Showing posts with label Best There Ever Was. Show all posts
Showing posts with label Best There Ever Was. Show all posts

Tuesday, July 8, 2025

Dark Secret At Fort Gunnison! (tone: pokemon episode title)

Gunnison

On abandoned battlements, the howl of the wind mingles with spectral cries. Lost in battles long forgotten, widows and widower mourn for love to return. Among the ruins, mediums and mystics work to lay the dead to rest.

But not all here is dead and sad. There are those who press on, too stubborn to be abandoned. In the marshes of the old river delta lives a community of ghost story aficionados, crock wrestlers, and the bravest folk in the whole region. Life is simple here. And though there is no route to bring visitors, the locals know all roads lead here in the end.

Starting Out

An elderly woman affectionately nicknamed Bobbi Yaga tells tales of adventure and spooky ghosts to children at the abandoned Masque de Theatre. Those brave enough to visit her cabin near the mangroves may receive their first starter legamon from among her swamp-dwelling friends.

Old Graveyard 

A fog shrouded cemetery on the mounds above Gunnison, dotted with crumbling tombstones and sinking crypts. The air hums with energy and spirits are restless.

  • Weathered Bell Tower - A stone tower where a bell hangs from the time of Ft. Gunnison. The building it was attached to burned to the ground many years past. Wade’s Blakraven is here shouting LENORE, LENORE. If disturbed, it will summon a flock of Blakrow.
  • Mausoleum - An ornate mausoleum sits atop the mound behind the bell tower. “Elias Thorn 19?? - ???4 ??? ???E MERCY ON MY ENEMIES, CAUSE I WO??”. The heavy metal door is almost closed. Spirits of fallen soldiers will do all they can to deny anyone entrance. See below for interior.
  • Lenore’s Tomb - A gravestone marked No Name. New grass grows on top where Bobbi dug up the coffin and replaced it. Within is a small body wrapped in burial cloth. The hands hold a plain glass orb, a cheap crystal ball.

Wade Halloway - often seen only by the flicker of lantern light, with a wide-brimmed hat casting shadows over his tall slim features. Wants to find the tomb of Lenore before Cassidy stumbles into it since he believes it contains a Shrimron Orb. He is secretly a Watcher and would summon Shrimron to banish humans from this land.

  • Plant a fake treasure map in a crypt in the Old Graveyard to throw Cassidy off.
  • Sabotage Esmerelda’s patrol route by collapsing the bridge into the graveyard. 

Mangrove Swamps

Flooded mangrove trees hide a myriad of legamon. Poison and dark types especially thrive among the deep shadows of the swamp.

  • Bobbi Yaga’s Cabin - despite moss dangling from the awnings and porch rail, it is quite cozy on the inside. She has a small fire going and kettle on. A shelf with books and scrolls also holds a pillow with “crystal ball.” This mother-of-pearl egg is the Shrimron egg.
  • Silas Hermitary - Bug ridden and leaking. Vials and bottles line the shelves. Jars with pickled parts seem to stare back at the viewer. 
  • Hidden Glade - A twinned pair of mangroves circle the glade with their roots creating a clearing. A patch of ground rises from the murk and grows swampblooms. There are large tracks dragging from the grass into the water. Bobbi feeds a Crocolith here on full moons.

Bobbi Yaga - hunched woman with kind eyes and love for spooky stories. She tells tales to the children about the Goblinger named No Name to scare them away from the mangroves at night. She restraints Silas on his worst nights lest he be tormented alone. She secretly hides the Shrimron Orb from Lenore’s tomb under a cloth on a pillow in her cabin and pretends it is a crystal ball.

  • Collect some swamp blossoms for Silas, he’s running low and I need him to make some balm
  • Bobbi is taking the children out into the swamp at night to tell them the stories of Ft. Gunnison. Come out for protection and spooky effect!
  • Silas is out of control. He’s getting stronger and broke out of his cabin. Help me find him! Track Silas to the old fort and bring him back.

Silas Moore - haggard and dirty, nevertheless kind and intelligent. He was a traveling alchemist hoping to become the very best but was struck with a curse while exploring Ft. Gunnison that has cost him his memory and sanity. Now he creates some simple potions for money and lives in the swamp so his nightly howls disturb no one. Wants to be cured, but is in no shape to seek it. He makes a joint balm for Bobbi Yaga in return for her company during fits of madness.

  • Collect spirit blooms from the graveyard without causing too much of a ruckus. I need them for my treatments.
  • Search the graveyard for clues about the Ft. Something there caused me to get cursed… I just can’t remember what.
  • Investigate the strange radio frequency Silas picks up at night.

Abandoned Streets

A false front row of buildings that has fallen into disrepair, the east side covered in algae and moss.

  • Masque de Theatre - Abandoned now, when the moon shines the stage is illuminated perfectly. A Dormanaut haunts the rafters, but enjoys the theatrics performed here by Bobbi’s troupe.
  • The Waxing Crescent Saloon - An old saloon Cassidy has made her temporary home. Bottles of spirits line shelves behind the counter. The sign creaks in the wind at night.

