Monday, April 26, 2021

LEGAMON: Trainers, Items, and Moves

Trainers
Trainers are powerful, but only through the strength of their friends and allies. When you want to do something in the world of Legamon, you either can obviously do it (roleplay out the effects and consequences), or you need a Legamon to help you. This game isn't about the trainer's stats - it's about their legamon, their strategies, and their creativity. To create your character, answer the following prompts from your character's point of view.
 
1. Which part of Cataclys did you grow up in? Which species' of 'mon did you see most often? Which 'mon made a big impression on you?
 
2. Write down a significant event in your life and the lesson you learned from it, a skill you learned in your upbringing that you're good at, and a goal you want to achieve.
 
3. Choose a Level 1 'mon to be your Starter Legamon. You've bonded over your lives. How did you meet, and why did they choose you?
 
4. Which person in your your life cares about you enough to look for you if you go missing?

Items
Instead of commanding their 'mon to use a move, a trainers can instead use their 'mon's turn to apply an item to it. ‘mon can hold 1 item each and will use it at the start of their turn, at the first opportunity. If the ‘mon uses it, they can still take their turn afterwards. Some items can be foraged in the wilderness, some are given by friends and comrades, and some must be purchased from the powers that threaten to devour the Cataclys region whole.

20 Items
Stim Candy: Roll the ‘mon’s Hit Dice, then restore that much Health. Consumable.
Smelling Salts: Remove a Status Condition from your ‘mon. Consumable.
Power Juice!™: Give the ‘mon an extra Power Die until the end of the battle. Consumable.
Ablative Plate: Give the 'mon +2 Armor. Consumed when hit with a physical attack.
Sharpener: Give the 'mon +2 Attack. Bonus wears off when hitting with a physical attack.
Grease: Give the 'mon +1 Speed. Bonus wears off at the end of the battle.
Hazard Paste: Give the 'mon +2 Save (but not Save Target). Bonus wears off when failing a save.
Incense Stick: Give the 'mon +2 to Save Target. Bonus wears off when the enemy passes a save.
Recall Rope: You can swap this 'mon out for another 'mon at the end of its turn, after it's used a move. This consumes the Recall Rope. Must be held to work.
Fashion Scarf: Looks incredibly snazzy. Did you make that yourself? Other trainers will respect you more if your 'mon are wearing scarves instead of holding items.
Good Luck Crystal: Is consumed when your 'mon would be reduced to 0 HP from its maximum by a single attack, and keeps your 'mon's HP at 1 instead. Must be held to work.
Focus Blinders: Your 'mon can't use its special moves, but gets +1 Speed for each move it loses access to this way. Must be held to work.
Limiter Weights: While your 'mon is wearing the weights, reduce its Level and each of its stats by 1. Lose access to one of its moves. Only works on level 2 or higher 'mon. Great for when you want a fair fight against a weaker opponent. Must be held to work.
Intimidate Bell: The 'mon's next Physical attack hits. Works once per battle.
Distraction Confetti: The next save an enemy makes fails. Works once per battle.
Adrenaline Shot: When this 'mon would be knocked out, it gets one free attack before fainting. The shot is consumed after this takes effect.
Numbing Salve: Decrease damage from status effects by 1 (minimum: 1). Consumed at the end of the battle.
Restraint Band: May decrease the next Power Die that rolls a 4 or above to a 3, decreasing the power of the move but also returning the die to your 'mon's PD pool. Only works once per battle.
Umbrella Cloak: This 'mon has advantage on saves against weather. Must be held to work.
Keening Gem: Negate all 'mon's abilities while this 'mon is in play. Must be held to work.
 
The Atlantis Corporation has created a strange and unnerving tool to assist their resource-extraction operations in the Cataclys region. Fist-sized polyhedra called "Legablocks™" render a 'mon into a form of pure energy and store it as a digital representation inside the block. The more faces the polyhedron has, the more powerful a legamon can be stored within, reduced from a powerful creature to a unique identifier code.

It seems that the storage process occurs no matter whether the 'mon wishes it or not, and it changes their very being into something that cannot exist without the devices. When they're imprisoned within their legablock, they are connected to it through a link called the "block chain", which gives the Atlantis Corporation total control over the 'mon stored along it. Severing a 'mon from the block chain has so far proved impossible, and attached 'mon frequently express their distress whenever their corporate trainer won't hurt them for doing so.

It goes without saying that the use of Legablocks™ is reprehensible, uncannily reminescent of the worst excesses of the ancient invaders, and any self-respecting trainer from Cataclys would never hurt their legamon by using them. Instead, Cataclys trainers make close friends with their 'mon, building bonds of mutual respect and trust, bringing only the 'mon they need with them for an adventure and trusting the others to meet them when they return. Large legamon like Palangrove or Leviabyss often act as mounts where entire rosters of legamon can travel with their trainer, and 'mon like Beaglisk and Retrievyrn are trained to shepherd all kinds of legamon so they don't run off when their trainer needs them most.

Move Library
While some moves can only be used by specific legamon, many can be taught to any of the proper type. The following are 108 (6 for each of the 18 types) some of the more well-known moves that trainers teach their mon in the Cataclys region.
 
A ‘mon can only know a number of moves equal to its level, but you can always train it out of its old bad habits and into new ones that help your team composition or let you surpass the latest obstacle.
Any 'mon can learn Normal-type moves.
 
Physical moves involve a 'mon rolling a d20+Attack, and the attack hits and takes effect if it ties or beats the target's Armor Class (10+Armor).
 
Status moves involve the targeted 'mon rolling a d20+Save vs. the attacker's Save Target. Bonuses to Save Target only affects the save against the move itself, not the saves to shake off the status effect. If a 'mon is suffering from multiple copies of the same status effect, each deals separate damage and is saved separately.
 
Maneuvers empower the user. Stats gained or lost from moves don’t last beyond the battle. Health lost and Power Dice spent do - but Health gained or Power Dice restored don't. Wounds must be bandaged outside of combat, and Power Dice only return on a proper rest.
 
Movement moves move the user (which isn't confusingly phrased at all). This is partly diegetic, and of course can be invoked out of combat, but typically provides some sort of protection from moves while limiting the moves that the user can use in return.
 
Utility moves are primarily useful out of combat, allowing passage through otherwise-hostile terrain. They can be used for combat as well, but are slightly weaker than an equivalent move of the same class.

Weather moves change the battlefield conditions. Lasts until either weather effect removed or end of battle. Using a weather move out of combat still works, and it lasts ten minutes by default. All weather moves expend a Power Die, regardless of the roll - changing the weather is incredibly exhausting!

Even if a Physical move misses or a Status Move is saved against, still roll the Power Die to see if it returns or not.
 
There are several status effects that are not associated with a specific type. Blindness cuts an affected 'mon's Attack and Save to 0. They get to save each round, end condition on success. A Sleeping 'mon cannot use any moves, and gets to save each round to wake up (end condition on a success). They also wake up if they are switched out of the battle. An Infested 'mon takes level damage at the start of their turn plus 1 for each time they have been infested this battle, then saves to end condition.
 
Normal. Status: Taunt. Taunted 'mon can only use its basic Physical moves, not status or special moves. Save each round, end condition on success.
Immune to Ghost.
CURL UP (Normal, Maneuver): Get +sum armor until next damaged or until this ‘mon next attacks.
DEEP BREATH (Normal, Maneuver): Gain sum health. This can increase health above its maximum, but only for the duration of the battle.
FACE FLIP (Normal, Maneuver): +sum to Save Target. Spins rapidly, confusing the target.
PUFF UP (Normal, Status): Target succumbs to fear and switches out for a random ‘mon (or runs away, if wild).
QUICK STRIKE (Normal, Physical): Announce that you want to use this move at the start of the round. This move happens before anything else, even status effects and saves, and deals sum damage.
CUT (Normal, Physical/Utility): This ‘mon can effortlessly carve a path through thick undergrowth. When used in combat, deals sum damage and cuts target’s Armor by dice.
 
Grass. Status: Drain. Drained mon saves each round, on a failure, take level grass damage and opposing 'mon restores level health. End condition on success.
Strong vs. Water, Ground, Rock. Resist Water, Electric, Grass, Ground, Steel.
SEED CANNON (Grass, Physical): Make sum attacks against the target. Each attack that hits deals damage equal to the number of attacks that have hit so far (the first to hit deals 1, the second to hit deals 2, the third to hit deals 3, etc).
SAP BLAST (Grass, Status): Target is Bound. They automatically fail saves to remove it for dice rounds. When they shake off the status, they take highest damage.
TAKE ROOT (Grass, Maneuver): Gain +dice Armor and reduce damage from the next dice physical attacks by sum.
VINE LASH (Grass, Physical): Deal sum damage. Target saves vs. Knockdown.
SOLAR BEAM (Grass, Physical): Deal sum+sum damage. If the attack misses, it still deals sum damage. Expend all Power Dice used on this move, regardless of their value.
POLLEN FOG (Grass, Weather): Vent a cloud of allergenic spores into the air. At the start of each round, roll a d6. On a 1, each ‘mon saves vs. Drain (if one of your ‘mon gets drained, the enemy ‘mon is healed). On a 6, each ‘mon saves vs. Confusion. Expends the spent dice.

