The Region Post.
The world is changing rapidly in the Ichi Plains. The massive whirlpool that made settlement of this continent impractical slowed and stopped. A short decade has passed. This is the frontier. A new world. The settlements are rugged and the people are tough. While settlers are generally thankful for the bountiful land and strive to live alongside the magnificent creatures we call legamon, that ain’t always so. The plains grow vigorous and strong legamon that are valuable to poachers. Besides that there's a lot to do. People need help maintaining their tenuous grasp on a comfortable life and criminals are more than happy to make the good settlers suffer for their own gain.
Steam rail is the most reliable transportation between our largest settlements, but the technology isn't as refined as you're used to. Plus the powerful Legamon of the land aren't always cooperative with the engineers of the rail system and can damage or block the tracks. Those with means ride their legamon and everyone else makes due. It’s generally too dangerous to walk between settlements with the way ‘mon been actin’ lately.
What to do?
Rangers are the only line of defense between the innocent but powerful legamon of the wilds, the poachers and scavengers, and the decent folk trying to make their way. It should be obvious that the Rangers are short handed and need all the help a young trainer can provide.
We do have a few locations established where you can land yourself a league badge! Although, your ability to work may be more important than your ability to battle in acquiring them. I know young folk like to see what they are made of, so that's a good challenge for you.
Lastly, there are plenty of wild places left and wild legamon to go with them. Make a discovery, catch a new mon and build a bond. No one is going to do it for ya and there’s plenty of mysteries to be solved.
GRASS
Sproutly, the young leaf legamon. (Grass) Level 1.
Sproutly grow in all climes and seem to thrive everywhere there is adequate rainfall. Their fruit is often collected and used for medicinal purposes.
1 Health Pool (5 Health), 2 Stamina, 1 Focus
Physical Attack: Grass, Status: Grass, Drain. Dodge each round to end. On a failure, target takes 1 grass damage and you restore health equal to the damage.
Ability: Grow, gain 1hp per round the sun is shining on you.
SPROUT (Grass/Physical) - Launch aggressive saplings that drain the target's strength. Deal sum damage target is affected by Drain.
Lillipod, the partially submerged legamon. (Grass/Water) Level 3. Evolves from Sproutly.
Over time, sproutly need more and more water to sustain their fruit bearing. Eventually they settle into an aquatic lifestyle, fruit hanging from their sturdy leaf pad.
2 Health Pool (11 Health), 2 Stamina, 2 Focus
Physical Attack: Water, Status: Grass, Drain. Dodge each round to end. On a failure, target takes 1 grass damage and you restore health equal to the damage.
Ability: Soak, gain 1hp per round you are wet.
SPROUT (Grass/Physical) - Launch aggressive saplings that drain the target's strength. Deal sum damage target is affected by Drain.
FOAM SPRAY [Water/Status]: Dice mon and trainers standing with legs Dodge or are Knocked Down and Drenched.
Angrape, the cute fruit legamon. (Grass) Level 1.
Angrape hate being plucked off of trees, a frequent occurrence. Most react to their rage with smiles and "aww", causing further frustration.
1 Health Pool (5 Health), 2 Stamina, 1 Focus
Physical Attack: Grass, Status: Grass, Drain. Dodge each round to end. On a failure, target takes 1 grass damage and you restore health equal to the damage.
Ability: Squeeze, small enough to squeeze through an area as large as your fist.
BUG BITE (Grass/Physical) - Deal sum damage and heal for dice.
Grumplant, the flowering legamon. (Grass) Level 3. Evolves from Angrape.
Grumplant sprout flowers and the scent attracts insects of all kinds. The buzzing seems to put them in a constantly bad mood.
2 Health Pool (11 Health), 3 Stamina, 1 Focus
Physical Attack: Grass, Status: Grass, Drain. Dodge each round to end. On a failure, target takes 1 grass damage and you restore health equal to the damage.
Ability: Scent, 1/day release a sweet smell that attracts bug legamon and maybe others. They probably want to eat you.
OVERWHELMING SPORES (Grass/Status) - Vanish in a cloud of spores for sum rounds. Add dice to your dodge vs mon outside the cloud, targets inside save v paralysis.
PHOTOSYNTHESIS (Grass/Status) - Heal for dice each round. Lasts until you break line of sight with the sun.
Grumaul, the whomping willow legamon. (Grass) Level 5. Evolves from Grumplant.
Grumplant evolve once fertilized and become the massive tree-like Grumaul. The Grumaul forest is said to be twisted by their combined and persistent rage.
3 Health Pool (17 Health), 3 Stamina, 2 Focus
Physical Attack: Grass, Status: Grass, Drain. Dodge each round to end. On a failure, target takes 1 grass damage and you restore health equal to the damage.
Ability: Leader of the Wood, 1/day can convince the trees to move.
VINES (Grass/Physical) - Extend and grab dice target(s) with vines. Target saves v Restrained. Use on a restrained target to move them or automatically deal sum damage.
ENTANGLING SHROUD (Grass/Special) - Grow brambles or webs to block line of sight and movement through a (1 dice - trainer, 2 dice - cow, 3 dice - semi, 4 dice - house) size area. Must be damaged to remove the material.
ROOT (Grass/Status) - Become immobile as you sprout roots. Heal for dice at the start of each turn. Only usable outdoors. Lasts until you move.
Grumaul + Daggird
Snakacti, the prickly snake legamon. (Grass) Level 1.
Snakacti may be the most dangerous member of the evolution chain to hikers and adventurers as they are difficult to see in underbrush and stepping on one's toxic spines can be disastrous.
1 Health Pool (5 Health), 1 Stamina, 2 Focus
Physical Attack: Grass, Status: Grass, Drain. Dodge each round to end. On a failure, target takes 1 grass damage and you restore health equal to the damage.
Ability: Prickly, when hit by a melee physical attack, attacker must Dodge take 1 damage.
TOXIC NEEDLE (Grass/Physical) - Deal sum damage and target is poisoned.
Asprickly, the spitting snake legamon. (Grass) Level 4. Evolves from snakacti.
As snakacti become proficient hunters, they gain the ability to spit their venom and evolve to asprickly. Asprickly are often charmed and used in performances as well.
2 Health Pool (12 Health), 2 Stamina, 3 Focus
Physical Attack: Grass, Status: Grass, Drain. Dodge each round to end. On a failure, target takes 1 grass damage and you restore health equal to the damage.
Ability: Prickly, when hit by a melee physical attack, attacker must Dodge take 1 damage.
TOXIC NEEDLE (Grass/Physical) - Deal sum damage and target is poisoned.
PHOTOSYNTHESIS (Grass/Status) - Heal for dice each round. Lasts until you break line of sight with the sun.
Viperick, the tunneling serpent legamon. (Grass/Earth) Level 7. Evolves from asprickly.
Viperick leave large tunnels in the areas they inhabit. These serve as habitat for subterranean legamon and access to the deep caverns below the region.
3 Health Pool (19 Health), 3 Stamina, 4 Focus
Physical Attack: Grass, Status: Earth, Entrapment. Target cannot move for dice rounds. Save vs Stamina, condition ends on a success.
Ability: Prickly, when hit by a melee physical attack, attacker must Dodge take 1 damage.
TOXIC NEEDLE (Grass/Physical) - Deal sum damage and target is poisoned.
PHOTOSYNTHESIS (Grass/Status) - Heal for dice each round. Lasts until you break line of sight with the sun.
BOULDER TOSS (Earth/Physical) - Toss an object or chunk of ground that is (1 dice - trainer, 2 dice - cow, 3 dice - semi, 4 dice - house) size. Deals sum damage.
Bumbee, the stinger legamon. (Grass) Level 1.
Bumbee are ubiquitous near swamps and forested areas. Their nests take the form of perfectly round holes in wooden structures or trees. Within are often the desiccated corpses of Sproutly or Angrape.
1 Health Pool (5 Health), 1 Stamina, 2 Focus
Physical Attack: Grass, Status: Grass, Drain. Dodge each round to end. On a failure, target takes 1 grass damage and you restore health equal to the damage.
Ability: Sting, can sting to apply poison. Save or take 1 damage ongoing.
BUG BITE (Grass/Physical) - Deal sum damage and heal for dice.
METAL
Armisect, the hard shell Legamon (Metal/Dark) Level 1.
