Tuesday, April 27, 2021

The Care and Feeding of Zoas

(Special thanks to Renefor and Xenophon of Athens [but not the one you're thinking of] for their suggestions)

The Acmori Sea is not traditionally mappable. Locations are reached by routes that at times cannot make any sense. An expedition can go north for three days, west for three days, south for three days, and east for three days, only to arrive at a radically different place. This is why route maps are so greatly treasured, and why zoas are generally preferred to ships.

Wooden ships travel geometrically. Zoas, large floating colony-organisms, travel in accordance with mystical principles that allow them to arrive at destinations before all but the best-crewed ships. They know the correspondences of the current and do not need to be corrected in the way ships do, and their long stingers form a natural defense against the strange creatures that inhabit Acmori's waters.

A zoa can be any size from a rowboat to a great fortress, kept aloft by the gas that it generates. Think of a giant jellyfish or man-o-war, but different. During the freezing winters, zoas often find themselves frozen totally solid, only to melt unharmed come spring.

Operation

  • Operation of a zoa usually requires a deck (or "howdah") to be strapped on the body (or "pneumatophore") of the creature. 
  • A deck will have two or more canvas sails supplementing the zoa's crest (or "ridgesail"). These are necessarily offset, since the crest runs from the fore of the zoa to the aft. 
  • To keep the deck stable, much of the cargo is put "in wet-hold", held in weighted cases among the zoa's tentacles (or "locks") to constantly keep the deck pulled into place. 
  • Especially on smaller decks, the crest can limit visibility, necessitating the construction of of a nest or "straddlemast", a central platform from which a sailor can direct the labor of the rest of the crew. A pole of the nest typically extends higher to bear flags, both marks of affiliation and for communication. 
  • At the back of the zoa is a small platform ( or "back-siege") for the tapperman to sit. Usually a junior sailor, the tapperman uses a small stick to tap a regular beat against the rear of the zoa. At the right tempo, this keeps the tentacles curled at the optimal angle for swift travel. Since the actual steering of the zoa is done by a combination of the offset sails and the creature's own route sense, the job is considered mere "charliework."

On longer journeys, small diversions must be made for the zoa to feed, typically by steering it into schools of fish or pods of larger prey. Travel continues at a slower pace as the zoa retracts its tentacles, laden with paralyzed prey, to be digested in the base of its body. When sudden speed is required, as to outsail a storm or privateering zoa, sailors on a line will dive, pry away the zoa's meal, and help the tentacles to re-extend. 

A sailor performing this duty, or designated to perform this duty, is called a "yellow jack" or "refutionary". Frequent use of the gronovii jelly which confers resistance to the venom of thin zoa tentacles can cause alcohol sensitivity and skin discoloration, turning up to half the body pale blue. 

Some ranges of ocean form dead zones, too sparse to feed zoas from crossing them, forcing diversions along different routes.

Each zoa is "handed"-- it tends 45 degrees either to the left or the right of the way the wind blows it. This means that the zoa is fastest when it sails with the wind at an acute angle, as opposed to a wooden ship that would be fastest with the wind at its back.The less-common, right-handed zoas (or "thwarts"), are useful in war for basically the same reason that left-handed pitchers or hitters are useful in baseball. 

Zoas are otherwise distinguished by their size, color, tentacles, deck size and height, number and color of sails, and flag.

Outfitting

All civilized nations forbid foreign war-zoas from their ports. These are discerned by the gourd- or cork-netting ("floats") around the railings of the deck, designed to keep the deck afloat if the body is punctured by javelins or longspears. Hammock netting is sometimes added to this to defend the crew against projectiles. Formally, a zoa without such netting is never considered a war-zoa, and partisans have successfully skirted pacts of peace by heavily arming unprotected zoas. 

Pragmatic admirals are usually willing to sink zoas when near to friendly ports, because the creature will typically resurface after several days, at which point it can be captured and accoutred for use. Far from ports, sinking a zoa is seen as wasteful, and battles are typically fought to capture rival zoas. Hence, privateers and military vessels favor boarding corvuses and other tools for seizing craft. Coastal fortifications and the largest zoa are more likely to sport ballistae to discourage others from attempting to close.