Water. Status: Drench. Reduce drenched 'mon's highest stat (except Hit Dice) to amount of lowest stat. Save each round, end condition on success.
Strong vs. Fire, Ground, Rock. Resist Fire, Water, Ice, Steel.
HOSE DOWN (Water, Status): +sum to Save Target. Target is Drenched, then takes damage equal to the amount their stat was reduced.
CANNONBALL (Water, Physical): Deals sum damage to each other ‘mon. Gain +dice Save until the end of this ‘mon’s next turn from the shroud of water kicked up.
SURF (Water, Physical/Utility): This ‘mon can carry passengers across the water. When used in combat, this move deals sum damage and target saves vs. Knockdown.
FLOW STATE (Water, Maneuver): Gain +dice to Armor, Speed, Save, and Attack until next taking damage.
WATER HAMMER (Water, Physical): Deal sum damage and target is drenched and staggered.
TYPHOON (Water, Weather): A typhoon blasts the battlefield with winds and rain. At the start of each round, roll a d6. On a 1-3, all combatants save vs. Drench. On a 4-6, all combatants save vs. Knockdown. Expends the spent dice.

Fire. Status: Burning. Burning 'mon saves each round. On a failure, take level +1 fire damage. On a success, end the condition.
Strong vs. Grass, Ice, Bug, Steel. Resist Fire, Grass, Ice, Steel, Fairy.
FIREBALL (Fire, Physical): Deal sum damage and target saves vs. burning.
FLARE UP (Fire, Maneuver): Gain +sum Attack until the end of next turn.
FLAME WHEEL (Fire, Status): +sum to Save Target. Burn the target, then deal level+1 damage for each burn status affecting the target.
OVERHEAT (Fire, Status): Burn the target, and they automatically fail their next level+dice saves against this burn.
CAUTERIZE (Fire, Physical): Deal sum damage, plus an additional dice+1 damage for each status condition affecting the target, then remove all status conditions affecting the target.
CLEANSING BLAZE (Fire, Weather): An ashen fire consumes the battlefield. At the start of each round, roll a d6. On a 1-3, all combatants save vs. Burning. On a 4-6, all combatants save vs. Drain (if one of your ‘mon gets drained, the enemy ‘mon is healed). Expends the spent dice.

Flying. Status: Knockdown. Knocked down 'mon goes last next round regardless of Speed.
Strong vs. Grass, Poison, Bug. Resist Grass, Fighting, Bug.
AIR STRIKE (Flying, Physical): Deal sum+dice damage. If they’re knocked down, keep them knocked down next round as well.
DIVE BOMB (Flying, Physical): Deal sum damage. Target saves vs. Knockdown, or can voluntarily knock themself down to avoid the damage.
SKY DANCE (Flying, Maneuver): Gain +sum points to divide between Armor and Save as you choose until the end of this 'mon's next turn.
GUST (Flying, Status): Knock down all other ‘mon. While knocked down, reduce their Armor and Save by dice.
FLY (Flying, Movement/Utility): Fly high in the air; can carry trainers this way. A flying ‘mon becomes immune to attacks it normally resists. Can maintain flight in combat for sum rounds; ends when it uses or is hit by a Physical attack.
JETSTREAM (Flying, Maneuver): Blasts the area with clean air, clearing all weather effects from the battlefield, and all status effects from this ‘mon that were inflicted by weather. New weather can’t be applied for sum rounds.

Bug. Status: Bind. Bound 'mon has its Attack bonus reduced to 0 and takes level bug damage when attacking. Save each round, end condition on success.
Strong vs. Grass, Psychic, Dark. Resist Grass, Fighting, Ground.
WING SLASH (Bug, Physical): Deal sum damage and cut target’s Attack by level.
VICIOUS STING (Bug, Physical): Deal sum damage plus damage equal to the target’s highest stat.
INFEST (Bug, Status): Infested ‘mon take level damage at the start of their turn plus 1 for each time they have been infested this battle, then save to clear status.
SHED SKIN (Bug, Maneuver): Restore this ‘mon’s stats to their original levels at the start of the battle (may keep up to dice stats at their current levels, if increased), then clear all status effects.
COMMUNE (Bug, Maneuver): Communicate with the hive, swapping out with another ‘mon which immediately gets to take its turn in place of this ‘mon’s.
WEB (Bug, Weather): Spew sticky webs all over the battlefield. At the start of each round, all non-Bug ‘mon save vs. Binding if they are not already bound. Expends the spent dice.

Poison. Status: Poisoned. Each round, take level poison damage, then save. On a success, take level poison damage again, then end the condition.
Strong vs. Grass, Fairy. Resist Grass, Fighting, Poison, Bug, Fairy.
DART VOLLEY (Poison, Physical): Make sum attacks; each deals level damage. If 2 or more hit, target is poisoned.
VENOM FANG (Poison, Status): Target is Poisoned. If already poisoned, they instead take sum+highest damage.
ACID SPRAY (Poison, Physical): Target takes sum+dice damage. Decrease their armor by dice for each status they’re suffering.
SLUDGE VOMIT (Poison, Status): Target saves vs. Poison dice times. Each poison status affects the target separately.
ANTIVENOM (Poison, Maneuver): Clear dice status effects affecting this ‘mon and gain immunity to those effects for the rest of the battle.
ACID RAIN (Poison, Weather): Summons smog and toxic rain. At the start of each round, roll a d6. On a 1-3, each ‘mon saves vs. Poison. On a 4-6, each ‘mon saves vs. Burning. Expends the spent dice.

Rock. Status: Entomb. Entombed 'mon automatically fails on all saves besides saves against this status. Save each round, condition ends on a successful save.
Strong vs. Fire, Ice, Ground, Bug. Resist Normal, Fire, Poison, Flying.
STALAGMITE (Rock, Physical): Deal sum+dice damage. If the target is entombed, this automatically hits.
CRYSTALLIZE (Rock, Maneuver): Reduce damage dealt to this ‘mon by the next dice Physical attacks by this ‘mon’s Armor and increase the damage this ‘mon’s next dice attacks deal by this ‘mon’s Attack.
SUNDER (Rock, Physical/Utility): This ‘mon can shatter solid barriers with a single well-aimed strike. In combat, this move deals sum+dice+level damage.
AVALANCHE (Rock, Physical): Deal sum+dice damage and target saves vs. Entomb.
REFRACTOR BEAM (Rock, Status): +sum to Save Target. Target is blinded. Blinded ‘mon has Save and Attack cut to 0. Successful save ends blindness.
TAR FIELD (Rock, Weather): Melts the battlefield into a thick, molten tar. At the start of each round, roll a d6. On a 1-3, each ‘mon saves vs. Entomb. On a 4-6, each ‘mon saves vs. Burning. Expends the spent dice.

Ground. Status: Sandblast. Halve sandblasted 'mon's Armor Class. Save each round, end condition at the end of a round where the save is a success.
Strong vs. Fire, Electric, Ground, Rock, Steel. Resist Poison, Rock. Immune to Electric.
DRILL STRIKE (Ground, Physical): Deal sum+dice damage and kicks up dirt around the target, who saves vs. Sandblast.
BURROW (Ground, Movement): Burrow below the ground for up to the next dice rounds. Can't attack or be targeted by attacks while burrowing. When emerging from the earth, clear all status effects.
FISSURE (Ground, Status): Opens a fissure in the earth, entombing the target. Even if the target successfully saves, the fissure remains, and they save vs. Entomb again at the start of the next round.
SAND SPRAY (Ground, Status): Sandblast the target. If they’re already sandblasted, reduce their Armor to 0 instead of halving it again.
EARTHQUAKE (Ground, Physical): Deal sum+dice damage. On a miss, still deals half damage. Hits burrowing targets.
SANDSTORM (Ground, Weather): Summons a cloud of whirling sand that engulfs the battlefield. At the start of each round, all combatants save vs. Sandblast if they aren’t already sandblasted.  Expends the spent dice.

Electric. Status: Paralyze. Save each round. On a failed save, skip turn and end the condition.
Strong vs. Water, Flying. Resist Electric, Flying, Steel.
BALL LIGHTNING (Electric, Physical): Deal sum damage. If this attack misses, the ball comes around for another pass at the start of the target’s next turn, and forces it to save vs. taking sum damage.
CHARGE WAVE (Electric, Status): Start charging this attack and release next turn. When released, deals sum damage and paralyzes (successful save only halves damage taken). While charging, may use this move again to add sum+dice to its total damage and delay release of wave until the following turn.
POLARIZE (Electric, Maneuver): Ionizes this ‘mon so it will discharge a bolt at anything that touches it. Enemies that deal damage to this ‘mon with a physical attack take sum damage (save for half). Discharges dice times.
FLASH (Electric, Status/Utility): Illuminates dark areas with a bright, reliable light. Can be used in combat to blind the target; blinded target has Save and Attack cut to 0. Successful save ends blindness.
LIGHTNING BOLT (Electric, Physical): Deal sum+dice damage and target saves vs. paralyze.
THUNDERHEAD (Electric, Weather): Summons a storm cloud across the battlefield. At the start of each round, roll a d6. On a 1-3, all combatants save vs. paralyze. On a 4-6, all combatants save vs. drench. Expends the spent dice.