Armisect leave metallic shells clinging to structures in the cities they infest. Removal of the shells is dangerous, but lucrative work as the shells are used in manufacturing.
2 Health Pool (9 Health), 1 Stamina, 1 Focus
Physical Attack: Metal, Status: Dark (Jeer) Dice targets Trust or reduce their bond by 1. Trust to end effect.
Ability: Digest Metal - can slowly eat metal for nutrients.
CLAMP (Metal/Physical) - Deal sum damage and target is Restrained. Automatically deals sum + dice to restrained targets.
Coilisect, the dealy coil legamon (Metal/Dark) Level 3.
Collection of Armisect shells is dangerous because of the violent and inscrutable behavior of Coilisect. A undetected colony of coilisect can have a disastrous effect on a community.
2 Health Pool (9 Health), 2 Stamina, 2 Focus
Physical Attack: Metal, Status: Dark (Jeer) Dice targets Trust or reduce their bond by 1. Trust to end effect.
Ability: Digest Metal - can slowly eat metal for nutrients.
CLAMP (Metal/Physical) - Deal sum damage and target is Restrained. Automatically deals sum + dice to restrained targets.
WAKING NIGHTMARE (Dark/Status) - Trust or cannot save vs 1 specified condition for dice rounds.
Fetchain, the herding legamon. (Metal) Level 1.
Fetchain are used by ranchers and farmers as guard dogs and herders due to their loyal demeanor and chain appendages.
2 Health Pool (9 Health), 1 Stamina, 1 Focus
Physical Attack: Metal, Status: Metal, Iron Defense. Gain dice temporary hp.
Ability: Nose, can smell the type and basic location of legamon.
HARDEN (Metal/Status) - Gain dice damage absorption. Ends if exposed to heat or cold.
Sincanine, the black omen legamon. (Metal/Fire). Level 4. Evolves from Fetchain
Fetchain only evolve due to the emotional stress of their pack dissolving. The presence of a new Sincanine is a sign of discord, infidelity, and shattered relationships among those it is close to.
3 Health Pool (16 Health), 2 Stamina, 2 Focus
Physical Attack: Metal, Status: Fire, Burn. Save vs Stamina each round, end condition on success. On a failure, take dice fire damage.
Ability: Nose, can smell the type and basic location of legamon.
HARDEN (Metal/Status) - Gain dice damage absorption. Ends if exposed to heat or cold.
FLAMETHROWER [Fire/Special]: Deal sum damage. target is Burned. Environment heats up.
Ratanium, the armored rodent legamon. (Metal) Level 1.
Can be found in formations patrolling abandoned forts and ruins along what is referred to as the sword coast.
1 Health Pool (5 Health), 2 Stamina, 1 Focus
Physical Attack: Metal, Status: Metal, Iron Defense. Gain dice temporary hp.
Ability: Phalanx, this legamon and those adjacent can defend against physical attacks together.
GOUGE (Metal/Physical) - Deal dice damage and target is bleeding. Mon with an active bleed take bleed damage immediately and lose their next opportunity to save against the effect.
Calferrous, the metallic calf legamon. (Metal/Earth) Level 1.
Calferrous absorb minerals from their environment to form their metallic coating. The origin of a calf can be determined by the composition of its hide.
2 Health Pool (9 Health), 1 Stamina, 1 Focus
Physical Attack: Metal, Status: Earth, Entrapment. Target cannot move for dice rounds. Dodge to end.
Ability: “Milk”, produce level gallons of oil per day.
REND (Metal/Physical) - Target is bleeding and exposed. Bleed deals dice damage each turn. Exposed mon take dice extra damage from all sources.
Aurox, the metal minotaur legamon (Metal/Earth) Level 4.
Only 1 patriarch and matriarch aurox are allowed in any one herd. Other aurox are banished to isolated areas where they wander restlessly until they find a mate. Unfortunately, they often get stuck in labyrinthine structures and are unable to wander their way out.
3 Health Pool (16 Health), 3 Stamina, 1 Focus
Physical Attack: Metal, Status: Earth, Entrapment. Target cannot move for dice rounds. Dodge to end.
Ability: “Milk”, produce level gallons of oil per day.
REND (Metal/Physical) - Target is bleeding and exposed. Bleed deals dice damage each turn. Exposed mon take dice extra damage from all sources.
FLUIDIZE GROUND (Earth/Physical) - Dice targets are entrapped. Only affects creatures touching the ground.
ELECTRIC
Zebrex, the electric hoof legamon. (Electric) Level 1.
Zebrex are often found hiding in tall grass. During droughts their hooves often spark and set off grass fires.
1 Health Pool (5 Health), 1 Stamina, 2 Focus
Physical Attack: Electric, Status: Electric, Paralyzed. For dice rounds, Save or skip turn.
Ability: Spark, create a sustained arc of electricity between your horns.
GAP JUMP [Electric/Status]: For sum rounds, zap over to a location you can see. Gain one boost each time you zap. For the duration, add boost to your Dodge rolls.
Ibectrix, the electric horn legamon. (Electric) Level 4. Evolves from Zebrex.
Ibectrix communicate via sending arcs of electricity between their horns. The Ibectrix family are highly social and often seem to be laughing and gossiping about one another.
2 Health Pool (12 Health), 2 Stamina, 3 Focus
Physical Attack: Electric, Status: Electric, Paralyzed. For dice rounds, Save or skip turn.
Ability: Spark, create a sustained arc of electricity between your horns.
GAP JUMP [Electric/Status]: For sum rounds, zap over to a location you can see. Gain one boost each time you zap. For the duration, add boost to your Dodge rolls.
INDUCE CURRENT [Electric/Special]: Gain dice boost. Deal boost damage to each nearby mon each round. Lasts until you stop moving.
Wildebex, the rolling thunder legamon. (Electric) Level 6. Evolves from Ibectrix.
Wildebex stampedes can be heard for miles as the combined electrical energy sets off frequent sonic booms which sound like thunder. Wildebex ranchers harness this energy in sails to power their wagons.
3 Health Pool (18 Health), 2 Stamina, 4 Focus
Physical Attack: Electric, Status: Electric, Paralyzed. For dice rounds, Saveor skip turn.
Ability: Spark, create a sustained arc of electricity between your horns.
GAP JUMP [Electric/Status]: For sum rounds, zap over to a location you can see. Gain one boost each time you zap. For the duration, add boost to your Dodge rolls.
INDUCE CURRENT [Electric/Special]: Gain dice boost. Deal boost damage to each nearby mon each round. Lasts until you stop moving.
THUNDER [Electric/Special]: Large AOE. Deal dice + boost damage and all in area Trust v Flinch.
Suppelectric, the static legamon. (Electric) Level 1.
Suppelectric constantly look for new people to pet them so that they can build charge. Purring is a sure sign that a Suppelectric is nearing full charge and may discharge any moment.
1 Health Pool (5 Health), 2 Stamina, 1 Focus
Physical Attack: Electric, Status: Electric, Paralyzed. For dice rounds, Saveor skip turn.
Ability: Discharge, discharge energy 1/day to add level damage to an attack or as its own special attack.
JOLT [Electric/Physical]: Deal sum damage and gain dice boost.
Currant, the charging legamon. (Electric) Level 1.
Currant are a constant nuisance to electrical workers and the driving force behind most maintenance expenses for manufactories. If left unchecked, wiring will be completely removed from structures to power their colony. Currant connect them selves in long chains using wires and travel around the periphery of their colony to power the queen.
2 Health Pool (9 Health), 1 Stamina, 1 Focus
Physical Attack: Electric, Status: Electric, Paralyzed. For dice rounds, Save or skip turn.
Ability: Charge, gain level boost when hit with an electric attack.
JOLT [Electric/Physical]: Deal sum damage and gain dice boost.
Magnipod, the colony legamon. (Electric) Level 2. Evolves from Currant.
Magnipod gather at the center of Currant colonies to charge. They often act as one entity and give birth to Currant until they are fully charged.
2 Health Pool (10 Health), 2 Stamina, 1 Focus
Physical Attack: Electric, Status: Electric, Paralyzed. For dice rounds, Save or skip turn.
Ability: Charge, gain level boost when hit with an electric attack.
JOLT [Electric/Physical]: Deal sum damage and gain dice boost.
RECHARGE [Electric/Status]: Stop moving and lose all boost. Gain dice + boost health or stam.