Zoa Classes: (civilian/marginal/military)

  • Shandow (small deck, stubby tentacles that allow for travel in shallows or rivers, terribly tippy)
    • Example names: Donkey-Aunt, the Polyp, Kruber-Sneaker
  • Skimp (deck-frame, high capacity, transports between islands on safe waters)
    • Example names: Sailor's Fortune, the Familiar, the Bardsong
  • Cat-zoa (wide deck partially resting on a boat-like hull, very stable, fairly fast) 
    • Example names: the Seaward, the Handsome, Votelain
  • Rebgrave (no floats, crew armed with javelins and boarding hooks)
    • Example names: Mighty Fortress, A Mother of Law is Chaos, Woman of War
  • Basket-zoa (narrow deck, floats, hammock netting, crew armed with javelins, typically supports other military zoa)
    • Example names: Mongoose, Backbiter, the Shadow
  • Line-zoa (moderately large deck, castle, floats, boarding corvus, crew armed with javelins)
    • Example names: Stinger, the Medusa, Carnumban
  • Tanfort (tower-like deck, floats, wrapped around port poles, ballistae)
    • Example names: Vigilance, the Sea-Star, Mother Tyrant
  • Strom (gigantic deck, castle, floats, ballistae, shielded rowboats)
    • Example names: the Kraken, Floating Terror, the Widowers' Wail
  • Kraken (fictional, gigantic, trained to wrap around other zoa, doesn't exist)


Monday, April 26, 2021

The Lonstone Regional Legadex

In imitation of TRAINER LEXI's survey of the Cataclys Region, I submit my own impartial legadex of the Lonstone Region, with field sketches by TRAINER RENEFOR.


Lonstone is also called "the region of Crossroads," and it is said that if there's a place you can go, there's a road in Lonstone that can take you there. This means that the region is incredibly diverse, not only in the travelers who come through on their way to Cataclys, Devastee, Trevan, or other regions, but also in the legamon who call it home, from the abandoned arms of contracting foreign powers to the creations of clever professors in the TOWER OF ENCHANTMENT.


Great gyms can be found in Lonstone dedicated to all eighteen elements of matter, their leaders showing the people how to live in harmony with nature. For instance, SPICE TOWN's PROFESSOR NIGHTSHADE teaches that humans are like his own DARK-TYPE legamon, and advocates for many and harsh laws to discipline society. In SATRAP TOWN, gym leader JABVERT leads expeditions into the mountains to stop the cabal known as TEAM VANDAL from destroying important artifacts. SILK TOWN's gym leader, MARA, also defends one of the four ELITE EMPORIUMS, where the ancient trainer GUNNAR waits to face a true legamon champion, with at least ten badges and a true connection with their legamon.


With this region, I want to focus on what makes the legamon project so interesting to me. The legamon you find here will be a bit weirder on average than you might find in some other monster game legally distinct from this one, but none are so weird as to utterly beggar comparison. I've leaned into random generation, and even eschewed traditional starter legamon. On routes designed for a referee's scenario (and there are plausibly so many routes you can integrate any scenarios other folks write), you can and should make nonce-legamon of the right type to communicate what the scenario needs to communicate. The legadex below is not a balanced dispaly of types-- I don't have any fairy-type legamon or fairy-type moves. This is because in large part the list is made of nonce-legamon who served an incidental purpose or randomly generated legamon with not attention paid to total composition.


Feel free to steal liberally, but I really do recommend you check out Lexi's legadex above if you want inspiration for writing moves and abilities. If we keep her well-considered initial offering in mind, it increases the odds our own idiosyncrasies won't build on each others' until the dream of legamon compatible enough to battle with each other will be lost.


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#001: Comettail, the blazing rabbit legamon (fire) Level 1

The white-hot flames that leap from this legamon's tail ward off predators, a gift from the legendary legamon Ahriramon when it revived this creature from the bones of its ancestors.

1 HD, 5 speed, 0 armor, 0 save, 0 attack, 1 PD

Physical: fire Status: fire (burning)

Ability: FIERY FLIGHT. When this legamon flees or switches out, it inflicts 1d6 fire damage.

Special Move: WALL OF FLAME (fire, status) Traps the legamon and deal [highest] damage.


#002: Startrail, the cometary legamon (fire/flying) Level 2 Evolves from Comettail

Grossly and awkwardly, this legamon's long ears have stretched into bat-like wings. This comes about when a commettail kills another legamon.

2 HD, 5 speed, 1 armor, 1 save, 2 attack, 3 PD

Physical: fire Status: fire (burning)

Ability: FIERY FLIGHT. When this legamon flees or switches out, it inflicts 1d6 fire damage.

Special Move: WALL OF FLAME (fire, status) Traps the legamon and deal [highest] damage.

Special Move: FLY (Flying, Movement) Fly high in the air. A flying legamon 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.


#003: Astrail, the constellation legamon (fire/flying) Level 3 Evolves from Startrail

Thankfully, the legamon has now reduced itself to a winking constellation.

