than keeping them alive for as long as possible, yet with the challenge of getting at least one to level 25 despite the chaos they'll be put through. Likewise, while short descriptions or story-bites are encouraged there is no need to write stories upon stories.
Seriously. One Fodderlocke I've been reading had one entry that was simply, "the dragon got dizzy while crossing a catwalk over vats of toxic liquid, but the handrail broke and they fell in." followed later by, "Remember those handrails? Yeah, they still suck."
Rather, this is more of a means for me to keep track of my activities. I will still attempt to make what I write entertaining and hope anyone who follows along enjoys it, and if you see any dragons you like the look of at any time, whether active or dead, feel free to ask about them!
RULES
Setup
- Every pack starts with a single individual. Whether freshly turned, an outcast or an ancient bearer of the curse they will be the founder and leader of a pack of similarly-suffering dragons.
- Buy the cheapest adult off of the auction house. Appearance doesn't matter - anyone can be affected.
- Level that dragon to lv8. The leader should be strong, strong enough to fight and protect the pack. To intimidate. To stand up against any who dare usurp them.
- If any dragon ever passes the leader in level, that dragon takes over as leader. They have overpowered the original leader, killing or banishing them from the pack.
- Many lycans wander lost and alone. Track down four more of the cheapest adults from the auction house. They will form the pack's main bulk.
Daily* Tasks
*Does not have to be daily. Conversely, if you love the coliseum you can do multiple tasks a day.
Phase 1 > > >
- Buy the two cheapest adults dragons from the auction house. These are potential recruits.
- Test them in your preferred 2-fodder training venues until they reach level 6.
- Roll 1d6 for both dragons. If 6, the dragon joins the pack. Anything else, they fail and are exalted.
- Continue your efforts until you get a successful recruit (or two if you're lucky!).
Phase 2 > > >
Even a thriving lycan pack may run into difficulties. Infighting, challenging for the right to lead, hunted by those who fear them. Much drama can befall the pack as they strive to survive.
Based on the extended rules made by TheAwesoMew, roll 1d20 to determine your daily challenge, as follows:
- 1. The Plague! A great sickness comes over your pack's range. Roll a 1d12 for every dragon including your leader. On a 1 the dragon does not survive. Raise any remaining dragons by 1 level.
- 2. Romance. Pick two of your ready to breed dragons at random if you have any. Put them on a nest. The cubs will join the pack when they hatch. Level them to 5 when they come of age. If the parents would be exalted while they’re on the nest, wait until their nest hatches and Then exalt them. If nobody is ready to breed, grab a random hatchling off the AH. A secret forbidden child or sibling has been uncovered.
- 3. Blood Bond. Pick two dragons at random. They are now in a relationship. If one gets exalted, so does the other. Their fates are bound together.
- 4. Nature's Gambit. Take two dragons into the coliseum and level them up once under Hunt rules. Flip a coin:
-- Tails - These two dragons are killed and must be exalted.
-- Heads - You find wandering dragons on your hunt. Purchase two dragons from the auction house and train them to level 6 to join your pack.
- 5. Freeloader. Some random dragon has decided to hang out with the pack. Who is this guy???? Grab the cheapest adult off the AH. Leave them at level 1. For bonus points, try sniping an under-priced adult.
- 6. Hunting Party. Pick two dragons at random to patrol the pack's range for trouble and supplies. Raise both of them a level. Roll a 6-sided die for each. If it’s a 1, exalt them as they were lost on the hunt.
- 7. Hunting Party. Pick two dragons at random to patrol the pack's range for trouble and supplies. Raise both of them a level. Roll a 6-sided die for each. If it’s a 1, exalt them as they were lost on the hunt.
- 8. Hunting Party. Pick two dragons at random to patrol the pack's range for trouble and supplies. Raise both of them a level. Roll a 6-sided die for each. If it’s a 1, exalt them as they were lost on the hunt.
- 9. Abandoned Cub. A tiny lycan-cursed cub was discovered by a pack member. Grab the cheapest hatchling off the AH. Level it to 5 when it comes of age.
- 10. Honourable Brawl. A disagreement in ranking flares up and the two initiate trial-by-combat. Take two random non-leader dragons into the coliseum and exalt whoever faints first, as they were defeated and leave in shame.
- 11. Cull the Weak. Whether by injury, illness or sheer insensitivity the weak serve only to burden. Roll 1d10 for each of your lowest-level dragons. If it's higher than their level, exalt them. They were not good enough. Raise the remaining low-level dragons by one level.