Steel. Status: Trapped. Trapped 'mon can't switch out. Save each round, end condition on success.  
Strong vs. Ice, Rock, Fairy. Resist Normal, Grass, Ice, Flying, Psychic, Bug, Rock, Dragon, Steel, Fairy. Immune to Poison.
BLADE FLURRY (Steel, Physical): Make dice attacks that each deal highest damage.
TRAMPLE (Steel, Physical): Deal highest damage to the target, then deal that damage to the target again at the start of each of the next dice rounds.
CLAMP DOWN (Steel, Physical): Deal sum+dice damage. Even if this attack misses, gain dice Armor.
STEELY GAZE (Steel, Status): Choose one of the rolled results from the following list to inflict (ex. if you roll a 1 and a 3, choose either Stagger or Confused): 1. Stagger, 2. Flinch, 3. Confused, 4. Trapped, 5. Entomb, 6. Crush.
REBAR SHOT (Steel, Physical): Deal sum damage and target saves vs. being Bound by being impaled on rebar.
CALTROPS (Steel, Weather): Covers the battlefield in spines of twisted iron. Whenever a ‘mon switches in that isn’t Steel-type, it saves vs. taking sum damage. Expends the spent dice.

Ice. Status: Freeze. Frozen 'mon can't use damaging attacks or moves. Save each round, end condition on success.
Strong vs. Grass, Ground, Flying, Dragon. Resist Ice.
FROST DIVE (Ice, Status): Freezes the target. If they’re already frozen, shatter them, dealing sum+highest damage.
HAIL STRIKE (Ice, Physical): Make sum attacks. Each deals damage equal to this ‘mon’s Attack.
FROSTBITE (Ice, Status): Target’s blood freezes in its veins. It takes sum damage each time it uses a Status attack until it saves against this effect.
ICE OVER (Ice, Status): Target is frozen. While it’s frozen, it takes an additional sum damage from all physical hits.
AURORA (Ice, Weather): Summons an electromagnetic disturbance that haloes the battlefield in rainbow light. All physical attacks in the aurora deal damage with disadvantage. Expends the spent dice.
BLIZZARD (Ice, Weather): Summons a storm that buries the battlefield in snow and ice. At the start of each round, roll a d6. On a 1-3, each combatant saves vs. freeze. On a 4-6, each combatant saves vs. entomb. Expends the spent dice.

Fighting. Status: Stagger. Staggered 'mon loses access to a Power Die. Save each round, end condition on success. 'Mon may skip turn to remove this condition.
Strong vs. Normal, Rock, Steel, Ice, Dark. Resist Bug, Rock, Dark.
TOSS (Fighting, Status): Target is Staggered and Knocked Down. Same save ends both.
PRACTICED STRIKE (Fighting, Physical): Deal sum+Attack damage.
GRAPPLE (Fighting, Status): Target is Staggered and Bound. Same save ends both.
HEADBUTT (Fighting, Physical): Deal sum+dice damage and target saves vs. Stagger.
SWAP GUARD (Fighting, Maneuver): Swap this ‘mon’s Attack and Armor. For each expended die, gain +dice to each.
LAST CHANCE (Fighting, Physical): Deal damage equal to the amount of health this ‘mon is missing. Can’t deal more than level * dice * sum damage.

Psychic. Status: Confused. Save each round. On a failed save, deal attack damage to self (modified by own strengths and resistances) and end this condition.
Strong vs. Fighting, Poison. Resist Fighting, Psychic.
LULLABY (Psychic, Status): Target falls asleep. A sleeping 'mon can't use moves. Wakes on save or when switched out.
LOBOTOMIZE (Psychic, Physical): Deal sum+dice damage. This can’t be healed from during combat, as it’s entirely mental.
KINESIS STRIKE (Psychic, Physical): Deal sum+dice damage and target saves vs. Confusion.
TELEPORT (Psychic, Status/Utility): This ‘mon can teleport to points within its line of sight, allowing it to cross otherwise impenetrable barriers. When used in combat, this move has +sum to Save Target, and confuses the target.
FORESEE (Psychic, Status): Secretly write down a move. When the enemy makes it, they must save or take sum+highest damage.
BRAINSTORM (Psychic, Weather): Induces a neural storm that telepathically links all combatants, giving the unprepared splitting migraines. At the start of each round, all non-Psychic type ‘mon save vs. Confusion. Expends the spent dice.

Dark. Status: Flinch. Flinching 'mon can't make basic attacks next turn.
Strong vs. Psychic, Rock. Resist Ghost, Dark. Immune to Psychic.
DARK DASH (Dark, Physical): Deal sum+dice damage and target saves vs. Flinch.
FIGHT DIRTY (Dark, Physical): Deal sum+dice damage plus damage equal to the target’s Attack.
FEINT (Dark, Status): Target automatically fails this save, and then chooses Armor or Save. They reduce that stat by sum until they’re next hit by an attack or fail a save.
REVENGE (Dark, Physical): Deal sum damage plus the amount of damage last dealt to this ‘mon by an attack.
DRAIN LIFE (Dark, Status): Drain the target.
FOG OF WAR (Dark, Weather): Darkens the battlefield with a haze of pure fear. At the start of each round, roll a d6. On a 1-3, all combatants save vs. stagger. On a 4-6, all combatants save vs. flinch. Expends the spent dice.

Ghost. Status: Curse. Whenever a cursed 'mon deals damage, it takes that much Ghost-type damage. Save each round, end condition on success.
Strong vs. Psychic, Ghost. Resist Poison, Bug. Immune to Normal, Fighting.
GHASTLY CHARGE (Ghost, Physical): Deal sum damage and Knockdown target.
HEX (Ghost, Status): +sum to Save Target. Curse the target.
ILLUSION (Ghost, Status): +sum to Save Target. Choose a type. Until target makes a save against this effect, all this ‘mon’s moves count as that type against the target.
SOUL REAVE (Ghost, Physical): Deal sum+dice damage and target saves vs their choice of either Flinch or Drain.
INTANGIBLE (Ghost, Maneuver): Treat enemy Physical attacks as Status attacks instead for sum rounds (instead of them making a roll with their Attack against your ‘mon’s Armor, your ‘mon makes a Save against their Save Target).
POLTERGEIST (Ghost, Weather): At the start of each round, roll dice d6s and choose one of them. Each non-Ghost-type ‘mon saves vs. the condition with the chosen number: 1. Knockdown, 2. Bound, 3. Drench, 4. Paralyzed, 5. Sandblast, 6. Curse. Expends the spent dice.

Dragon. Status: Crush. Crushed 'mon's AC becomes equal to its Armor next round (instead of 10+Armor).
Strong vs. Dragon. Resist Fire, Water, Grass, Electric.
BALEFIRE BLAST (Dragon, Physical): Deal sum+dice+lowest damage and they save vs. Burning.
DRAGON CRUNCH (Dragon, Status): Crush the target. They take damage equal to the amount their Armor is decreased this way. Must spend a minimum of 2 PD on this move.
ENRAGE (Dragon, Maneuver): Roll your next sum damage dice for physical attacks with advantage (roll twice, take higher).
DRAGON’S MAJESTY (Dragon, Status): Crush the target. Gain +sum Attack while they’re crushed.
ARMOR BREAKER (Dragon, Physical): Deal sum damage and cut target’s AC by sum. Successful save returns armor.
DEVASTATE (Dragon, Physical): Deal sum+dice+level+highest+lowest damage. Expend all dice spent on this ability regardless of result.

Fairy. Status: Charm. Charmed 'mon can't use damaging moves on the charmer. Save each round, end condition on success. Condition ends if charmer deals damage to charmed 'mon.
Strong vs. Fighting, Ghost, DragonResist Fighting, Bug, Dark. Immune to Dragon.
FAIRY FIRE (Fairy, Status): If target is charmed, they automatically fail save. Deal sum damage and Confuse the target.
ENTHRALL (Fairy, Status): +sum to Save Target. Charm the target.
BRIGHT FLASH (Fairy, Status): Inflict Charm and Trapped. Same save ends both conditions.
BETRAYAL (Fairy, Physical): Deal sum+dice damage. Deals double damage if the target is charmed.
STAR LANCE (Fairy, Physical): Deal sum+sum damage. Skip this ‘mon’s next turn.
FAE REALM (Fairy, Weather): Drag the battlefield into a surreal otherworld. At the start of each round, roll a d6. On a 1-3, all combatants save vs. charm. On a 4-6, all combatants save vs. crush. Expends the spent dice.