Cassidy Flint - bright eye’d and energetic, her mane of red hair and bush jacket are hard to miss. She’s in Gunnison with a treasure map she bought at an auction that shows an X at the Old Graveyard. She was searching crypts until she notices Wade snooping around, now she stakes out at night near the graveyard to watch him search.

  • Help her with the spirits tonight at the graveyard so she can find out what Wade is up to.
  • A particularly ornery spirit has been haunting the saloon since she dug up their grave. She can’t go near the site until the grave is repaired.
  • Tell Esmerelda Cassidy will be at the graveyards tonight, she’s going to the swamp!

Esmerelda Reed - bookish and brave, she dresses in the old style of a mediator between this world and the next. Once married to Silas, she wants to solve his curse so he remembers their love once again. Her investigation has been on pause since the spirits have become much more restless. She blames Cassidy’s jaunts through the graveyard. 

  • Esmerelda is sure a powerful spirit has been disturbed by Cassidy. Help her complete a sealing ritual at the Mausoleum
  • Chart a Route to Ft. Gunnison so travel is safer.
  • Go to Ft. Gunnison to solve the curse of Silas!

The MAUSOLEUM 

Entrance Chamber - A sealed stone door requires players to solve a riddle inscribed on it: “Speak my title to pass, defender of old.” (Answer: “Fort Keeper” or “Captain”.)

Echo Hall - Silas’ wails reverberate here if it is evening. d8 Spirits in the form of young children are agitated if so and attack.

Captain’s Vault - A spectral of Captain Elias Thorn challenges players to a duel, but with a twist! The spectre uses ghost/dragon type moves as if he was a legamon! If defeated, the Captain bows graciously and points to a sconce on the wall that opens a treasure compartment with a dog tag that raises the power of Ghost type moves.

FT GUNNISON

Team Hadron has moved into the abandoned swamp fort and are taking advantage of its spooky reputation to remain hidden. They broadcast an agitating frequency from a radio antenna they have mounted to the fort’s western tower to observe the effect on legamon.

The fort stands on an island just past the mangroves where the Gunnison river used to empty into the sea. Spirits moan and wail and their cries are carried into town in the night air. 

There are four towers connected with battlements, a central quartyard, and a cellar with a dark past.

  • Eastern Tower - A crumbling watchpost facing the sea. A Team Hadron Nick is watching the stars on top of what is left of the battlement. He has dinner ready, but hasn’t eaten yet. He has a Scorceptic in a Link at his waist.
  • Northern Tower - A wooden door off the hinges reveals an armory. Racks that once held muskets line the walls with helmets and shields. A rusted musket sits abandoned on the floor. Not good for hitting a target, but might go off.
  • Western Tower - Within is an elaborate control room with metal terminals, dials, and readouts. Dr. Vex Harrow sits behind a console with a microphone, monologuing into it. On the roof sits an antenna array with thick cables leading to the room below. A Toxspider weaves its web around the array.
  • Southern Tower - A pile of rubble where the fort was once breached.
  • Courtyard - Reeds grow in the sandy courtyard between the towers. A Porsume rummages for food and Team Hadron Alex patrols the battlements above. A double door leads below into the cellar.
  • Cellar - A dark flooded basement resembling a cave. A Shaderagon makes its lair here. This is Elias’ terribly old partner. The powerful radio signal had driven it nearly mad. Defeating the monster or ending the broadcasts and giving it Elias’ dog tag will end Silas’ curse.



Monday, June 30, 2025

The End Of The Line (Wyico)

 Wyico 

Where the rolling plains give way to the foothills of the Wystone Mountains is the end of the line. Ranchers and miners vie for limited rail cars to haul their goods to market in the industrial hub of Utico or the shipyards of Cingo where they may find purchase on further shores.

The shadowed hand of Team Hadron reaches here even as the sheriff and law abiding citizens struggle to make Wyico an honest town. The rail depot dominates the daily rhythms of the town and leisure and pleasure are found at Kitty’s Pur Saloon.

Starting Out

Among his many duties, Festus Hagen is responsible for connecting strays and pet legamon with their first trainer.

Local Events

  1. Saloon Brawl! Ranchers called the miners dust bunnies again, break it up!
  2. Tracks are out! Clear the tracks before the next train come in.
  3. Earl has been jumped and is healing in bed. Keep the peace while he gets back on his feet.
  4. Buck saw a rare legamon lose a brawl with an Aurox, you might be able to catch it if you’re quick
  5. Stampede! Redirect the rush or the town will be flattened!
  6. Night on the Ghost Train! A spectral train arrives at midnight once a year. 

Gym - Kitty Russell and her partner Purrlip take all challengers at the PLACE.

Iron Rail Freight Depot

Looping tracks surround a handful of brick buildings. Morning, Noon, and Evening a new train arrives stirring the town into a frenzy, once the cars are full it leaves and the opportunity it represents goes with it.

