Notes:
1. This is a 'baby level Nuzlocke' My Nuzlocke clan starts at Fiend in my lair. (Page 9)
2. I will try to keep this updated weekly.
Rules:
Mod:
(General rules are 100% from FR original Nuzlocke Thread. All else have been tweaked.)
How to start
1. File a specific page start with Nuz ‘clan’ at the top left. (Page 9)
2. Select the lone ‘survivor’: Fiend
3. Get an egg. Hatch it: Scourge
4. These are the two sole members of your clan - the lone survivor, and an orphaned hatchling, perhaps found among the rubble of the fatal disaster.
The General Rules:
1. You can buy a dragon from the AH after you’ve leveled three dragons to level 10.
2. You can only buy one egg a month: Chevere
3. You can’t scatter scroll a dragon until they’ve reached level 15.
4. You can’t give a dragon a primary gene until level 5, can’t give them a secondary gene until level
10, and can’t give them a tertiary gene until level 15.
5. For every egg you find, whether in the coliseum or by scavenging, you may purchase one breed change for any dragon.
6. You cannot gather food, you must grind for it in the coli.
Since I'm still feeding the rest of my Lair; everything is carefully calculated by hand.
7. If a dragon faints in the coli, it’s dead. Exalt or Sell.
8. Gifted Hatchlings/Eggs Accepted.
9. No refreshing to coli. Flee button is all you can use.
10. 'Wanderer dragons Accepted (same rule applies for the Gifted hatchlings.)
Nests
1. For every hatchling, flip a coin.
2. If tails, the hatchling died. Exalt.
3. If heads, you have a survivor.
Nesting Rules:
1. Light flight dragons not hitting tiers 3-4 can 'protect' nests from infection by staying near them. Infected parents are capable of leaving their young to be tended to by such dragons; but the protectors will be unable to leave the lair until the hatchlings have grown into adults.
Shade Occurances:
1. Roll a D20, anything above 15 is a crit roll, and nothing happens.
Anything below 15 requires an 'attack' of sorts, judged on how high the roll is.
1 = Can be Fatal -> 14 = Seeing a shadow out of the corner of your eye.
2. When it comes to fatality events, flip a coin. Heads is severely wounded and cannot move for 3 'days' of recouperation, tails is death. Exalt or sell.
Possession:
It takes a total of 11 days for any such member to have any effects of posession. These come about in contact with any whisps or other contracted members. This, however, has no effect on Fiend.
1. Roll a d4
2. 1-2 are tame; possession effects only mindscape and will only be known as jittery movements and hushed speaking to self.
2. 3-4 possession effects outward appearance as well as mindscape. Victim is completely unable to manipulate the situation at hand and takes a -2 counter to their overall skill of perception during the possession bout.
3. Some dragons are not as susceptible to the shade as others and could exibit 'debuffs'. When the dragon initially comes into the party roll a d6. 3 or up attach a debuff on the dragon in question and makes possession impossible above a tier 2. (Debuffs range from 1-3 3 d6 are rolled to aquire the rolls for said debuffs. so 2/3 wins would be a level 2.)
In the event the possession fully takes over the sentient mind; the dragon in question is at full mercy of its' rage. Member of the lair cannot die for the duration of the possession. Member will be unable to flee the lair after the possession 'lifts' for a duration of a single day. This includes if the lair were to be attacked.
Coli Rules:
1. Unless under a tier 4 possession; if the member dies, exalt.
2. If for any reason an egg is found by a partially possessed party, the egg is automatically consumed regardless of flight. Consumed hatchlings exhibit possession triggers as soon as they are adults.
3. While outside of the lair roll a d4 for each dragon on foot. 1-3 are harmless, rolls of 4 create a limited blindness while out in consumed terrain.