Welcome to Ranger School! Exams are coming up and those are nothing compared to the challenges you'll face exploring and protecting the wild places of the world. The more you know the better off you'll be, so pay attention! With any luck something here may keep you on the right side of a 6 ft tall ditch!
Alright, to recap combat basics:
Trainers more or less take turns shouting moves at their mon. Whoever has the higher stamina will act first as their current stamina equals their speed. Don't forget that it's also useful to take a breather and to regain an additional stamina or focus dice. Mon can always perform a physical attack or status attack if they have Stamina dice. They also have Moves which are powerful abilities that use Focus dice.
Moves come in different types. No not those types! These are physical, special, and status. Oh, and weather.
Physical attacks and moves can be Dodged by rolling under your current stamina or you can try to overpower them with a physical attack of your own! If your attack is stronger and the sum on your dice is higher, your attack goes through and theirs is wasted. If you try that you better bring it, cause if you don't win you'll be taking full damage from the enemy's attack.
Special moves can be Saved by rolling under your current focus. But if you ask me, that's sorta like crossing your fingers and hoping the firing squad misses ya, he. They hardly do. Even if you save you'll take half damage from the attack. Better to Fire Back with a special move of your own! Show 'em who's boss. Like before, if you don't give it your all you'll back taking damage instead of giving it.
Status moves are real tricky and an invaluable asset in the hands of an intelligent Ranger. I once saved a whole herd of Calferrous from half a dozen poachers with a Conchroach and a well-placed Riptide. He, he! Anyways the move text will tell you how to defend against these. They're a real grab bag.
Weather moves affect the environment directly and last till the battle is over. That reminds me, do not forget to consider the environment in your battles! If you win by knocking your opponent off a bridge or drowning them, then it doesn't matter how much hp they had left, does it? What did I say something wrong?
I already mentioned Dodging and Saves, but sometimes it's the bond you have with your Legamon that's tested instead of their strength. That's called Trust. Roll under your bond with your Legamon to pass. A loyal Legamon is the difference between being a hero and being in an obituary. You take care of your partners! You hear me!
Last note before the move lists. As important as the information is for your survival and the completion of your mission, thinking outside the box is even better. Don't be constrained by these descriptions and you can always find a way to win. A strong bond between you and your partner and a little creativity will get you outta more jams than you can count.
Here are the basic status moves for each type. You should know these by now!
Light: Blind. Blinded 'mon can't connect with their physical attacks. AOE physical attacks still work. Save vs Focus to end condition.
Fire: Burn. Dodge each round, end condition on success. On a failure, take dice fire damage.
Grass: Drain. Save vs Stamina each round, end condition on success. On a failure, target takes 1 grass damage and you restore health equal to the damage.
Water: Drench. Dice targets Dodge or the target's highest pool is the same size as their smallest. Regain lost dice when condition ends.
Electric: Paralyzed. For dice rounds, Save vs Stamina. On a failed save, target skips turn.
Earth: Entrapment. Target cannot move for dice rounds. Save vs Stamina, condition ends on a success.
Metal: Iron Defense. Gain dice temporary hp.
Wind: Knockdown. Target is knocked prone once and goes last for dice rounds. Dodge to avoid.
Combat: Grapple. Target restrained for sum rounds and cannot move or dodge. Save vs Stamina to end the effect.
Mind: Confused. Target loses access to 1 Focus Die for sum rounds. Save v Focus each round, end condition on a success.
Dark: Jeer. Dice targets Trust or reduce their bond by 1. Trust to end effect.
Dragon: Fear. Trust before approaching or making a physical attack. Once afflicted with fear, cannot be afflicted again in this battle.
Here are the basic status moves for each type. You should know these by now!
Light: Blind. Blinded 'mon can't connect with their physical attacks. AOE physical attacks still work. Save vs Focus to end condition.
Fire: Burn. Dodge each round, end condition on success. On a failure, take dice fire damage.
Grass: Drain. Save vs Stamina each round, end condition on success. On a failure, target takes 1 grass damage and you restore health equal to the damage.
