Welcome, everyone, to my "Darkest Pinkerlocke"! This challenge will largely follow the Pinkerlocke rules we've grown to hate love except with a few twists! As well as the daily incentives from a typical Pinkerlocke I will also be borrowing from a Lovecraftlocke and the Stress system from the game Darkest Dungeon! A lot mixed into one and the rules may seem complicated at first glance. Luckily for you guys you don't need to worry too much about it! I am of course happy to answer any questions if something doesn't make sense or needs more clarification. Either way I hope that it proves entertaining for both sides with all the extra elements!
Note: Values may change over the course of the challenge depending on how easy or hard it feels.
Rules | The Story| Stage Coach | Gallery
Rules
All Nuzlocke activity corresponds with loot received daily from Pinkerton's Plundered Pile.
A points system is in place to reflect story features (explained below).
Daedalon is the main character and thus immune to death. If she were to die, however, she is incapacitated and cannot act for 15 days.
Dragons cannot earn a primary gene until level 10, a secondary gene until level 15 or a tertiary gene until level 20.
Any egg found during the challenge, whether through the coliseum or scavenging, allows one breed change for any dragon.
Any egg found by Nuzlocke participants in the coliseum must be hatched and join the challenge.
Guardians born into the clan or arrive as a hatchling must go on their Search once they are at least 3 weeks old and as befits the story. Use RNG to determine type and distance of their Charge.
Roll 1d4 for each familiar dropped in the coliseum. If 4, the familiar joins the challenge. Give them to any dragon without a familiar.
If a dragon has a familiar and faints in the coliseum, roll 1d4:
--- 4: The dragon and familiar both survive.
--- 3: The dragon survives but the familiar dies.
--- 2: The dragon dies but the familiar survives.
--- 1: The dragon and the familiar both die.
The Stress System
The Shade plays a prominent role in this story and so long as dragons are active in the challenge they will be afflicted by it. Every dragon has a certain SP ('Stress Points') - as a dragon spends more time in proximity to the Shade they can and will gain SP. All dragons start with 0/200 SP. Guardians currently on their Search, or whose Charge is outside the Windswept Plateau, are immune to SP gain.
Accumulating SP
As the Shade grows in power stress levels can soar dramatically. Whether it be the influence of the Shade itself, the presence of Shade-Touched dragons, fighting or eggs failing to hatch stress builds and makes the lives of dragons miserable, potentially leading to catastrophic outcomes.
1 SP per day that dragon is active and in proximity to the Shade
1 SP per day a Shade-Touched dragon is active
1 SP per egg that fails to hatch. 5 SP if the entire clutch or a single-egg nest fails. Double for the parents.
1 SP per dragon rolled for the coliseum
5 SP if that dragon is hit by (and survives) a critical hit in the coliseum
5 SP if that dragon witnesses a teammate enter Death's Door and another 1 SP each time they survive
10 SP if that dragon enters Death's Door and another 5 SP each time they survive
15 SP if that dragon witnesses a teammate die
If a dragon crosses the 100 SP threshold roll 1d4. If 4, they become Virtuous. Otherwise they become Afflicted.
Afflictions
Afflicted dragons lose hope in overcoming the Shade threat and tend to lash out in different ways as they slowly accept their fate. Each day, based on type of affliction, an Afflicted dragon has a chance to cause party-wide Stress. Roll 1d6:
1-2 - everyone gains 5 SP
3-4 - everyone gains 1 SP
5-6 - nothing happens
A dragon is immediately tested once they reach 100 or more SP. Dragons remain Afflicted so long as they are at or over 100 SP. If an afflicted dragon reaches 200 SP they suffer a heart attack and enter Death's Door. If they suffer another heart attack they die outright.
Virtues
Virtuous dragons have seen a glimmer of hope in their darkest hours, reducing their SP to 50 and offer hope and comfort to others during this time of need. Each day, based on type of virtue, a Virtuous dragon has a chance to remove stress either from the party or themselves. Roll 1d6:
1-2 - nothing happens
3-4 - heal self for -15 SP
5-6 - heal party for -5 SP each
Dragons remain Virtuous for only 3 days but are immune to SP gain during this time.
Stress Relief
It's not all doom and gloom out there! Even in the face of looming disaster dragons are able to find ways to shed their fears, if only a little and rarely. Winning fights, simple pleasures or the presence of a hopeful individual, many little things help bolster a dragon's mental state.
