rules & conditions | active cast | table of contents
because i don't have enough abandoned projects yet, apparently.
the presentation for this will be lowkey unless or until i decide to take it seriously. who knows.
for the original Fodderlocke challenge, see this thread. all credit for the invention and base rules goes to squidragon
for my convenience, as well as to aid anyone who, for whatever reason, hasn't looked at the original thread, i'll rehash the ruleset here. any additions or alterations i'm making for my challenge will be italicized.
all instances of RNG will be rolled on random.org.
founder & leader
- buy the cheapest adult from the AH to be the founder. level them to 8. optionally deck them out in fancy duds to assert their dominance over the rest.
- the highest level dragon in the group is the leader. if/when a current leader is outleveled, they must be exalted and the new highest level dragon takes their place. the fancy duds from the founder may optionally be passed down as symbols of rank.
- if another dragon ever reaches an equal level with the leader, assign that dragon and the leader the sides of a coin and flip it. if multiple dragons reach that level, rng a number between 1 and the number of dragons at that level. the winner of the flip/roll becomes the new leader; exalt the rest.
- i'm making an exception for the trio of gaoler sisters who founded the Stormscourge generation; more info on how that's being handled here
setup
- buy adult fodder off the AH and level them to 6 until 4 of them succeed in a 1d6 roll - that is to say, when each dragon reaches level 6, roll a d6. if the result for a particular dragon is 6, then they survive. all others must be exalted. do this until you have a posse of 4 level 6 dragons to follow the level 8 founder.
- in the original ruleset, the first four recruits did not have to undergo this trial. i'm choosing to do this.
- this step of leveling and 1d6 rolls can optionally be repeated, as per the "phase 1" tasks of the original ruleset. however, since i'm subjecting the original recruits to that trial, this isn't necessary at the beginning. if there is a massive purge with only one survivor, i'll redo this testing process.
daily tasks
rng a number to choose from among the following tasks, quoted from squidragon for the original rules, with additions from TheAwesoMew and GrinningWolf24, as well as a couple of my own. if any of the tasks are impossible, reroll.
after the Stormscourge generation of the fodderlocke, i swapped again from a single crew to multiple competing gangs based heavily off GrinningWolf24's run. whichever gang has the highest average level is the winner at the time; this may or may not even matter.* each gang gets daily task rolls, even if another gang's task affects them. the scandal and romance tasks can include participants from multiple gangs; otherwise, anytime it says "a random dragon," assume it means "within the same gang."
*if any given gang has been in the lead in numbers for more than 2 consecutive days, they automatically draw one new recruit to their side. this effect cannot happen to the same gang twice in a row - if the winner is still on cooldown when they would normally get this benefit, it simply does not happen.
- Marge, honey, I don’t think he’s coming back. Exalt a random dragon from a rival gang. Goodbye! Gone!
- Mass defection - if there aren't 4 teams, one dragon from each gang defects to form their own. if there are 4 gangs already, random dragons defect anyway and fail. exalt them.
- Pickerlocke flashback - for the coli tasks, the leader and two randomly selected cronies head into a venue high enough to award them EXP.
- plant food drop: 10-battle streak in coli. no refreshing allowed unless a party member dies
- insect food drop: 20-battle streak
- seafood drop: 30-battle streak
- meat food drop: 40-battle streak
- material/other item drop: treat as food; roll a d4 to determine streak length
- familiar/apparel: go to AH and purchase a new dragon. RNG a breed and buy the cheapest adult there.
- battlestone: flip a coin. if the flip succeeds, go on a coli streak until a party member dies. no healing or refreshing.
- Turf war - rng 2 members from 2 random teams. flip a coin for each - exalt the losers.
- Mutiny! Exalt your leader. They have been dramatically betrayed by the others a la the ides of march. Determine a new leader from the remaining dragons. The highest level dragon will be it. 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.
- Training montage - give everybody an extra level. if a notable drop happens (besides the ones with already established effects that conflict) give both dragons an additional level.
- Backstabbing v1 - Choose a dragon at random who is not the leader. Exalt them. Bye.
- Gimme that! if one of your dragons has coli loot in the form of apparel or a familiar equipped, assign it heads or tails on a coin. randomly select another dragon and assign it the other side of the coin. flip the coin; whichever dragon loses is exalted. the winning dragon takes/keeps the loot.
- Hunting trip! Take any two of your dragons into a coli venue that is too low for them to gain experience. (Your choice). Go until you get a familiar drop/apparel/battlestone/chest/gene/other notable or rare drop.
- Busted! rng a number between 1 and the total number of dragons in the crew, including hatchlings if you have any. that many randomly selected dragons of the crew must be exalted. depending on how heartless you feel, if any hatchlings get caught in the cull, you can either exalt them on the spot with the others or wait and exalt them when they're grown. either the crew got mistaken for proper fodder, or their operation got found out.
