Containing the Beast
I've never seen a locke quite like this so I decided to make one!
This will be based after my previous War/Locke challenge that I got bored with.
If you'd like to see it you can find it here
DeathSpecter's Emperor Locke Rules wrote:
Rules:
Creating the Emperor
As the type of Locke suggests you'll need to find/ make yourself an emperor!
1. Decide how many heads your emperor has. This number can range from 3-11.
Gathering your dragons
Like with all Locke challenges you'll need to start with 3 adult dragons.
1. You can get your 3 dragons from your lair or the AH.
2. Your starter dragons can be normal dragons or gen 1s, though for a slight increase in difficulty non gen 1s are advised.
Lives
1. The emperor possesses 11 lives per head. While they cannot battle, they can lose 'lives' in an alternate way. (see #3 below)
2. Each dragon possesses 11 lives at the start of the locke or when they join.
3. A life is lost when a dragon faints in the coliseum. Once a dragon hits 0 lives they are to be exalted.
4. If all dragons die but the emperor still has lives left you can call it a loss or start over with a new team of 3 dragons.
5. Once an emperor loses all the lives of 1 head it wakes up! The magic restraining the emperor weakens.
-If all heads are awake do a daily coin flip.
- A 'life' can be regained by randomly generating 2 numbers out of 100 once per day after the first 'life' of a bond is taken. Roll a third time.
Daily actions
RNG
Generate a number between 1-175 to see what happens.
1-50 = Coli grinding day. Battle in any venue you want but fainting is a loss.
51-75 = New dragon! You can have one join from the lair or purchase one from the
AH. As an additional challenge roll 1-13 to select a breed. To see if you get a Modern or Ancient breed flip a coin.
76- 100 = Death streak. Choose the venue at or 1 below of your highest level
dragon and battle for 10 rounds. If a dragon dies before that the streak is over.
101- 150 = Art/ Lore day. Write some lore for your dragons/ the Locke or do some
art of them!
151 - 175 = Breed some dragons! Breed any two eligible dragons.
-Hatchlings with special eyes survive automatically and are gifted +2 lives
regardless of species or element.
-If no dragons can breed or it won't work with lore refer to the 51- 75 number roll
to get a new hatchling.
Pinkerton Drops
These can be used as a substitute or in addition to the RNG rolls.
Familiar = New dragon from the AH or your lair.
Apparel = Breed eligible dragons. If none are currently able to breed you can buy a hatchling under 10kt from the AH or do nothing.
Battle Stone = Death Streak. Flip a coin.
Trinket/ Material = Peaceful day for your dragons. Do some art/ lore.
Food = Battle in the coli.
Losing a dragon
Dragons can be lost many ways through nuzlocke variations. However while some die this nuzlocke features a 'run away' feature.
1. They run out of lives.
2. Upon hatching they flip tails
3. Imperials fear emperors more than most, as the creatures are made up of dead imperials. For each imperial you have when a head or more on the emperor is awake do the following:
4. Guardians instinctively go on the Search for their charge. Any guardian in the group (who does not have a charge already and/or was not breed changed to a guardian) flips a coin each day after losing half their lives (6 for 11 lives and 7 for 14).
5. Guardians with a charge in the clan may die if they lose their charge or lives to save a charge.
Getting Dragons
1. By getting a number in the range of buying or breeding
2. By getting an apparel item from Pinkerton
3. Hatching a nest (if you got a breeding roll/ item) and hatchlings flip heads
4. Finding unhatched eggs
Rare Coli drops
1. Unhatched eggs.
2. Eliminates.
3. Apparel/ Familiars
4. Genes.
End Goal
Goals can be anything you want to set but here are a few ideas:
You win by leveling up at least 1 dragon (or more if you'd like a higher bar) to 25 without the emperor breaking free.
You win by gening your dragon(s) based on a gene per level (10 = primary, 15 = secondary, 20 = tert) or/and if you keep track of funds, when you have the ability to gene the dragon(s) completely.
Creating the Emperor
As the type of Locke suggests you'll need to find/ make yourself an emperor!
1. Decide how many heads your emperor has. This number can range from 3-11.
A) If desired or if you don't have a set amount of heads for your emperor yet then randomly generate a number between 3-11. This is now how many heads the emperor possesses.
B) For elements (if not preset in lore already) randomly generate numbers from 1-11 for each head your emperor possesses.