Water: Drench. Dice targets Dodge or the target's highest pool is the same size as their smallest. Regain lost dice when condition ends.
Electric: Paralyzed. For dice rounds, Save vs Stamina. On a failed save, target skips turn.
Earth: Entrapment. Target cannot move for dice rounds. Save vs Stamina, condition ends on a success.
Metal: Iron Defense. Gain dice temporary hp.
Wind: Knockdown. Target is knocked prone once and goes last for dice rounds. Dodge to avoid.
Combat: Grapple. Target restrained for sum rounds and cannot move or dodge. Save vs Stamina to end the effect.
Mind: Confused. Target loses access to 1 Focus Die for sum rounds. Save v Focus each round, end condition on a success.
Dark: Jeer. Dice targets Trust or reduce their bond by 1. Trust to end effect.
Dragon: Fear. Trust before approaching or making a physical attack. Once afflicted with fear, cannot be afflicted again in this battle.
Normal: Taunt. Dice targets must Trust or use their basic attack on this mon.
Toxin: Poison. Save v Focus each round, take dice damage on success and end condition. Take 1 damage on a failed save.
COMBAT- Combat types excel at winning the physical game and stringing move combos together. If you can't break their combos or make them fight on your terms, you're in for a world of hurt.
FOOTWORK [Combat/Status]: Gain sum stamina and immediately take another action. Focus dice spent in this way are expended.
JAB [Combat/Physical]: This move may be used at any time and does not count toward action limits. Deal sum damage. Maximum one dice.
GUARD PASS [Combat/Status]: Can be Dodged. The target cannot Trade Blows. Save vs Stam to end.
HEADCRANK [Combat/Status]: Can be Dodged. Lose dice Stamina and take sum damage.
LIGHTS OUT [Combat/Physical]: Roll all Stam and Focus dice. Target takes sum damage. Target takes no damage if this move doesn’t knock them out.
MINDSET [Combat/Status]: Gain 1 additional Stam each End of Round. Lasts until psyched out.
TAKEDOWN [Combat/Physical]: Deal sum damage. Target restrained for dice rounds and cannot move or dodge. Save vs Stamina to end the effect.
SPINNING TORNADO KICK [Combat/Physical]: Deal sum + dice damage and target is Knocked Down. If this move misses, this mon takes dice damage instead.
FOOTWORK [Combat/Status]: Gain sum stamina and immediately take another action. Focus dice spent in this way are expended.
JAB [Combat/Physical]: This move may be used at any time and does not count toward action limits. Deal sum damage. Maximum one dice.
GUARD PASS [Combat/Status]: Can be Dodged. The target cannot Trade Blows. Save vs Stam to end.
HEADCRANK [Combat/Status]: Can be Dodged. Lose dice Stamina and take sum damage.
LIGHTS OUT [Combat/Physical]: Roll all Stam and Focus dice. Target takes sum damage. Target takes no damage if this move doesn’t knock them out.
MINDSET [Combat/Status]: Gain 1 additional Stam each End of Round. Lasts until psyched out.
TAKEDOWN [Combat/Physical]: Deal sum damage. Target restrained for dice rounds and cannot move or dodge. Save vs Stamina to end the effect.
SPINNING TORNADO KICK [Combat/Physical]: Deal sum + dice damage and target is Knocked Down. If this move misses, this mon takes dice damage instead.
WATER - You're gonna get wet fighting a water type. Odds are good you'll even be swimming by the time the battle's done. Water types excel at changing the environment to suit them. You need to counter the flood that's coming or win before the water level rises too much.
SPRAY [Water/Spray]: Deal sum damage. Target is Drenched. Environment gets wet.
BUBBLE [Water/Physical]: Restrained for sum rounds and cannot move or dodge.
FOAM SPRAY [Water/Status]: Dice mon and trainers standing with legs Dodge or are Knocked Down and Drenched.
RINSE [Water/Status]: Target may Save again vs dice status effects.