3 HD, 5 speed, 1 armor, 3 save, 4 attack, 5 PD

Physical: flying Status: fire (burning)

Ability: FIERY FLIGHT. When this legamon flees or switches out, it inflicts 1d6 fire damage.

Special Move: WALL OF FLAME (fire, status) Traps the legamon and deal [highest] damage.

Special Move: FLY (Flying, Movement) Fly high in the air. A flying legamon 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.

Special Move: SOLAR BEAM (Grass, Physical): Deal sum+sum damage. If the attack misses, it still deals sum damage. Expend all PD used on this move, regardless of their value.


#004: Tripvine, the trigger legamon (grass) Level 1

Waiting in ruined corridors, Tripvines use the plants trailing from their backs to hold up stones, dropping them on those who disturb them.

1 HD, 0 speed, 1 armor, 1 save, 3 attack, 1 PD

Physical: grass Status: grass (drain)

Ability: AMBUSH. This legamon may act first in the first round regardless of speed.

Special Move: ROCKSLIDE (rock, physical or status) Either deal [sum] damage or entomb the target, inflicting -[sum] to their first save. 


#005: Prickvine, the triggered legamon (grass) Level 2 Evolves from Tripvine

Prickvines trade the treasure and bones of their victims for fertilizer and interesting stones.

3 HD, 0 speed, 1 armor, 1 save, 5 attack, 3 PD

Physical: grass Status: grass (drain)

Ability: AMBUSH. This legamon may act first in the first round regardless of speed.

Special Move: ROCKSLIDE (ground, physical or status) Either deal [sum] damage or entomb the target, inflicting -[sum] to their first save. 

Special Move: THORNS (grass, physical) Make a physical attack. Until your next turn, if this legamon is attacked by a physical attack, its attacker takes [sum] damage.


#006: Prickleslick, the slick legamon (grass) Level 3 Evolves from Prickvine

You can get poisoned by a prickleslick’s oils and not even know it until the burning itches start.

4 HD, 0 speed, 2 armor, 3 save, 7 attack, 4 PD

Physical: grass Status: grass (drain)

Ability: AMBUSH. This legamon may act first in the first round regardless of speed.

Special Move: ROCKSLIDE (ground, physical or status) Either deal [sum] damage or entomb the target, inflicting -[sum] to their first save. 

Special Move: THORNS (grass, physical) Make a physical attack. Until your next turn, if this legamon is attacked by a physical attack, its attacker takes [sum] damage.
Special Move: ACID SKIN (grass, status) Deals [highest] damage and inflicts burning. The opponent takes a penalty to their save equal to this legamon’s attack score.


#007: Electricuse, the netizen legamon (electric) Level 1

This arachnid builds its nest in the digital spaces, emerging from screens to entice prey.

2 HD, 0 speed, 0 armor, 1 save, 3 attack, 1 PD

Physical: electric Status: electric (paralyze)

Ability: NESTING. +2 armor if at full health.

Special Move: INJECT EGGS (bug, status) Binds the target. If they did nothing on their previous turn, also inflict [sum] damage.


#008: Netwidow, the trolling legamon (electric) Level 2 Evolves from Electricuse

Rendered aggressive and excitable by computer viruses, this legamon roams with a net of static.

3 HD, 2 speed, 1 armor, 1 save, 3 attack, 4 PD

Physical: electric Status: electric (paralyze)

Ability: NESTING. +2 armor if at full health.

Special Move: INJECT EGGS (bug, status) Binds the target. If they did nothing on their previous turn, also inflict [sum] damage.

Special Move: ELECTROWEB (electric, physical) Deals [sum]+[dice].


#009: Venomeme, the virulent legamon (electric/poison) Level 3 Evolves from Netwidow

Nesting with the most toxic of its kind, the Venomeme emerges to the material world a final time to embarrass and shame those made of flesh.

4 HD, 3 speed, 3 armor, 1 save, 5 attack, 5 PD

Physical: electric Status: electric (paralyze)

Ability: NESTING. +2 armor if at full health.

Special Move: INJECT EGGS (bug, status) Binds the target. If they did nothing on their previous turn, also inflict [sum] damage.

Special Move: ELECTROWEB (electric, physical) Deals [sum]+[dice].
Special Move: ACID ARMOR (poison, buff) Increases this legamon’s defense by [dice]. On the next turn, if a legamon makes a physical attack against it, poison it.


#010: Irradiencivet, the Luminous Legamon (dark) Level 1

This creature’s fur glows with eye-catching hues even in direct sunlight.

1 HD, 1 Speed, 0 Armor, 3 Save, 1 Attack, 1 PD

Physical: dark Status: dark (flinch)

Ability: MUTANT. When hit with a move strong against this legamon, it becomes another random type for the next hour.