Magnifly, the invader legamon. (Electric/Wind) Level 3. Evolves from Magnipod.
Fully charged magnipod evolve into magnifly to find a new locale to colonize. Magnifly are an early indication that a currant infestation is imminent.
2 Health Pool (11 Health), 2 Stamina, 2 Focus
Physical Attack: Electric, Status: Wind, Knockdown. Target is knocked prone once and goes last for dice rounds. Dodge to avoid.
Ability: Charge, gain level boost when hit with an electric attack.
JOLT [Electric/Physical]: Deal sum damage and gain dice boost.
RECHARGE [Electric/Status]: Stop moving and lose all boost. Gain dice + boost health or stam.
MAGNETIZE [Electric/Physical]: Dice objects are powerfully drawn together. Objects may be living. Direct impact deals sum damage. If only one object is selected, it is drawn to you.
WATER
Gatoray, the snapping legamon (Water) Level 1.
The shores of creeks, rivers, and lakes are made dangerous by these invasive legamon. Gatoray will quickly take their place at the top of a local food chain due to their voracious appetite and ability to eat almost anything.
1 Health Pool (5 Health), 2 Stamina, 1 Focus
Physical Attack: Water, Status: Water, Drench. For dice rounds, target's highest pool is the same size as their smallest. Save vs Stamina to end condition. Regain lost dice when condition ends.
Ability: Slippery, gain wet speed.
CLAMP (Metal/Physical) - Deal sum damage and target is Restrained. Automatically deals sum + dice to restrained targets.
Alliquatic, the tough scale legamon. (Water) Level 5. Evolves from Gatoray.
Alliquatic will wait silently in the mud for weeks to catch an unsuspecting victim. Their thick hide and long legs allow Alliquatic to strive quite well on land.
3 Health Pool (17 Health), 3 Stamina, 2 Focus
Physical Attack: Water, Status: Water, Drench. For dice rounds, target's highest pool is the same size as their smallest. Save vs Stamina to end condition. Regain lost dice when condition ends.
Ability: Slippery, gain wet speed.
CLAMP (Metal/Physical) - Deal sum damage and target is Restrained. Automatically deals sum + dice to restrained targets.
SPRAY [Water/Spray]: Deal sum damage. Target is Drenched. Environment gets wet.
Crocolith, the ancient legamon. (Water) Level 7. Evolves from Alliquatic.
Ancient cave drawings confirm that crocolith have survived for millennia. There are no known cases of crocolith dying of old age or natural causes.
3 Health Pool (19 Health), 4 Stamina, 3 Focus
Physical Attack: Water, Status: Water, Drench. For dice rounds, target's highest pool is the same size as their smallest. Save vs Stamina to end condition. Regain lost dice when condition ends.
Ability: Ancient Survivor, spend a turn underwater to immediately save vs an ongoing condition.
CLAMP (Metal/Physical) - Deal sum damage and target is Restrained. Automatically deals sum + dice to restrained targets.
SPRAY [Water/Spray]: Deal sum damage. Target is Drenched. Environment gets wet.
TSUNAMI [Water/Status]: Dice targets save v Drench and failed saves take wet damage. Wet is the level of water in the environment.
Watertle, the water tank legamon. (Water) Level 1.
Watertle store water in the empty space under their shell to survive the dry season. Watertle are a valuable water source in survival situations.
2 Health Pool (9 Health), 1 Stamina, 1 Focus
Physical Attack: Water, Status: Water, Drench. For dice rounds, target's highest pool is the same size as their smallest. Save vs Stamina to end condition. Regain lost dice when condition ends.
Ability: Shell, gain wet damage absorption.
FOAM SPRAY [Water/Status]: Dice mon and trainers standing with legs Dodge or are Knocked Down and Drenched.
Squirtoise, the high pressure legamon. (Water) Level 3. Evolves from Watertle.
Squirtoise are able to generate enough water pressure to cut concrete and power pneumatic devices.
3 Health Pool (15 Health), 1 Stamina, 2 Focus
Physical Attack: Water, Status: Water, Drench. For dice rounds, target's highest pool is the same size as their smallest. Save vs Stamina to end condition. Regain lost dice when condition ends.
Ability: Shell, gain wet damage absorption.
FOAM SPRAY [Water/Status]: Dice mon and trainers standing with legs Dodge or are Knocked Down and Drenched.
FLASH FLOOD [Water/Special]: Flood the environment for dice rounds, adding level wet to the environment for the duration.
Ballastank, the submarine legamon. (Water) Level 5. Evolves from Squirtoise.
The cavity under Ballastank's shell is large enough to carry passengers. That is, once it has been trained not to flood the compartment.
3 Health Pool (17 Health), 2 Stamina, 3 Focus
Physical Attack: Water, Status: Water, Drench. For dice rounds, target's highest pool is the same size as their smallest. Save vs Stamina to end condition. Regain lost dice when condition ends.
Ability: Shell, gain wet damage absorption.
FOAM SPRAY [Water/Status]: Dice mon and trainers standing with legs Dodge or are Knocked Down and Drenched.
FLASH FLOOD [Water/Special]: Flood the environment for dice rounds, adding level wet to the environment for the duration.
RIPTIDE [Water/Physical]: Deal sum + wet damage to everything partially submerged.
Conchroach, the hoarder legamon. (Water/Earth) Level 1.
Conchroach collect debris from coastal areas and the sea floor to fabricate their shell. Conroach continue to grow to fit the size of their shell indefinitely.
2 Health Pool (9 Health), 1 Stamina, 1 Focus
Physical Attack: Water, Status: Water, Drench. For dice rounds, target's highest pool is the same size as their smallest. Save vs Stamina to end condition. Regain lost dice when condition ends.
Ability: Diverse Collection, there is a bond in 6 chance that conchroach has a mundane non-battle item you require somewhere in its shell.
SAND FLING (Earth/Special) - Dice targets save v blind.
Iristriper, the seeing legamon. (Water/Mind) Level 1.
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.
1 Health Pool (5 Health), 1 Stamina, 2 Focus
Physical Attack: Water, Status: Mind, Confused. Target loses access to 1 Focus Die for sum rounds. Save to end.
Ability: Premonition, bond/day describe a course of action that would take no more than 30 seconds to accomplish. The GM will describe the most likely immediate consequences.
BUBBLE [Water/Physical]: Suspend a target in a bubble. Restrained for sum rounds and cannot move or dodge.
Ocodulus, the angelic fish legamon. (Water/Mind) Level 5. Evolves from iristriper.
Eyes sprout and grow to the size of melons all over Ocodulus' body. This usually coincides with the lunar cycle.
3 Health Pool (17 Health), 2 Stamina, 3 Focus
Physical Attack: Water, Status: Mind, Confused. Target loses access to 1 Focus Die for sum rounds. Save to end.
Ability: Premonition, bond/day describe a course of action that would take no more than 30 seconds to accomplish. The GM will describe the most likely immediate consequences.
BUBBLE [Water/Physical]: Suspend a target in a bubble. Restrained for sum rounds and cannot move or dodge.
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.
Megalops, the murky depth legamon. (Water/Mind) Level 8. Evolves from Ocodulus.
Ocodulus' eyes merge to one when it evolves to Megalops. However this is the subject of debate among scientists as Megalops are exceedingly rare. It is said great numbers of them lurk in the deepest reaches of the ocean.
4 Health Pool (20 Health), 2 Stamina, 5 Focus
Physical Attack: Water, Status: Mind, Confused. Target loses access to 1 Focus Die for sum rounds. Save to end.
Ability: Premonition, bond/day describe a course of action that would take no more than 30 seconds to accomplish. The GM will describe the most likely immediate consequences.
RAINSTORM [Water/Weather]: It begins to rain hard. Add 1 wet to the environment each round.
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.
TSUNAMI [Water/Status]: Dice targets save v Drench and take wet damage. Wet is the level of water in the environment.
FIRE
Hogni, the ravenous legamon. (Fire) Level 1. Devolves from Porsume.
Once feral porsume are domesticated they revert to a less powerful and aggressive form of Hogni. Some legenarians link this to the change in diet from meat to plant waste and grains typically fed to livestock.
2 Health Pool (9 Health), 1 Stamina, 1 Focus
Physical Attack: Fire, Status: Fire, Dice targets dodge or take 1 damage per round ongoing. Dodge each round to end. Burn damage is increased by heat.
