Molly

(#46769702)
Murderous as always!
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Season

Winter Wolf
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Click or tap to view this dragon in Predict Morphology.
Energy: 50/50
This dragon’s natural inborn element is Fire.
Female Imperial
This dragon is hibernating.
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Personal Style

Apparel

Spiffy Ring
Bewitching Ruby Forejewels
Cleaver
Black Lace Headpiece
Bewitching Ruby Pendants
Bewitching Ruby Grasp
Bloodshard Chains
Bewitching Ruby Clawrings
Bewitching Ruby Nightshroud
Scarlet Sylvan Dress
Bloody Leg Bandages
Bloody Tail Bandage
Bloody Neck Bandage

Skin

Scene

Measurements

Length
30.51 m
Wingspan
15.06 m
Weight
6328.99 kg

Genetics

Primary Gene
Orca
Cherub
Orca
Cherub
Secondary Gene
Antique
Facet
Antique
Facet
Tertiary Gene
Pearl
Underbelly
Pearl
Underbelly

Hatchday

Hatchday
Nov 10, 2018
(5 years)

Breed

Breed
Adult
Imperial

Eye Type

Special Eye Type
Fire
Dark Sclera
Level 16 Imperial
EXP: 54588 / 71966
Scratch
Sear
Eliminate
Shred
Fiery Might Fragment
Fiery Might Fragment
Fiery Might Fragment
Ambush
Ambush
STR
77
AGI
6
DEF
6
QCK
37
INT
8
VIT
8
MND
6

Lineage

Parents

Offspring

  • none

Biography

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Murderous Molly

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______
Crimson follows her wake, along with an endless sleep.
What she sows she does not reap.
Light the blade is in her hand,
as she uses it to cleave apart the land.


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Murderous Molly is exactly what you would expect from someone with such a name, she is much more specialized in what she does compared to her husband Crimes Jones.
She is considered the second mortal enemy of The Owner, who doesn't appreciate the extra work her janitors get forced to do on account of Molly's existence.



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Bio template by Mibella, find it here.

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By InfinitySyrup



Summonlocke 2.0 ruleset:

-Statuses and jobs are separate and a dragon can have both a status and a job

-corruption roles are now treated at statuses

-decrease general sp gain from jobs, increase coli time, too much job sp gain tends to lose the "scrounging up resources" feel the early game has

-Daily sacrifices necessary in phase 2 (sp sink) (Under a certain threshold larger and larger consequences occur.)

-Buff having an ancient dragon in the challenge (coli genes in place of apparel? Requires all ancient be Basic genes to start with.)

-Introduce communal knowledge that gets acquired after a certain number of dragons join the summoning. (Choosing coli dragons instead of random.)

-Statuses are only acquired by means unrelated to acquiring jobs (Certain coli events?)


Job ruleset 0.1:

-Upon lv 5 a dragon will roll one d20 as an introduction roll:
- 1: The dragon gains the traitor status alongside their job.
-2-19: Nothing.
-20: The dragon challenges for leadership (check challenge leader rules.)

-Afterwards the dragon will roll a d4 for a job category (unless leadership has been claimed in the introduction roll.)

1: Eldritch
2: Social
3: Scavenger
4: Knowledge

After a category is rolled for, the player may choose from the categories jobs for a dragon.


Scavenger:

Tailor - Buttons and Thread!

Can give non-coli apparel to dragons.
You can purchase a piece of apparel from the "marketplace"(any apparel in your hoard.)
If purchased from the marketplace the tailor has to roll a dice for travel.
On a 1 the tailor dies on the journey.
If you don’t have a tailor you cannot give anyone non-coli apparel.

The dice used for travel changes depending on the level of your Tailor.:

lv5: d6 On a 1 the tailor dies on the journey.
lv10:d12 On a 1 the tailor dies on the journey.
lv15: d20 On a 1 the tailor dies on the journey.


Blacksmith - Iron and Gold

Can be used to exchange an existing battle stone for the same one of a different element. This ability can be used as many times as the player would like.