FLASH FLOOD [Water/Special]: Flood the environment for dice rounds, adding level wet to the environment for the duration.
RAINSTORM [Water/Weather]: It begins to rain hard. Add 1 wet to the environment each round.
TSUNAMI [Water/Physical]: Deal dice x wet damage to everything partially submerged.
RIPTIDE [Water/Status]: Dice targets save v Drench and failed saves take wet damage. Wet is the level of water in the environment.
FIRE - Fire mon love stacking up deadly burns! That, stacked with general high damage means you do not want this fight dragging on! Find a way to keep the fire from spreading out of control and use physical moves to bring them down.
FLAMETHROWER [Fire/Special]: Deal sum damage. target is Burned. Environment heats up.
SMOKE [Fire/Weather]: Obscure the area, adding dice to all dodge rolls. Lasts until smoke clears. Add 1 heat.
IGNITE [Fire/Status]: If there is an open flame nearby deal dice + heat damage to a target and burn them.
WILDFIRE [Fire/Weather]: Add 1 heat to the environment each round. All burns increase by heat as long as wildfire is active. Save targets to remove burns are reduced by 1.
RAISE TEMPERATURE [Fire/Status]: Gain heat Focus dice up to your max Focus pool. Discard all gained dice at the end of your next turn if they weren't used.
FLAME RING [Fire/Special]: Create a flame wall along a surface (5 x sum) feet long in any shape. Once in place, lasts until the end of the battle and deals sum damage to those who touch it, no save.
ERUPTION [Fire/Special]: Large area explodes in flame. Deal sum + highest + heat to everything within.
CONSUME [Fire/Status]: All burned targets immediately take heat + dice burn damage. Heal for heat.
ELECTRIC - Speed is the name of the game. Stop them moving and it's an easy win. Of course, that's easier said than done.
A mon's Speed is determined by their current stamina + their boost. Turn order is determined by speed.
LIGHTNING [Electric/Special]: Deal sum + boost damage at range. Target is Paralyzed.
JOLT [Electric/Physical]: Deal sum damage and gain dice boost.
MAGNETIZE [Electric/Physical]: Dice objects are powerfully drawn together. Objects may be living. Direct impact deals sum damage. If only one object is selected, it is drawn to you.
GAP JUMP [Electric/Status]: For sum rounds, zap over to a location you can see. Gain one boost each time you zap.
INDUCE CURRENT [Electric/Special]: Gain dice boost. Deal boost damage to each nearby mon each round. Lasts until you stop moving.
RECHARGE [Electric/Status]: Stop moving and lose all boost. Gain dice + boost health or stam.
LIGHTNING RIDE [Electric/Status]: Increase damage by boost for dice rounds.
THUNDER [Electric/Special]: Deal sum + speed damage. All in large AOE Trust v Flinch.
DRAGON - Be wary facing a dragon type. They get some sort of unspoken respect from other Legamon. Don't throw out a Legamon that you don't trust with your life.
SLASH - [Dragon/Physical] Deal sum + dice damage. 6s explode.
TERRIFY [Dragon/Status] - Dice targets Trust v Fear. Failed saves also reduce their Bond by 1.
APOCALYPSE BREATH [Dragon/Physical] - Sum + dice damage in a cone. 6s explode. Targets hit are Burned.
SUBJUGATE [Dragon/Status] - One target must Trust or obey Dice word command.
RIP [Dragon/Physical] - Deal sum damage. Save v Expose. Expose - take dice additional damage from all sources. Heal to end condition.
IMPOSSIBLE ROAR [Dragon/Special] - Large aoe. Deal sum damage plus save v flinch.
RAGE [Dragon/Status] - Deal dice additional damage and 6s explode for all your moves. If 6s already explode, the 5s and 6s explode. Lasts until one round passes where you fail to deal damage.
FINAL BEAM [Dragon/Special] - Charge for dice rounds, then deal sum + level + dice to targets in front of you.
MIND - Remember Combat types? Mind types are like that, but they deal primarily in special attacks and inflicting status effects. Don't let them fight on their terms or they will shut you down!