  • Freight House - Barrels of grain, wine, liquor rest here most likely destined for service in the saloon. Crates of ore struggle to contain their heavy contents. 50% chance each ore crate contains smuggled relics. One crate of dynamite sits here waiting for a wagon ride to the mines in Bostone. A winch mounted to the rafters hovers silently over the goods. 50% chance Festus is patrolling.
  • Loading Platform - An overhead crane on rails rests creaks over a partially filled train car. A crate of ore hoisted overhead. A raised platform allows men and cattle to walk on and off cars easily.
  • Coal Shed - A mid sized warehouse filled with coal and “milk” collected from herds of Calferrous. The flammable “milk” is used as fuel for the train engines in a pinch. Warning signs indicate the tremendous fire hazard. 
  • Stock Yards - Huge pens packed tightly with Calferrous on the way to Utico for milking. A series of smaller pens houses 1d6 Bull Aurox.

Buck Thompson - Rugged cowboy with chaps and confidence. More and more rail cars are being filled with ore rather than cattle which cuts into his well being. Wants to buy up land in the mountains to push back on Jedediah, but doesn’t know what he’s getting into.

  • The numbers aren’t adding up. See what these cars filled with “grain and supplies” are actually filled with.
  • Someone is riling up the cattle at night. Hide in the stock yard and find out who.
  • Collapse the cave mouth on Route 770 to stop the ore shipments for a season.

Festus Haggen - Hunched deputy with tobacco stained mouth. Loves having a position of authority too much and imagines he’s the one extorting Jedediah for bribes rather than being manipulated by him. Wants to woo Kitty Russell with money but Sheriff Earl won’t approve of the bribes.

  • A crate full of relic’s broke and Earl is set to inspect the rail depot today. Stall him!
  • Guard the freight house for me tonight, I have a hot date!
  • Lose a battle against me in front of Kitty!

Silas’ Estate

 A luxury manor house in the colonial style. Sitting in foothills overlooking Wyico. 

  • Stables - A pair of exotic mounts are pampered by Head Groom Ainsley. Dahlia, an imported Raptorminate once won the Prix St. George in dressage. Waltz of Stars, an Ibectrix is being gentled for racing. 
  • Insectarium - Glass domed greenhouse for showing off his rare insects. Despite the must more expensive stables, this is the pride of the Silas’ Estate. A fountain is surrounded by half a dozen trees. Insects include Magnifly, Badibug, and Shinobug.
  • The Manor - Colonial porch, spacious rooms, servants quarters. Silas’ wife spends her time on the upper balcony watching the trains come and go. Threatening notes are left in her chair on the balcony in the middle of the night.

Silas McAllister - The Iron Rail Freight Depot Chief looks every bit the part with slicked hair, knee length tailcoat and long slick moustache. He is concerned only with lining his pockets, but is forced to prioritize ore shipments over cattle due to ominous threats he receives by letter once a fortnight. His wife is losing sleep over it. He is owed a significant sum by Kitty Russell.

  • Find out who is sending threats by carrier Blakrow every other Sunday evening.
  • Find out who is cooking the books and diverting power from the lines.
  • A herd of Calferrous has gotten loose and is blocking the tracks! They’ll derail the next train if they aren’t cleared out.

The Strip

A row of false front wooden buildings on wide dirt road opposite the Freight Depot that dominates the town

  • Sheriff’s Office - A single room with two desks, one bare and one a mess. Behind them is a single floor to ceiling cage divided in two. One half has dried legamon droppings. A rifle hangs on the wall. Earl Thompson is here with his partner Goblinger
  • The Well - An ancient well discovered by settlers reaches cool water year round. Massive pavers surround the well with strange symbols on them.
  • Kitty’s Pur Saloon - Large false front saloon with a purring Nyaan sign. Busy with ranch hands, miners on leave, and rail yard employees in between trains. 

Kitty Russell - Feathered hat, red dress and sharp eyes. Sole Proprietor of Kitty’s Pur Saloon. She wants to pay off her debt for the saloon to Silas, but is having trouble, so tries to stay on his good side. She wouldn’t mind if her affection toward Earl Thompson was noticed either.

  • Swap out the Deed to the saloon with another that extends the term another ten years. It’s in Silas’ safe. Don’t get caught!
  • Lure Festus to the saloon after hours so Kitty can get info from him about the smuggling racket.
  • The varmints are getting out of hand. Clear out the cellar of Scorceptic.

Earl Thompson - Long duster coat and badge. His grey mustache makes him identifiable from quite a ways. Wants to keep peace between the forces in town. Currently oblivious Team Hadron is smuggling artifacts right under his nose, but thinks Katty is up to something.

  • Festus is up to something. Track him for a day, but don’t let him see you.
  • Festus is getting bribed by Jedediah. Find proof in Jedediah’s ledger.
  • Find out who burned down Silas’ stable.

Jedediah Stone - Scarred cheek, dusty vest, and always carrying his pixaxe. He’s the nephew of powerful a Hadron gangster in Utico and is smuggling artifacts from the mines with his shipments. He pays Festus off for insurance. Wants to run Buck out of business so he can move ore more quickly and monopolize the railroad. He’s also pressuring Silas with terrifying notes to his wife.