Can attempt to craft a battle stone once per day.

lv5: Roll a d12, on a 12 the blacksmith succeeds in creating a stone
lv10: Roll a d6, on a 6 the blacksmith succeeds in creating a stone
lv15: Roll a d4, on a 4 the blacksmith succeeds in creating a stone


Hunter - The thrill of the hunt

Once per day, can use their ability to hunt for a familiar. Rolling a 1 will result in the hunter getting attacked and losing a life.
At higher levels, the hunter goes after more dangerous creatures, with higher risk and higher reward.

lv5: Roll a d12, on a 12 the hunter succeeds and gains 1 familiar.
lv:10: Roll a d8, on a 8 the hunter succeeds and gains 1 familiar.
lv15: Roll a d6, on a 6 the hunter succeeds and gains 1 familiar.


Social:

Ambassador - Representing your cause.

An ambassador can sway outside dragons using their words to join your cause.
This ability may be used once per day to gain one dragon. Rolling a 1 will result in the ambassador getting attacked and losing a life.

lv5: Roll a d12, on a 12 the ambassador succeeds and gains 1 dragon.
lv:10: Roll a d8, on a 8 the ambassador succeeds and gains 1 dragon.
lv15: Roll a d6, on a 6 the ambassador succeeds and gains 1 dragon.


Nesting-Helper - This egg is cuter than that one!

Having a nesting helper improves the chance of a hatchling surviving into adulthood.
Instead of rolling a d6 daily for each hatchling who isn’t aged up, you roll a d12. On a 1 the hatchling is exalted.

At lv15, you may use a d20 instead of a d12 for each daily roll.


Matchmaker - Pairing all dragons together!

Matchmakers allow you to “match” dragons and create a permanent pair.
Once a pair is permanent they can breed at any time, but they cannot breed with any other dragons unless their spousal dragon dies. On a spousal dragon's death, roll a 6 sided dice.
On a 1 the pair had formed a death bond and both are exalted.

At lv15, the matchmaker can prevent death bonds from forming between pairs they match. This ability does not apply to death bonds formed from other sources.


Knowledge:

Teacher - Learn from the best.

Having a teacher allows you to pick two dragons lower levelled than your leader and level them up by one level
under quest rules once per day, rolling a 1d20 to see if the two dragons are lost in training.
The teacher does not accompany the dragons in Coli.
If there are no dragons lower levelled than the leader or summoned being the teacher can instead train either of the two themselves to gain a single level.

At lv 10, if the dragons being taught are under Lv 5 you may keep going until Lv 5 is reached instead.


Doctor - Keeper of the mighty bandaid.

When a dragon becomes a doctor, apply a healing battle stone of your choice (regeneration/aid) at no cost to this dragon.


At lv 5: When a dragon dies on a coliseum team with the Doctor/Nurse/Healer you can flip a coin and see if you can heal them.
Heads = Live
Tails = Die.
If the doctor dies they cannot heal themselves.
The doctor also gives any dragon who reaches/has reached level 20 two extra lives.

At lv 10: The doctor may use a d4 instead of a coin flip to save a dragon who dies in the same coliseum team. Only a 1 is a failure, rolling a 2-4 will save the dragon.


Astral - I don't know, ask *that* thing for an explanation!

Astrals have spent their time studying corruption and its effects on dragons, once per day they may attempt to cleanse a dragon of their corruption if desired.
On success, the Astral takes on +20 corruption to themselves and the affected dragon hair their corruption reset to 0.

lv5: Roll a d20, with 20 being a success.
lv10: Roll a d12, with 12 being a success.
lv15: Roll a d8, with 8 being a success.


Eldritch:

Seer - What does the future say?

Seers train their minds to survive peering beyond the veil of reality to see what the future holds.
Once per day, they may use their ability to disregard one Pinkerton pull.
Rolling an odd number will add +20 corruption and fail preventing the event. Rolling an even number will successfully cancel the event.
Rolling a 1 will cancel the event, but also make the seer lose a life.

lv5: d4
lv10: d6
lv15: d8


Caller - In the name of *that* thing!