Special Move: IRRADIATE (fire, status) Target saves vs. poison with a -[highest] penalty. For the duration it is poisoned, it becomes another random type.


Hyenaltraviolet, by Renefor

#011: Hyenaltaviolet, the Ultraviolent Legamon (dark) Level 2 Evolves from Irradiencivet

A mangy creature whose trademark glowing marks on its fur, its heart gives off fifteen roentgens per second!

2 HD, 2 Speed, 0 Armor, 4 Save, 2 Attack, 2 PD

Physical: dark Status: dark (flinch)

Ability: MUTANT. When hit with a move strong against this legamon, it becomes another random type for the next hour.

Special Move: IRRADIATE (fire, status) Target saves vs. poison with a -[highest] penalty. For the duration it is poisoned, it becomes another random type.

Special Move: TEARING BITE (dark, physical) Make a physical attack, and heal [dice] Health on a successful hit. On a miss, the target saves vs. flinching.


#012: Magicloak, the choking legamon (Psychic) Level 1

Seeming to all the world like a fashionable cloak, Magicloak preys on humans and stylish legamon.

1 HD, 2 speed, 0 armor, 0 save, 3 attack, 1 PD

Physical: psychic Status: psychic (confused).

Ability: CONSTRICTING. The first physical attack this legamon attempts inflicts the trapped condition.

Special Move: WRAP. Target legamon saves with a -[sum] penalty or is unable to act, taking [level damage and saving to clear this condition on its turn. This legamon cannot act until the condition is cleared or target is recalled


An Inkalf carrying another legamon on its head. By Renefor

#013: Inkalf, the Painted Cow Legamon (Normal) Level 1

Inkalfs can often be found in large groups. Due to their large size, they often plow fields in exchange for canvases to capture their surrealist masterpieces.

1 HD, 2 Speed, 3 Armor, 0 Save, 0 Attack, 1 PD

Physical: normal Status: normal (taunt). 

Ability: STAMPEDE. +1 Attack for each legamon of the same type fighting besides you

Special Move: CRY FOR HELP (normal, summon): For each 5 or 6 rolled on your power die, summon another Inkalf to assist you.


#014: Regimenturtle, the Phalanx Legamon (Water). Level 1

A sea turtle with dull blue linothorax and a head with a centurion-fringe, this legamon likes to frolick among the remains of sunken civilizations.

1 HD, 0 Speed, 3 Armor, 1 Save, 0 Attack, 2 PD

Physical: water Status: water (drench)

Ability: SURF. Carry up to [level] people on this legamon’s back

Special Move: SHIELD WALL (normal, maneuver) Get +[sum] Armor and Attack until the end of your next attack.


#015: Handgunpoint, the pistol legamon (Steel) Level 1

Eager to please, this legamon often finds itself serving cruel masters in exchange for mere validation.

1 HD, 2 speed, 0 armor, 0 save, 3 attack, 1 PD

Physical: steel Status: steel (trapped)

Ability: SUPPRESSING FIRE. +1 armor and +1 save against trapped opponents.

Special Move: GUNPLAY (steel, physical) Deal [sum] damage, then if the target has blood it saves or is drenched.


#016: Rifling, the rifle legamon (Steel) Level 2 Evolves from Handgunpoint

Rifling is usually fitted with some kind of bayonet because it is literally bloodthirsty.

2 HD, 2 speed, 0 armor, 0 save, 8 attack, 2 PD

Physical: steel Status: steel (trapped)

Ability: SUPPRESSING FIRE. +1 armor and +1 save against trapped opponents.

Special Move: GUNPLAY (steel, physical) Deal [sum] damage, then if the target has blood it saves or is drenched.

Special Move: BAYONET (fighting, status) inflicts trapped and drain. Same save ends both conditions.


#017: 2kimbo, the twin-linked legamon (Steel) Level 3 Evolves from Rifling

Both barrels of this manufactured killing machine fight in unison because they love each other utterly.

3 HD, 4 speed, 0 armor, 0 save, 11 attack, 2 PD

Physical: steel Status: steel (trapped)

Ability: SOUL MATES. This legamon is immune to charm and curse.

Special Move: GUNPLAY (steel, physical) Deal [sum] damage, then if the target has blood it saves or is drenched.

Special Move: SLOW TIME (fighting, status) inflicts paralyzed and trapped. Same save ends both.

Special Move: PIN DOWN (normal, status) Deals [highest] damage, and binds the target.


