Saturday, November 5, 2022

Updated Moves List for BTEWv2

The Lieutenant already gave you the rundown on moves at boot camp. This is an update to that post and will serve as a reference when stating mon with moves. The tips and basic ideas behind the previous move sets are still intact. The moves have been edited to be more impactful and more focused on their Type's theme. Having a mon of a certain type will *feel* different than having another.

As a starting note, with all the effort I've put into the Moves (128 of them! this is draft 2!) and all the focus put into them by the Gameboy games that inspired this hack, it's easy to limit the ability of our mon to these proscribed moves. Don't do that! Lean on Maneuvers and the shared world in your mind and use the rules for description rather than prescription.



Where's My Antidote?!
Status effects may be successfully applied by using a maneuver. By default, mon save against status effects at the end of their turn. Some status effects have other save conditions which are specified. Also, in cases where a status could reasonably be overcome with some effort, a maneuver may be used by an affected mon to make a save against or simply remove a status effect. This is up to the GM. For example, it is hard to imagine a course of action that would alleviate a burn by simple effort, however, you may find it reasonable that a water or ice legamon would be able to do so.

Each Type has a default status effect that they can apply to a target using a Maneuver:

Status Moves:
Normal: Taunt. Taunted mon cannot maneuver and can only use damaging use attacks or moves that target the taunter.
Grass: Drain. Drained mon take [level/3] grass damage which heals the attacker each turn.
Water: Drench. Drenched 'mon's highest stat is reduced to equal their lowest stat.
Fire: Burning. Burning ‘mon take 1 fire damage each turn, increasing by 1 for each MD used on fire-type moves.
Flying: Knockdown. Knocked down mon cannot defend against physical attacks and have their speed reduced to 0 until the end of the next round. A maneuver can be used to get up before then.
Bug: Itch. Itching mon cannot use maneuvers.
Toxin: Poisoned. Poisoned mon take 1 poison damage each turn. Stackable. On a successful save, take poison damage again, then end the condition.
Earth: Snare. Snared mon cannot move or switch out.
Electric: Paralyze. Save at the beginning of each turn. On a success, skip turn and end the condition.
Iron: Metal Screech. Mon subject to this condition have their Special Defense reduced to equal their lowest stat.
Fighting: Stagger. Staggered mon can’t use Moves during their next turn, then the condition ends.
Psychic: Confused. Confused mon take [level] damage when removing this condition.
Dark: Flinch. Flinching mon lose their next turn. Flinch can only be applied during the first round of combat.
Ghost: Sleep. Sleeping legamon cannot act or oppose attacks. If any damage is taken, immediately awake and take your turn.
Dragon: Fear. Afraid mon must switch out if possible and if not, have their physical and special damage die reduced a step.
Light: Blind. Blinded mon reduce their Attack and Special Attack to match their lowest stat.

Others:
Restrained. Restrained mon cannot use maneuvers or move.
Ensorcell'd. Ensorcell'd mon skip their next turn, then have their attack and special attack damage die increased a step.
Frostbite. Frostbitten mon have their physical attack damage die reduced to a d4.

DRAGON

DOUBLE SLASH [Dragon/Physical] Deal [sum] + [dice] damage to two separate targets. 6s explode.

TERRIFYING FURY [Dragon/Status] - Resolve [sum] attacks. Max rolls on damage dice explode.

APOCALYPSE BREATH [Dragon/Physical] - [Sum] + [dice] damage in a cone. 6s explode. Targets hit are Burned.

SUBJUGATE [Dragon/Status] - One target must save or obey a [Dice] word command.

CLAWS OUT [Dragon/Mauneuver] - Deal [1 dice - d4, 2 dice - d6, 3 dice - d8, 4 dice - d10] damage as a maneuver, ongoing.

IMPOSSIBLE ROAR [Dragon/Special] - Heard in a [1 dice - half mile, 2 dice - 2 mile, 3 dice - 8 mile, 4 dice - 32 mile] radius. Destroy nearby brittle material. mon in area have Def and SpDef reduced to equal their level. Deal [sum] damage plus save v flinch.

DIVINE FURY [Dragon/Status] - Deal [dice] additional damage and 6s explode for all your attacks. If 6s already explode, then 5s and 6s explode. Lasts until two rounds pass where you fail to deal damage.

