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[FOAL STATS] - Printable Version

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[FOAL STATS] - Official - 01-21-2017

In a transparency effort, we are doing to be releasing our foal stat rolling specifications! The seasonal specifics are located in the guidebook, but everything else is here for you to see.


ASCENDED CHILDREN (if child option chosen)
-- All healthy
-- Automatic first magic or passive magic (in addition to any stats used)
-- Reduce special rolls that apply by 50%
-- Hyrbid ascended will automatically produce hybrid babies
-- Non-hybrid x Non-hybrid of opposite species will have a 50% better chance of producing a hybrid baby

DEMI-GOD CHILDREN
-- Born healthy
-- 50% chance increase of hybrid/tribid babies

GENDER - Roll a 6 sided die.
-- 1,3,5 = colt
-- 2,4,6 = filly
-- If the parents requested a certain gender, give it to them.

BREED - cross of the parents [no die]

BUILD FOR STATS - Roll a 6 sided die.
-- 3 = combine both breeds equally.
-- 1,5 = highlight the sire.
-- 2,4,6 = highlight the dam.
-- Take preference of player into account.

SPECIES - If both parents are the same species, it will be that species.
1.  If the parents requested a certain species (that is possible or non-hybrid), give it to them.

HYBRID
2. If one or both of the parents is a hybrid, please see the HYBRID FERTILITY section below.
-- If a foal is conceived, roll a 10 sided die.  3,4 = hybrid foal.
-- If no hybrid from that roll, use 6 sided die to determine which parent species the foal will display. odd = sire, even = dam.
-- If the parents quested for a hybrid foal = hybrid foal.

3. If the parents have not quested for a hybrid foal, and neither is a hybrid, roll the 6 sided die.
-- 2 = hybrid foal
-- 1,3,5 = sire
-- 4,6 = dam

TRIBRID
4. If one parent is hybrid and the other is opposite species, roll a 6 sided die. 3 = tribrid foal.
-- If one parent is hybrid and the other is opposite species and they used a hybrid foal pass, roll a 6 sided die. 1,3,5 = tribrid foal.
---* Still use the hybrid fertility below.
---* If a foal pass is used, the foal WILL live, but it will have a much higher chance of being unhealthy.

HYBRID FERTILITY - Hybrids have reduced chances of creating a foal, and creating a healthy foal.
1. Roll to determine if a foal will be produced.
Normal x hybrid: 6 sided die.
-- Birdsong: 1,2,3,4 = produced
-- Orangemoon & Tallsun: 1,2,3,4,5 = produced
-- Frostfall: 1,2 = produced

Hybrid x hybrid: 6 sided die.
-- Birdsong: 1,2 = produced
-- Tall Sun & Orangemoon: 1,3,5 = produced
-- Frostfall: 1 = produced

HEIGHT - Within range of parent's heights [no die].

COLOR - Use color calculator site and apply information based on the parents and their parents. The calculator will provide a probability of colors so assign the colors to a certain number(s) depending on the chance ratio.
-- If the parents suggested a certain color that is possible, give it to them.

MARKINGS - Have fun with this one! It can be strange markings or strangely colored normal markings [no die].
-- If the parents requested a marking, give it to them (if they didn't also request magic, can't get greedy).
-- If foal didn't roll for magic, good idea to give it an unusual marking.

HEALTH - Based on the season. Roll a 6 sided die.
1. Determine if the foal is healthy or not.
-- Birdsong: 5/6 chance healthy. 2,3,4,5,6 = healthy
-- Tall Sun & Orangemoon: 3/6 chance healthy. 1,3,5 = healthy
-- Frostfall: 2/6 chance healthy. 1,6 = healthy

2. If unhealthy, determine what's wrong with it. Get creative, but some examples: 1 = blind, 2 = club foot, 3 = lingering cough...etc.
-- 1,2 = really bad things. 3,4,5,6 = easy to recover from/live with.
-- Twins/hybrid: 1 = near fatal, 2,3,4 = really bad things, 5,6 = easy to recover from/live with.

HEALTH IF MOTHER FOUGHT- If mother fights before foal is born, use this immediately at the inception of the battle. Roll a 6 sided die.
-- 1,3,5 = foal dies
-- 2,4,6= foal lives

1. If the foal is alive, then roll foal health again.
-- 1,2,3,4 = unhealthy
-- 5,6 = healthy and normal

MAGIC - Magic depends on the parent’s magic. Roll a 6 sided die.
-- Parents both magic: 1,3,5 = magic
-- One parent magic: 3,5 = magic
-- Unicorn or Pegasus, no parents magic: 1 = magic
-- Equine, no parents magic: no magic

-- If a specific magic is requested and the foal successfully rolled for magic, give it to them.
-- If the foal is magic you can be creative with what ability it gets, assign it only an element, or you can leave it entirely up to the player.
-- Magic can show from birth, or appear later in the foal's life as determined by the player.

OTHER - Genetic mutations depend on the parent's stats. Roll die based on criteria below.
1. 3 Magic Slots
-- One parent has magic = 1/12
-- Both parents have magic = 1/10
-- Parents with no magic = no mutation
-- One parent has this mutation = 2/10
-- Both parents have this mutation = 3/10

2. 2 Companion Slots
-- One parent bonded to a companion = 1/12
-- Both parents bonded to a companion = 1/10
-- No parent has a companion odds are = 1/20
-- One parent has this mutation = 2/10
-- Both parents have this mutation = 3/10