#018: Poultractive, the strutting legamon (normal) Level 1

A colorful and many-scented cock of the walk, Poultractive’s mercurial nature makes it difficult to train.

1 HD, 2 speed, 0 armor, 2 save, 0 attack, 2 PD

Physical: normal Status: normal (taunt)

Ability: CURIOUS. If not already charmed, can choose to become charmed instead of another status.

Special Move: STRUT (normal, status) charms target if this legamon is their type. Otherwise, causes confusion. In either case, they get -[sum] to their initial save.


#019: Alarmosquito, the wake-up call legamon (psychic/bug) Level 2

What seems to be an alarm clock is in truth simply the back of a bug that’s stealthy— until it isn’t.

2 HD, 3 speed, 2 armor, 0 save, 3 attack, 4 PD

Physical: psychic Status: bug (drain)

Ability: WIND UP. Restore an extra 1 health each time this legamon is healed.

Special Move: LEECH LIFE (bug, status) deal [highest] damage and the target is drained.

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


#020: Stagger, the Ill-fated legamon (ghost) Level 1

When the city of Naura River was abandoned, the deer-like legamon who were held sacred there became ghostly with mourning.

3 HD, 1 Speed, 0 armor, 0 save, 2 attack, 1 PD

Physical: ghost Status: ghost (psychic)

Ability: SACRED. A legamon who causes this legamon to faint is cursed.

Special Move: BAD LUCK (physical, ghost) Deals [sum] damage, and if the affected legamon is cursed restore [highest] health.


#021: Hartbroken, the Ill-Omen legamon (ghost) Level 2 Evolves from Stagger

It is said this legamon was only seen after Naura River was abandoned, a massive lance piercing its side.

4 HD, 1 Speed, 0 armor, 0 save, 7 attack, 2 PD

Physical: ghost Status: ghost (curse)

Ability: SACRED. A legamon who causes this legamon to faint is cursed.

Special Move: BAD LUCK (physical, ghost) Deals [sum] damage, and if the affected legamon is cursed restore [highest] health.

Special Move: JOUST (normal, physical) Each legamon makes an attack roll. The winner deals damage equal to the difference to the loser.


#022: Ostreach, the long legamon (Fighting) Level 1

The Ostreach’s shadow is that of a human, though they will not explain why.

2 HD, 1 speed, 1 armor, 0 save, 2 attack, 1 PD

Physical: fighting Status: fighting (staggered)

Ability: BALANCE. cannot be staggered or knocked down

Special move: PECK (flying, physical) deal [sum] damage and gain +[dice] speed for the next round.


Perytenebron, by Renefor

#023: Perytenebron, the long-shadowed legamon (Fighting/Dark) Level 2 Evolves from Ostreach

Shadowy arms billow from this legamon’s feathery, otherwise armless torso.

4 HD, 3 speed, 1 armor, 0 save, 3 attack, 3 PD

Physical: fighting Status: fighting (staggered)

Ability: BALANCE. cannot be staggered or knocked down

Special move: PECK (flying, physical) deal [sum] damage and gain +[dice] speed for the next round.

Special Move: SHADOW BOX (dark, physical) Make a physical attack, reducing the target’s armor by [sum]


#024: Tusquest, the restless legamon (dragon) Level 1

Ancient astronomers claimed that these many-headed, many-tusked serpents came down to the world in comets.

2 HD, 0 speed, 1 armor, 1 save, 2 attack, 1 PD

Physical: dragon Status: dragon (crush)

Ability: MANY HEADED. If this legamon misses with the first move it makes in a turn, it can try to use another move afterwards.

Special move: METEOR (dragon, physical) Deal [sum]x2 damage, then lower this legamon's attack by 2.


#025: Dragodaver, the at-rest legamon (dragon) Level 2 Evolves from Tusquest

The skin and scales have fallen away from this legamon, and it now spends its days lairing in craters and ancient graves.

3 HD, 0 speed, 2 armor, 2 save, 4 attack, 2 PD

Physical: dragon Status: dragon (crush)

Ability: MANY HEADED. If this legamon misses with the first move it makes in a turn, it can try to use another move afterwards.

Special move: METEOR (dragon, physical) Deal [sum]x2 damage, then lower this legamon's attack by 2.

Special move: BONE JAMBOREE (ground, physical) Make [sum] attacks. Each deals [level] damage, and if two or more hit the target is entombed.


#026: Snekropolis, the resting place legamon (dragon/ghost) Level 3 Evolves from Dragodaver

When a natural place is said to be haunted, sages will claim it is merely the home of a 

6 HD, 0 speed, 2 armor, 2 save, 4 attack, 4 PD

Physical: dragon Status: ghost (curse)

Ability: MANY HEADED. If this legamon misses with the first move it makes in a turn, it can try to use another move afterwards.