  • Derail a shipment of cattle. Buck is hogging too many of the cars
  • Make Silas understand the stakes. Burn down his stable.
  • Earl is getting too close. Help Festus put an end to him.


Wednesday, June 25, 2025

Sawtooth Settlement (Or My Best Post To Date)

Sawtooth Settlement 

High in the mountains, but not so high the trees grow small is a place where sawblades sing and transformers hum. Hidden between the tall trees and rushing ice melt forming the headwaters of the Gunnison River are the buildings and people of Sawtooth Settlement. 

Rough homesteaders send fresh cut old growth logs down river. Among them are the engineers of the Hailstone Dam Corporation who operate the hydroelectric dam that powers much of the region. Many homes maintain a Currant mound to store the extra electricity generated by the dam.

Gym Leader- Marlon Jackson and his partner Fityson take all challengers at the Felling Field. He emphasizes combinations and using the environment to win.

Hailstone Dam

Massive hydroelectric dam that powers the entire region. Recently purchased by the Iron Rail Co.

  • Bridge - the top of the dam is a quartermile long and 200 ft above the Gunnison River used to power the dam. Massive sluice gates control flow through the penstock and control power generation. Lovers come here to watch the sunset over the plains while Nutwig and Daggird swoop and dive for food.
  • Turbine Chamber - Below the powerhouse a massive turbine hums in a circular concrete chamber as water falls through it from hundreds of feet above down into the Gunnison River. Accessible through a pressure sealed hatch. Highly dangerous to access if the sluice gates aren’t closed. 
  • Generator - The central feature of the powerhouse. Wrist thick cables, stray sparks, and operation terminals. It’s all too complicated. 50% chance Jasper is here double checking a reading.
  • Transmission - Miles of cables and steel frames. Electrical hum and red signs warn of the danger. Fences keep the stray monster from wandering through and getting fried. Ele Wattson is in the tower overlooking the transformers. 50% chance Jasper is here installing a new line.
Jasper Fields - Head engineer of Hailstone Power Corp. Designed the dam himself and feels personally responsible for providing power to the Ichi Plains. Hopeful Ele Watson will get relocated back to Cingo if he can show she’s incompetent or worse, but he’s too distracted spending time with Mia Rivers and her Milkitty.
What Can You Do For Him?

  • Check the penstock is clear, for some reason the turbine isn’t generating as much power as records indicate.
  • Find out who is cooking the books and diverting power from the lines.
  • Take his report to Iron Rail Headquarters
Ele Watson - The Iron Rail Co installed new CEO of Hailstone Power Corp. Shipped here from her home in Cingo to ensure power is diverted to secret Team Hadron facilities throughout the region without notice or interruption. She’s having trouble fudging the power charts without Jasper noticing.
What Can You Do For Her?
  • Get blackmail on Jasper. Reward: Casino Pass In Wyico
  • Divert a line from Snowmass Village distribution to Facility Gamma
  • Something has escaped from Facility Gamma, Get it back!

Marlon’s Logging Co

Marlon inherited his Father’s company when he passed in a logging accident. His attention is spread thin, but he spends several nights a week here managing things. The camp is a half days journey down range nestled against the Gunnison River.

  • Lumber Mill - Large buzzing saw blades turn with water wheel set into the flowing Gunnison. Piles of unprocessed logs are hauled in for processing by loggers and their muscular monsters before being loaded onto barges.
  • Aurox Barn - Rows of stalls with metal gates filled with the hulking metal monsters called Aurox. A drum of oil with a hand pump and spray nozzle sits at one end for keeping the beasts lubricated and happy.
  • Smithy - Hot coal fire ringed with bellows. Saw blades, angle grinders, hammers, and other varieties of tools line the walls and workbenches. A grease covered Currant sits in the corner to power tools that require it.
  • Logging Camp - A dozen tents and half a dozen log buildings along a slow stretch of the river including: root house, saw shed, cook house, and sleeping quarters.
  • Felling Field - The active edge of the camp. Aurox haul logs back to the mill while loggers work in pairs to fell massive trees. An easy place for accidents to happen.
Marlon Jackson - A burly man with a beard as thick as the forest, and few words. His partner Fityson shares his strength. Gym Leader and owner of the fumbling Marlon’s Logging Co. He struggles to balance logging productivity and home life. His wife Mia suffers for it. Wants to sell the company to Iron Rail Co. by getting on Ele Watson’s good side so he can spend more time in town.
What can you do for him?
  • Bring these flowers to Mia at sunset.
  • Get the Iron Rail Co. to send more barges up river so my father’s business doesn’t go under..
  • Watch things here while I deal with Jasper
Bill Trencher - Senior Log Hand at Marlon’s. He is a devout follower of the Way. Wants to buy out Marlon, but things have been rocky since Marlon’s dad died in a logging accident that cost Bill his hand. Despite his gruff exterior, his nurturing side is a predominant aspect and he often appears nursing injured legamon to health.
What can you do for him?
  • Clear the Grumaul jam down river.
  • The men woke up to a dense covering of webs over the felling field and their equipment. Clear out the webs and chase off those spiders.
  • Talk some sense into Marlon, I’m the best man to run this company.

