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Wolvlocke: Accurate Survival Challenge

Wolvlocke: Accurate Survival Challenge
Posted 2024-08-19 18:04:15 (edited)

Wolvlocke


An Accurate Survival Challenge





What is this challenge?
The Wolvlocke: Accurate Survival Challenge is a set of rules designed to make maintaining a Wolvden pack more difficult! This one in particular has been heavily inspired by Chantaey's Wolvlocke: Legacy Edition Challenge and please feel free to check her version out and see what her pack gets up to as well!

Also, please note that this Challenge is still being actively play tested by myself and is subject to change! These are rules I personally use for my own pack so, if you're planning on using this ruleset for your own please make sure to check back every once and awhile. Do feel free to send me a message if you've got a question about something as well! I don't mind.



The Rules


General Rules & Other
  1. No wolves may take the Herbalist or Pupsitter roles.

  2. The biggest a pack should get to is 12 wolves. Anything larger is considered abnormal and a quirk from wolf reintroduction.

  3. Pups cannot be assigned to pupsitters.

  4. Any wolves may die of sickness and starvation. If a wolf leaves due to starvation, they may not rejoin the pack as they have split from the pack in an attempt to find food on their own.

  5. No illness quarantining is allowed.

  6. Wolf Mood may be maintained as freely as you wish. There are no rules for Mood currently. (I'm currently still brainstorming up ways to make it more difficult so please check back later.)

  7. When selecting an unrelated wolf to be the mate for your pack's Alpha, do not exceed the alpha's Generation Number. So for example, if one of my females is looking for a mate and she is a Gen 5 wolf, her prospective mate must be either a Gen 5 or below.


The Wolf Research & Conservation Center
This is where your game designated Lead Wolf resides. These wolves are not apart of the lore pack and can be maintained freely. I only have one hard rule for this area of the challenge however.
  1. One wolf within this Conservation Center must be related to your pack's bloodline.
    • They do not need to become your lead wolf but it is suggested! Otherwise, you may have your Lead Wolf be their mate and have your Lead Wolf pairbonded with the bloodline wolf within the Conservation Center. This one bloodline wolf within the Conservation Center serves as a "backup" in the event the pack wipes out due to illness or starvation. One of their offspring may be selected to "restart" the pack if it's ever necessary.


Pack Population & Growth
  1. Only two wolves within the pack can be called the Breeding Pair, or sometimes called the Alpha Pair if you prefer that title instead. They will be the ones tasked with continuing your pack's linage as one of these breeders must be related to your pack's original bloodline and they must be pair bonded together.
    • If the Unrelated Breeder is the only remaining breeder after their mate dies off, they may not take up a new mate and will remain in the position until they pass unless the pack is low on numbers. If that is the case, a couple of brave wolves within the pack may choose to challenge the remaining Breeder and take over their position when the pack is actively low on numbers and running the risk of disbanding.
    • If both Alphas/Breeders die, a new Alpha/Breeder will be chosen.
    • If there are no available adult wolves to take over, then any remaining pups will either be raised at the Wolf Research & Conservation Center where they'll be released at adulthood back into the wild, redistributed to other packs, or sold off to other players.

  2. Only the Breeders(Alphas) may reproduce.
    • Subordinate pack members may breed due to lore events or personality quirks. But, it is typically frowned upon.

  3. During Spring, the pack remains grouped up at a den site. The pack's Breeding Female will not leave the den site until the pups are 1.5 months old. Once the new litter of pups begins venturing outside the den, she will return to hunting with the rest of the pack.

  4. In Summertime, when the pups are a bit older and no longer require a den to keep themselves safe and warm, they all collectively move to a more open space and the pups will have to keep up with the adults to reach the newfound rendezvous site. This rendezvous site provides either a bush or particularly tall patch of grass to help the pups hide from predators and invaders still but gives them the room to stretch their legs and hone this newfound interest in hunting now.

  5. When Autumn and Winter arrives, the pack returns to their more nomadic ways and follows the herds during these seasons as the pups are now big enough to travel without the need to hide from attacks.

  6. If a pack member leaves due to starvation, they are not allowed to rejoin the pack whatsoever as they have split to search for food elsewhere.