The following are the baselines I'm balancing around. Many are more effective than this, due to the associated type, the power level of the status effect, or because powerful moves are fun. Nothing has been playtested, it's all theory over here.
(Physical): Deal sum+dice damage and target saves vs. on-type Status.
(Physical): Deal sum damage, or a bunch more damage if a condition is met.
(Status): +sum to Save Target and inflict on-type Status.
(Status): Inflict off-type Status, or multiple statuses that are saved from together.
(Maneuver): Add +sum points to stats for a few turns.
(Maneuver): Add +level points to stats for the rest of the battle.
(Weather): Each round, everyone saves vs. status.

Friday, April 23, 2021

LEGAMON: Cataclys Regional Legadex

The Cataclys Regional Legadex

The Cataclys region is one of immense natural beauty and intricately layered histories. From the unsummited peak of Mt. Colossus to the uncharted depths of Abyss Canyon, from the glittering blue Iridesce Forests to the rust-red Hema Flats, legamon of all shapes and sizes roam freely through a tumultuous landscape. The peoples of Cataclys live in harmony with legamon, their ways of life shifting with the seasons, passing down the tales of the ruins that dot the landscape in rich oral tradition. These ruins are gigantic and clearly artificial – built long ago by peoples from across the ocean who dared to conquer and enslave legamon instead of treating them with the respect that all living things deserve. Their ruins stand as a testament to the folly of such an endeavor.
 
See the Expanded Regional Legadex for 40 newly-catalogued legamon in the Cataclys region!
 
#001: Elephruit, the Fruit Trunk Legamon (Grass). Level 1. Evolves into Mastoak. 
A tough, stocky legamon with fanlike leaves for ears and a long trunk covered in bark and branches. It loves berries, and can't wait until its trunk is in season to fruit. 
2 Hit Dice (10 Health), 0 Speed, 4 Armor (14 Armor Class), 0 Save (10 Save Target), 0 Attack, 1 Power Die. 
Physical Attack: Grass. Status Attack: Grass (Drain). Ability: Gourmet. Regains level extra Health from heal effects. 
SEED CANNON (Grass, Physical): Make sum attacks against the target. Each attack that hits deals damage equal to the number of attacks that have hit so far (the first to hit deals 1, the second to hit deals 2, the third to hit deals 3, etc).
#002: Mastoak, the Bark Armor Legamon (Grass). Level 2. Evolves into Palangrove. 
Mastoak’s trunk oozes delicious sap that it uses to make every kind of plant palatable to its vast appetite. It needs to eat vast amounts of food each day to fuel its rapid growth. 
4 Hit Dice (20 Health), 0 Speed, 4 Armor (14 Armor Class), 2 Save (12 Save Target), 2 Attack, 2 Power Dice. 
Physical Attack: Grass. Status Attack: Grass (Drain). Ability: Gourmet. Regains level extra Health from heal effects. 
SEED CANNON (Grass, Physical): Make sum attacks against the target. Each attack that hits deals damage equal to the number of attacks that have hit so far (the first to hit deals 1, the second to hit deals 2, the third to hit deals 3, etc).
SAP BLAST (Grass, Status): Target is Bound. They automatically fail saves to remove it for dice rounds. When they shake off the status, they take highest damage. 
 
#003: Palangrove, the Iron Forest Legamon (Grass/Steel). Level 3.
This legamon has completed its metamorphosis and shed its final layer of wooden bark for natural iron armor. Its trunk branches out into multiple strong limbs, and the canopy of leaves on its back provides shelter for an entire ecosystem of smaller legamon who rely on it for defense and food.
6 Hit Dice (30 Health), 0 Speed, 7 Armor (17 Armor Class), 5 Save (15 Save Target), 2 Attack, 3 Power Dice. 
Physical Attack: Grass. Status Attack: Steel (Trapped). Ability: Gourmet. Regains level extra Health from heal effects.
SEED CANNON (Grass, Physical): Make sum attacks against the target. Each attack that hits deals damage equal to the number of attacks that have hit so far (the first to hit deals 1, the second to hit deals 2, the third to hit deals 3, etc).
SAP BLAST (Grass, Status): Target is Bound. They automatically fail saves to remove it for dice rounds. When they shake off the status, they take highest damage.
TRAMPLE (Steel, Physical): Deal highest damage to the target, then deal that damage to the target at the start of each of the next dice rounds.

#004: Scinder, the Fire Bellied Legamon (Fire). Level 1. Evolves into Scindwurm.
A slinky, scaled legamon that's warm to the touch. When it opens its mouth, it glows with fiery embers. Its short legs have thick claws for digging, and it likes to spend cold nights buried in sun-warmed dirt.
1 Hit Die (5 Health), 1 Speed, 2 Armor (12 Armor Class), 0 Save (10 Save Target), 2 Attack, 1 Power Die.
Physical Attack: Fire. Status Attack: Fire (Burning). Ability: Heated Body. 'mon that hit this ‘mon with physical attacks take level fire damage.
BURROW (Ground, Movement): Burrow below the ground for up to the next dice rounds. Can't attack or be targeted by attacks while burrowing. When emerging from the earth, clear all status effects.

#005: Scindwurm, the Burning Pit Legamon (Fire/Ground). Level 2. Evolves into Scinferno.
Its body has grown larger and heavier, though its legs remain short. It crawls on its belly when it surfaces, but it prefers the comfort of underground, using its internal furnace to melt its way through the rock.
3 Hit Dice (15 Health), 2 Speed, 2 Armor (12 Armor Class), 2 Save (12 Save Target), 2 Attack, 2 Power Dice.
Physical Attack: Ground. Status Attack: Fire (Burning). Ability: Heated Body. 'mon that hit this ‘mon with physical attacks take level fire damage.
BURROW (Ground, Movement): Burrow below the ground for up to the next dice rounds. Can't attack or be targeted by attacks while burrowing. When emerging from the earth, clear all status effects.
ERUPTION (Fire, Physical): Deal sum damage and target saves vs. burning. This attack can be used while burrowing, but using it ends the burrow immediately.

#006: Scinferno, the Sand Wyrm Legamon (Fire/Ground). Level 3.
This legamon has grown to vast size, its maw large enough to swallow cars whole. Its legs are now vestigial, and when it deigns to surface, it appears half above ground and half below. Some say they can burrow as far down as the world’s core, and the magma they drink fuels their perilously hot digestion.
5 Hit Dice (25 Health), 2 Speed, 3 Armor (13 Armor Class), 2 Save (12 Save Target), 4 Attack, 4 Power Dice.
Physical Attack: Ground. Status Attack: Fire (Burning). Ability: Heated Body. 'mon that hit this ‘mon with physical attacks take level fire damage.
BURROW (Ground, Movement): Burrow below the ground for up to the next dice rounds. Can't attack or be targeted by attacks while burrowing. When emerging from the earth, clear all status effects.
ERUPTION (Fire, Physical): Deal sum damage and target saves vs. burning. This attack can be used while burrowing, but using it ends the burrow immediately.
DEVOUR (Normal, Physical): Engulfs the target, dealing highest damage, and then if they have fewer Health than this ‘mon they immediately make a save. If they fail, they’re devoured. This ‘mon’s attacks automatically hit devoured targets, and devoured targets can always attack this ‘mon regardless of other effects. Each round, devoured ‘mon save, and escape on a success.

#007: Jellobe, the Deep Thinker Legamon (Water). Level 1. Evolves into Zoalobe.
A globule of transparent aqua jelly with a pink brain visible inside. It elevates itself and walks around on five stubby tendrils of the same gel. The brain is small, but its many wrinkles reveal that it's highly intelligent.
1 Hit Die (5 Health), 2 Speed, 0 Armor (10 Armor Class), 2 Save (12 Save Target), 0 Attack, 2 Power Dice.
Physical Attack: Water. Status Attack: Water (Drench). Ability: Forethought. +level Save in rounds it goes first.
LULLABY (Psychic, Status): Target falls asleep. A sleeping 'mon can't use moves. Wakes on save or when switched out.

#008: Zoalobe, the Frontal Lobe Legamon (Water/Psychic). Level 2. Evolves into Medusulus.
Zoalobe’s brain has many lobes, one controlling each of its tentacles. They’ve grown long and much stronger, especially when it ties them together to form two larger arms. It can now project its thoughts into the minds of others.
2 Hit Dice (10 Health), 4 Speed, 1 Armor (11 Armor Class), 3 Save (13 Save Target), 0 Attack, 3 Power Dice.
Physical Attack: Water. Status Attack: Psychic (Confuse). Ability: Forethought. +level Save in rounds it goes first.
LULLABY (Psychic, Status): Target falls asleep. A sleeping 'mon can't use moves. Wakes on save or when switched out.
LOBOTOMIZE (Psychic, Physical): Deal sum+dice damage. This can’t be healed from during combat, as it’s entirely mental.