The Settlement

A smoky village in the wooded mountains of the Crown Range. Log cabins are common. The town is built around a central square with three carved totems that you can see from the porch of Momma Mia’s Cafe.

  • Momma’s - Famous for baked good and creams, Mia runs this shop with her partner Milkitty. Cozy, fire-warmed, popular. Hot milk drinks and pastries are for purchase.
  • Post Office - Doubles as an internet cafe with a single wire passed among the trees down toward Utico. Has a stable for traveller’s monsters and a utilitarian bunk house.
  • Square - Three totems stand together in the center of the town. They are older than the settlement around them. Some hold they are old markers carved by followers of The Way.
Mia Rivers (Momma) - Flour covered apron and gentle smile. She is the best baker in the region in part because there is nothing else to do in the lonely hours when Marlon is away at the log camp. A friendship with Jasper is growing warmer by the day which has only complicated her life.
What can you do for her?
  • Take these deliveries for me, I’m meeting a friend.
  • Oh no! Milkitty is sick, send for the Dr. in Snowmass Village!
  • Take these cakes to Marlon to remind him I exist.

Local Events

  1. Grey Out! Lillipod have blocked the dam’s intake again. Gotta clear them out.
  2. Spider and Seek! Three trainers in town have had their partner Legamon go missing at night and found sticky webs when they went to find them. (The webs lead to a tower infested with Arachnice and their mysterious leader)
  3. The Case of the Stolen Stromboli! An important guest is arriving to the Hailstone Hearth, Maggie’s Grandma! Find her stolen recipe book in time for her to make her favorite recipe. (Maggie explains that a Mtake with a scarf around its neck grabbed the book and jumped out the window when her back was turned)..
  4. Shifting Shiftiki! Marlon needs to map a deeper part of the forest. There are rumors of an old Way shrine and he wants to avoid logging too near to them. (The shrine is guarded by a single injured Sharpain, but the shrine’s Shiftiki is nowhere to be found.)
  5. Tricky Twigrouse! A local trainer has gone missing after what was supposed to be a short trip into the forest. (A tricky Twigrouse has led him astray by mimicking the voice of his sister. The monster will try the same tricks with the trainers).
  6. Lilipod Washout! A group of lilipod are being sucked out of the reservoire’s overflow due to high water levels. If they can’t form a critical mass of pods, the Festival on the Water and their mating season will be ruined.

Starting Out

Electric element enthusiast Jasper Fields is the town’s leading expert on Currant mounts. In between installations and inspections he also is happy to provide new trainers with their very first monster.
  • Daggird, the stealthy bird legamon.(Flying) Daggird are nearly impossible to see at night. They use this to their advantage and are nocturnal hunters., Preferring to stab their target unawares.
  • Milkitty, the cream legamon. (Normal) Fur as soft as cream, Milkitty help feed the family and keep the barn free from vermin.
  • Zebrex, the electric hoof legamon. (Electric) Zebrex are often found hiding in tall grass. During droughts their hooves spark and set off grass fires.

Scaffold of Disaster

I used a technique to design this village that I am referring to as the scaffold of disaster that I picked up from a careful look at the excellent Owe My Soul To The Company Store where it is used to set up a social sandbox teetering on the brink of calamity. I deeply want all of my towns and dungeons and settings to teeter in this way so I mimicked what I saw and the result is what you just read. It is my best and most gameable content to date in my opinion.

Here is a useful schematic to track the drama and trace back the fall out should the PCs resolve any of these ties.





Wednesday, February 14, 2024

Sawtooth Settlement: Legamon Town II

High in the mountains, but not so high the trees grow small is a place where sawblades sing and transformers hum. Hidden between the tall trees and rushing icemelt forming the headwaters of the Gunnison River are the buildings and people of Sawtooth Settlement. 

The rough homesteaders of Sawtooth Settlement send fresh cut old growth logs down river. Among them are the engineers of the Hailstone Dam Corporation who operate the hydroelectric dam that powers much of the region. Many homes maintain a Currant mound to store the extra electricity generated by the dam.


Starting Out

Electric element enthusiast Jasper Fields is the town’s leading expert on Currant mounts. In between installations and inspections he also is happy to provide new trainers with their very first monster.

Daggird, the stealthy bird legamon. (Flying) Daggird are nearly impossible to see at night. They use this to their advantage and are nocturnal hunters, preferring to stab their target unawares.

Sproutly, the young leaf legamon. (Grass) Sproutly grow in all climes and seem to thrive everywhere there is adequate rainfall. Their fruit is often collected and used for medicinal purposes.

Milkitty, the cream legamon. (Normal) Fur as soft as cream, Milkitty help feed the family and keep the barn free from vermin.


Gym Leader

Tesla Sparks poses a dynamic figure with hair that stands on end and padded leather gear that insulates her from the shocking power of her monsters. Her presence brings a jolt of energy to any encounter.

Her gym is in an abandoned electrical substation. Dividing walls open close when powered, and an old crane looms over the station. As a final touch, arcs from tesla coils provide dangerous obstacles as well. 