- 12. Grand Hunt! Either a known group of monster hunters has been located or food stocks are low and a herd of animals is migrating through the range. Neither can be ignored, both will be dangerous. Roll 1d12 for every dragon. If you get higher than their level, exalt. Raise all survivors by one level.
- 13. A coup! Exalt your leader. Their position was challenged and the aggressor had backup from within the pack, either killing or chasing the previous leader off. The highest level dragon will become the new leader. If there is a tie, the oldest tied dragon shall be the leader. Level the tied dragon one level to make it better than its peers.
- 14. Test Their Mettle. Raise the two youngest dragons by one level. Then exalt the youngest as they weren't strong enough.
- 15. Bad Weather. Even the forces of Nature turn against you. Torrential rains, blistering heat, powerful winds or heavy snow make it impossible to complete any task. Nothing happens.
- 16. Risky Situation. A monster hunter has been spotted skulking nearby. The two highest-level dragons take on the task of getting rid of them. Flip a coin. If heads, they both survive and gain a level from the daring endeavour. If tails, take both of them into a venue matching their level and exalt whichever one faints first as they were lost in the attempt.
- 17. Ambushed! Monster hunters have somehow located the pack's location! Flip a coin. If heads, most of them manage to escape; exalt one random dragon. If tails, three random dragons fall during the escape and must be exalted.
- 18. Leader's Ambition. Pick your leader and then two dragons at random. They have to go on a quest now. Raise them a level. Roll 1d10 for each. If it’s a 1, they they’re exalted as they were lost in the hunt. If your leader is exalted, choose a new leader from the remaining Coli party.
- 19. Blood Frenzy! Choose a random dragon, including the leader. They have lost control of their instincts and is killing anyone who gets in their way! Flip a coin:
-- Tails: The dragon snaps out of their frenzy and nothing happens.
-- Heads: Randomise another dragon, including the leader. They have been killed. Flip another coin and repeat until the frenzied dragon comes to their senses.
- 20. Festival! The pack celebrates their continued survival, or the moon etc, with a festival! Roll 1d4 for a blessing.
--1. Your dragons are filled with vigour while celebrating! Randomize 5 dragons, they gain an extra life!
--2. Other lycans are attracted to the festival! Roll 1d6 and buy that number of the cheapest dragons from the auction house for your pack, training them to level 6.
--3. Your dragons wrestle each other in celebration! Level up all dragons lower than level 5 until they reach level 5. Dragons are invincible in Coli and cannot die while you level.
--4. Your leader is filled with pride in seeing the pack thrive. They gain an extra life.
Hard Cap
Pack Limits. When the pack reaches or exceeds 20 adult members, or you run out of lair space, it becomes too much to manage. Roll 1d12 for each non-leader dragon. If it's higher than their level, exalt them. Raise all survivors by one level. Repeat if desired.
Bonus Rules
Keep an eye on your drops while you’re in the coli. If you get any of the following while training, grant the following effects to your members who were in the coli with them at the time.
- Eliminate: Oh, bad luck. Exalt both of them.
- Gene: Good luck! They’ve blessed you with excellent loot. Put an apparel item of choice on each to mark as given a second chance. If you would exalt them, instead remove the apparel. They have managed to scrape by.
- Egg: Oh nice, think of how many hatchlings you can buy if you sell One egg. Pick up the three cheapest hatchlings on the AH. Level them to 5 when they come of age.
- Rally: The current party is motivated! If they would have to roll as to whether or not they'll get exalted at the end of this coli event, they automatically succeed and return safely to your lair.
- Ambush: Randomly choose one of the dragons in the current coli party. They flee and get the heck out. Immediately refresh, remove them, and replace them with a random other dragon.
- Berserker: Uh oh, one of the dragons in your current party has gone on a rampage. Randomly pick one of the two dragons in that party. Exalt the chosen dragon; they were killed by the other in a moment of madness.
- Skin/Scene: Admiring the scenery led to a fortuitous encounter. You meet another dragon on your current hunt, and speak with them for a while. They wish to join you on your endeavours. Buy the cheapest adult dragon off the auction house and level them to 6; they automatically become part of the pack. NOTE: I will not be including festival or mini-event scenes otherwise I could very easily get overwhelmed. Lair space is precious!
If you ever run out of dragons completely, you lose. Start over. Consider keeping a high-score chart to see which challenge lasts the longest.
If for some ungodly reason a dragon ever gets to level 25, crown them the lord of all fodder. Give them stats & stones and pull them out to make them your new 2-fod trainer. Or exalt them for being too strong. Your choice.