#009: Medusulus, the High Cognition Legamon (Water/Psychic). Level 3.
Its brain has grown so much that it spills out into its tentacles. Protected by slimy gel, its tentacles have minds of their own, and often squabble amongst themselves for the main brain’s favor. The tentacles split at the ends, and these “hands” get into all sorts of trouble.
3 Hit Dice (15 Health), 5 Speed, 2 Armor (12 Armor Class), 5 Save (15 Save Target), 0 Attack, 5 Power Dice.
Physical Attack: Water. Status Attack: Psychic (Confuse). Ability: Forethought. +level Save in rounds it goes first.
LULLABY (Psychic, Status): Target falls asleep. A sleeping 'mon can't use moves. Wakes on save or when switched out.
LOBOTOMIZE (Psychic, Physical): Deal sum+dice damage. This can’t be healed from during combat, as it’s entirely mental.
DROWN IN GOO (Water, Status): Target takes sum damage when switched out, and the ‘mon that switches in to replace it must save or take sum damage.

#010: Klissilk, the Silk Larva Legamon (Bug). Level 1. Evolves into Nulluna or Lushina.
This legamon is a small crawling thing that leaves a soft bright trail wherever it goes. One end has its face, the other end has an identical pattern to confuse predators – and researchers, who thought it had two heads until very recently.
2 Hit Dice (10 Health), 0 Speed, 2 Armor (12 Armor Class), 2 Save (12 Save Target), 0 Attack, 1 Power Die.
Physical Attack: Bug. Status Attack: Bug (Bound). Ability: Sticky Trail. Attacks that hit also subtract level from enemy’s Speed.
FACE FLIP (Normal, Status): +sum to Save Target. Spins rapidly, showing both its faces to the enemy and Confusing it.

#011: Nulluna, the Smog Moth Legamon (Bug/Dark). Level 2.
Emerges from Klissilk in industrial areas or on the slopes of volcanoes where ash clouds the sky. It casts an ashen pallor all around, smog drifting off its wings endlessly.
3 Hit Dice (15 Health), 0 Speed, 2 Armor (12 Armor Class), 4 Save (14 Save Target), 2 Attack, 3 Power Dice.
Physical Attack: Bug. Status Attack: Dark (Flinch). Ability: Smog Cloud. Cut enemy’s Speed by level while this ‘mon is active.
WING SLASH (Bug, Physical): Deal sum damage and cut their Attack by 1.
DARK DASH (Dark, Physical): Deal sum+dice damage and they save vs. Flinch.

#012: Lushina, the Moon Moth Legamon (Bug/Fairy). Level 2.
Emerges from Klissilk under a full moon on a cloudless night. The spots on its wings shine with the current phase of the moon, even during the day or when the moon is clouded over.
3 Hit Dice (15 Health), 2 Speed, 2 Armor (12 Armor Class), 4 Save (14 Save Target), 0 Attack, 3 Power Dice.
Physical Attack: Bug. Status Attack: Fairy (Charm). Ability: Moon Reflection. Cut enemy’s Save by level while this ‘mon is active.
WING SLASH (Bug, Physical): Deal sum damage and cut their Attack by 1.
BRIGHT FLASH (Fairy, Status): Inflict Charm and Trapped. Same save ends both conditions.

#013: Chirpikeet, the Messenger Legamon (Flying). Level 1. Evolves into Hailcon.
Its song is never the same twice, leading people to believe that its language is many times more complicated than human speech. They are common companions of the indigenous peoples of the region, but considered pests by settlers.
1 Hit Die (5 Health), 1 Speed, 1 Armor (11 Armor Class), 1 Save (11 Save Target), 2 Attack, 1 Power Die.
Physical Attack: Flying. Status Attack: Flying (Knockdown). Ability: Upbeat. Return Power Dice of 1-4 to the pool instead of 1-3.
AIR
STRIKE (Flying, Physical): Deal sum+dice damage. If they’re knocked down, keep them knocked down next round as well.
 
#014: Hailcon, the Soaring Legamon (Flying/Ice). Level 2. Evolves into Paragrine.
Hailcon rides the thermals, gazing down on the region from high above. When they spot small prey, they dive, wreathing themselves in ice crystals from their sheer altitude and using them to devastating effect.
2 Hit Dice (10 Health), 3 Speed, 1 Armor (11 Armor Class), 3 Save (13 Save Target), 3 Attack, 2 Power Dice.
Physical Attack: Ice. Status Attack: Flying (Knockdown). Ability: Upbeat. Return Power Dice of 1-4 to the pool instead of 1-3.
AIR
STRIKE (Flying, Physical): Deal sum+dice damage. If they’re knocked down, keep them knocked down next round as well.
FROST DIVE (Ice, Status): Freezes the target. If they’re already frozen, instead shatter them, dealing sum+highest damage.
 
#015: Paragrine, the Sky Master Legamon (Flying/Ice). Level 3.
Paragrine rules the skies, faster and more accurate than any other legamon in the air. It can reach incredible speeds when it dives, and its strong wings let it lift its frozen prey back into the air to drop them from deadly heights.
3 Hit Dice (15 Health), 6 Speed, 1 Armor (11 Armor Class), 3 Save (13 Save Target), 5 Attack, 3 Power Dice.
Physical Attack: Ice. Status Attack: Flying (Knockdown). Ability: Upbeat. Return Power Dice of 1-4 to the pool instead of 1-3.
AIR
STRIKE (Flying, Physical): Deal sum+dice damage. If they’re knocked down, keep them knocked down next round as well.
FROST DIVE (Ice, Status): Freezes the target. If they’re already frozen, instead shatter them, dealing sum+highest damage.
FLY (Flying, Movement): Fly high in the air. Can carry trainers this way. A flying ‘mon becomes immune to attacks it normally resists. Can maintain flight in combat for sum rounds; ends when it uses or is hit by a Physical attack.
 
#016: Serpyne, the Venomous Legamon (Poison). Level 1. Evolves into Vydra.
This long, limbless legamon is covered in quills. Each is tipped with an incredibly virulent venom, and it can fire them like darts. Shed quills are collected, and made into both arrows and antivenom.
2 Hit Dice (10 Health), 2 Speed, 0 Armor (10 Armor Class), 2 Save (12 Save Target), 0 Attack, 1 Power Die.
Physical Attack: Poison. Status Attack: Poison (Poisoned). Ability: Venomous Body. ‘mon that deal damage to this ‘mon with a physical attack must save vs. poisoned.
DART VOLLEY (Poison, Physical): Make sum attacks; each deals level damage. If 2 or more hit, target is poisoned. 

#017: Vydra, the Many Headed Legamon (Poison). Level 2.
Sometimes, a Serpyne’s quills grow large and become heads splitting away from the main body. These extra heads all have different ideas about what to do, but come together in a consensus quite quickly. Five heads are better than one!
3 Hit Dice (15 Health), 2 Speed, 0 Armor (10 Armor Class), 5 Save (15 Save Target), 2 Attack, 2 Power Dice.
Physical Attack: Poison. Status Attack: Poison (Poisoned). Ability: Many Headed. If this ‘mon misses with the first move it makes in a turn, it can try to use another move afterwards.
DART VOLLEY (Poison, Physical): Make sum attacks; each deals level damage. If 2 or more hit, target is poisoned.
SLUDGE VOMIT (Poison, Status): Target is poisoned dice times. Each deals separate damage and is saved separately.

#022: Rundeer, the Charging Legamon (Normal). Level 1. Evolves into Moostler.
Its antlers are covered in soft velvet, so it seems harmless, but the true danger is from its iron-hard hooves. They travel in herds, and cocky predators find themselves crushed beneath their prey in short order.
2 Hit Dice (10 Health), 2 Speed, 0 Armor (10 Armor Class), 0 Save (10 Save Target), 2 Attack, 1 Power Die.
Physical Attack: Normal. Status Attack: Normal (Taunt). Ability: Herd Defense. After it switches in, gets +level to Save and Armor against the next attack that targets it. After it switches out, replacing ‘mon gets same bonus.
TRAMPLE (Steel, Physical): Deal highest damage to the target, then deal that damage to the target at the start of each of the next dice rounds.

#023: Moostler, the Giga Antler Legamon (Normal). Level 2.
Reports of its size never do it justice. No matter how big you’ve been told it is, it’s bigger than that. Despite being herbivorous, they are a constant danger, using their broad antlers to lift and flip cars – seemingly for fun.
4 Hit Dice (20 Health), 2 Speed, 1 Armor (11 Armor Class), 0 Save (10 Save Target), 4 Attack, 2 Power Dice.
Physical Attack: Normal. Status Attack: Normal (Taunt). Ability: Herd Defense. After it switches in, gets +level to Save and Armor against the next attack that targets it. After it switches out, replacing ‘mon gets same bonus.
TRAMPLE (Steel, Physical): Deal highest damage to the target, then deal that damage to the target at the start of each of the next dice rounds.
ANTLER SUPLEX (Normal, Physical): Deal sum+dice damage to the target. If this attack hits, also inflict Knockdown.

