I want to be the very best, above the world's law,
To acquire them is my sole quest, then teach them to make war... LEGAMON!
I will explore far-flung locales, find all that's hidden
Seek Legamon! And cultivate, the strengths they hide within...
LEGAMON! (You must acquire them)
LEGAMON! You'll fight for me! It's your one true destiny!
LEGAMON! Oh, I'm your best friend, 'til my death, you will defend...
LEGAMON! (You must acquire them)
Oh, I feel so free! Your powers win victory!
Nothing can stand in our way! LE-GA-MON... You must acquire them! (You must acquire them) LEGAMON!
|by DevilDman on deviantart|
#0XX Geisticle, the Icicle Legamon (Ghost/Ice). Level 1. Evolutions unknown.
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. Takes the first turn in round 1 regardless of Speed.
Special Move: FROSTBITE (Ice, Status): Target saves against its blood freezing in its veins. If it fails, it's unable to use Status attacks without taking sum ice damage until it saves against this effect.
Level represents the stage a 'mon is on its evolutionary path. 'mon have level*5 points to spend among Hit Dice, Speed, Armor, Save, Attack, Power Dice; and have one Special Move per level. Hit Dice and Power Dice both start equal to the 'mon's level before adding points; the rest start at 0. Can't go above Level 3. 'mon level up and evolve into a new form when you've achieved a significant emotional bond or milestone with them - don't track XP. Perhaps one of the techniques listed here may aid you in your quest.
Hit Dice is the 'mon's overall hardiness. Multiply by 5 to get Health. When reduced to 0 Health, the 'mon loses all its will to fight. At negative max health, the 'mon is killed.
Speed. Higher speed moves first in round. On a tie, flip a coin.
Armor. Armor Class is 10+Armor.
Save. Add this to Save rolls to resist Status attacks and shake off Status effects. 10+Save is the 'mon's Save Target, the static difficulty other 'mon need to tie or beat to avoid the status.
Attack. Add this to Physical attack and special move rolls to hit.
Power Dice. d6s, function like GLOG magic dice - spend any number of Power Dice to use a move and roll them. Any dice on a 3 or less return to your PD pool.
Fire. Status: Burning. Burning 'mon saves each round. On a failure, take level +1 fire damage. On a success, end the condition.
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, including Drain.
Special Move: SEED CANNON (Grass, Physical): Make sum attacks against the target. Each attack that hits deals grass damage equal to the number of attacks that have hit (1, then 2, then 3, etc).
Physical Attack: Water. Status Attack: Water (Drench). Ability: Forethought. +level Save in rounds it goes first.
Special Move: LULLABY (Psychic, Status): Target saves vs. sleep. A sleeping 'mon can't use moves. Wears off on save or when switched out.
Physical Attack: Fire. Status Attack: Fire (Burning). Ability: Heated Body. 'mon that hit this 'mon with physical attacks take level damage.
Special Move: BURROW (Ground, Movement): Burrow below the ground for up to dice rounds. Can't attack or be targeted by attacks while burrowing. When emerging from the earth at the start of a round, clear all status effects.
Physical Attack: Type. Status Attack: Type (Status). Ability: Name. Text.
Special Move: NAME (Type, Physical/Status): Text.