FINAL BEAM [Dragon/Energy] - Charge for [dice] rounds, then deal ([sum] + [level])*[dice] to targets in cone in front of you.


IRON

CLAMP (Metal/Maneuver) - Deal [sum] damage and target is Snared. Use a maneuver to deal d6 damage to Snared targets.

IRON FIST (Iron/Physical) - Deal [sum] damage and gain [dice] damage absorption.

IMPEDE (Iron/Status) [dice] targets cannot repeat their last action for [sum] rounds.

HARDEN (Metal/Status) - Gain [sum] temporary hp and [dice] damage adsorption. Ends if exposed to extreme heat or cold.

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) - Target is now Bleeding for [dice] damage per round. Mon with an active bleed take bleed damage immediately and lose their next opportunity to save against the effect.

STEEL SHOT (Metal/Special) - Spray metal fragments at a target. Deal [sum] + [dice] damage and liters ground with sharp barbs which cause soft creatures to begin Bleeding for [dice] damage per round.

BELL TOLL (Metal/Special) - Expend 1 MD and deal [your SpAtk damage] + [your damage absorption] + [your temporary hp] in damage to one target.


ELECTRIC

LIGHTNING [Electric/Energy]: Deal [sum] + [dice] damage. Target is Paralyzed.

JOLT [Electric/Physical]: Deal [sum] damage and gain [sum] Speed.

SHOCK (Electric/Maneuver) - Expend 1 MD to deal [sum] damage and gain [sum] speed.

ENERGIZE (Electric/Maneuver) - Store and slowly electricity as a battery. As a maneuver you may deal your surplus of speed as damage for [sum] rounds.

GAP JUMP [Electric/Special]: At any moment, zap over to a new location you can see.

MAGNETIZE [Electric/Physical]: [Dice] objects are powerfully drawn together. Direct impact deals [dice] damage. If only one object is selected, it is drawn to you.

LIGHTNING RIDE [Electric/Special]: You can roll your Speed stat to attack. Increase speed by one for each of the next [sum] rounds.

THUNDER [Electric/Special]: Deal [speed] damage to [dice] targets. All in large AOE save v Flinch. Only useable if faster than your targets.


WATER

JET SPRAY [Water/Special]: Deal [sum] damage. Target is Drenched.

BUBBLE [Water/Physical]: [dice] targets are Snared and cannot make basic attacks.

RINSE [Water/Status]: Remove [dice] status effects from target.

RIPTIDE [Water/Status]: Only useable near sufficient water source, natural or mon generated. [dice] targets are submerged, during which they take double damage from water type attacks.

SLEET [Water/Weather]: It begins to rain hard. Mon must save vs Drench or Freeze each turn.

HAIL STONES (Water/Physical) - resolve [sum] special attacks. Each deals 1d4 damage and causes the target to save vs Stagger.

FLASH FREEZE (Water/Energy) - All nearby water freezes solid. Drenched mon take [sum] damage and are Frostbitten. 

UNDERTOE (Water/Special) - [dice] targets are Snared. As a maneuver against mon snared in this way, deal 1d6 damage.


FIRE

FLAMETHROWER [Fire/Special]: Deal sum damage. Target is Burned.

SMOKE [Fire/Maneuver]: Obscure the area, adding sum to all Def or Sp.Def rolls that would be aided by obscurity.

IGNITE [Fire/Status]: Flammable objects in the area ignite. Deal [dice] + damage to everything near a flame, [sum] to those who are burned.

WILDFIRE [Fire/Weather]: Flames spread rapidly and aggressively. All mon save vs Burn at the start of each turn. Damage from Burns is doubled.

RAISE TEMPERATURE [Fire/Maneuver]: Extinguish a flame and gain a Move Dice and increase Sp.Atk by one step.

FLAME RING [Fire/Energy]: Create a flame wall along a surface (5 x sum) feet long in any shape. Lasts until the end of the battle and deals [sum] damage to those who touch it.

ERUPTION [Fire/Special]: An existing fire explodes in flame, burning itself out. Deals [sum] + [highest] to all nearby.

CONSUME [Fire/Status]: Pull the heat from a target. Remove a Burn from a target to heal for [sum].


BUG

BUG BITE (Bug, Physical): Deal [sum] + [dice] damage. If this attack knocks out the enemy, heal [sum] + [dice] health. 