B) For elements (if not preset in lore already) randomly generate numbers from 1-11 for each head your emperor possesses.
1- Earth
2- Fire
3- Wind
4- Water
5- Shadow
6- Ice
7- Lightning
8- Light
9- Nature
10- Plague
11- Arcane
2- Fire
3- Wind
4- Water
5- Shadow
6- Ice
7- Lightning
8- Light
9- Nature
10- Plague
11- Arcane
Gathering your dragons
Like with all Locke challenges you'll need to start with 3 adult dragons.
1. You can get your 3 dragons from your lair or the AH.
A) For those wanting an additional challenge of finding a good trio set the AH cap to 10kt/g
B) If you take dragons from your lair keep them separate from your other dragons. They can remain in the same tab (preferably at least on a different page) but they cannot breed or battle with other dragons outside of the Locke.
C) These dragons can be of any element, gender, breed, color, etc.
B) If you take dragons from your lair keep them separate from your other dragons. They can remain in the same tab (preferably at least on a different page) but they cannot breed or battle with other dragons outside of the Locke.
C) These dragons can be of any element, gender, breed, color, etc.
2. Your starter dragons can be normal dragons or gen 1s, though for a slight increase in difficulty non gen 1s are advised.
Lives
1. The emperor possesses 11 lives per head. While they cannot battle, they can lose 'lives' in an alternate way. (see #3 below)
2. Each dragon possesses 11 lives at the start of the locke or when they join.
- Gen 1 dragons start with 14 lives.
- Light element dragons, Imperials, and Pearlcatchers start with 14 lives.
NOTE: this doesn't stack with the below list
- Ancient breeds start with 16 lives.- Light element dragons, Imperials, and Pearlcatchers start with 14 lives.
NOTE: these do NOT stack with each other or being a Gen 1
3. A life is lost when a dragon faints in the coliseum. Once a dragon hits 0 lives they are to be exalted.
-At the point of a death generate a number 1- (amount of heads your emperor has) to select a head.
- Flip a coin for the selected head.
- Flip a coin for the selected head.
Heads= 1 life point lost
Tails= nothing happens.
Tails= nothing happens.
4. If all dragons die but the emperor still has lives left you can call it a loss or start over with a new team of 3 dragons.
5. Once an emperor loses all the lives of 1 head it wakes up! The magic restraining the emperor weakens.
- The amount of lives this bond has should be the same as the head count.
-When a head reaches 0 take a 'life' away from the bonds retraining it.
-When a head reaches 0 take a 'life' away from the bonds retraining it.
-If all heads are awake do a daily coin flip.
Heads = The bonds lose a 'life'
Tails = Nothing happens
Tails = Nothing happens
- A 'life' can be regained by randomly generating 2 numbers out of 100 once per day after the first 'life' of a bond is taken. Roll a third time.
A)If the number is between those 2 previous numbers you regain a life and your dragons manage to strengthen the magic holding down the emperor.
B)If the number is the same as or outside of those 2 previous numbers nothing happens.
B)If the number is the same as or outside of those 2 previous numbers nothing happens.
Daily actions
RNG
Generate a number between 1-175 to see what happens.
1-50 = Coli grinding day. Battle in any venue you want but fainting is a loss.
-To see how many rounds you need to complete generate a number between 10-50.
51-75 = New dragon! You can have one join from the lair or purchase one from the
AH. As an additional challenge roll 1-13 to select a breed. To see if you get a Modern or Ancient breed flip a coin.
Heads= Modern
1. Fae
2. Coatl
3. Spiral
4. Tundra
5 . Snapper
6. Imperial
7. Guardian
8. Pearlcatcher
9. Wildclaw
10. Mirror
11. Ridgeback
12. Nocturne
13. Bogsneak
**
Tails= Ancient
1. Gaoler
1. Fae
2. Coatl
3. Spiral
4. Tundra
5 . Snapper
6. Imperial
7. Guardian
8. Pearlcatcher
9. Wildclaw
10. Mirror
11. Ridgeback
12. Nocturne
13. Bogsneak
**
Tails= Ancient
1. Gaoler
76- 100 = Death streak. Choose the venue at or 1 below of your highest level
dragon and battle for 10 rounds. If a dragon dies before that the streak is over.
NOTE: Losing lives does not end the streak unless all dragons faint in the same round
101- 150 = Art/ Lore day. Write some lore for your dragons/ the Locke or do some
art of them!