Special move: METEOR (dragon, physical) Deal [sum]x2 damage, then lower this legamon's attack by 2.

Special move: BONE JAMBOREE (ground, physical) Make [sum] attacks. Each deals [level] damage, and if two or more hit the target is entombed.

Special move: POLTERGEIST (ghost, status) move a nearby object to deal [sum] damage, and the target must save or be knocked down.


#027: Bearsark, the bear-shirt legamon (normal) Level 1

FLAVOR TEXT! RRRAAAAAAAH!

1 HD, 1 speed, 2 armor, 0 save, 2 attack, 1 PD

Physical: normal Status: normal (taunt)

Ability: SHAGGY BREECHES. Immune to damage from opponents’ abilities

Special Move: BERSERK (normal, physical) Increase your attack by 1 and decrease your armor by 1 for the rest of the battle, and make a physical attack. If you hit, deal +[sum] damage.


#028: Polarage, the arctic locus legamon (ice/normal) Level 2 Evolves from bearsark

INFECTED BY THE BLIZZARD SNOWS! OH RAWRRR!

2 HD, 2 speed, 4 armor, 0 save, 4 attack, 2 PD.

Physical: ice Status: normal (taunt)

Ability: SHAGGY BREECHES. Immune to damage from opponents’ abilities

Special Move: BERSERK (normal, physical) Increase your attack by 1 and decrease your armor by 1 for the rest of the battle, and make a physical attack. If you hit, deal +[sum] damage.

Special Move: HIBERNATE (ice, status) Freeze your opponent and heal [sum] health.


#029: Architesque, the caryatid legamon (rock) Level 1

Ugly in the extreme, architesques are said to be placed in holy sites to eavesdrop on pilgrims.

1 HD, 1 speed, 0 armor, 2 save, 1 attack, 2 PD

Physical: rock Status: rock (entomb)

Ability: STONY. Immune to charm and flinch

Special Move: GLARE (normal, status) Inflicts paralysis.


#030: Reservoirgoyle, the spitting statue legamon (rock/flying) Level 4 Legendary

This pokemon is created when an Architesque gains a human soul.

6 HD, 0 speed, 5 armor, 5 save, 5 attack, 7 PD

Physical: rock Status: flying (knockdown)

Ability: STONY. Immune to charm and flinch

Special Move: WHIRLWIND (flying, movement) Target switches out with a random member if their team.

Special Move: CRENELLATE (rock, environment) Legamon entering the battlefield take [sum] ground damage.

Special Move: WATER SPOUT (water, physical) Inflicts [sum] damage and drenches the target. 

Special Move: RUNOFF (water, physical) Make [sum] physical attacks, each doing 1d6 damage of a random type between water, rock, and flying.


#031: Sinod, the idol legamon (rock/dark) Level 1

Each sinod contains an ancient demon. Cracking one open blasted the giant crater where Old Toul used to be.

1 HD, 0 speed, 2 armor, 2 save, 0 attack, 2 PD

Physical: rock Status: dark (flinch)

Ability: HEATED BODY. Legamon that hit this legamon with physical attacks take [level] fire damage.

Special Move: GRAVEN POWER (rock, physical) Inflict [sum] damage. This legamon and the target become cursed.


#032: Crudebris, the shatter-master legamon (ground) Level 1

Legamon scientists have proven that crudebris are definitely not wombats on metabolic steroids.

1 HD, 2 speed, 1 armor, 0 save, 2 attack, 1 PD

Physical: ground Status: ground (sandblast)

Ability: ADRENALINE. Whenever an opponent misses this legamon with a physical attack, restore 1 health.

Special Move: HAPHAZARD (ground, physical) Make a physical attack. If you miss, the target is cursed.


#033: Havocrude, the breaker-commander legamon (ground) Level 2 Evolves from Crudebris

Scientists are pretty sure this one is on steroids. 

2 HD, 3 speed, 3 armor, 0 save, 3 attack, 3 PD

Physical: ground Status: ground (sandblast)

Ability: ADRENALINE. Whenever a rival legamon misses this legamon with a physical attack, restore 1 health.

Special Move: HAPHAZARD (ground, physical) Make a physical attack. If you miss, the target is cursed.

Special Move: BOWL OVER (ground, status) Inflicts stagger, as well as -[sum] attack for one round.


#034: Trenchant, the stubborn legamon (ground) Level 1

This burrowing mustelid is known to wait out rival trenchants for territory, sometimes staring at each other from their dens for seasons.