BUZZ (bug, status) Target is taunted, and receives a [sum] penalty to save against other statuses.

COLONIZE (Bug/Special) - Summon a swarm of insects to colonize the target at the start of your next turn. Each turn decide if they deal [dice] damage, inflict Drain, or Poison the target.

EXOSKELETON (Bug/Status): increase Def. or SpDef. by [sum]. Cannot improve both stats in this way.

NECROTIZE FLESH (Bug/Energy): Reduce target's SpDef and raise their Def by [sum], then deal [sum] damage.

ENVENOM (Bug/Physical): Deal [sum] damage and target is poisoned.

SILK SPLATTER (Bug/Maneuver) Fire either sticky or slippery web over a (1 dice - trainer, 2 dice - cow, 3 dice - semi, 4 dice - house) sized area. Sticky webs Snare and slippery webs Knockdown.

STING (Bug/Maneuver): Usable any time. Deal [sum] damage. 1 MD only.


GRASS

SPROUT (Grass/Physical) - Deal [sum] damage and target is affected by Drain.

ROOT (Grass/Status) - Heal for [sum], then an additional [dice] at the start of each turn. Only usable outdoors. Lasts until you move.

OVERWHELMING SPORES (Grass/Status) - Vanish in a cloud of spores. Add sum to your Sp.Def 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 [sum], then an additional [dice] each round. Lasts until you break line of sight with the sun.

VINES (Grass/Physical) - Snare [dice] target(s) with vines. Use a maneuver to move or deal 1d6 damage to mon Restrined in this way. 

ENTANGLING SHROUD (Grass/Special) - Grow brambles or webs that block line of sight and movement through a (1 dice - trainer, 2 dice - cow, 3 dice - semi, 4 dice - house) size area.

SUN BEAM (Grass, Special) - Roll and expend all remaining MD to deal [sum] damage. If under the effects of Root or Photpsynthesis, roll another 1d6 toward [sum] for each.


EARTH

FRACTURE (Earth/Physical) - Aoe. Deal [sum] damage to everything that is Snared. [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] + [dice] damage.

CRYSTALLIZE (Earth/Status) - Gain [dice] damage absorption.

FLUIDIZE GROUND (Earth/Physical) - Everyone touching the ground is Snared with a [sum] penalty to Def.

SUDDEN SHIELD (Earth/Special) - Use as a reaction. Quickly summon a sheet of rock in reaction to an attack. Reduce damage from an incoming source move's power [sum]. If this reduces the damage to 0, all secondary effects are canceled as well.

SHATTER (Earth/Special) - Reduce target's Def by [sum] and deal [dice] damage.

SAND FLING (Earth/Special) - Aoe. Targets in a cone save v blind with a [dice] penalty to their save.

SINK HOLE(Earth/Physical) - Open a  (1 dice - trainer, 2 dice - cow, 3 dice - semi, 4 dice - house) sized crack. Affected targets of appropriate size and touching the ground are swallowed by the earth. Banned from legal battles.


FLYING

GUST (Flying/Physical) - Deal [sum] damage and target is knocked down.

GALE (Flying/Weather) - All non-flying mon save v knocked down. Increase damage dice [dice] steps. The wind persists.

DUST DEVIL (Flying/Weather) - All targets Save v Blind each round for [dice] rounds. Targets include all non-flying, non-rock or -ground type mon.

SQUALL (Flying/Special) - Deal [sum] damage and save v effect. Effect changes based on the current environment. Blind if it's dusty, Drench if raining, Burn if hot and dry, Fear if spooky, Freeze if cold, Snared if there's lots of ropes about. You get it.

SONG (Flying/Status) - [Dice] targets save v sleep.

DIVE BOMB (Flying/Maneuver) - Resolve [dice] attacks. If target is knocked down, resolve twice that many.

FURIOUS CLAW (Flying/Physical) - Resolve [dice] attacks. Target saves vs Blind.

HURRICANE (Flying/Weather) - Wind increases each round until it reaches [sum] indicating the hurricane has arrived. Once so, all who are exposed save v Blind and receive [sum] damage each round.


COMBAT

TAKEDOWN [Combat/Maneuver]: Deal [sum] damage. Target is Snared. Can maneuver to deal 1d6 damage to mon Snared in this way.