151 - 175 = Breed some dragons! Breed any two eligible dragons.
-Flip a coin for each hatchling once the nest hatches.
Heads = live
Tails = die.
Tails = die.
-Hatchlings with special eyes survive automatically and are gifted +2 lives
regardless of species or element.
NOTE: special eyes include- Primal, Multigaze, and Faceted only.
-If no dragons can breed or it won't work with lore refer to the 51- 75 number roll
to get a new hatchling.
Pinkerton Drops
These can be used as a substitute or in addition to the RNG rolls.
Familiar = New dragon from the AH or your lair.
Apparel = Breed eligible dragons. If none are currently able to breed you can buy a hatchling under 10kt from the AH or do nothing.
Battle Stone = Death Streak. Flip a coin.
Heads = Your dragons are safe and the streak doesn't happen.
Tails = Battle in the level of venue matching your highest level dragon for 10 rounds without fleeing. If a dragon dies before then the streak is over.
Tails = Battle in the level of venue matching your highest level dragon for 10 rounds without fleeing. If a dragon dies before then the streak is over.
Trinket/ Material = Peaceful day for your dragons. Do some art/ lore.
Food = Battle in the coli.
Plant = 10-20 rounds
Insect = 20-30 rounds
Meat = 30-40 rounds
Seafood = 40-50 rounds.
Insect = 20-30 rounds
Meat = 30-40 rounds
Seafood = 40-50 rounds.
Losing a dragon
Dragons can be lost many ways through nuzlocke variations. However while some die this nuzlocke features a 'run away' feature.
1. They run out of lives.
2. Upon hatching they flip tails
NOTE: these do not need to be added to the graveyard as they die without/ after hatching and don't join the locke
3. Imperials fear emperors more than most, as the creatures are made up of dead imperials. For each imperial you have when a head or more on the emperor is awake do the following:
Flip a coin for each imperial in the group
Heads= nothing happens/ the imperial stays in the group
Tails= The imperial chickened out and abandoned the group. Exalt, sell, or give away that imperial.
Tails= The imperial chickened out and abandoned the group. Exalt, sell, or give away that imperial.
4. Guardians instinctively go on the Search for their charge. Any guardian in the group (who does not have a charge already and/or was not breed changed to a guardian) flips a coin each day after losing half their lives (6 for 11 lives and 7 for 14).
Heads= The guardian stays in the group
Tails= The guardian feels the urge to go on the Search and leaves
Tails= The guardian feels the urge to go on the Search and leaves
you may give away, sell, or exalt this dragon.
5. Guardians with a charge in the clan may die if they lose their charge or lives to save a charge.
If a charge loses a life the guardian may lose the life point instead of the charge. If it's the guardian's last life point they die.
If the charge dies the guardian might lose a life out of grief over his/her failure. Flip a coin.
Heads= Nothing happens. They are immune to leaving the clan (see #4) because their charge is deceased and will not have another.
Tails= Grief overtakes them and they lose 1 life. If it is their last life they die.
Tails= Grief overtakes them and they lose 1 life. If it is their last life they die.
Getting Dragons
1. By getting a number in the range of buying or breeding
2. By getting an apparel item from Pinkerton
3. Hatching a nest (if you got a breeding roll/ item) and hatchlings flip heads
4. Finding unhatched eggs
Rare Coli drops
1. Unhatched eggs.
- These can be hatched or sold. If you sell the egg you can buy a Gen 1 hatchling of the same element from the AH
2. Eliminates.
- These can be given to one of your dragons, sold, or ignored/ used for normal coli teams
3. Apparel/ Familiars
- You can opt to dress your dragons only with coli found apparel or with whatever you'd like
You can add familiars to dragons who dropped them or choose to ignore them/ give them any or no familiars
You can add familiars to dragons who dropped them or choose to ignore them/ give them any or no familiars
4. Genes.
- These can be used on a dragon in the team who dropped the gene regardless of level, sold, or ignored/ used for non-locke dragons
End Goal
Goals can be anything you want to set but here are a few ideas:
You win by leveling up at least 1 dragon (or more if you'd like a higher bar) to 25 without the emperor breaking free.
You win by gening your dragon(s) based on a gene per level (10 = primary, 15 = secondary, 20 = tert) or/and if you keep track of funds, when you have the ability to gene the dragon(s) completely.