Ability: Herbivorous, quickly devour plant material to gain 1d6 hp.
SMOKE [Fire/Weather]: Obscure the area, adding dice to all dodge rolls. Lasts until smoke clears. Add 1 heat.
Porsume, the feral hog legamon. (Fire) Level 3. Evolves from Hogni or is born from Porsume.
Wild porsume are dangerous predators and rarely back down from a fight. They are often hunted for trophies or chased out of a region when settlers arrive.
2 Health Pool (11 Health), 2 Stamina, 2 Focus
Physical Attack: Fire, Status: Fire, Burn. Dice targets dodge or take 1 damage per round ongoing. Dodge each round to end. Burn damage is increased by heat.
Ability: Tusks, physical attacks deal +1 damage.
SMOKE [Fire/Weather]: Obscure the area, adding dice to all dodge rolls. Lasts until smoke clears. Add 1 heat.
FLAMETHROWER [Fire/Special]: Deal sum damage. Target is Burned. Environment heats up.
Porkarnivore, the territorial hog legamon. (Fire) Level 5. Evolves from Porsume.
When wild porsume are threatened they may evolve into the massive porkarnivore to defend their territory. Porkarnivore are extremely aggressive towards humans and approach settlers with a scorched earth policy. Literally.
3 Health Pool (17 Health), 3 Stamina, 2 Focus
Physical Attack: Fire, Status: Fire, Burn. Dice targets dodge or take 1 damage per round ongoing. Dodge each round to end. Burn damage is increased by heat.
Ability: Tusks, physical attacks deal +2 damage.
SMOKE [Fire/Weather]: Obscure the area, adding dice to all dodge rolls. Lasts until smoke clears. Add 1 heat.
FLAMETHROWER [Fire/Special]: Deal sum damage. Target is Burned. Environment heats up.
CONSUME [Fire/Status]: All burned targets immediately take heat + dice burn damage. Heal for heat.
But fire
Destraptor, the pack hunting legamon. (Fire) Level 1.
Intelligent and ruthless, small packs of destraptor patrol massive areas looking for easy prey to isolate and kill. They often use one another as bait to lure even predators into their traps.
1 Health Pool (5 Health), 1 Stamina, 2 Focus
Physical Attack: Fire, Status: Fire, Burn. Dice targets dodge or take 1 damage per round ongoing. Dodge each round to end. Burn damage is increased by heat.
Ability: Coordinate, add 2 to this mon’s bond when following a predetermined plan.
FLAME RING [Fire/Special]: Create a flame wall along a surface (5 x sum) feet long in any shape. Once in place, lasts until the end of the battle and deals sum damage to those who touch it, no save.
Raptorminate, the cruel dinosaur legamon. (Fire) Level 4. Evolves from Destraptor.
Raptorminate prefer to toy with their prey and watch them suffer from burns. Their creativity bellies their intelligence.
2 Health Pool (12 Health), 2 Stamina, 3 Focus
Physical Attack: Fire, Status: Fire, Burn. Dice targets dodge or take 1 damage per round ongoing. Dodge each round to end. Burn damage is increased by heat.
Ability: Coordinate, add 2 to this mon’s bond when following a predetermined plan.
FLAME RING [Fire/Special]: Create a flame wall along a surface (5 x sum) feet long in any shape. Once in place, lasts until the end of the battle and deals sum damage to those who touch it, no save.
WILDFIRE [Fire/Weather]: Add 1 heat to the environment each round. Save targets to remove burns are reduced by 1.
Saurnifex, the apex predator legamon. (Fire) Level 7. Evolves from raptorminate.
Saurnifex are solitary legamon and rule vast swaths of wilderness as their hunting grounds. Their territory is often marked with burning corpses of trespassers and prey.
4 Health Pool (23 Health), 2 Stamina, 4 Focus
Physical Attack: Fire, Status: Fire, Burn. Dice targets dodge or take 1 damage per round ongoing. Dodge each round to end. Burn damage is increased by heat.
Ability: Apex, knows the precise location of the next strongest legamon within level miles.
WILDFIRE [Fire/Weather]: Add 1 heat to the environment each round. Save targets to remove burns are reduced by 1.
RAISE TEMPERATURE [Fire/Status]: Gain heat Focus dice up to your max Focus pool. Discard all gained dice at the end of your next turn if they weren't used.
ERUPTION [Fire/Special]: Large area explodes in flame. Deal sum + highest + heat to everything within.
Flambearg, the bear blade legamon. (Fire/Combat) Level 5.
Flambearg follow a complex code of conduct as they travel the land looking for wrongs to set right. Their custom created blade and armor are unique to each usrine knight and are typically never removed.
2 Health Pool (12 Health), 3 Stamina, 2 Focus
Physical Attack: Combat, Status: Fire, Burn. Dice targets dodge or take 1 damage per round ongoing. Dodge each round to end. Burn damage is increased by heat.
Ability: Code, 1/day declare that something is against your code and you don’t have to do it.
TAKEDOWN [Combat/Physical]: Deal sum damage. Target restrained for dice rounds and cannot move or dodge. Save vs Stamina to end the effect.
FLAMETHROWER [Fire/Special]: Deal sum damage. Target is Burned. Environment heats up.
EARTH
Tricerock, the three horned legamon. (Earth) Level 5.
Tricerock's vast head mounted bone shield carry hieroglyphic markings without fail. It is said they are manifestations of the ancient artwork.
3 Health Pool (17 Health), 2 Stamina, 2 Focus
Physical Attack: Earth, Status: Earth, Entrapment. Target cannot move for dice rounds. Save vs Stamina, condition ends on a success.
Ability: Heiroglyphs, the markings on Tricerock’s shield contain the location of a powerful Legamon.
BOULDER TOSS (Earth/Physical) - Toss an object or chunk of ground that is (1 dice - trainer, 2 dice - cow, 3 dice - semi, 4 dice - house) size. Deals sum damage.
SHROCKNEL (Earth/Special) - Cause a nearby boulder to violently explode, spraying rock fragments everywhere. Deal sum aoe damage to soft targets. Ground is covered with sharp rock that deals dice damage when moved across by soft targets.
Brockiosar, the towering legamon. (Earth) Level 5.
The walking villages of the high plains are built in the backs of towering Brockiosar. The oldest are considered wise elders of the villages and are revered and consulted during trying times.
3 Health Pool (17 Health), 2 Stamina, 2 Focus
Physical Attack: Earth, Status: Earth, Entrapment. Target cannot move for dice rounds. Save vs Stamina, condition ends on a success.
Ability: Foundation, can carry a whole adventuring party or small building on its back.
CRYSTALLIZE (Earth/Status) - Gain dice damage absorption, does not stack. Ends if you receive 2 x level damage from one attack, after damage absorption.
FISSURE (Earth/Physical) - Open a crack. Dice in 6 chance that a target your size and touching the ground is swallowed by the earth. All dice spent are expended. Dice may be allocated to target a larger size without increasing the chance the move works. Banned from legal battles.
Licetone, the sturdy legamon. (Earth) Level 2.
Licestone are commonly found scuttling along the walls of caves and subterranean zones looking for mineral veins. The rocks grown on their back reflect the diet they are able to come by.
2 Health Pool (10 Health), 1 Stamina, 2 Focus
Physical Attack: Earth, Status: Earth, Entrapment. Target cannot move for dice rounds. Save vs Stamina, condition ends on a success.
Ability: Climb. Can climb any hard surface.
DIG (Earth/Status) - Burrow underground for dice rounds and emerge cleansed from 1 status condition.
Dinkrack, the crystal fossil legamon. (Earth/Light)
Little is known about this ancient crystalline legamon.
Obalistal. Evolves from Dinkrack
Little is known about this ancient crystalline legamon.
Lithicoral, the coral fossil legamon. (Earth/Water)
Little is known about this ancient coral legamon.
Fortreef. Evolves from Lithicoral.
Little is known about this ancient crystalline legamon.
WIND
Daggird, the stealthy bird legamon.(Wind) Level 1.
Daggird are nearly impossible to see at night. They use this to their advantage and are nocturnal hunters., Preferring to stab their target unawares.
1 Health Pool (5 Health), 2 Stamina, 1 Focus
Physical Attack: Wind, Status: Wind, Knockdown. Target is knocked prone once and goes last for dice rounds. Dodge to avoid.