HEADCRANK [Combat/Status]: Deal [dice] damage. Snared opponents lose [dice] MD.

SUBMISSION [Combat/Physical] - Only useable on Snared mon. Deal [sum] + your physical attack damage. If this move doesn't KO then it does nothing.

HEADBUTT [Combat/Special]: This move may be used at any time. Deal sum damage. Maximum one dice.

FOOTWORK [Combat/Status]: Gain [sum] Atk. and immediately take another action.

JAB [Combat/Maneuver]: Roll 1 MD. Deal 1 damage and increase physical damage die by one step.

STYLE BENDER [Combat/Maneuver]: Inflict Stagger, Knockdown, or Snare on your target. Expend 1MD.

SPINNING TORNADO KICK [Combat/Physical]: Resolve [sum] attacks. for each attack that misses, deal 1d4 damage to yourself.


PSYCHIC

PRESSURE (Mind/Special) - Target takes [sum] damage and is Confused.

MENTAL BARRIER (Mind/Status) Target forgets [dice] moves. After the first turn, remember 1 move per round.

FATIGUE (Mind/Status) - Reduce target's Atk and damage dealt by [dice].

FLOW STATE (Mind/Status) - MD only expend on a 1 for the next [sum] rounds.

REPRESSION (Mind/Status) - Target loses benefits of type and ability for [sum] rounds. Save to end. Or target forgets something that recently happened.

MASS PHOBIA (Mind/Status) - [dice] targets save vs fear.

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 on impact.

MIGRAINE (Mind/Special) - Confused target takes [sum] + [dice] damage and is paralyzed.


DARK

DOUBT (Dark/Status) - Target must perform the same action as their last turn. Reduce Target's Bond by [sum].

DARK WALK (Dark/Maneuver) - Expend 1 MD. Teleport to a shadowy location you can see as a Maneuver. Ongoing.

HEAD GAMES (Dark/Special) - [dice] targets lose 1 MD.

DISTRACTION (Dark/Physical) - Deal [sum] damage and target cannot save vs ongoing conditions this round.

CHEAT (Dark/Physical) - You may use a maneuver to resolve a standard attack [dice] times.

BEAT UP (Dark/Physical) - Resolve [sum] attacks, each dealing 1d4. Attacks deal 1d8 damage if the target has lower Bond.

POKE (Dark/Maneuver) Useable as a maneuver. Deal [dice] damage and target is blinded.

RABBIT PUNCH (Dark/Physical) Deal [sum] damage and target is paralyzed. If they have lower bond, the target is Poisoned and Confused. Only useable once per battle.


LIGHT

BRILLIANCE BEAM (Light/Special) - Deal [sum] damage and target is blinded.

SUPERPOSITION (Light/Status) - simultaneously exist at [dice] additional locations linked by sight. 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 bright light, granting [sum] Atk and SpAtk to allies.

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 are cleansed from one ongoing effect. Must be within line of sight. MD are expent.

INNERVATE (Light/Status) - provide target with [dice] MD and [sum] Sp.Atk.

PRISM (Light/Special) - create [dice] 10' x 10'  planes of solid light in any orientation within sight. Each reduces the damage of moves passing through them by [sum] and can support weight up to the caster's weight x [dice]. Breaks in [dice] minutes or if 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.


GHOST

MASK (Ghost/Special) -  Touch an unconscious creature and create a spectral mask. When you wear the mask you may take the form of the creature [dice] times before the mask fades.

FINGER OF DEATH (Ghost/Energy) - Expend all MD. Deal [sum] + [highest] damage, or double that if the target is aflicted with a status condition. This move deals no damage if it does not knock out the target.

TOMBSTONE (Ghost/Special) - A spectral tombstone appears in the air with the name and age of the target on it. If floats toward them for [dice] rounds. If they are sleeping when it arrives...

DANSE MACABRE (Ghost/Status) - Summon spirits to danse with [dice] targets. Targets are Snared and must chose between also being Drained or Asleep.

CHORUS (Ghost/Special) - Summon [dice] spirits. Each has 1hp, 1d4 damage die, and 6's in all stats. They act at the end of your turn.

IMMATERIAL (Ghost/Special) - You are immune to physical damage for the duration and may pass through [dice] objects.