-1 SP if that dragon lands a critical hit
-1 SP each for each successful egg hatching (unhatched eggs do not count)
-5 SP each when two dragons go to nest
-5 SP each if a dragon becomes Virtuous
-10 SP each if an unhatched egg is found
-15 SP each if a Shade-Touched dragon is slain
Emergency Actions
Peaceful Visit: Once a week a dragon can casually visit the town for some much needed fun. Roll 1d10:
1 - It was boring, but nothing bad happened either. 0 SP
2-5 - it wasn't as good as they hoped but it was still fun. -20 SP
6-9 - everything went smoothly. -40 SP
10 - something truly memorable happened! -70 SP
During this time they are unable to participate in Nuzlocke activities for 5 days but do not gain SP. Only one dragon can visit at a time and they cannot visit again the following week.
Pep Talk: The dragon with the lowest SP approaches the dragon with the highest SP for an encouraging chat. Roll 1d10:
1 - They barely listened. 0 SP
2-5 - They were reluctant but appreciated it. -10 SP
6-9 - They were grateful to chat. -20 SP
10 - They really needed that. -30 SP
Neither dragon can engage in Pep Talks for 5 days. If the dragon with high SP is Afflicted, roll 1d4: if 1, they refuse to talk.
Drops of Fate
Food: Fight in the Coliseum for a set amount of rounds based on the food type:
Plants: 10 matches
Insects: 20 matches
Seafood: 30 matches
Meat: 40 matches
Medium Mode: Select coliseum challengers in your lair using RNG then select the coliseum venue that either corresponds with or is one tier below the highest level dragon in that group. You can remain in a venue even if a dragon levels up, fleeing as necessary. Don't attempt 40 matches unless you want a wiped-out dragon!
Dragons who faint in the coliseum first enter Death's Door. They can continue to fight but if they faint again they must roll 1d4: if they roll a 1, they die. Repeat for every time they survive. Recovery from Death's Door leaves a mark on the dragon and they must rest, unable to join a coliseum team, for 5 days.
If a Shade-Touched dragon is in the party: The objective is to kill the Shade dragon as soon as possible. If the Shade dragon does not faint by the end of the rounds, it survives to wreak havoc another day. No more than 1 Shade dragon may be in the party at a time and Death's Door does not apply to them.
Materials: Do some writing for your Pinkerlocke.
Trinkets: Do some art for your Pinkerlocke.
Familiars: Introduce a new dragon. Buy a new dragon. Roll 1d20 to determine the breed you'll be getting. The dragon must be older than 5 days and mentally at least an adolescent. (Optional: give the familiar to the new dragon.)
1. Fae
2. Guardian
3. Mirror
4. Tundra
5. Pearlcatcher
6. Ridgeback
7. Snapper
8. Spiral
9. Imperial
10. Wildclaw
11. Skydancer
12. Coatl
13. Nocturne
14. Bogsneak
15. Gaoler
16. Banescale
17. Veilspun
18. Obelisk
19. Aberration
20. The cheapest G1 (one breed change allowed)
Once the dragon is purchased: Roll 1d4. If 1, the dragon is corrupted by the Shade.
Apparel: At a stack of 5 apparel, breed two of your dragons. When the eggs hatch flip a coin for each hatchling. If Tails, the hatchling is dead and must be exalted. Hatchlings with Primal eyes are exempt from the coin flip. Apparel stacks of 10 can be redeemed to give a dragon a gene early.
If no dragons are compatible or RTB, buy the cheapest G1 or hatch an egg. Hatchlings from unhatched eggs are exempt from the coin flip and both are allowed one breed change that must be applied by the next story entry.
Battle Items: Uh-oh! Flip a coin:
Heads: DEATH STREAK!
Tails: Time to Relax! Use RNG to select three random dragons, then roll 1d20 for each: the number rolled is the amount of SP they heal.
Death Streak rules: Randomly select three dragons using a random number generator. They then must fight in the coliseum for 10 rounds consecutively (ie. you cannot leave the venue until the streak is over) using hard mode rules, quitting midway if a dragon dies. Death's Door does not apply to Death Streaks.
If a Shade-Touched dragon is in the party: The death of the Shade dragon does not end the streak. Continue until the streak ends, or a living dragon dies.
Rules | The Story| Stage Coach | Gallery