Overhaul the mechanics of this poor fool

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Necromancer - Death is nothing more than the other side of a coin.

A necromancer can bring back a single dragon that has died that day as a shade.
They can use this ability once a day. If you try to bring back a leader, you must roll a 4 sided dice and only succeed on a 4.

Shades are marked in your lair and appear fully as the dragon originally did and can resume the job they had, but cannot gain extra lives or breed.
If the Necromancer is exalted, flip a coin for each shade.
On heads, the shade is fully restored as a normal dragon with + 20 corruption.
On tails, the shade is exalted with the Necromancer.

What level the Necromancer is affects how many dragons they may keep active at a time.

lv5: Shade cap: 2
lv10: Shade cap: 3
lv15: Shade cap: 4


Status:
These are only gained by special means and are applied alongside a job if a dragon has one. A dragon can have multiple statuses at the same time.


Leader(status):

There can only be one. If another dragon rolls for the Leader while there is one already, the two dragons then battle and a 4 sided dice is rolled to see what happens.
1- Both dragons die.
2- The Leader dies and the new Leader is chosen.
3- The challenging dragon dies and the Leader continues their reign.
4- Misunderstanding. They choose not to duel and the leader lets them reroll for a career.
The Leader is also responsible for populating your clan. They can nest at any time as soon as their cooldown is over.
The Leader is immune to death ONLY in the coliseum. If your Leader is killed and there are no dragons to take their place during the summoning phase, the challenge is over. Dragons who become the Leader must quit their previous jobs.

The Leader can also nest at any time.


Traitor(status):

Any dragon afflicted with the traitor status desires nothing more than to put a stop to the summoning. If attempting to intentionally sacrifice a dragon with traitor status, roll a d4, on a 1-3 the attempt will fail and the dragon remains in the challenge, rolling a 4 will succeed in sacrificing the traitor.

They will resume their job and be able to continue in the coliseum in order to not raise suspicion.

Randomly select the who the target will be.

Each day the traitor will attempt to eliminate their target, roll a d20 and consult the table.

1: The traitor loses their traitor status and becomes a normal member of the summoning.
2-9: Success, the target loses a life.
10-19: Failure, the target got away.
20: Traitor challenges the leader for leadership.

Chosen one (status):

Only dragons with special eyes can be chosen ones. (Primal, Multigaze, Goat, Swirl, Faceted, Glowing, Innocent)

Chosen ones gain 3 extra lives and become fully immortal when they reach lv 25.
All chosen ones start off with +20 corruption.

(If you get a vial of hypnotic sight in the coliseum. you may use it to turn one dragon into a chosen one, but they only gain 1 extra life instead of 3.)
Corruption (status):

Corruption roles:

When a dragon reaches full corruption roll a d10 to see what subcategory they fall into:
(Corrupted dragons may not breed)

1.Teeth
Teeth of a mouth of deceit, this role can force a dragon to re-roll a job.

When a Teeth is present, they can force a dragon to re-roll their job at the cost of 50sp. The dragon will be forced to keep the job for at least one day before you may try again. This ability has no effect on statuses.

2

3

4

5

6

7

8

9

10

Fear:

This dragon suspects they have been seen by an outsider, and will be reluctant to enter coli.
Each day roll a d6, upon rolling a 6 the status will be removed.

Haunted:




Upon a dragon's death, roll a d10. On a 1 the dragon will not die and instead gain a corruption attribute from the table.





Summoning progress:

With more progress, new things are learnt.

Total sp gain:

50sp: The summoners may go for 10 rounds in coli under food rules each day regardless of what was pulled at Pinkerton.

100sp: The ability to choose which dragons enter coli is unlocked.

200sp: The ability to choose which venue you battle in is unlocked.

500sp: The first three venues in coli have been researched enough to find a safe path through them. Deaths in these first three venues will no longer count.
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Exalting Molly to the service of the Arcanist will remove them from your lair forever. They will leave behind a small sum of riches that they have accumulated. This action is irreversible.

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