POLTERGEIST (Ghost/Maneuver) - Summon a spirit to aid you. Deal [sum] damage. In future rounds use a maneuver to inflict Frostbite, Itch, or Ensorcell.

SPIRIT WORLD (Ghost/Weather) - Fog and shadows creep in. Creepy music describes your actions and amplifies your jumpscares. All non-ghost type mon save vs fear each turn.


TOXIN

ENFEEBLING STING (Toxin/Physical) - Deal [sum] damage and target is Poisoned. Target also reduced physical damage die by one step when initially effected by this poison.

NEURAL TOXIN (Toxin/Special) - Deal [dice] damage and target is Poisoned. Target loses 1 MD when poison ends.

PSYCHOACTIVE PARANOIA (Toxin/Special) - Deal [dice] damage and target is Poisoned and Confused. Can also be used to go on a spiritual journey with a legamon. Save 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. If already poisoned, take [sum] damage.

BIOAGGRESSIVE VENOM (Toxin/Status) - If the target is poisoned, they are also confused and paralyzed.

SELF ADMINISTER (Toxin/Status) - This mon is now poisoned. End another status condition and gain [sum] Sp.Atk or Atk.

SECRETE ACID (Toxin/Physical) - When next hit by a physical attack, attacker takes [sum] + [dice] damage.

INOCULATE (Toxin/Maneuver) - Remove a Poison effect from this mon to increase physical or special attack die by [dice] steps.


NORMAL

GETEM (Normal/Physical) - Deal [sum] damage. If the target has attacked a trainer, you may deal [bond] damage instead.

TAKE (Normal/Physical) - Deal [sum] damage and take one held item from the target.

WRESTLE (Normal/Status) - Target is Snared and Taunted. Save to end the effect.

PANT (Normal/Status) - Regain [sum] hp then make a maneuver.

GUARD (Normal/Maneuver) - Gain [sum] to your Def.

SUPPORT (Normal/Status) - Target gains [dice] MD. The target may make take an immediate save vs a status condition.

CUTE FACE (Normal/Status)  - Decrease [dice] mon's physical attack damage to d4. Target's may save each time damage is done by this mon.

POWER OF FRIENDSHIP (Normal/Energy) - Display loyalty and valor in equal parts to deal [sum] + [level] + [dice] damage to an enemy. This damage is psychological and the target's hp returns after this battle.


Saturday, October 22, 2022

Best There Ever Was v2

 



Best There Ever Was v2

Similar to my effort with Through the Veil, I’m circling around to improve BTEW. I’ve just run Haunt at Okanigi Forest and I’m using that experience to improve things. My goals are that this game will be easier for the typical RPGer to pick up and use and that combat will be simple and fast enough to easily run online. To accomplish this I’ve moved the system closer toward basic DnD rules and changed combat so more attacks and moves will land. cheers!


Wonderful Creatures Called Legamon!

As a young trainer just setting out on your grand adventure, you’ve caught or been given your first legamon companion. Let’s figure out who that is.


The core of a legamon is the initial concept in your mind. Decide what it is like, it’s type, and write a sentence or two as if a legadex is describing the mon to a young trainer. After that we just need to add a few stats. Or pick one already generated by the gloggers or N*ntendo. You can add an ability like “shines light” or “floating” if that helps describe your mon.


Next, behold how the stats from classic p*kemon games and DnD map to one another. A table is provided below. We’ll use one number to describe each pair of stats as they are really just one. For battle situations involving stat checks the old pokemon stats will inform what needs to be rolled, for those classic dnd situations you’ll find yourself in the dnd side of the pair will indicate which stat to test. I’ve added a new stat, Bond, which is a measure of the trainer-’mon relationship and is tested to evolve:


hp = hp

Str = Attack

Con = Def

Int = Sp Attack

Wis = Sp Def

Dex = Speed

Cha = Bond


To generate a level 1 ‘mon roll 3d4 down the line. Swap one stat if you want. Maximum level for a legamon is 10.


All mon also start with a status effect move, 1 Move Dice (MD), one move based on their type. They will quickly gain more. ???HYPERLINK TO REAL MOVES???. Roll a starting move based on your type.


Lastly, assign a damage dice to your mon’s physical attacks and their special (energy) attacks. Use a d4 and a d8 or a pair of d6’s.