PRESSURE (Mind/Special) - Target takes sum damage and is Confused.
MENTAL BARRIER (Mind/Status) Target forgets dice moves. Save to recall one move per round. After failing to recall a move once, remember it.
FATIGUE (Mind/Status) - Reduce target's Stam by dice and reduce damage dealt by dice. Save end and regain lost stam.
FLOW STATE (Mind/Status) - Gain 1 Focus Dice each End of Round for the next sum rounds.
REPRESSION (Mind/Status) - Target loses benefits of type and ability for sum rounds. Save. Or target forgets something that recently happened.
PHOBIA (Mind/Status) - dice targets Trust vs fear of one entity of your choice. OR 1 target Trusts v fear of dice entities of your choice.
TELEKINESIS (Mind/Physical) - Move an object that is (1 dice - trainer, 2 dice - cow, 3 dice - semi, 4 dice - house) size. Deals sum + dice damage.
MIGRAINE (Mind/Special) - Confused target takes sum + dice damage and is paralyzed.
DARK - Subtlety, control, and playing at your weaknesses as a trainer are all to be expected when facing a Dark type. They will try to drag out the fight and find an advantageous position. Keep track of them and don't let them whittle you down!
VICIOUS STRIKE (Dark/Physical) - Deal sum + bond damage and reduce target's bond by 1.
SHADOWY VISITATION (Dark/Special) - Deal sum damage. Target loses 1 focus.
SHROUD (Dark/Weather) - All mon in the area add dice to all Dodge checks as shadows deepen and lights fade. Effect breaks if sufficiently illuminated.
WAKING NIGHTMARE (Dark/Status) - Trust or cannot save vs 1 specified condition for dice rounds.
SHADOW BOXING (Dark/Status) - Summon dice shadows. Each has 1 hp and 1 stam and acts at the end of your turn. Shadows last until damaged or sufficiently illuminated.
DARK WALK (Dark/STATUS) - Teleport to a shadowy location you can see. Can continue to teleport 1/round for the next sum rounds.
BANISH (Dark/Status) - Target must Trust or be banished to the shadow realm. Only their shadow is left in this corporeal realm. While in the shadow realm, target deals sum less physical damage and takes dice damage each round. Trust at the end of each round to escape.
DOUBT (Dark/Status) - Trust or take the same action as last round. Lasts for dice rounds.
LIGHT - It takes a Legamon scientist to understand all the tricks Light Legamon have. Fortunately, they are typically friendly in the wild and good to have in a supporting roll on your side. Let me know if you ever see that quantum entanglement garbage in action. I still can't wrap my mind around it.
BRILLIANCE BEAM (Light/Special) - Deal sum damage and target is blinded.
SUPERPOSITION (Light/Status) - simultaneously exist at dice additional locations linked by sight (3 locations needed to walk down perpendicular hallways). You can see and move as normal from each location. You may collapse to one location at any time. Interacting with the environment in any way causes you to instantly collapse to one location.
ILLUMINATE (Light/Status) - shine a candle sized light. Intensity scales with dice as does duration. (1 dice - torch, 2 dice - bonfire, 3 dice - lighthouse, 4 dice - laser)
REVEAL (Light/Status) - reveal what is hidden in a (1 dice - trainer, 2 dice - cow, 3 dice - semi, 4 dice - house) size area.
CLEANSING LIGHT (Light/Status) - dice targets save v 1 ongoing effect. Must be within line of sight.
INNERVATE (Light/Status) - provide target with dice focus or stam.
PRISM (Light/Special) - create dice 10 x 10 planes of solid light in any orientation within sight. Each reduces the power of moves passing through them by dice and can support weight up to the caster's weight x dice. Breaks if hit by a move powered by dice dice or loaded with more weight than it can hold.
QUANTUM ENTANGLEMENT (Light/Physical) - lock the relative position of dice targets. At 1 dice the target is locked to you. Targets are connected as if by an iron rod. When one moves the other is moved in the same direction. Lasts until LOS is broken between the targets. Strength/weight is still a factor and may limit movement.