#025: Beaglisk, the Sheperd Legamon (Normal/Dragon). Level 1. Evolves into Retrievyrn.
A serpentine legamon with a long, spined tail, four stocky, powerful legs; furred in its front half and scaly in the rear. Its powerful jaws and ferocious visage bely its eager, puppy-like desire to please - and how little it knows about its own size and strength.
2 Hit Dice (10 Health), 2 Speed, 2 Armor (12 Armor Class), 0 Save (10 Save Target), 0 Attack, 1 Power Die.
Physical Attack: Dragon. Status Attack: Normal (Taunt). Ability: Eager. Can use an extra move on the first turn of battle.
HERD (Normal, Status): +sum to Save Target. Target is forced to repeat the same action they took most recently until they save against this effect (at the normal Save Target). If they did nothing, they do nothing.

#026: Retrievyrn, the Basilisk Legamon (Normal/Dragon). Level 2.
Retrievyrn has learned its own strength, but has grown even larger and beast-like. It’s grown more eyes, four more legs, and gathers petrifying power in its maw. This helps it greatly when it needs to bring back strays from the flock.
3 Hit Dice (15 Health), 2 Speed, 2 Armor (12 Armor Class), 3 Save (13 Save Target), 0 Attack, 3 Power Dice.
Physical Attack: Dragon. Status Attack: Normal (Taunt). Ability: Eager. Can use an extra move on the first turn of battle.
HERD (Normal, Status): +sum to Save Target. Target is forced to repeat the same action they took most recently until they save against this effect (at the normal Save Target).

If they did nothing, they do nothing.
PETRIFYING GAZE (Dragon, Status): +sum to Save Target. Freeze the target.

#027: Cordycol, the Rainbow Ant Legamon (Bug). Level 1. Evolves into Voraceps.
This antlike species of legamon has been domesticated for millennia. The base form is now brightly colored, incredibly docile, and much larger than its ancient feral progenitors. Different breeds are selected for their specific coloration and unique shapes.
3 Hit Dice (15 Health), 0 Speed, 0 Armor (10 Armor Class), 2 Save (12 Save Target), 0 Attack, 1 Power Die.
Physical Attack: Bug. Status Attack: Bug (Bound). Ability: Dazzling. At the end of a turn where this ‘mon doesn’t attack, it gets +level Armor and +level Save until the start of its next turn.
CURL UP (Normal, Maneuver): Get +sum armor until next damaged or until this ‘mon next attacks.

#028: Voraceps, the Fungal Infection Legamon (Bug/Poison). Level 2.
Cordycol were first domesticated through the implantation of a parasitic fungus that takes over the brain stem. When they're deemed large enough for battle, the fungus is implanted and turns the gentle giant into a voracious combat monster, wielding puffs of fungus to temporarily confuse and control its enemies.
4 Hit Dice (20 Health), 2 Speed, 0 Armor (10 Armor Class), 2 Save (12 Save Target), 3 Attack, 2 Power Dice.
Physical Attack: Bug. Status Attack: Poison (Poisoned). Ability: Infectious. ‘mon affected by this ‘mon’s Poisonous status are also Confused.
CURL UP (Normal, Maneuver): Get +sum armor until next damaged or until this ‘mon next attacks.
FUNGAL MADNESS (Poison, Physical): Deal sum damage. Enemy may choose to take half sum damage and become poisoned instead.

#032: Clingrowth, the Rapid Growth Legamon (Grass). Level 2. Evolves into Kudzilla.
This legamon is made of spiky vines that never seem to stop writhing. Sometimes they roughly mimic the shapes of other legamon, but never hold that form for long.
4 Hit Dice (10 Health), 1 Speed, 3 Armor (13 Armor Class), 0 Save (10 Save Target), 4 Attack, 2 Power Die.
Physical Attack: Grass. Status Attack: Grass (Drain). Ability: Voracious. Add Attack to damage dealt by physical special moves.
VINE LASH (Grass, Physical): Deal sum damage. Target saves vs. knockdown.
 
TAKE ROOT (Grass, Maneuver): Gain +dice Armor and reduce damage from the next dice physical attacks by +sum.

#033: Kudzilla, the Monster Vine Legamon (Grass). Level 3.
The writhing vines have finally settled on a gigantic, terrifying form. Its leafy maw collects solar radiation and re-emits it as a blast of searing atomic light.
6 Hit Dice (30 Health), 1 Speed, 5 Armor (15 Armor Class), 0 Save (10 Save Target), 5 Attack, 4 Power Dice.
Physical Attack: Grass. Status Attack: Grass (Drain). Ability: Voracious. Add Attack to damage dealt by physical special moves.
VINE LASH (Grass, Physical): Deal sum damage. Target saves vs. knockdown.
TAKE ROOT (Grass, Maneuver): Gain +dice Armor and reduce damage from the next dice physical attacks by +sum.
SOLAR BEAM (Grass, Physical): Deal sum+sum damage. If the attack misses, it still deals sum damage. Expend all Power Dice used on this move, regardless of their value.

#034: Crystacean, the Sharp Edged Legamon (Rock). Level 1. Evolves into Paguranite.
This crablike legamon is made of oily, rainbow crystal. Its edges are sharply angled, and everywhere it turns there’s another corner to cut yourself on.
3 Hit Dice (15 Health), 0 Speed, 3 Armor (13 Armor Class), 0 Save (10 Save Target), 0 Attack, 1 Power Die.
Physical Attack: Rock. Status Attack: Rock (Entomb). Ability:
Tough Shell. Whenever this ‘mon hits with a physical attack, it gets +1 Armor until the end of the battle.
STALAGMITE (Rock, Physical): Deal sum damage. If the target is entombed, this automatically hits.

#037: Silecret, the Dessicant Legamon (Ground). Level 1.
It hides under a mass of salt. No one has seen its true form, though the withered arms that poke out of the pile reveal that whatever it is, it’s dehydrated and apparently okay with that.
1 Hit Die (5 Health), 0 Speed, 2 Armor (12 Armor Class), 3 Save (13 Save Target), 0 Attack, 1 Power Die.
Physical Attack: Ground. Status Attack: Ground (Sandblast). Ability: Salty. When this ‘mon is KO’d, it gets to make one final attack in response.
SALT THE EARTH (Ground, Weather): Scatter piles of salt across the battlefield so nothing can grow. Water and grass moves deal sum damage to their users (save for half). This expends the spent die.

#040: Anglerblitz, the Shocking Surprise Legamon (Electric). Level 1.
A bloated neon fish that's all sharp teeth and fluttering fins. It can concentrate its own light in its lure; becoming nearly invisible. When it's attracted its prey, it blasts it with a powerful shockwave. This is the female form - the male form is many times smaller, and merges with the female to act as a vestigial reproductive organ.
1 Hit Die (5 Health), 1 Speed, 0 Armor (10 Armor Class), 3 Save (13 Save Target), 0 Attack, 2 Power Dice.
Physical Attack: Electric. Status Attack: Electric (Paralyze). Ability: Camo Charge. While charging an attack, this ‘mon gets +level to Armor and Save.
CHARGE WAVE (Electric, Status): Start charging this attack and release next turn. When released, deals sum damage and paralyzes (successful save avoids paralyze, halves damage). While charging, may use this move again to add sum+dice to its total damage and delay release of wave until the following turn.

#043: Sabrance, the Slashing Legamon (Fighting). Level 1.
A bipedal legamon with long slashing forearms and a bright crest. Duels paired with a Epearry to hone their skills.
2 Hit Dice (10 Health), 2 Speed, 1 Armor (11 Armor Class), 0 Save (10 Save Target), 2 Attack, 1 Power Die.
Physical Attack: Fighting. Status Attack: Fighting (Stagger). Ability: Combo. After hitting with a physical attack, get +level attack and -level armor until end of next turn.
SABRE SLASH (Fighting, Physical): Deals sum damage, or sum+highest damage if this ‘mon hit the target with a physical attack last round.

#044: Epearry, the Parrying Legamon (Fighting). Level 1.
A bipedal legamon with quick needle-like forearms and a bright crest. Duels paired with a Sabrance to hone their skills.
2 Hit Dice (10 Health), 2 Speed, 2 Armor (12 Armor Class), 0 Save (10 Save Target), 1 Attack, 1 Power Die.
Physical Attack: Fighting. Status Attack: Fighting (Stagger). Ability: Careful. Can choose to go second in any round.
EPEE RIPOSTE (Fighting, Physical): Deals sum damage, or sum+highest damage if this ‘mon has been missed by an attack or successfully made a save this round.

#045: Swordoom, the Haunted Blade Legamon (Ghost). Level 1. Evolves into Armoreck.
This legamon is made of the fallen weapons of a bloody battle, given life by the sorrow of the deaths of thousands. The eyes of the dead can be seen in the dark red haze that animates their chipped and sundered blades.
1 Hit Die (5 Health), 1 Speed, 0 Armor (10 Armor Class), 0 Save (10 Save Target), 3 Attack, 2 Power Dice.
Physical Attack: Ghost. Status Attack: Ghost (Curse). Ability: On Guard. On a turn when it hasn’t attacked yet, add this ‘mon’s Attack to its Armor.
BLADE FLURRY (Steel, Physical): Make dice attacks that each deal highest damage.