Gain 3x your level in XP to level up. A mon is worth their level in xp when defeated, befriended, or caught. When you level up, roll a d4 and spread that many points across any of the above stats then choose one: learn a random move, gain an MD, increase one of your damage die. To evolve, you can test Bond once per level at a satisfying moment. If you succeed, choose two: 2d4 stats, 1MD, 1 move, increase damage die. 


If this is your first legamon, level up your mon to level 3. No professor would let you wonder into the grass with anything less.


Err… What’s Your Name Again?

As a young teenager, you are mostly helpless. You have a default 1:6 chance of performing a task that requires a skill check. You gain +1 for each factor in your favor (a legamon is helping you, you have a particularly relevant move, you have an appropriate item). You will need to rely on your wits and your friends to overcome the challenges you will face. You also have a Knack. A single skill which you are adept at. You gain a +2 bonus to skill checks where your knack is useful.


You have 3 injury slots which are filled when you are hit with an attack and healed when fully rested. Be wary, if all three are filled you are Stuck and Helpless. 


You have 10 inventory slots which you can fill using your saved allowance (1000cp) and your future winnings. Careful use of these will aid you greatly in the wild.


Let’s Fight!

Turn order in a battle is determined by the speed stat. Highest goes first. 

On your turn you can use a move or attack. Moves are resolved like spells and use MD. MD return to your pool on a 1-3.


Attacks are resolved with an opposed roll, each participant trying to roll under the appropriate stat. Decide if a physical or special attack is being made, then test the relevant attacking stat while the defender tests the appropriate defense stat. (For example, a physical attack uses the Attack stat, deals the damage die assigned to physical attacks, and is opposed by the defender’s Defense stat). Compare the result to this:


attacker/defender:

pass/fail: attacker deals damage and successful maneuver

pass/pass: attacker deals damage or maneuver, defender's choice

fail/fail: attacker and defender lose 1hp as they clash claw (and grimace)

fail/pass: defender makes a maneuver


Maneuvers are for anything you might want to do on your turn besides fighting or using a move. Use your maneuver to use a trainer item, jump up to high ground, cut the rope holding up the chandelier, etc. For these kind of maneuvers just test a stat as appropriate and consider they types of things a fire breathing lizard should just be able to do if they wish. Favor an automatic success since they already rolled for it once during the opposed roll. I'm going to reference my Fuck, it's a Legamon post as a guidepost for dealing with these. Maneuvers can also be used to apply your type's status effect or use a move which is listed as the Maneuver type. 


If an opponent cannot meaningfully oppose a roll due to circumstances, then an attacker can deal damage or perform a maneuver for free.


Saves vs status effects occur at the end of your turn or if a maneuver is used to rid them.


Sorry, you’re not my Type:

Each Type is strong against one Type and weak against another. If a Type is strong, then moves of that type will deal [level] extra damage. If a Type is weak against a target, then moves of that Type will deal [level] less damage to a minimum of 1. The chart below shows the relationships. Bolded Types are strong against the Type below and weak against the Type across. The list wraps, so Normal is strong against Dragon.


dragonwater
ironfire
electricrock
watercombat
firelight
bugghost
grassflying
rockpoison
flyingsteel
combatdragon
psychicpsychic
darkelectric
lightdark
ghostbug
poisongrass
normalnormal

Hang on, we’re going to the legamon clinic!

In the wilderness apart from proper healing clinics it takes legamon time to heal. They are considered healed fully at the end of each month. A night’s rest with a warm meal will restore 1d6 hp, but will not remove lingering injuries.


If a legamon takes enough damage to faint, roll on the Table of Consequences, +1 for each previous roll since the last a full rest.


Table of Consequences

  1. Out of breath, just need a minute to catch it.

  2. Moping, just need a minute to lick my wounds.

  3. Deep Fatigue, -d4 Attack and Def until full rest

  4. Dizzy, -1 MD until full rest

  5. Badly bruised up, -d6 hp until full rest

  6. Amnesia, -1 move until full rest

  7. Broken bone, -d4 to all stats and hp until full rest

  8. +, struggling. -2 HD and -d6 to stats, -1 MD. Further injury risks this legamon’s life.