GRASS - Grass types are a catch-all around here for terrible things that live in the forest. They will poison you, drink your blood with drains, and leave the battle better off than they started it if you let them! A burn will keep them from healing.
SPROUT (Grass/Physical) - Launch aggressive saplings that drain the target's strength. Deal sum damage target is affected by Drain.
BUG BITE (Grass/Physical) - Deal sum damage and heal for dice.
ROOT (Grass/Status) - Become immobile as you sprout roots. Heal for dice at the start of each turn. Only usable outdoors. Lasts until you move.
OVERWHELMING SPORES (Grass/Status) - Vanish in a could of spores for sum rounds. Add dice to your dodge vs mon outside the cloud, targets inside save v paralysis.
TOXIC NEEDLE (Grass/Physical) - Deal sum damage and target is poisoned.
PHOTOSYNTHESIS (Grass/Status) - Heal for dice each round. Lasts until you break line of sight with the sun.
VINES (Grass/Physical) - Extend and grab dice target(s) with vines. Target saves v Restrained. Use on a restrained target to move them or automatically deal sum damage.
ENTANGLING SHROUD (Grass/Special) - Grow brambles or webs to block line of sight and movement through a (1 dice - trainer, 2 dice - cow, 3 dice - semi, 4 dice - house) size area. Must be damaged to remove the material.
EARTH - Choose your battlefield carefully as an earth Legamon will be rearranging it. Draw fights out of the city or habitat you are trying to protect or there won't be any city left when the battle is over, win or lose!
FRACTURE (Earth/Physical) - Aoe. Deal sum damage to everything that is entrapped. Dice damage to everything touching the floor.
BOULDER TOSS (Earth/Physical) - Toss an object or chunk of ground that is (1 dice - trainer, 2 dice - cow, 3 dice - semi, 4 dice - house) size. Deals sum damage.
SAND FLING (Earth/Special) - Dice targets save v blind.
FISSURE (Earth/Physical) - Open a crack. Dice in 6 chance that a target your size and touching the ground is swallowed by the earth. All dice spent are expended. Dice may be allocated to target a larger size without increasing the chance the move works. Banned from legal battles.
FLUIDIZE GROUND (Earth/Physical) - Dice targets are entrapped. Only affects creatures touching the ground.
SHROCKNEL (Earth/Special) - Cause a nearby boulder to violently explode, spraying rock fragments everywhere. Deal sum aoe damage to soft targets. Ground is covered with sharp rock that deals dice damage when moved across by soft targets.
DIG (Earth/Status) - Burrow underground for dice rounds and emerge cleansed from 1 status condition.
CRYSTALLIZE (Earth/Status) - Gain dice damage absorption, does not stack. Ends if you receive 2 x level damage from one attack, after damage absorption.
METAL - Metal mon can be horrifying to battle. Do not do so if you are squeamish at the site of blood. Keeping your distance is probably a good idea and use a mon that won't get cut to ribbons by a little shrapnel!
CLAAANG (Metal/Special) - Deal sum + your damage absorption + your temporary hp to one target.
CLAMP (Metal/Physical) - Deal sum damage and target is Restrained. Automatically deals sum + dice to restrained targets.
HARDEN (Metal/Status) - Gain dice damage absorption. Ends if exposed to heat or cold.
DRILL PRESS (Metal/Physical) - Destroy one object that is (1 dice - trainer, 2 dice - cow, 3 dice - semi, 4 dice - house) size. Can target Restrained mon to deal sum + dice + level damage.
STEEL SHOT (Metal/Special) - Spray metal fragments at a target. Deal sum + dice damage and liters ground with sharp barbs which deal dice damage to soft creatures that move across it.
REND (Metal/Physical) - Target is bleeding and exposed. Bleed deals dice damage each turn. Exposed mon take dice extra damage from all sources.
GOUGE (Metal/Physical) - Deal dice damage and target is bleeding. Mon with an active bleed take bleed damage immediately and lose their next opportunity to save against the effect.