Trainers must navigate the hazards and use the construction equipment to reach her atop an elevated platform for a final showdown. For those who defeat her, she offers the Circuit Badge. The badge allows trainers to choose the moves their electric monsters learn when leveling up and once per battle a trainer can call on its power to gain priority for a monster’s turn.


Notable NPCs

Marlon Trencher

A burly man with a beard as thick as the forest, known for his skill with a two-man crosscut saw. He leads the local logging operations with a firm but fair hand since his father was killed in a logging accident. 

Marlon is a man of few words, preferring to let his actions do the talking. His physical stature is reflected in his partner, Fightyson, who works with him in order to train. He struggles to balance logging productivity and balance with nature and this affects him. He is a devout follower of the Way and wants to live in harmony with nature. Despite his gruff exterior, his nurturing side is a predominant aspect and he often appears nursing injured legamon to health.

Electra Wattson

After graduating top of her class, she took a position as managing engineer of the Hailstone Dam Corporation. The rough and tumble operation has benefited greatly from her leadership, but the lack of resources means that the power supply for the whole grid is held together with duct tape and prayers.

Electra is visionary and meticulous. Her engineering ability is matched with the ability to lead and inspire, but the task of powering the region is a daunting one. Despite her custom modified Coilisect to aid her in her work, she is nearly upside down.

Maggie Rivers

The proprietor of Hailstone Hearth moved to Sawtooth from the bustling Cingo to seek peace and connection with the mountains. Her small cafe has grown to be the heart of the community. Loggers, electricians, and trainers all call her quaint cafe home.

Maggie’s hot cocoa is legendary and trainers often visit the cafe to share one with their monsters. Besides the cafe, Maggie studies local cryptid legends and tells tales of them at night.

Townfolk who need a hand:

1. Log Jamboree!

Marlon asks trainers to help relocate a group of warring Grumaul trees that have caused a log jam down river.

2. Currantly a Problem!

Electra needs someone to see why the turbines aren’t spinning. She’s going to stay at the power plant and try to do damage control Hurry! (Currant infestation in turbines)

3. Spider and Seek!

Three trainers in town have had their partner Legamon go missing at night and found sticky webs when they went to find them. (The webs lead to a tower infested with Arachnice and their mysterious leader)

4. The Case of the Stolen Stromboli!

An important guest is arriving to the Hailstone Hearth, Maggie’s Grandma! Find her stolen recipe book in time for her to make her favorite recipe. (Maggie explains that a Mtake with a scarf around its neck grabbed the book and jumped out the window when her back was turned)..

5. Shifting Shiftiki!

Marlon needs to map a deeper part of the forest. There are rumors of an old Way shrine and he wants to avoid logging too near to them. (The shrine is guarded by a single injured Sharpain, but the shrine’s Shiftiki is nowhere to be found.)

6. Tricky Twigrouse

A local trainer has gone missing after what was supposed to be a short trip into the forest. (A tricky Twigrouse has led him astray by mimicking the voice of his sister. The monster will try the same tricks with the trainers).

7. Battling Bumbee

A mysterious whirlpool is stirring the waters out in the middle of the reservoir. The fishermen have come back in. Go see what the trouble is about! (A Megalops is disturbed by the sound of the new turbines and is swimming in circles in agitation.)

8. Lilipod Washout!

A group of lilipod are being sucked out of the reservoire’s overflow due to high water levels. If they can’t form a critical mass of pods, the Festival on the Water and their mating season will be ruined.

9. A Berry Good solution

A berry grove is being plagued by rival gangs of shinobug and bakiwi, help!

10. Animal Crossing!

An old rope bridge that monsters use to cross the gunnison has collapsed. Local migration patterns are disrupted and monsters may come into town looking for a place to cross.


Team Hadron

1. Signals Crossed!

A mysterious signal coming from deep within the dam, investigate. (It is a drilling device set to bore a hole in the dam. If the water level lowers enough, a mysterious ruin is accessible in the middle of the Borego Reservior)

2. Missing Machinery!

Machinery is going missing from the old substation. The equipment isn’t in use, but locals use it for a battle arena. (Parts are stolen for a makeshift laboratory in caves under the dam.)

3. Grid-locked!

A hidden source is drawing power from the grid. Find out what is going on. (Cables lead to a laboratory in ruin. Debris indicates an archway with a shocking amount of power directed to it. Plans on the table show sketches of a portal. I wonder if it worked?)


 

Tuesday, February 13, 2024

Very Best

A new take of Best There Ever Was. This is my... fourth proper shot at it I think. And not a "final" version yet. I want to say something about that. 

Most of my posts on my blog I have not thought about once since I released them. An idea stuck in my mind had to be grabbed, written, and posted just so I could get back to equilibrium. None of my Legamon posts have ever given me that relief. And no other monster tamer style of game has satisfied me in the reading.

I press on toward this lofty ideal; a game that makes me feel like I did when I myself was ten, imagining a world of adventure and danger, but with friends. 

I think most of our hobby revolves around a similar desire to this. So forgive me for being stuck on this project for a few years. I can't move past it and I don't want to. I want to work the problem until I have something that I am proud of and that maybe will give others a glimpse of that wide wonderful world of monsters of my imagining.