Running away is a skill check like anything else. You can get a +1 bonus by dropping items. Sometimes whatever is chasing you won’t be mad enough to chase you far, other times you’ll have to earn it. I suggest getting some decent shoes. Against trainers, anyone in the league or basic civilized folk will accept a forfeit. Watchout for bandits and the like that may wish you harm!


If all your legamon are at 0hp, your last injury slot is filled, you fall into a pit and break your legs, or get captured by bandits you are *stuck and helpless*. A distress beacon can be sent out for rescue. If someone rescues you from the wild, roll on the table below. Otherwise a ranger might be able to find you. They are spread quite thin, though. If not, roll a new character and I’ll write a letter to your mom.


Stuck and Helpless Table

  1. Strengthened by hardship, +1 bond to each of your legamon.

  2. Hardship, lose d6 items.

  3. Battle scar, permanently reduce a random legamon’s stat by 1 dice.

  4. Lingering injury, permanently fill a trainer injury slot.

  5. Falling out, reduce a random legamon’s bond to 1.

  6. Separated from one of your legamon.


Into the Grass!

Wild areas may be resolved using traditional dungeon methods or by doing a depth crawl. The plumbing procedure for a depth crawl is to roll a d12 plus the number of dungeon turns you've been progressing through the area.


If the sum is under 12, the GM will generate a random location and encounter. This will also indicate if there is a mon or trainer. 


If the sum is greater than 12, the GM will make a tally and you will encounter the first of the area’s unique locations. When you reach the last of these locations and resolve the scene the adventure is over and you may tally your score. 


Your score in a wild area is # of dungeon turns - 1 for each legamon you caught. I'd love it if you posted your score on any of my wild area posts in the future.


Shoppe!
Your starting character has managed to save up a few coins from working at the Shoppe. After months of stocking items, you'll know just the ones to buy to start your journey. Don't forget to change your underwear! Spend your 1000c wisely.

Healing Items

400c - Gruffle Milk, Recover 2d6 hp

200c - Yummy Juice, Recover 1d6 hp

100c - Aloe, Remove Burn

100c - Antitoxin, Remove Poison

100c - Air Horn, Remove Sleep, or cause an encounter roll.

100c - Weedkiller, Remove Drain or kill a plant.

300c - Repel, +2 to Flee rolls when active


Survival Items

50c - Kebble, 1 day's ration for a team

200c - Rope, Quickly escape underground locations

200c - Flashlight, See in the dark.

50c - Matches, Start a fire, 6 uses.

300c - Running Shoes, Advantage to Run Away.

300c - Tent, Counts as shelter under most conditions.


Legablocks

100c - Legablock, Cube, roll d6 over hp to capture a wild mon

200c - Superblock, Cube, roll 2d6 over hp + level to capture a wild mon

400c - Megablock, Cube, roll 3d6 over hp + level to capture a wild mon


Unique Blocks

50c - Friendship Bracelet, Let everyone know you're best friends!

200c - Hard Candy, Increase your bond with a legamon by 1d4

300c - Fatigueblock, Octahedron, roll d12 over def to capture

300c - Puzzleblock, Octahedron, roll d12 over special attack to capture

300c - Prestigeblock, roll d8 over level


Single Use Power Boosts

200c - Syrum A, Increase damage by [level] for this battle

200c - Syrum S, Increase your attack and special attack by d4 for the next 6 rounds

200c - Syrum F, Increase your MD by 1 each round for the next d6 rounds

200c - Syrum H, Recover d6 hp for the next 4 rounds.

500c - Syrum X, Combine syrums A,S,F, and H. Lasts for 2d6 rounds. Your Legamon is Struggling after it wears off.


Held

200c - Jalapeno, increase fire damage by 2

200c - Fluorescent Bulb, Increase light damage by 2

200c - Four Clove, Increase grass damage by 2

200c - Holy Water, Increase water damage by 2

200c - Liden Jar, Increase electric damage by 2

200c - Sparkling Gem, Increase ground damage by 2

200c - Titanium Cube, Increase metal damage by 2

200c - Pinwheel, Increase wind damage by 2

200c - Headband, Increase combat damage by 2

200c - Mercurial Spoon, Increase mind damage by 2

200c - Black Talisman, Increase dark damage by 2

200c - Serpent Skull, Increase dragon damage by 2

200c - Ceramic Ring, Increase normal damage by 2

200c - Fang, Increase toxin damage by 2