1 HD, 0 speed, 3 armor, 2 save, 0 attack, 1 PD

Physical: ground Status: ground (sandblast)

Ability: CAREFUL. can choose to go second in any round.

Special Move: BACK OFF (ground, status) Bind the target, or bind the target and do [sum] damage if this ‘mon has been missed by an attack or successfully made a save this round.


#035: Oob, the bound legamon (ghost) Level 1

When an enlightened human casts off their worse nature, it coalesces into an oob.

1 HD, 3 speed, 0 armor, 0 save, 1 attack, 2 PD

Physical: ghost Status: ghost (curse)

Ability: CHORUS. Cut enemy's attack by [level] while this legamon is active

Special Move: SHRIEK. Opponent is confused. If already confused, it is taunted.


#036: Maguslag, the punished legamon (fire) Level 2

This singed humanoid legamon emerges from the fiery interior of the earth. They are known to be capable magicians.

3 HD, 0 speed, 0 armor, 0 save, 1 attack, 3 PD

Physical: fire Status: fire (burning)

Ability: FOCUSED. +2 armor or save against moves if the opponent used that move in the previous round.

Special Move: BIND THE SOUL (ghost, summon) For each 4, 5, or 6 rolled, summon an OOB that disappears when this legamon faints.

Special Move: READ THE FLAMES (fire, status) Choose a future round. Target legamon must tell you which move they will take on that round, and lose their turn if they do not make that move. They are trapped until that round, but can save to end the condition as normal.


#037: Turtlockup, the arresting legamon (ground) Level 1

The barred shell of this legamon is perfect for hieing away the guilty.

2 HD, 0 speed, 2 armor, 2 save, 0 attack, 1 PD

Physical: fire Status: ground (sandblast)

Ability: WARDED. if a legamon hits this legamon with a physical ghost move, that legamon is cursed.

Special Move: LOCK UP (ground, status) Inflicts bind and trapped. Same save ends both.


#038: Inmatortoise, the carceral legamon (ground/fire) Level 2 Evolves from Turtlockup

This legamon's barred shell glow red-hot, and is said to have been heated in a fiery furnace.

4 HD, 0 speed, 4 armor, 3 save, 0 attack, 3 PD

Physical: fire Status: ground (sandblast)

Ability: WARDED. if a legamon hits this legamon with a physical ghost move, that legamon is cursed.

Special Move: LOCK UP (ground, status) Inflicts bind and trapped. Same save ends both.

Special Move: POKERS (fire, physical) Deals [sum] damage. If they're bound, they also start burning.


#039: Tartortus, the accuser legamon (ground/ice) Level 3 Evolves from Inmatortoise

A legamon of wealth and taste trapped under the weight of its freezing shell.

5 HD, 0 speed, 6 armor, 5 save, 0 attack, 5 PD

Physical: ground Status: ice (frozen)

Ability: WARDED. if a legamon hits this legamon with a physical ghost move, that legamon is cursed.

Special Move: LOCK UP (ground, status) Inflicts bind and trapped. Same save ends both.

Special Move: POKERS (fire, physical) Deals [sum] damage. If they're bound, they also start burning.

Special Move: COLD HEART (ice, physical) Deals [sum] damage. If they're trapped, instead deal [sum]+[dice].


#040: Badgervant, the striped legamon (normal) Level 1

Claiming descent from the original humans' cousins, badgervants keep to their own society for the most part, exchanging favors with their favorite humans and hunting others.

2 HD, 1 speed, 2 armor, 0 save, 1 attack, 1 PD

Physical: normal Status: normal (taunt)

Ability: SPEECH. this legamon can speak human languages

Special Move: HOSPITALITY (normal, status) inflicts charm with a -[highest] penalty to the save.


Don't trust his lying eyes. Art by Renefor

#041: Redtile, the lying legamon (dark) Level 1

This small, brick-colored legamon fights without fear, since it can regrow its body parts with impunity.

1 HD, 3 speed, 0 armor, 1 save, 1 attack, 1 PD

Physical: dark Status: dark (flinch)

Ability: QUICK SCRABBLER. can’t be trapped or entombed

Special move: LEER (normal, status) reduce opponent’s save or armor by [highest] for the rest of the battle


#042: Anemine, the sea mine legamon (water/poison) Level 1

This legamon possesses sharp spines that it uses to see. Upon sticking a spine into its prey, anemine will explode, scattering its spores to reproduce.

1 HD, 0 speed, 0 armor, 0 save, 0 attack, 6 PD

Physical: water Status: poison (poisoned)

Ability: POISON THE WATERS. If this legamon faints, the opposing legamon is poisoned at the start of the next turn.