This image gives me that feeling too. I hope you enjoy it. It is by local artist Jayme Brandt. I love the set so much I have them hanging in my house.

My last post on Gunnison was a new start to this project. These are the next addition of rules. There will be another 11 or so towns, 60 more legamon to hit that lofty 150. And possibly more besides.

This version holds central the *team*. It does so by learning from the excellent game Best Case Scenario by Mr. Parabola. As Hilander said recently, "If I'm fighting some doomsday cult, I'm going in charmanders blazing." Amen to that, brother. 

Also, this version includes "domain" rules in a way. The game is designed to be run for multiple players acting independently in a region with a map similar to the ones you are already familiar with; traveling routes, fighting gyms and evil teams, tracking rare monsters. This can be accomplished on a dedicated discord server to create a very unique and memorable gaming experience.

A parting word. I wish more bloggers would show their unfinished works, drafts 2 and 3 and 6 and 7. Go back to that post that is stuck in your mind and squeeze the idea again. And then show us what ahs haunted you all this time. We're not pros. We have no deadlines. We just have each other, this shitty blogging platform, and that elusive feeling we chase in our games.

Monday, February 12, 2024

Gunnison; The Spookiest Town in the West


On abandoned battlements, the howl of the wind mingles with spectral cries. Lost in battles long forgotten, widows and widower mourn for love to return. Among the ruins, mediums and mystics work to lay the dead to rest.

But not all here is dead and sad. There are those who press on, too stubborn to be abandoned. In the marshes of the old river delta lives a community of ghost story aficionados, crock wrestlers, and the bravest folk in the whole region. Life is simple here. And though there is no route to bring visitors, the locals know all roads lead here in the end.


Starting Out

An elderly woman affectionately nicknamed Bobbi Yaga tells tales of adventure and spooky ghosts to children at the abandoned Masque de Theatre. Those brave enough to visit her cabin near the mangroves may receive their first starter legamon.

Goblinger, the loitering legamon. (Dark) Goblinger are typically found in packs, unless they are stalking someone to jump scare. These legamon are often looking for a trade, but this is often a trap.

Iristriper, the seeing legamon. (Water/Psychic) Iristriper have been used to enhance divination rituals for centuries as they appear to react to what they see in the near future rather than the present.

Blakrow, the ominous legamon. (Flying/Dark) Blakrow are said to be able to see the way they will die. 


Gym Leader

“Phantom” Wade Halloway

Often seen only by the flicker of lantern light, with a wide-brimmed hat casting shadows over his features. His presence is as fleeting as a cool breeze blowing through the humid mangrove trees, leaving those who encounter him questioning if he was ever there at all.

Wade’s gym is hidden in the abandoned part of Gunnison proper. Those once bustling streets are as empty as the old gold mine now and few dare to walk them at night. The details of his challenge are kept closely guarded secrets, but the human-sized black bird Blakraven chimes “Lenore, Lenore, Lenore!” Perhaps someone in town could explain more about this long lost maiden?

At this, trainers are to appear in the abandoned streets of Gunnison after nightfall. There, they follow the spectral Lenore through haunted way after haunted way. At last, the silhouette of a man-sized bird can be seen perched atop a bell tower amid the graves of those long forgotten soldiers. It is here that Wade, and the trainer’s final challenge, awaits!

Notable NPCs

Silas Moor

Bobbi Yaga isn’t the only one who dwells among the mangroves. The “swamp whisperer” Silas makes his home there as well. A once renowned scientist in the bustling Utico, Silas made the swamps his sanctuary after a terrible experimental accident that left him under a curse. He now seeks redemption and a cure among the flora of the swamp. Others still take the nightmarish howls that echo in the trees as a warning. Silas fled to the isolation of the swamp to protect others from his curse.

Whatever the truth about his curse, Silas is a caring and gentle soul during the day who finds a mirror in the lonely spirits that roam Gunnison. His alchemical studies have resulted in several rare potions and cures for many ailments except his own. On rare occasions, his experiments have granted glimpses of the spirit world.

Esmerelda Reed

Esmerelda is a new face in Gunnison and has recently appointed herself sheriff of Gunnison. A former law enforcement officer in Wyico, she became absorbed in the mystery of Gunnison and its ghostly inhabitants. After a life-changing encounter with a friendly Dormanaut she gained the ability to interact with spirits tangibly. She now considers it her duty to protect both the living and the dead within the town’s old borders.

Officer Reed is a fearless force for balance in the haunted streets. Although she stopped short of becoming a Ranger herself, her sharp wit and sharper aim discourage would-be vandals and treasure hunters from disturbing the dead and causing more trouble than they bargained for. Her partner Houndust has sigils inscribed on her horns that imbue them with spiritual energy. Together they ensure the living and the dead remain on their side of the thin veil between worlds and neither crosses with malevolent intent.

