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