- Bad weather - It’s raining lightly outside, so, of course, crime cannot happen today. Nothing happens.
- Backstabbing v2 - Pick two dragons at random. Assign one heads and the other tails. Flip a coin- whichever side is face up kills the other dragon. Exalt them. The dragon who lived must now run away to a different gang.
- Crimes time - Pick two dragons at random. They have to go on a quest now. Raise both of them a level. flip a coin for each one. if they fail, exalt them as they were lost in the mission.
- Major heist! This is it! Your time to shine. rng a number between 1 and (2 * the highest level in the group) for Every dragon. If you get higher than their level, exalt. Raise all survivors by one level.
- Mexican standoff. Exalt a random dragon from each gang.
- Renegade - one randomly selected dragon who is not the leader goes over to another randomly selected gang.
- Crimes time 2: the chamber of secrets
- There's romance in the air! Pick two dragons at random. They are now in a relationship. If one gets exalted, so does the other. Their fates are bound together.
- New recruits! repeat the leveling to 6 and 1d6 rolls from the setup phase until you have one new recruit.
- Musical chairs - one random derg who is not the leader from each team play musical gangs. rng which team they go to. if they get rng'd into their same gang, exalt them.
- Gettin’ down with the thievery. The squad’s gettin’ smart. Wicked smart. Three random dragons are now SO smart that they forgot how to die. If any of them would, for any reason, be exalted, they now simply... don’t do that. But only once. Treat this as an “extra life” of sorts.
- Crimes time 3: rise of the machines
- New recruits 2: the electric boogaloo
- There's a scandal afoot! Pick two of your ready to breed dragons at random if you have any. Put them on a nest. The babies will join your crime organization 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 the cheapest set of hatchling siblings off the AH. (or if there aren't siblings under hatchling fodder floor, grab a single hatchling.) A secret forbidden child or sibling has been uncovered.
- New recruits 3: this time it's personal
- Freeloader? Some random dragon has decided to hang at your place. Who is this guy???? Grab the cheapest adult off the AH. Leave them at level 1. For bonus points, try sniping an underpriced adult.
- Hazing rituals! Roll a d10 for each of your lowest-level dragons. "lowest level dragons" in this case meaning the dragons who are below the median level. If it’s higher than their level, exalt them. They were not good enough. Raise the remaining low-level dragons by one level.
- depending on the levels in question, that 1d10 might be substituted for a die whose sides = 2 * dragon's level. or maybe 2 * the median level benchmark. something like that. this also applies to the Major heist event.
- You got the flu! randomly select a crewmember. that dragon got caught out in bad weather (or something) and is ill/injured. for the next 5 tasks rolled, if that dragon is selected for anything active (the coli tasks, heists, etc,) their infirmity slows them up and they die. exalt them.
- Juvie! Grab the cheapest hatchie off the AH. Level it to 5 when it comes of age.
- Long Live the King! One of the gang members swears an oath of loyalty to the boss. If the boss were to be exalted, this member protects them and is exalted in their stead. If the boss would be exalted because of being replaced, either due to a coli drop, event, or another dragon being a higher level, the boss remains in the gang, but is now demoted.
- One new recruit, ah ah ah! train and roll until the gang has at least 2 new members.
- Two new recruits, ah ah ah! train and roll until the gang has at least 2 new members.
- Rich tastes. Even the rich aren’t immune to the allure of good ol’ fashioned organized crime. Buy the cheapest XXX dragon (and/or the cheapest faceted/multi-gaze/primal for some variety) on the AH and level them to seven. If the leader ever dies while they’re around, they become the new leader instantly.
- Personal space invader - a new gang enters the scene! if there aren't 4 gangs already, set one up afresh. if there are already 4 gangs, well, there's only so much room around here. flip a coin to determine whether the invaders are repelled or not; if they aren't, roll a d4 to determine which gang they oust. the losing gang gets exalted, one and all.
- I'm not as think as you drunk I am - the gang got their mitts on something fermented and have forgotten what they did today. roll again.
coli loot
- if a familiar or piece of apparel drops, the highest level member of the team keeps the loot. if that dragon already had other loot equipped that they can't have at the same time as the new acquisition, they cast something off. probably the old one, unless there's a compelling reason not to.
- determining who gets the castoff can vary; a diceroll, whoever was there, or just whoever's higher level. if/when this occurs i'll decide how to deal with it.
- eliminate: they can tell Bossdad the good news.
- rally: both dragons in the party gain a one-use get-out-of-jail-free pass. if either of them would have been exalted, or rolled with that potential, they automatically pass go instead.
- ambush: flip a coin to choose one of the crew. instead of carrying on from the ambush loot screen, refresh in order to swap out the chosen crewmember and replace them with another, randomly selected dragon.
- egg: buy the 3 cheapest hatchlings on the AH. level them to 5 when they age up.