DISPERSE BEARINGS (Metal/Status) - Spray ball bearings, covering the ground with them. AOE. Mon and trainers standing with legs Dodge or are Knocked Down and Restrained and for dice rounds.
WIND - Fighting a wind type mon without a wind type of your own is like shooting fish in a barrel and you're the fish! You have to bring them down by restraining them or hitting them with a knockdown effect if you're in trouble. Use the environment to your advantage if you have to.
Wind adds to your Dodge against non Wind types (max 5/6). Wind fades if you land.
GALE (Wind/Physical) - Deal sum damage and target is knocked down. Add 1 wind.
GUST (Wind/Weather) - Add dice wind.
DUST DEVIL (Wind/Status) - Dice targets Save v Blind.
SQUALL (Wind/Special) - Deal sum damage and save v effect. Effect changes based on the current environment. Drench if raining, burn if hot and dry, fear if spooky, freeze if cold, Restrained if there's lots of ropes about.
SONG (Wind/Status) - Dice targets save v sleep.
DIVE BOMB (Wind/Physical) - This move can be used at any time. Deal dice + wind. Target is knocked down.
SOAR (Wind/Status) - Fly up high for 1 round and regain wind stam and hp. Lose all wind.
HURRICANE (Wind/Weather) - Wind increases by 1 each round until it reaches dice indicating the hurricane has arrived. Once the hurricane arrives deals wind damage each round to non-flying trainers and mon.
NORMAL - Normal types are often highly underrated by novice trainers. Don't be one of those! Having great flexibility and no weaknesses is quite an asset. Remember this or you might end up with a type disadvantage that costs you dearly.
GETEM (Normal/Physical) - Deal sum + bond damage.
TAKE (Normal/Physical) - Deal sum damage and take the held item from the target.
WRESTLE (Normal/Status) - Target restrained for sum rounds and cannot move or dodge. Dodge to end the effect.
PANT (Normal/Status) - Skip this turn and regain 1d6 hp.
CUTE FACE (Normal/Status) - Target must Save or reduce damage dealt to this mon by dice + bond. Trust to end.
GUARD (Normal/Status) - Gain dice to your dodge target. Lasts until you deal damage.
SUPPORT (Normal/Status) - Target gains dice stamina or focus. These dice must be used by end of the next round. Alternatively, the target may make take an immediate save vs a status condition.
POWER OF FRIENDSHIP (Normal/Special) - Display loyalty and valor in equal parts to deal sum + bond + dice damage to an enemy. This damage is psychological and the target's hp returns after this battle.
TOXIN - Don't worry too much about the lingering damage from being poisoned. You need to be concerned about the gradual weakening of your Legamon! The longer the battle goes on, the greater the Toxin mon's advantage will be!
ENFEEBLING STING (Toxin/Physical) - Deal sum damage and target is poisoned. Target also loses 1 stam when poison ends.
NEURAL TOXIN (Toxin/Special) - Deal dice damage and target is poisoned. Target losess 1 Focus when poison ends.
PSYCHOACTIVE PARANOIA (Toxin/Special) - Deal dice damage and target is poisoned. Target loses 1 Bond while poisoned. Can also be used to go on a spiritual journey with a legamon. Trust after 8 hours of hallucinations to learn something new.
NOXIOUS CLOUD (Toxin/Special) - Aoe (1 dice - trainer, 2 dice - cow, 3 dice - semi, 4 dice - house) size. Targets Save v Poison and Paralysis. The cloud lingers for a bit.
BIOAGGRESSIVE VENOM (Toxin/Status) - If the target is poisoned, add a second poison type from the first three moves on this list.
SELF ADMINISTER (Toxin/Status) - This mon is now poisoned. Gain dice stam or focus each round you are poisoned up to your max. If you used an odd number of dice, gain stamina, and even number of dice gain focus.
SECRETE ACID (Toxin/Status) - When hit by a physical attack, attacker takes dice damage.
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