Blacktail Peak Pack
Rules for natural-esque hard mode gameplay:• Leads must have as natural looks as possible. No unnatural eye/pelt colors or unusually shaped markings. Off-shade nose and skin are tolerated as long as they're not something like bright blue, but dark colors are the ideal.
• Customization items may be used on the pack as it does not affect their chance of survival.
• Only the alphas can breed and must be pairbonded. The only exception is if a chased NBW is found in mid- to end of Winter (from 3rd to last day) a coin may be flipped to determine if a pregnant female can be introduced to the pack, but this is generally frowned upon and should be an exception, not the rule. In addition, only certain personalities would be allowed to doing so.
• The alphas can adopt a pup if the following conditions are met: a chased NBW being found in the summer, a coin may be flipped to determine if a lost pup is found.
• If the stats of a wolf unrelated to either alpha (adopted pups count as related, but not as part of the bloodline) grows beyond that of the alpha with the highest stats, that wolf must leave the pack. Exception: If the alpha has no mate he or she may choose to tolerate wolves with higher stats as potential mates.
• One of the alphas must be related to the original bloodline. The exception is if you start over completely from scratch, but that should be avoided if possible.
• Unrelated wolves may only join the pack when a chased NBW is found in explore. The chased NBW does not need to be recruited in order to add a wolf to the pack, only found. The new wolves must have natural looks as well.
• The pack may only feed on whatever they hunted that rollover and they may only eat from the first two hunts of the day per hunting team. Any excess beyond that is salvaged (Additional hunts may be attempted for exp purposes only).
• Pack members that leave due to low hunger cannot return (as they've starved to death), but can from low mood.
• Offspring can only be chased/disperse after they grow up.
• Only 2 pupsitters allowed at a time if there are any leftover wolves without a role filled.
• If a wolf becomes ill, each day after contraction they will have a chance to recover from non-lethal illnesses (50% in spring, 33% in summer & autumn, 25% in winter). Success should be determined using a random number generator. If unsuccessful, you may not try again until the next day. If successful, a cure can be procured. This rule applies individually to each wolf that is sick.
• Lethal illnesses (Distemper, Heatstroke, Infection, Poison, and Pox (for puppies only)) are a death sentence; However, they will have a slight chance at survival. I'll be treating Heatstroke, Poison, and Pox (for pups) in a similar way to how Death Saves work in D&D 5e. The wolves will need to roll a 12 or higher in order for it to count as a success. The wolf will roll for 3 rollovers and it starts the day they contract the illness. Rolling a Natural 1 counts as two failures while a Natural 20 counts as an automatic success and the wolf survives.
• HP can only be recovered naturally at rollover or from leveling up. If a wolf's HP reaches 0 it dies. Exception: The Open Wound status, which places a wolf's HP at 0 upon contraction, will not outright kill them. You may use one healing salve to return them to 20 HP (Rich Healing Salves are not allowed) but they are not allowed to hunt for the rest of the day.
Spring: Flip a Coin. If it lands on heads, the illness is cured. If it lands on tails, the illness remains.
Summer: Roll a 1d4 Dice. If it's a 1 or 2, the illness remains. If it's a 3 or 4, the illness is cured.
Autumn: Roll a 1d4 Dice. If it's a 1 or 2, the illness remains. If it's a 3 or 4, the illness is cured.
Winter: Roll a 1d6 Dice. If it's 1 to 3, the illness remains. If it's 4 to 6, the illness is cured.