#046: Armoreck, the Battlefield Scavenger Legamon (Ghost/Steel). Level 2.
When Swordoom evolves, it dons a patchwork platemail and takes a rough, headless humanoid form. It stands one and a half times a human’s height and just as broad, wielding a halberd in one hand and the banner of the dead in the other.
4 Hit Die (20 Health), 1 Speed, 3 Armor (13 Armor Class), 0 Save (10 Save Target), 3 Attack, 3 Power Dice.
Physical Attack: Ghost. Status Attack: Steel (Trapped). Ability: On Guard. On a turn when it hasn’t attacked yet, add this ‘mon’s Attack to its Armor.
BLADE FLURRY (Steel, Physical): Make dice attacks that each deal highest damage.
GHASTLY CHARGE (Ghost, Physical): Deal sum damage and knock down target.

#047: Candlight, the Flickering Legamon (Fire). Level 1. Evolves into Willowisp.
Many consider this disembodied flame the purest manifestation of the Fire type, and regard it with a near-saintly reverence. In the darkest nights, Candlights form circles in fields, and leave a scorched pattern in their wake. No one has yet managed to decode the significance of these patterns – if such significance even exists.
1 Hit Die (5 Health), 1 Speed, 0 Armor (10 Armor Class), 3 Save (13 Save Target), 0 Attack, 2 Power Dice.
Physical Attack: Fire. Status Attack: Fire (Burning). Ability: Blazing Body. ‘mon that hit this ‘mon with a physical attack save vs burning.
FLAME WHEEL (Fire, Status): +sum to Save Target. Burn the target, then deal level+1 damage for each burn status affecting the target.

#048: Willowisp, the Guiding Light Legamon (Fire/Fairy). Level 2.
Candlight grow to immense brightness in the depths of Iridesce Forest, though their size remains as small as ever. Their unique paracolored lighting draws observers to inadvertently follow, into places they won’t return from unscathed.
2 Hit Dice (10 Health), 2 Speed, 0 Armor (10 Armor Class), 7 Save (17 Save Target), 0 Attack, 3 Power Dice.
Physical Attack: Fire. Status Attack: Fairy (Charm). Ability: Blazing Body. ‘mon that hit this ‘mon with a physical attack save vs burning.
FLAME WHEEL (Fire, Status): +sum to Save Target. Burn the target, then deal level+1 damage for each burn status affecting the target.
FAIRY FIRE (Fairy, Status): If target is charmed, they automatically fail save. Deal sum damage and confuse the target.

#052: Korale, the Dreamsong Legamon (Psychic). Level 1. Evolves into Dorminuen.
The beautiful song of this ethereal legamon puts those who hear it into a deep slumber. Their dreams are incredible, but on waking find themselves drained and unrested, as Korale feeds on their delta brainwaves.
1 Hit Die (5 Health), 0 Speed, 2 Armor (12 Armor Class), 2 Save (12 Save Target), 0 Attack, 2 Power Dice.
Physical Attack: Psychic. Status Attack: Psychic (Confuse). Ability: Dream Leech. Drains level health per turn from sleeping ‘mon.
LULLABY (Psychic, Status): Target falls asleep. A sleeping 'mon can't use moves. Wakes on save or when switched out.

#056: Geisticle, the Icicle Legamon (Ghost/Ice). Level 1.
The spirit of a fallen Legamon, frozen to death on the side of the never-summited Mt. Colossus. It haunts the slopes, ambushing foolhardy climbers in the hopes of making more Geisticles.
1 Hit Die (5 Health), 0 Speed, 0 Armor (10 Armor Class), 3 Save (13 Save Target), 1 Attack, 2 Power Dice.
Physical Attack: Ice. Status Attack: Ghost (Curse). Ability: Ambush. Always takes the first turn in round 1.
FROSTBITE (Ice, Status): Target’s blood freezes in its veins. It's unable to use Status attacks without taking sum ice damage until it saves against this effect.

#057: Bunkit, the Defensive Legamon (Steel/Electric). Level 1. Evolves into Pallasade.
A catlike legamon that hides in layers upon layers of fluffy steel fur. It can charge up its fur to harden it into armor plating, which prevents it from moving but also protects it from most kinds of harm.
1 Hit Die (5 Health), 0 Speed, 3 Armor (13 Armor Class), 0 Save (10 Save Target), 0 Attack, 3 Power Dice.
Physical Attack: Steel. Status Attack: Electric (Paralyze). Ability: Shock Discharge. When hit with a physical attack, hitting ‘mon saves vs. Paralyze. Works level times per battle.
CHARGE FUR (Electric, Maneuver): Gain sum Armor until the end of next round.

#058: Pallasade, the Immovable Legamon (Steel/Electric). Level 2.
Pallasade has grown fluffier than ever before. It can extend its fur like pylons or ropes, attaching to nearby supports or burrowing them deep within the earth to resist being moved.
2 Hit Dice (10 Health), 0 Speed, 5 Armor (15 Armor Class), 3 Save (13 Save Target), 0 Attack, 3 Power Dice.
Physical Attack: Steel. Status Attack: Electric (Paralyze). Ability: Shock Discharge. When hit with a physical attack, hitting ‘mon saves vs. Paralyze. Works level times per battle.
CHARGE FUR (Electric, Maneuver): Gain sum Armor until the end of next round.
CLAMP DOWN (Steel, Physical): Deal sum damage. Even if this attack misses, gain dice Armor.

#064: Hoardile, the Collecting Legamon (Dark). Level 1. Evolves into Pogonagon.
A small rust-colored legamon that can inflate a fearsome frill. Collects and defends a hoard of valuable trinkets; as many as it can find - especially those it can steal. Has a vicious bite, and puffs of toxic smoke emerge from its nostrils when its basked for long enough on its hoard in the sun.
1 Hit Die (5 Health), 0 Speed, 2 Armor (12 Armor Class), 0 Save (10 Save Target), 3 Attack, 1 Power Die.
Physical Attack: Dark. Status Attack: Dark (Flinch). Ability: Thief. When this ‘mon hits its target with a physical attack, it steals any items it’s holding.
PUFF UP (Normal, Status): Target succumbs to fear and switches out for a random ‘mon (or runs away, if wild).
 
#065: Pogonagon, the Frightening Face Legamon (Dark/Dragon). Level 2.
Its frill has become a mighty beard. When it puffs its beard up, it looks several times its size. Most of its attacks are fear-based, as it's actually incredibly lazy - its balefire breath is limited by how much it's basked in the sun.
3 Hit Dice (15 Health), 1 Speed, 2 Armor (12 Armor Class), 3 Save (13 Save Target), 3 Attack, 2 Power Dice.
Physical Attack: Dragon. Status Attack: Dark (Flinch). Ability: Sunbather. Gain an extra Power Die if this ‘mon started the battle fully healed. Lose that Power Die when damaged.
PUFF UP (Normal, Status): Target succumbs to fear and switches out for a random ‘mon (or runs away, if wild).
BALEFIRE BLAST (Dragon, Physical): Deal sum+dice+lowest damage and they save vs. burning.

#074: Ooloo, the Vast Potential Legamon (Normal). Level 1. Evolves into Ashira, Avalira, Battira, Hivira, Mythira, Stormira… and more?
Ooloo might look like a cute little creature, but this unassuming legamon can adapt to the most hostile conditions. It absorbs the power of conflicting elements and becomes an embodiment of their coexistence.
1 Hit Die (5 Health), 1 Speed, 1 Armor (11 Armor Class), 1 Save (11 Save Target), 2 Attack, 1 Power Die.
Physical Attack: Normal. Status Attack: Normal (Taunt). Ability: Adapt. After an attack hits this ‘mon, it gains resistance to that damage type until the end of the battle.
DEEP BREATH (Normal, Maneuver): Gain sum health. This can increase health above its maximum, but only for the duration of the battle.

#075: Ashira, the Forest Fire Embodiment Legamon (Fire/Grass). Level 2.
In areas with frequent forest fires, Ooloo evolves to help facilitate controlled burns. From the ashes, new life springs, and seeds are carried far both by the warm winds and Ashira’s thick pelt. Ashira form close-knit packs, and communally raise their litters.
3 Hit Dice (15 Health), 1 Speed, 2 Armor (12 Armor Class), 2 Save (12 Save Target), 3 Attack, 3 Power Dice.
Physical Attack: Fire. Status Attack: Grass (Drain). Ability: Firebreak. Automatically succeed on saves vs. burning and drain, then heal level health.
DEEP BREATH (Normal, Maneuver): Gain sum health. This can increase health above its maximum, but only for the duration of the battle.
CLEANSING BLAZE (Fire, Physical): An ashen fire consumes the battlefield. At the start of each round, roll a d6. On a 1-3, all combatants save vs. burning. On a 4-6, all combatants save vs. drain (if one of your ‘mon gets drained, the enemy ‘mon is healed). This expends the spent dice.