Hunting
So, this is where things get a bit tricky! Age is definitely a factor in real life packs and Yearlings seem to be prone to loafing around at the rendezvous site instead of engaging on hunts. Seasons also play a big role! I know Wolvden does try to show this by having bonuses in spring and a decrease during winter. However, it's not exactly accurate which is unfortunate. To hopefully balance this myself, during the Winter months the pack's daily hunting limit will be bumped from 2 daily hunts to 3 daily hunts in an attempt to balance out the lower success rates. (This is still being tested so please keep an eye on this section!)

  1. Yearling Wolves (Wolves that are 1 year old to 1 year & 11.5 months) are not expected to hunt as they're still considered and viewed as pups by the adults! They're still learning how to hunt after all and are easily spooked off of hunts.

  2. The Breeders are typically more inclined to take risks during hunts. To display this, only the pack's Breeders may take up the Stalker and Finisher positions in the Hunting Teams. They are the ones that dictate when a hunt is called off after all and encourage their offspring to take chances!

  3. During the seasons of Spring, Summer, and Autumn the pack is limited to 2 Daily Hunts. They may only eat from the food they catch during these two daily hunts. Prey might be more bountiful during these seasons but once it has hit Summer, they are typically at their peak as they've been grazing on the nutrient rich grasses all Spring and any weak calves have been weeded out already by the wolves. Wolves are more likely to starve during the Summer and Autumn months.

  4. During Winter, due to the decrease Wolvden applies for this season, the pack is allowed 3 Daily Hunts. They may only eat the food they catch during these three daily hunts. The prey is generally weaker during this season and typically migrate to higher elevation in hopes of burning less energy attempting to trek through the snow.

  5. Male wolves are more inclined to hunt and more commonly take up available hunting positions while female wolves are more prone to hanging around the den site when there are pups. Females prefer watching over the little ones after all and are more often seen going into the den as well.

  6. In the event that the pack has food left over from a hunt's meal, you may bury the carcass to more easily find what food your pack has left over. The pack may return to this carcass at a later day when they're unable to feed everyone and use what few remaining uses there are to hopefully feed the rest of them. However, carcasses left unattended do have the chance to bring in additional predators!

  7. If a wolf looses -5 HP after a hunt, a Scar must be equipped to that wolf. Hunting is difficult and they'll eventually gather battle scars to show just how brutal hunting really is! Additionally, if a Yearling participates in a hunt and looses any amount of HP after it, they will receive a Scar no matter how much or how little. It's almost like a coming of age for them!

  8. When the entire pack is on the brink of starvation, each hunting team will have a chance at rallying themselves for 1 additional daily hunt! A coin must be flipped per hunting team within the pack. If the coin lands on heads, the chosen hunting team has successfully rallied themselves and may have 1 additional bonus hunt to feed themselves with. If the coin lands on tails, the chosen hunting team fails to rally themselves and does not receive an additional bonus hunt for that day.

  9. Additional hunts may be done in order to gain Role Experience and to Level wolves. However, they will not be able to eat the food they catch during these additional hunts.


Dispersal Wolves
When wolves reach 2 years old, they have the opportunity to disperse from their natal pack and strike out on their own! They however are not always successful at finding a mate and may return to their natal pack to loaf around a bit longer until attempting it again.

  1. When a wolf reaches 2 years old, they may be allowed to disperse from the pack and find their own mate. You, the player, can either create an off-shoot pack if you feel like they'd be successful in finding a mate or you could sell them off if your pack's growing too large.

  2. The oldest a wolf may disperse is 4 years old. 5 year old wolves or older should no longer have the chance to disperse from the pack.

  3. Male wolves are more likely to disperse from their natal pack.

  4. Female wolves are less likely to disperse from their natal pack and will typically remain with their natal pack to watch over future litters. Females have a higher chance at becoming the pack's next Breeder as well.

  5. Wolves that have dispersed are not always successful and may return to their natal pack for a period of time until making another attempt on striking it out on their own.