Ability: Surprise! Deal level extra damage when your opponent doesn’t see you coming.
GALE (Wind/Physical) - Deal sum damage and target is knocked down. Add 1 wind.
Sabird, the assassin legamon. (Wind/Metal) Level 3. Evolves from Daggird.
Sabird conceal their twin sabers under their wings when they aren't using them.
2 Health Pool (11 Health), 2 Stamina, 2 Focus
Physical Attack: Metal, Status: Wind, Knockdown. Target is knocked prone once and goes last for dice rounds. Dodge to avoid.
Ability: Duelist, deal 1 additional damage when fighting 1v1.
GALE (Wind/Physical) - Deal sum damage and target is knocked down. Add 1 wind.
GOUGE (Metal/Physical) - Deal dice damage and target is bleeding. Mon with an active bleed take bleed damage immediately and lose their next opportunity to save against the effect.
Excalibird, the magnificent legamon. (Wind/Metal) Level 5. Evolves from Excalibird.
When Excalibird evolve they lose their dark feathers and gain a brilliant and regal plumage and often wield a glowing sword.
3 Health Pool (17 Health), 3 Stamina, 2 Focus
Physical Attack: Metal, Status: Wind, Knockdown. Target is knocked prone once and goes last for dice rounds. Dodge to avoid.
Ability: Code, 1/day declare that something is against your code and you don’t have to do it.
GALE (Wind/Physical) - Deal sum damage and target is knocked down. Add 1 wind.
GOUGE (Metal/Physical) - Deal dice damage and target is bleeding. Mon with an active bleed take bleed damage immediately and lose their next opportunity to save against the effect.
REND (Metal/Physical) - Target is bleeding and exposed. Bleed deals dice damage each turn. Exposed mon take dice extra damage from all sources.
Robjay, the generous bird legamon. (Wind/Grass) Level 3. Evolves from Daggird
Robbird nests often are home to local wildlife, generally weaker creatures in need of a protector. Robbird provide for their makeshift family by stealing from those with plenty.
1 Health Pool (7 Health), 2 Stamina, 3 Focus
Physical Attack: Grass, Status: Wind, Knockdown. Target is knocked prone once and goes last for dice rounds. Dodge to avoid.
Ability: Eyes, can see detail at a great distance.
GALE (Wind/Physical) - Deal sum damage and target is knocked down. Add 1 wind.
ENTANGLING SHROUD (Grass/Special) - Grow brambles or webs to block line of sight and movement through a (1 dice - trainer, 2 dice - cow, 3 dice - semi, 4 dice - house) size area. Must be damaged to remove the material.
Hoodjay, the just bird legamon. (Wind/Grass) Level 5. Evolves from Robjay.
Hoodjay’s feathers are perfect for making arrows. That’s what Hoodjay does with them anyway.
2 Health Pool (13 Health), 2 Stamina, 4 Focus
Physical Attack: Grass, Status: Wind, Knockdown. Target is knocked prone once and goes last for dice rounds. Dodge to avoid.
Ability: Eyes, can see detail at a great distance.
GALE (Wind/Physical) - Deal sum damage and target is knocked down. Add 1 wind.
TOXIC NEEDLE (Grass/Physical) - Deal sum damage and target is poisoned.
DIVE BOMB (Wind/Physical) - This move can be used at any time. Deal dice + wind. Target is knocked down.
Thanks, Renefor!
Blakrow, the ominous legamon. (Wind/Dark) Level 2.
Blakrow are said to be able to see the way they will die.
1 Health Pool (5 Health), 2 Stamina, 2 Focus
Physical Attack: Wind, Status: Dark, Jeer. Dice targets Trust or reduce their bond by 1.
Ability: Write down how Blakrow will die when you catch it. That’s the only way it dies.
DUST DEVIL (Wind/Status) - Dice targets Save v Blind.
Blakraven, the morbid legamon. (Wind/Dark) Level 5. Evolves from Blakrow.
Blakraven knows how you will die. A common partner to soothsayers, clairvoyants, and government agents.
2 Health Pool (13 Health), 2 Stamina, 4 Focus
Physical Attack: Wind, Status: Dark, Jeer. Dice targets Trust or reduce their bond by 1.
Ability: Write down how you will die when you catch it. That’s the only way you die.
DUST DEVIL (Wind/Status) - Dice targets Save v Blind.
VICIOUS STRIKE (Dark/Physical) - Deal sum + bond damage and reduce target's bond by 1.
Gulpeck, the seabird legamon. (Wind/Water) Level 1.
Gulpeck forage some coastal areas, shooting prey with water when they are unable to scavenge enough from tourists.
2 Health Pool (9 Health), 1 Stamina, 1 Focus
Physical Attack: Wind, Status: Water, Drench. For dice rounds, target's highest pool is the same size as their smallest. Save vs Stamina to end condition. Regain lost dice when condition ends.
Ability: Voice, can sing beautifully.
SQUALL (Wind/Special) - Deal sum damage and save v effect. Effect changes based on the current environment. Drench if raining, burn if hot and dry, fear if spooky, freeze if cold, Restrained if there's lots of ropes about.
Gulpunish, the carrier legamon. (Wind/Water) Level 4. Evolves from Gulpeck.
Gulpunish use their large pouches in their beak to drop stones and heavy items on their prey.
3 Health Pool (16 Health), 1 Stamina, 3 Focus
Physical Attack: Wind, Status: Water, Drench. For dice rounds, target's highest pool is the same size as their smallest. Save vs Stamina to end condition. Regain lost dice when condition ends.
Ability: Pouch, hold up to your weight in your mouth.
SQUALL (Wind/Special) - Deal sum damage and save v effect. Effect changes based on the current environment. Drench if raining, burn if hot and dry, fear if spooky, freeze if cold, restrained if there's lots of ropes about, etc..
BOULDER TOSS (Earth/Physical) - Drop an object or chunk of ground that is (1 dice - trainer, 2 dice - cow, 3 dice - semi, 4 dice - house) size. Deals sum damage.
Crankymu, the sleepy legamon. (Wind) Level 2.
Crankymu have a neurological condition that makes them extraordinarily light sleepers. This helps them survive in the wild, but also rather unhappy.
2 Health Pool (9 Health), 2 Stamina, 1 Focus
Physical Attack: Wind, Status: Wind, Knockdown. Target is knocked prone once and goes last for dice rounds. Dodge to avoid.
Ability: Rideable, can carry a trainer.
SONG (Wind/Status) - Dice targets save v sleep.
Cassoweary, the worn out legamon. (Wind) Level 4. Evolves from Crankymu.
After a lifetime of struggle, acceptance and weariness characterize Cassoweary. The tragic beauty of this legamon is that after evolving, Cassoweary are perfectly able to rest, however they often have habitual insomnia.
3 Health Pool (16 Health), 2 Stamina, 2 Focus
Physical Attack: Wind, Status: Wind, Knockdown. Target is knocked prone once and goes last for dice rounds. Dodge to avoid.
Ability: Rideable, can carry a trainer.
SONG (Wind/Status) - Dice targets save v sleep.
HURRICANE (Wind/Weather) - Wind increases by 1 each round until it reaches dice indicating the hurricane has arrived. Once the hurricane arrives deals wind damage each round to non-flying trainers and mon.
COMBAT
Clamchop, the Kung Fu Clam Legamon (Combat/Water). Level 1
Can be found on the beaches of the region performing vigorous workouts and practicing techniques. It’s rippling muscular tongue forms the majority of this fighter’s body.
1 Health Pool (5 Health), 1 Stamina, 2 Focus
Physical Attack: Combat, Status: Water, Drench. For dice rounds, target's highest pool is the same size as their smallest. Save vs Stamina to end condition. Regain lost dice when condition ends.
Ability: Amorphous, can deform and squeeze through spaces as small as your fist.
TAKEDOWN [Combat/Physical]: Deal sum damage. Target restrained for dice rounds and cannot move or dodge. Save vs Stamina to end the effect.
Knoklam, the Clam Style Master Legamon (Combat/Water). Level 4
Tall stone spires where the waves crash are where Knoklam meditate and perfect their unique style. No Knoklam’s martial art is exactly the same.
2 Health Pool (12 Health), 2 Stamina, 3 Focus
Physical Attack: Combat, Status: Water, Drench. For dice rounds, target's highest pool is the same size as their smallest. Save vs Stamina to end condition. Regain lost dice when condition ends.