#077: Battira, the War Embodiment Legamon (Dark/Fighting). Level 2.
Intense human conflict traps many Ooloo in dangerous warzones, in which they evolve into the feared Battira. It stalks the battlefield, scavenging from corpses, and turning the tide of engagements whichever way it sees fit. Sometimes Battira fight each other out of sheer boredom, but they never severely harm each other – they save that for the war.
4 Hit Dice (20 Health), 1 Speed, 3 Armor (13 Armor Class), 1 Save (11 Save Target), 4 Attack, 2 Power Dice.
Physical Attack: Dark. Status Attack: Fighting (Stagger). Ability: Fearless. Automatically succeed on saves vs. stagger and flinch, then heal level health.
DEEP BREATH (Normal, Maneuver): Gain sum health. This can increase health above its maximum, but only for the duration of the battle.
FOG OF WAR (Dark, Weather): Darkens the battlefield with a haze of pure fear. At the start of each round, roll a d6. On a 1-3, all combatants save vs. stagger. On a 4-6, all combatants save vs. flinch. This expends the spent dice.


#079: Mythira, the Cryptid Embodiment Legamon (Dragon/Fairy). Level 2.
Some Ooloo just want to be left alone. When they need to escape prying eyes and the constant influx of trainers into their hunting grounds, they become the embodiment of mythical creatures, invisible to cameras and anyone purposefully looking for them. No one knows why they choose certain trainers to trust with their existence.
2 Hit Dice (10 Health), 3 Speed, 3 Armor (13 Armor Class), 1 Save (11 Save Target), 2 Attack, 3 Power Dice.
Physical Attack: Fairy. Status Attack: Dragon (Crush). Ability: Undiscovered. Automatically succeed on saves vs. charm and crush, then heal level health.
DEEP BREATH (Normal, Maneuver): Gain sum health. This can increase health above its maximum, but only for the duration of the battle.
FAE REALM (Fairy, Weather): Drag the battlefield into a surreal otherworld. At the start of each round, roll a d6. On a 1-3, all combatants save vs. charm. On a 4-6, all combatants save vs. crush. This expends the spent dice.

#080: Stormira, the Thunderstorm Embodiment Legamon (Water/Electric). Level 2.
When an Ooloo lives in a stormy area long enough, it evolves to ride lightning bolts up to the clouds and fall back down with the rain. Stormira are solitary predators, and fight viciously when they encounter each other.
2 Hit Dice (10 Health), 3 Speed, 1 Armor (11 Armor Class), 1 Save (11 Save Target), 3 Attack, 3 Power Dice.
Physical Attack: Electric. Status Attack: Water (Drench). Ability: Storm Rider. Automatically succeed on saves vs. paralyze and drench, then heal level health.
DEEP BREATH (Normal, Maneuver): Gain sum health. This can increase health above its maximum, but only for the duration of the battle.
THUNDERHEAD (Electric, Weather): Summons a storm cloud across the battlefield. At the start of each round, roll a d6. On a 1-3, all combatants save vs. drench. On a 4-6, all combatants save vs. paralyze. This expends the spent dice.

#081: Velucharaptor, the Hunting Fossil Legamon (Rock/Fighting). Level 1.
Resurrected from ancient fossils using next-generation technology, Velucharaptor has a wicked kick that makes incredible use of its enormous toe claw. It’s flamboyantly feathered, brightly colored, and can change those colors to signal to other Velucharaptors, revealing its nature as a pack hunter.
1 Hit Die (5 Health), 2 Speed, 0 Armor (10 Armor Class), 0 Save (10 Save Target), 3 Attack, 1 Power Die.
Physical Attack: Rock. Status Attack: Fighting (Stagger). Ability: Fossilized. Ancient bones let this ‘mon automatically succeed on its first save of a battle.
CLAW KICK (Fighting, Physical): Deals sum damage. Even on a miss, target can choose to be staggered, if they don’t, return the Power Dice used for this move no matter what their result was.

#082: Mentatherium, the Precocious Fossil Legamon (Rock/Psychic). Level 1.
Resurrected from ancient fossils using next-generation technology, Mentatherium is proof that creatures in every era have been just as intelligent as those today – or even more. While slothful, its mind is all the protection it needs, able to predict a predator’s movements and counter them expertly.
2 Hit Dice (10 Health), 0 Speed, 0 Armor (10 Armor Class), 2 Save (12 Save Target), 0 Attack, 3 Power Dice.
Physical Attack: Rock. Status Attack: Psychic (Confuse). Ability: Fossilized. Ancient bones let this ‘mon automatically succeed on its first save of a battle.
FORESEE (Psychic, Status): Secretly write down a move. When the enemy makes it, they must save or take sum+highest damage.

#085: Blubble, the Gentle Giant Legamon (Water). Level 2. Evolves into Leviabyss.
These blubbery titans drift slowly through the coastal seas, feeding on tiny ‘mon and plants. They are slow to anger, so make ideal transports through treacherous and stormy waters.
5 Hit Dice (25 Health), 0 Speed, 3 Armor (13 Armor Class), 2 Save (12 Save Target), 0 Attack, 2 Power Dice.
Physical Attack: Water. Status Attack: Water (Drench). Ability: Blubber. Can expend a Power Die to reduce damage from a physical attack by sum. This die doesn’t return.
SURF (Water, Movement): This ‘mon can carry passengers across the water. When used in combat, this move deals sum damage and target saves vs. knockdown.
 
CANNONBALL (Water, Physical): Deals sum damage to each other ‘mon. Gain +dice Save until the end of this ‘mon’s next turn from the shroud of water kicked up.
 
#086: Leviabyss, the Wakened Giant Legamon (Water/Dragon). Level 3.
Blubble is slow to anger, but when it's enraged, it uses its vast reserves of caloric energy to transform into a oceanic siege engine, implacable and unstoppable. Its baleen becomes scything jaws, and fins of bone burst through its skin to form natural armor.
8 Hit Dice (40 Health), 0 Speed, 6 Armor (16 Armor Class), 6 Save (10 Save Target), 3 Attack, 3 Power Dice.
Physical Attack: Water. Status Attack: Dragon (Crush). Ability: Blubber. Can expend a Power Die to reduce damage from a physical attack by sum. This die doesn’t return.
SURF (Water, Movement): This ‘mon can carry passengers across the water. When used in combat, this move deals sum damage and target saves vs. knockdown.
CANNONBALL (Water, Physical): Deals sum damage to each other ‘mon. Gain +dice Save until the end of this ‘mon’s next turn from the shroud of water kicked up.
DRAGON CRUNCH (Dragon, Physical): Crush the target. They take damage equal to the amount their Armor is decreased this way, plus highest.
 
#090: Eyescraper, the Towering Legamon (Steel). Level 2.
It juts from the landscape, looking to all onlookers as just another of the ruined towers common to the Cataclys region. However, if you look closely at its “windows”, you can see it looking back. Sometimes, the howls on the wind aren’t just blowing through the ruin-canyons – they’re the calls of forlorn Eyescrapers singing their melancholy songs.
6 Hit Dice (30 Health), 0 Speed, 5 Armor (15 Armor Class), 0 Save (10 Save Target), 0 Attack, 3 Power Dice.
Physical Attack: Steel. Status Attack: Steel (Trapped). Ability: Tower. This ‘mon is incredibly tall, and you can walk around inside it.
STEELY GAZE (Steel, Status): Choose one of the rolled results from the following list to inflict (ex. if you roll a 1 and a 3, choose either Stagger or Confused): 1. Stagger, 2. Flinch, 3. Confused, 4. Trapped, 5. Entomb, 6. Crush.
REBAR SHOT (Steel, Physical): Deal sum damage and target saves vs. being Bound by being impaled on rebar.
 
More Rules
 
Leveling Up: If a 'mon doesn't have higher-level evolutions, they still can level up and learn moves and get stronger. When you hit a milestone that would let them level up, add 1 to their Hit Dice, add 1 to their Power Dice, then distribute 5 more points as you see fit between their stats. Level 3 is still the level cap.
 
Any 'mon can level up without evolving. If you don't want it to change types or abilities, or you just like how it looks when it's small and cute, you can feed it an Everyoung Blossom to stunt its growth. They also might learn different moves this way!
 
Legamon Training: You can also use a level up (especially once your ‘mon has hit max level) to instead redistribute up to level points between its abilities, and if it’s double-typed, you may swap the types of its basic Physical and Status moves. Can’t go below level Hit Dice or Power Dice.
 
Moves: A ‘mon can only know a number of moves equal to its level, but you can always train it out of its old bad habits and into new ones that help your team composition or let you surpass the latest obstacle.
 
Stats gained or lost from moves don’t last beyond the battle. Health lost and PD spent do.
 
Even if a Physical move misses or a Status Move is saved against, still roll the Power Die to see if it returns or not.

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