Cassidy Flint

Known to some as “Firecracker” for her fiery mane of hair and spirit, Cassidy is a treasure hunter of legendary renown. Drawn to Gunnison by tales of hidden gold and ancient relics, Cassidy believes that the secrets of the town's past hold the key to unimaginable wealth. Her relentless search through the abandoned buildings and murky swamps puts her at odds with both Esmerelda and Silas, though she respects their prowess.

Cassidy is daring, quick-witted, and unapologetically ambitious. She's an expert in ancient lore and decoding hidden messages, with a knack for finding traps and avoiding them. Her partner monster, a cunning and shapeshifting Dimic, assists her in navigating the dangers of Gunnison with illusions and trickery.


Lend a Helping Hand

1. The Ghostly Gauntlet

Quest: A group of toxpider are moving in closer to the town than usual. Find out what is causing their matron to relocate and clear them out one way or another.

Reward: Wade offers a rare Ghost-type training manual or a chance to learn the ability to understand and empathize with Ghost-type Legamon.

2. Bobbi Yaga's Request: A Herbaceous Solution

Quest: On the full moon, Bobbi Yaga pays a visit to an old Legamon friend that makes their home in the heart of the swampland. Her ailing Conchroach is keeping her from making the trip this month, so she needs a hand. Deliver this side of beef to the heart of the swamp for her “little friend.” 

Reward: In gratitude, Bobbi gives the trainer a choice of one of her special homemade Treats, which have unique effects

3. The Alchemical Concoction

Quest: Silas seeks a trainer's help in gathering various ingredients from around Gunnison needed for his latest experimental cure. The fungal reagent grows in an area so severely haunted that even the townsfolk steer clear. Lay the spirits to rest or make a quick grab for the bright orange mushroom.

Reward: Silas shares a portion of the potion

4. The Relic of Gunnison

Quest: Cassidy needs access to some records in the old sheriff’s office safe, but Esmerelda has taken up residence there since she appointed herself spirit detective or whatever. Infiltrate the sheriff’s office and grab the floppy disk from the safe.

Reward: In the safe is an old dusty monster egg, some handcuffs, blueprints of the Fort, and a map with an X marked on it somewhere out in the swamp.

5. Esmeralda's Patrol: The Night Watch

Quest: Esmeralda requires assistance patrolling Gunnison at night to ensure no dangerous monsters or spirits threaten the town's fragile peace. The trainer is to report any anomalies to her directly.

Reward: Esmeralda offers to teach the trainers the move “Leaf Shot” and grants them a badge of honor, symbolizing their role as protectors of Gunnison.

6. A Spectral Performance

Quest: The troupe of actors seeks a trainer's help in capturing a real Ghost-type monster to add authenticity to their night-time performance at the "Masque de Theatre."

Reward: Free tickets and make a guest appearance at the show! They’ll even give you a few acting lessons.

7. A Berry Big Dilemma

Quest: The townsfolk need someone to brave the swamps and collect rare berries that grow there, essential for making a traditional Gunnison dish for the upcoming town festival.

Reward: A basket of various berries, including some that are perfect for making Links or Kebble, and the town's gratitude.

8. The Miner's Ghost

Quest: An old miner's spirit can't find peace, believed to be searching for something he lost in the mines. The trainer is asked to explore the mines, find the lost item, and return it to his grave.

Reward: The miner's old pickaxe, which is said to increase the rate at which Rock-type monsters gain experience.

9. Water Under the Bridge

Quest: The water in the swamp has started to become unnaturally toxic, affecting the local monsters. Investigate the cause and find a way to purify the water.

Reward: The gratitude of a family of water legamon, and the townsfolk offer their deepest thanks and a special fishing rod.

10. The Lone House: The Light in the Darkness

Quest: A mysterious light has been seen in the windows of an abandoned house on the edge of town. The townsfolk are too scared to investigate. The trainer is asked to explore the house and discover the source of the light.

Reward: An encounter with a rare monster that was guarding a treasure left behind by the house's last inhabitant—a set of Silver Links, which are more effective than regular Links.



Team Hadron; Triple Trouble!

Shadows move again in the windows of the old haunted Fort Gunnison. At night, torchlight. Team Hadron has infiltrated nearly every corner of the region to exploit Legamon for their own secret ends. Even the Fort’s horrible past and lurking specters cannot keep them at bay.

1. A Disrupting Signal 

There has been an uptick in violent monster attacks in the normally spooky but peaceful town. Silas has noticed a radio signal at an unusual frequency that corresponds to the attacks. In the skyline above the town, the old signal tower beacons from the heart of Fort Gunnison.

2. Haunted House 

A common dormanaut haunting turns dangerous when a child with a monster under their bed disappears. A pool of toxin under the bed indicates this was no Dormanaut and the child must be found fast!

3. Artifact Caper

Cassidy Flint uncovered a plot by Team Hadron to steal a legendary artifact thought to be buried with Gunnison’s founder. She enlists the trainers to sneak into the graveyard, find the unmarked mausoleum, and claim the relict. All while she makes a distraction.



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.


Yet They Did Not Listen To Their Judges (GLOG Class: Scion)

You are anointed by God to deliver your people and lead them to true faith. It is an odd situation when the gods are the ones your people mu...