Ability: Amorphous, can deform and squeeze through spaces as small as your fist.
TAKEDOWN [Combat/Physical]: Deal sum damage. Target restrained for dice rounds and cannot move or dodge. Save vs Stamina to end the effect.
HEADCRANK [Combat/Status]: Can be Dodged. Lose dice Stamina and take sum damage.
Craboxer, the Beach Boxer Legamon (Combat/Water). Level 1.
Can be found bullying other semi-aquatic life forms including children along the beaches of the region. Often found trading blows with a clamchop.
1 Health Pool (5 Health), 2 Stamina, 1 Focus
Physical Attack: Water, Status: Combat, Grapple. Target restrained for sum rounds and cannot move or dodge. Save vs Stamina to end the effect.
Ability: Clamp, can grab something and I s w e a r it will not let go.
JAB [Combat/Physical]: This move may be used at any time and does not count toward action limits. Deal sum damage. Maximum one dice.
Klonkout, the K.O. Crab Legamon (Combat/Water). Level 4.
Likes to train by sneaking up and K.O.ing weaker Legamon. A beach full of K.O.d Craboxer and Clamchop is a sure sign that a Klonkout nearby is training.
2 Health Pool (12 Health), 3 Stamina, 1 Focus
Physical Attack: Water, Status: Combat, Grapple. Target restrained for sum rounds and cannot move or dodge. Save vs Stamina to end the effect.
Ability: CLONK, K.O. an unsuspecting Legamon of lower level.
JAB [Combat/Physical]: This move may be used at any time and does not count toward action limits. Deal sum damage. Maximum one dice.
LIGHTS OUT [Combat/Physical]: Roll all Stam and Focus dice. Target takes sum damage. Target takes no damage if this move doesn’t knock them out.
MIND
Nyaan, the meowing legamon. (Mind) Level 1.
Nyaan use their psychic ability to calm those in distress. They are often given as gifts to those who are mourning.
1 Health Pool (5 Health), 2 Stamina, 1 Focus
Physical Attack: Mind, Status: Mind, Confused. Target loses access to 1 Focus Die for sum rounds. Save v Focus each round, end condition on a success.
Ability: Persuade, those not immediately hostile to you like you.
REPRESSION (Mind/Status) - Target loses benefits of type and ability for sum rounds. Save. Or target forgets something that recently happened.
Purrlip, the purring legamon. (Mind) Level 4. Evolves from Purrlip.
Long limbs and sleek body, Purrlip are favorite partners for those with style and class. It also helps that their subtle powers easily influence the perception of those nearby.
2 Health Pool (12 Health), 2 Stamina, 3 Focus
Physical Attack: Mind, Status: Mind, Confused. Target loses access to 1 Focus Die for sum rounds. Save v Focus each round, end condition on a success.
Ability: Persuade, those not immediately hostile to you like you.
REPRESSION (Mind/Status) - Target loses benefits of type and ability for sum rounds. Save. Or target forgets something that recently happened.
MENTAL BARRIER (Mind/Status) Target forgets dice moves. Save to recall one move per round. After failing to recall a move once, remember it.
Psycoon, the Smiling Legamon (Mind). Level 1.
Psycoon appear to wandering souls to act as a guide. Their words of encouragement and guidance always send the lost soul along with confidence. Rarely do they arrive at their destination.
1 Health Pool (5 Health), 1 Stamina, 2 Focus
Physical Attack: Mind, Status: Mind, Confused. Target loses access to 1 Focus Die for sum rounds. Save v Focus each round, end condition on a success.
Ability: Sly, appear as an ally to an enemy and an enemy to an ally. Works until proven otherwise.
FATIGUE (Mind/Status) - Reduce target's Stam by dice and reduce damage dealt by dice. Save end and regain lost stam.
Simsim, the magic hat legamon. (Mind) Level 1.
Simsim are born from the hats of children's magicians. Never turn a Simsim's hat inside out or place it back in a magicians hat. You've been warned.
1 Health Pool (5 Health), 1 Stamina, 2 Focus
Physical Attack: Mind, Status: Mind, Confused. Target loses access to 1 Focus Die for sum rounds. Save v Focus each round, end condition on a success.
Ability: Prestidigitation, pull off a minor magic trick flawlessly.
PRESSURE (Mind/Special) - Target takes sum damage and is Confused.
Salabim, the wand legamon. (Mind) Level 4. Evolves from Simsim.
It can be difficult to tell when a Simsim evolves and this has caused some confusion in the past. When Simsim pulls a wand and glasses with a nose out of their hat that's now a Salabim. Don't mix it up or you may regret it.
2 Health Pool (12 Health), 1 Stamina, 4 Focus
Physical Attack: Mind, Status: Mind, Confused. Target loses access to 1 Focus Die for sum rounds. Save v Focus each round, end condition on a success.
Ability: Illusionist, create an illusion approximately your size that is passable until interacted with or inspected closely.
PRESSURE (Mind/Special) - Target takes sum damage and is Confused.
FLOW STATE (Mind/Status) - Gain 1 Focus Dice each End of Round for the next sum rounds.
Shazam, the prestige legamon. (Mind) Level 8. Evolves from Salabim.
Never ever get into a cabinet with Shazam. I know these are normally descriptive, but please remember this warning. Your family and friends will thank you.
4 Health Pool (20 Health), 1 Stamina, 5 Focus
Physical Attack: Mind, Status: Mind, Confused. Target loses access to 1 Focus Die for sum rounds. Save v Focus each round, end condition on a success.
Ability: Master Illusionist, create an illusion approximately room that is passable until interacted with or inspected closely.
PRESSURE (Mind/Special) - Target takes sum damage and is Confused.
FLOW STATE (Mind/Status) - Gain 1 Focus Dice each End of Round for the next sum rounds.
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.
MENTAL BARRIER (Mind/Status) Target forgets dice moves. Save to recall one move per round. After failing to recall a move once, remember it.
DARK
Abominape, the stalking legamon.(Dark) Level 9.
Waits in the snow to gank unsuspecting “heroes” trying to summit Dragon mountain.
4 Health Pool (20 Health), 4 Stamina, 2 Focus
Physical Attack: Dark, Status: Dark, Jeer. Dice targets Trust or reduce their bond by 1. Trust to end effect.
Ability: Regen: regain 1hp per round unless burned.
VICIOUS STRIKE (Dark/Physical) - Deal sum + bond damage and reduce target's bond by 1.
SHADOWY VISITATION (Dark/Special) - Deal sum damage. Target loses 1 focus.
Weevile, the maggot legamon. (Dark/Grass) Level 1.
Weevil grow from eggs laid in decaying flesh. They devour rotten meat with enthusiasm and grow rapidly. Often found in gutters, dumpsters, and graveyards.
1 Health Pool (5 Health), 1 Stamina, 2 Focus
Physical Attack: Dark, Status: Dark, Jeer. Dice targets Trust or reduce their bond by 1. Trust to end effect.
Ability: Nasty, can eat rotten waste for sustenance. Or for fun.
SHROUD (Dark/Weather) - All mon in the area add dice to all Dodge checks as shadows deepen and lights fade. Effect breaks if sufficiently illuminated.
Baddisfly, the bad boy legamon. (Dark/Grass) Level 2. Evolves from Weevile.
Baddisfly hover outside gas stations smoking cigarette butts. They also converge around loud automobiles and fluorescent lights. All of the lights.
1 Health Pool (6 Health), 2 Stamina, 2 Focus
Physical Attack: Grass, Status: Dark, Jeer. Dice targets Trust or reduce their bond by 1. Trust to end effect.
Ability: Too Cool, 1/day state that you are too cool for something and then you don’t have to do it.
SHROUD (Dark/Weather) - All mon in the area add dice to all Dodge checks as shadows deepen and lights fade. Effect breaks if sufficiently illuminated.
BUG BITE (Grass/Physical) - Deal sum damage and heal for dice.
Badibug, the bad girl legamon. (Dark/Grass) Level 2. Evolves from Weevile.
Badibug fly in groups, performing beautifully choreographed aerial maneuvers. Badibug and baddisfly can be seen fluttering above the city lights in the glow of the Libulb taking turns in their aerial performances.