Special Move: EXPLODE (normal, physical) Deal [sum]+[sum] damage to both legamon. If the attack misses, it still deals [sum] damage.


#043: Primalape, the adapting legamon (normal) Level 1

This legamon is an adept mimic of others, and sometimes trains human assassins who wish to master the art of disguise.

2 HD, 1 speed, 1 armor, 0 save, 0 attack, 3 PD

Physical: normal Status: normal (taunt)

Ability: DISGUISE. This legamon appears to be a different random legamon until it finishes its first move.

Special Move: APE (normal, special) Copy the move your opponent just performed, using the amount of PD you spent for this move if it was a special move.


#044: Mouserf, the vassal legamon (normal) Level 1

Coming to the region in packs and carts, the kingdom of the mouserfs is found in the trash bins of every city.

1 HD, 2 speed, 0 armor, 2 save, 1 attack, 1 PD

Physical: normal Status: normal (taunt)

Ability: QUICK SCRABBLER. Can’t be trapped or entombed

Special Move: HERALD (normal, summon) Switch this legamon out for another on your team. It may make an immediate move with -[lowest] to attack and PD for the round.


#045: Ratking, the liegelord legamon (normal) Level 2 Evolves from Mouserf

A laurel of mouserfs, this potent imperial potentate waits to be donned.

2 HD, 3 speed, 0 armor, 3 save, 3 attack, 3 PD

Physical: normal Status: normal (taunt)

Ability: QUICK SCRABBLER. Can’t be trapped or entombed

Special Move: HERALD (normal, summon) Switch this legamon out for another on your team. It may make an immediate move with -[lowest] to attack and PD for the round.

Special Move: CORONATION (psychic, physical) Deal [highest] damage, +1 for each head the target possesses, then inflict confusion.


#046: Cavitite, the hollow legamon (rock) Level 1

A hollow stone with legs, cavitite is remarkably fleet, and dangerous near volcanos where it can splash lava on its foes.
1 HD, 3 speed, 2 armor, 0 save, 0 attack, 1 PD

Physical: rock Status: rock (entomb)

Ability: FRANTIC. For each point of speed this legamon is faster than its opponent, it gets +1 save.

Special Move: HEADBUTT (normal, physical) Deal [sum] damage, and the target flinches.


#047: Geodite, the sparkling legamon (rock) Level 2 Evolves from Cavitite

Dull and common gems fill geodite’s cavity, nourishing both its body and soul.

2 HD, 4 speed, 3 armor, 1 save, 0 attack, 4 PD

Physical: rock Status: rock (entomb)

Ability: FRANTIC. For each point of speed this legamon is faster than its opponent, it gets +1 save.

Special Move: HEADBUTT (normal, physical) Deal [sum] damage, and the target flinches.

Special Move: REFLECT (psychic, buff) Doubles this legamon’s armor for [sum] rounds.


#048: Gobbletree, the Hungry Roots Legamon (grass) Level 1

With a face like wicked knots, it evolves into one of two legamon based on the season it bears fruit.

3 HD, 0 speed, 2 armor, 0 save, 1 attack, 1 PD

Physical: grass Status: grass (drain)

Ability: BEARS FRUIT. Starts the battle with a random berry.

Special Move: DENSE FOLIAGE (grass, physical) Deal [sum] damage and the target can only use up to [lowest] PD next turn.


#049: Bittertree, the Bitter Roots Legamon (grass) Level 2 Evolves from Gobbletree

Evolving in dry seasons, this legamon is difficult to befriend. Those who manage it say the effort is well worth it.

4 HD, 0 speed, 2 armor, 1 save, 4 attack, 3 PD

Physical: grass Status: grass (drain)

Ability: BEARS FRUIT. Starts the battle with a random berry.

Special Move: DENSE FOLIAGE (grass, physical) Deal [sum] damage and the target can only use up to [lowest] PD next turn.

Special Move: ARMOATHERAPY (grass, buff) Remove up to [dice] statuses from this legamon


#050: Umamitree, the Savory Roots Legamon (grass) Level 2 Evolves from Gobbletree

Evolving in the abundance of the wet seasons, this legamon offers fruits from rare to well-done.

4 HD, 2 speed, 2 armor, 1 save, 1 attack, 4 PD

Physical: grass Status: grass (drain)

Ability: BEARS FRUIT. Starts the battle with a random berry.

Special Move: DENSE FOLIAGE (grass, physical) Deal [sum] damage and the target can only use up to [lowest] PD next turn.

Special Move: HOSPITALITY (normal, status) inflicts charm with a -[highest] penalty to the save.