  6. Lone dispersal wolves that are unrelated to the pack may attempt at joining when the pack's alpha is looking for a mate. You may choose between two joining options:
    • Option 1: Dice Rolling. For 3 days in a row, you must roll 1d20 and get a 10 or higher on the roll in order for their introductions to go successfully. On a 9 or below, it is considered an unsuccessful attempt. Lone dispersal wolves attempting to join must get 3 successful days in a row in order to join the pack. If they fail 3 times in a row, they must wait 2 days until trying again.
    • Option 2: Utilize the Socializing feature for 2 days in a row. If the wolf does not get along with the pack via the Socializing feature for 2 days in a row, they will be unsuccessful in their advances and are more likely to leave the pack's territory. If the wolf gets along with the courtable Breeder for 2 days in a row, they will successfully join the pack. If the wolf gets along with the whole pack for 2 days in a row, they will successfully join the pack.

  7. If you have wolves in your Dispersal Wolves den section and you have carcasses leftover from your pack, you may use the leftovers to feed your dispersal wolves. Otherwise they may hunt for their own food just like the pack does.


Health & Survival
  1. Wolves may not be quarantined when they become ill.

  2. If a wolf contracts a non-lethal illness, please refer to the Non-Lethal Illness roll table below.

  3. If a wolf contracts a lethal illness, it is a death sentence and cannot be cured via chance. Illnesses that are classified as Lethal are: Infection, Heatstroke, Poison, and Pox (For pups).

  4. There are a couple of exceptions to the Lethal Illnesses. If a wolf is sick with either Influenza or Distemper please refer to their individual roll tables below as well.

  5. Cure-For-Alls are not allowed whatsoever in this challenge.

  6. When a wolf reaches 0 HP they are considered dead and must be removed from the pack.
    • Exception: Due to the nature of the Open Wound illness, which puts a wolf at 0 hp upon contraction, will not outright kill them. You are allowed to use one healing salve on the wolf upon contraction of the open wound to place them back at 20 HP. (Rich healing salves are not allowed.)

Morbid
#86206

Posted 2024-08-19 18:04:26 (edited)
Non-Lethal Illness Roll Table
Included Illnesses: Constipation, Cough, Cytisis, Diarrhea, Ear Mites, Fleas, Hepatitis, Mange, Open Wound, Ringworm, Tapeworm, & Ticks.
SpringFlip a Coin.
If it lands on heads, the illness is cured. If it lands on tails, the illness remains.
SummerRoll a 1d4 Dice.
If it's a 1 or 2, the illness remains. If it's a 3 or 4, the illness is cured.
AutumnRoll a 1d4 Dice.
If it's a 1 or 2, the illness remains. If it's a 3 or 4, the illness is cured.
WinterRoll a 1d6 Dice.
If it's 1 to 3, the illness remains. If it's 4 to 6, the illness is cured.




Distemper Roll Table
Ages: 0-11.5 monthsRoll a 1d6.
If it's a 1 to 3, the illness remains. If it's 4 to 6, the illness cured.
Age: 1 yearRoll a 1d6.
If it's a 1 to 3, the illness remains. If it's 4 to 6, the illness cured.
Age: 2 yearsRoll a 1d4.
If it's a 1 or 2, the illness remains. If it's a 3 or 4, the illness is cured.
Age: 3yrsRoll a 1d6.
If it's a 1 to 3, the illness remains. If it's 4 to 6, the illness cured.
Age: 4 yearsRoll a 1d8.
If it's 1 to 4, the illness remains. If it's 5 to 8, the illness is cured.
Age: 5 years and upRoll a 1d12.
If it's 1 to 6, the illness remains. If it's 7 to 12, the illness is cured.




Influenza Roll Table
Ages: 0-11.5 monthsRoll a 1d4.
If it's a 1 or 2, the illness remains. If it's a 3 or 4, the illness is cured.
Age: 1 yearRoll a 1d6.
If it's a 1 to 3, the illness remains. If it's 4 to 6, the illness cured.
Age: 2 to 3 yearsThe illness is instantly cured for wolves in this age group.
Age: 4 yearsFlip a Coin.
If it lands on heads, the illness is cured. If it lands on tails, the illness remains.
Age: 5 years and upRoll a 1d4.
If it's a 1 or 2, the illness remains. If it's a 3 or 4, the illness is cured.

Morbid
#86206

Posted 2024-08-19 18:05:01 (edited)
Saving just in case.

Morbid
#86206

Posted 2024-08-19 18:24:56
Saving just in case. Feel free to post now folks!

Morbid
#86206

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