2 Health Pool (10 Health), 1 Stamina, 2 Focus
Physical Attack: Dark, Status: Grass, Drain. Save vs Stamina each round, end condition on success. On a failure, target takes 1 grass damage and you restore health equal to the damage.
Ability: Attractive Shell, gain 1 damage resistance and look attractive to other bug legamon.
TOXIC NEEDLE (Grass/Physical) - Deal sum damage and target is poisoned.
BANISH (Dark/Status) - Target must Trust or be banished to the shadow realm. Only their shadow is left in this corporeal realm. While in the shadow realm, target deals sum less physical damage and takes dice damage each round. Trust at the end of each round to escape.
Purglutton, the puny kitten legamon. (Dark/Mind) Level 1.
Purglutton are often taken in by compassionate trainers who want to care for them as they appear to be hurt and starved. As Purglutton feed and are nursed, their stomach doesn’t grow, but their trainers’ skin and eyes begin to grey.
1 Health Pool (5 Health), 1 Stamina, 2 Focus
Physical Attack: Mind, Status: Dark, Jeer. Dice targets Trust or reduce their bond by 1. Trust to end effect.
Ability: Puny: Always appear in terrible condition. Hide your health total.
DOUBT (Dark/Status) - Trust or take the same action as last round. Lasts for dice rounds.
Purguzzler, the fluffy legamon. (Dark/Mind) Level 4. Evolves from Purglutton.
Once the soul of their trainer has been drained, purglutton grow and evolve into the fat and fluffy purguzzler. Escape at this point is futile. Really, it always was.
3 Health Pool (16 Health), 2 Stamina, 2 Focus
Physical Attack: Mind, Status: Dark, Jeer. Dice targets Trust or reduce their bond by 1. Trust to end effect.
Ability: Read: Make eye contact with another and know basically what they want.
DOUBT (Dark/Status) - Trust or take the same action as last round. Lasts for dice rounds.
PHOBIA (Mind/Status) - dice targets Trust vs fear of one entity of your choice. OR 1 target Trusts v fear of dice entities of your choice.
Dormanaut, the shadow legamon. (Dark) Level 1.
Dormanaut stalk children from the shadows to play on their fears. If the child shows bravery, Dormanaut will take kindly to them. Several young trainers find their first partner this way.
1 Health Pool (5 Health), 2 Stamina, 1 Focus
Physical Attack: Dark, Status: Dark, Jeer. Dice targets Trust or reduce their bond by 1. Trust to end effect.
Ability: Meld: Enter a shadow to be unable to attack in any way or be physically attacked. You may be able to hide this way as well.
SHADOW BOXING (Dark/Status) - Summon dice shadows. Each has 1 hp and 1 stam and acts at the end of your turn. Shadows last until damaged or sufficiently illuminated.
LIGHT
Libulb, the bright legamon. (Light) Level 1.
Libulb playfully flit about brightly lit cities, making shapes of magnificent colors. The color of a Libulb corresponds to their mood.
1 Health Pool (5 Health), 2 Stamina, 1 Focus
Physical Attack: Light, Status: Light, Blind. Blinded 'mon can't connect with their physical attacks. AOE physical attacks still work. Save vs Focus to end condition.
Ability: Illuminate: shine a light.
ILLUMINATE (Light/Status) - shine a candle sized light. Intensity scales with dice as does duration. (1 dice - torch, 2 dice - bonfire, 3 dice - lighthouse, 4 dice - laser)
Chandlight, the illuminating legamon. (Light) Level 4. Evolves from Libulb.
Chandlight are often trained as performers and lighting assistants in the entertainment industry. They are capable of projecting nearly limitless images with their 8 bulbed arms of light.
2 Health Pool (12 Health), 3 Stamina, 2 Focus
Physical Attack: Light, Status: Light, Blind. Blinded 'mon can't connect with their physical attacks. AOE physical attacks still work. Save vs Focus to end condition.
Ability: Illusion: Create an image, any image. If the image is moving, Chandlight has to hold still. Can be a stationary image if Chandlight moves.
ILLUMINATE (Light/Status) - shine a candle sized light. Intensity scales with dice as does duration. (1 dice - torch, 2 dice - bonfire, 3 dice - lighthouse, 4 dice - laser)
REVEAL (Light/Status) - reveal what is hidden in a (1 dice - trainer, 2 dice - cow, 3 dice - semi, 4 dice - house) size area.
Aloft, the gentle beam legamon. (Light) Level 1.
Aloft appear as a small dark cloud with light shimmering out from within. Said to be angelic in origin, they are seen as good omens.
1 Health Pool (5 Health), 1 Stamina, 2 Focus
Physical Attack: Light, Status: Light, Blind. Blinded 'mon can't connect with their physical attacks. AOE physical attacks still work. Save vs Focus to end condition.
Ability: Fortune, 1/day let an ally reroll a d6.
CLEANSING LIGHT (Light/Status) - dice targets save v 1 ongoing effect. Must be within line of sight.
Alight, the shining ray legamon. (Light) Level 4. Evolves from Aloft
Wings and wispy clouds shrouding brilliant light. Some believe they are sent as guardians and appear when the world most needs them.
2 Health Pool (12 Health), 2 Stamina, 3 Focus
Physical Attack: Light, Status: Light, Blind. Blinded 'mon can't connect with their physical attacks. AOE physical attacks still work. Save vs Focus to end condition.
Ability: Fortune, 1/day let an ally reroll a d6.
CLEANSING LIGHT (Light/Status) - dice targets save v 1 ongoing effect. Must be within line of sight.
INNERVATE (Light/Status) - provide target with dice focus or stam.
Stellight, the starlight legamon. (Light/Dark) Level 5.
Stellight are said to drift in on falling stars. As beings of pure light, their nature is constantly in flux and can shift mood rapidly and dangerously if examined too closely.
2 Health Pool (12 Health), 2 Stamina, 3 Focus
Physical Attack: Light/Dark, Status: Light/Dark, Jeer. Dice targets Trust or reduce their bond by 1. Trust to end effect. Light, Blind. Blinded 'mon can't connect with their physical attacks. AOE physical attacks still work. Save vs Focus to end condition.
Ability: Shift, count as only Light or only Dark type at will. Your status move changes depending on your type.
SUPERPOSITION (Light/Status) - simultaneously exist at dice additional locations linked by sight (3 locations needed to walk down perpendicular hallways). You can see and move as normal from each location. You may collapse to one location at any time. Interacting with the environment in any way causes you to instantly collapse to one location.
SHROUD (Dark/Weather) - All mon in the area add dice to all Dodge checks as shadows deepen and lights fade. Effect breaks if sufficiently illuminated.
Nebulight, the night sky legamon. (Light/Dark) Level 5.
Nebulight exist as links to a faraway world. They occasionally partner with trainers for inscrutable reasons, appearing first in dreams, then descending on them from the night sky.
2 Health Pool (12 Health), 2 Stamina, 3 Focus
Physical Attack: Light/Dark, Status: Light/Dark, Jeer. Dice targets Trust or reduce their bond by 1. Trust to end effect. Light, Blind. Blinded 'mon can't connect with their physical attacks. AOE physical attacks still work. Save vs Focus to end condition.
Ability: Phase, on your turn, decide if you can only use and be affected by physical attacks or special attacks. Weather and status effects work as normal.
SHADOW BOXING (Dark/Status) - Summon dice shadows. Each has 1 hp and 1 stam and acts at the end of your turn. Shadows last until damaged or sufficiently illuminated.
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.
NORMAL
Shiftiki, the totem guardian legamon. (Normal) Level 5.
Shiftiki totems are to be found throughout the region at sites sacred to ancient peoples. These guarding legamon still remain, protecting the secrets buried beneath the earth. Shiftiki are able to change type to defend their totem.
3 Health Pool (17 Health), 2 Stamina, 2 Focus
Physical Attack: Normal, Status: Normal, Taunt. Dice targets must Trust or use their basic attack on this mon.
Ability: Shift: Change type to match that of any totem you have previously visited. Gain the first move of the type you switch to.
GUARD (Normal/Status) - Gain dice to your dodge target. Lasts until you deal damage.
POWER OF FRIENDSHIP (Normal/Special) - Display loyalty and valor in equal parts to deal sum + bond + dice damage to an enemy. This damage is psychological and the target's hp returns after this battle.
Mtake, the stealing legamon. (Normal) Level 1.
Mtake prefer to live in crowded cities, living off of whatever they can take from humans. Scientists have determined that Mtake will bypass abandoned foods and items if there is something they can steal nearby.
1 Health Pool (5 Health), 2 Stamina, 1 Focus
Physical Attack: Normal, Status: Normal, Taunt. Dice targets must Trust or use their basic attack on this mon.
Ability: Climb: can freely maneuver over any climbable surface.
TAKE (Normal/Physical) - Deal sum damage and take the held item from the target.
Graboon, the red faced legamon. (Normal) Level 3. Evolves from Mtake.
Graboon lead gangs of Mtake and wage turf wars over city districts. Gangs usually share face and rump colorings with their leader, with Mtake shifting tones to match the alpha Graboon.
2 Health Pool (11 Health), 2 Stamina, 2 Focus
Physical Attack: Normal, Status: Normal, Taunt. Dice targets must Trust or use their basic attack on this mon.
Ability: Climb: can freely maneuver over any climbable surface.
TAKE (Normal/Physical) - Deal sum damage and take the held item from the target.
CUTE FACE (Normal/Status) - Target must Save or reduce damage dealt to this mon by dice + bond. Trust to end.
Sharpain, the guard dog legamon. (Normal) Level 1.
Traditionally used to guard temples and shrines, the loose skin of these legamon acts like armor and makes them difficult to capture. These legamon are loyal to the end and are often left alone to defend holy sites.
2 Health Pool (9 Health), 1 Stamina, 1 Focus
Physical Attack: Normal, Status: Normal, Taunt. Dice targets must Trust or use their basic attack on this mon.
Ability: Loose Skin: Cannot be restrained.
GETEM (Normal/Physical) - Deal sum + bond damage.
Mastrauma, the work breed legamon. (Normal) Level 4. Evolves from Sharpain.
Mastrauma have a tremendous capacity for work and are often trained as pack mon, hunting dogs, or assistant dogs.
2 Health Pool (9 Health), 3 Stamina, 2 Focus
Physical Attack: Normal, Status: Normal, Taunt. Dice targets must Trust or use their basic attack on this mon.
Ability: Loose Skin: Cannot be restrained.
GETEM (Normal/Physical) - Deal sum + bond damage.
PANT (Normal/Status) - Skip this turn and regain 1d6 hp.
TOXIN
Vultoxin, the carrion legamon. (Toxin/Wind) Level 4.
The venom used by vultoxin is generated by feasting on rotten corpses. Vultoxin are considered an omen of death.
2 Health Pool (12 Health), 2 Stamina, 2 Focus
Physical Attack: Wind, Status: Toxin, Poison. Save v Focus each round, take dice damage on success and end condition. Take 1 damage on a failed save.
Ability: Corpse Mouth: Heal d4 per level after feeding on a corpse.
ENFEEBLING STING (Toxin/Physical) - Deal sum damage and target is poisoned. Target also loses 1 stam when poison ends.
DIVE BOMB (Wind/Physical) - This move can be used at any time. Deal dice + wind. Target is knocked down.
Froglide, the gliding legamon. (Toxin) Level 1.
Froglide leap from trees to escape predators until they are old enough for their toxins to come in.
1 Health Pool (5 Health), 2 Stamina, 1 Focus
Physical Attack: Toxin, Status: Toxin, Poison. Save v Focus each round, take dice damage on success and end condition. Take 1 damage on a failed save.
Ability: Glide: Can glide.
PSYCHOACTIVE PARANOIA (Toxin/Special) - Deal dice damage and target is poisoned. Target loses 1 Bond while poisoned. Can also be used to go on a spiritual journey with a legamon. Trust after 8 hours of hallucinations to learn something new.
Dartoad, the poison dart legamon. (Toxin) Level 3. Evolves from Froglide.
Dartoad’s skin secretes a deadly toxin based on its environment. The brighter the color of this toad-like mon, the deadlier the toxin.
2 Health Pool (11 Health), 3 Stamina, 1 Focus
Physical Attack: Toxin, Status: Toxin, Poison. Save v Focus each round, take dice damage on success and end condition. Take 1 damage on a failed save.
Ability: Toxic touch: If hit by a physical attack or touched, attacker must save v poison.
PSYCHOACTIVE PARANOIA (Toxin/Special) - Deal dice damage and target is poisoned. Target loses 1 Bond while poisoned. Can also be used to go on a spiritual journey with a legamon. Trust after 8 hours of hallucinations to learn something new.
NEURAL TOXIN (Toxin/Special) - Deal dice damage and target is poisoned. Target loses 1 Focus when poison ends.
Vambat, the blood sucking legamon. (Toxin/Dark) Level 2.
Vambat are careful not to overeat when drinking the blood of a victim. This allows them to quickly escape should they be detected. Vambat attacks are not typically lethal, unless several leech the blood from the same victim.
2 Health Pool (9 Health), 1 Stamina, 2 Focus
Physical Attack: Dark, Status: Toxin, Poison. Save v Focus each round, take dice damage on success and end condition. Take 1 damage on a failed save.
Ability: Echolocation, can hear the location of nearby objects.
SELF ADMINISTER (Toxin/Status) - This mon is now poisoned. Gain dice stam or focus each round you are poisoned up to your max. If you used an odd number of dice, gain stamina, and even number of dice gain focus.
DRAGON
Drage, the boiling legamon. (Dragon) Level 3
Drage stew in shallow waters slowly raising the temperature until it is uninhabitable to other wildlife.
2 Health Pool (12 Health), 2 Stamina, 2 Focus
Physical Attack: Dragon, Status: Dragon (Fear)
Ability: Stubborn: hp counts as triple for the purposes of capturing.
SLASH - [Dragon/Physical] Deal sum + dice damage. 6s explode.
Furator, the steaming legamon. (Dragon) Level 6. Evolves from Drage.
Areas inhabited by furator are constantly obscured by steam. Wildlife unable to evacuate are often found perfectly poached.
3 Health Pool (18 Health), 2 Stamina, 4 Focus
Physical Attack: Dragon, Status: Dragon (Fear)
Ability: Geiger Counter, can sense the presence and general location of radioactive and undead mon.
SLASH - [Dragon/Physical] Deal sum + dice damage. 6s explode.
TERRIFY [Dragon/Status] - Dice targets Trust v Fear. Failed saves also reduce their Bond by 1.
Nuclevil, the final rxn. (Dragon/Metal) Level 9. Evolves from Furator.
[data fragment retained]..ssssdssshshhshssseettt..[printing binary scree] ...ucleon self-energies of 40Ca and 48Ca are determin... nonlocal dispersive optical model (DOM). By enforcing the dispersion relation connecting the real and imaginary part of the self-energy, ...scattering and structu…. re data ... constrain these self-energies... these self-energies in a unique position to consisten… escribe exclusive knockout reaction...s. such as ... Th. present analysis reveals…[end fragmentation].
5 Health Pool (29 Health), 3 Stamina, 4 Focus
Physical Attack: Metal, Status: Dragon (Fear)
Ability: Geiger Counter, can sense the presence and general location of radioactive and undead mon.
SLASH - [Dragon/Physical] Deal sum + dice damage. 6s explode.
TERRIFY [Dragon/Status] - Dice targets Trust v Fear. Failed saves also reduce their Bond by 1.
APOCALYPSE BREATH [Dragon/Physical] - Sum + dice damage in a cone. 6s explode. Targets hit are Burned.
Shrimron, the apocalypse shrimp legamon. (Dragon/Combat) Level 10.
Legend speaks of 7 eggs lost at sea. The mother waiting patiently with a reward for whomever returns them to her.
4 Health Pool (26 Health), 5 Stamina, 4 Focus
Physical Attack: Combat, Status: Dragon (Fear)
Ability: Multifocal Eyes, see briefly into the future.
RAGE [Dragon/Status] - Deal dice additional damage and 6s explode for all your moves. If 6s already explode, the 5s and 6s explode. Lasts until one round passes where you fail to deal damage.
FOOTWORK [Combat/Status]: Gain sum stamina and immediately take another action. Focus dice spent in this way are expended.
MINDSET [Combat/Status]: Gain 1 additional Stam each End of Round. Lasts until psyched out.
FINAL BEAM [Dragon/Special] - Charge for dice rounds, then deal sum + level + dice to targets in front of you.
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