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Tier 1 Enemies

Police

The police are deployed against protestors, activists, criminals, and anyone else that the government perceives as threatening the established order.

In combat, police will swap between rounds where they use their debuffs and rounds where they exert maximum force. During the first round of battle, they will not attack but instead sit there and either inflict statuses, use buffs and debuffs, and generally look menacing.

Cop (Normal 1, Human, Colorless)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
10 5 4 10 2 4 2 2 1
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
1 2 4 2 2

Abilities

Name Type Cost Description
Truncheon Melee 1 AP The Cop makes a basic physical attack.
Crowd Control Ranged 3 MP, 1 AP The Cop moves a single target’s Physical Attack down by one step on the Bonus Tracker.
Body Armor Passive N/A The first time the Cop is hit by a physical attack, they do not take any damage.

Item Table

Result Item
1 Guard
2 Mundane Colorless Physical Damage
3 10 cr

Hover Drone (Normal 1, Construct, Water)

Stastistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
2 3 5 15 2 4 4 0 2
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
2 0 4 4 4

Abilities

Name Type Cost Description
Rubber Bullets Melee 1 AP Makes a basic physical attack
Tear Gas Ranged 7 MP, 1 AP Inflicts the Burned status on a single target with a successful status-inflicting ability.
Injection Ally 5 MP, 1 AP Restores 4 HP to a single ally.

Item Table

Result Item
1 Mundane Restore Health
2 Mundane Inflict Burned
3 10 cr

Spider Drone (Normal 1, Construct, Thunder)

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
17 3 3 10 2 4 2 3 1
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
0 3 4 0 0
Name Type Cost Description
Pincers Melee 1 AP Makes a basic physical attack
Autocannon Special 1 AP Makes a colorless, ranged physical attack against a single target. The Spider Drone may only use this ability once per battle.
Disarm Melee 1 AP Makes a colorless physical attack that, if successful, causes the target to drop their weapon. The target must then spend 1 AP on its turn to pick it back up.

Item Table

Result Item
1 Mundane Buff Evasion
2 Mundane Scan
3 10 cr

Lieutenant (Elite 1, Human, Ice)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
20 5 5 15 2 4 2 3 1
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
0 3 4 0 0

Abilities

Name Type Cost Description
Fists Melee 1 AP Makes a basic colorless physical attack.
Discipline Ally 1 AP, 5 MP Buffs the Resistance of a single ally.
Knock Some Sense Into Em 1 AP Ally Does 1 damage and restores 5 MP to a single ally.
Faithful Passive N/A If there is a Captain on the battlefield and they are hit by an attack that would otherwise down them, the Lieutenant is hit by the attack instead.

Item Table

Result Item
1 Mundane Restore MP
2 Mundane Buff Resistance
3 50 cr

Captain (Elite 1, Human, Thunder)

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
19 6 7 10 2 6 0 3 0
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
2 3 6 4 4
Name Type Cost Description
Cattle Prod Melee 1 AP, 3 MP Makes a thunder physical attack against a single target.
Ammo Passive N/A The Captain’s Pistol ability requires a resource called Ammo instead of MP. At the beginning of the battle, the captain starts with 0 Ammo.
Pistol Ranged 1 AP, 1 Ammo The Captain makes a ranged physical attack against a single target.
Reload Self 1 AP The Captain gains 1 Ammo.
Revenge Passive N/A If an opponent misses the Captain with a melee attack, they can make a free use of Baton against them.

Item Table

Result Item
1 Mundane Thunder Damage (Physical)
2 Mundane Debuff Physical Accuracy
3 50 cr

Goblins

Goblins are sentient woodland creatures that have their own language and culture. During lean times, they will sometimes resort to raiding human settlements for food and supplies.

In combat, goblins are both bullies and cowards. They will gang up on the weakest party member they can attack, and will retreat to the back row as soon as they lose their shields. They are also wicked cunning, and smart enough to exploit magical and physical vulnerabilities (although they do not know the elements of their enemies off the bat).

Skirmisher (Normal 1, Fairy, Wood)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
5 5 5 10 2 4 2 1 1
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
2 1 4 4 4

Abilities

Name Type Cost Description
Knife Melee 1 AP Makes a basic physical attack.
Poison Dart Ranged 1 AP, 7 MP Attempts to inflict Poisoned on an enemy.
Tactical Retreat Passive N/A If the Skirmisher becomes Shellbroken, it will move to the back row immediately for free.

Item Table

Result Item
1 Mundane Restore MP
2 Mundane Inflict Toxin
3 10 cr

Arsonist (Normal 1, Fairy, Fire)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
8 7 3 15 2 2 4 2 2
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
1 2 2 2 2

Abilities

Name Type Cost Description
Firebomb Ranged 1 AP, 5 MP Makes a fire magical attack against a single target.
Tinder Melee 1 AP, 4 MP Inflicts Burned on a single target with a successful status-inflicting ability roll.
Detonate All 2 AP Kills the Arsonist and makes a fire magical attack against every enemy on the battlefield.

Item Table

Result Item
1 Mundane Magical Damage (Fire)
2 Mundane Inflict Burned
3 10 cr

Prankster (Normal 1, Fairy, Shadow)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
3 7 5 10 2 2 2 1 1
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
3 1 2 6 6

Abilities

Name Type Cost Description
Steal Melee 1 AP Makes a physical attack roll that, if successful, takes a battle item of the GM’s choice from the party inventory. The Prankster may then use it immediately for free.
Practical Joke Ranged 1 AP, 7 MP Makes a status-inflicting roll that, on a hit, inflicts the Confused status on an enemy.
Sand in the Eyes Ranged 1 AP, 3 MP Debuffs the Physical Accuracy of a single enemy.
Quick Fingers Passive N/A If an enemy misses the Prankster with a Melee ability, they may immediately use Steal on them without spending any AP.

Item Table

Result Item
1 Mundane Debuff Physical Accuracy
2 Mundane Inflict Confusion
3 10 cr

Boar Rider (Elite 1, Fairy, Earth)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
22 3 7 10 2 8 0 3 0
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
1 3 8 2 2

Abilities

Name Type Cost Description
Stab Melee 1 AP Makes a physical attack against an enemy.
Gore Melee 1 AP, 3 MP Makes a colorless physical attack that deals 2x damage on a hit in addition to other multipliers.
Charge Special 1 AP, 5 MP Makes a physical attack against an enemy in the back row. Can only be done if there are no enemies in the front row.
Enrage Passive N/A If the Boar Rider is Taunted, they will also become Berserk, which is the equivalent of the Knight’s Focus ability.
Too Stupid to Die Passive N/A If the Boar Rider is reduced to 0 HP, it will not die until the Effect Phase at the end of the round.

Item Table

Result Item
1 Focus
2 Mundane Colorless Physical Damage
3 50 cr

Shaman (Elite 1, Fairy, Wood)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
4 11 5 30 2 2 8 1 4
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
2 1 2 4 4

Abilities

Name Type Cost Description
Ghost Hand Ranged 1 AP, 3 MP Makes a shadow magical attack against one character.
Medicine Ally 1 AP, 5 MP Heals the target for 7 HP.
Ritual Circle Multi 2 AP Gives every ally excluding the Shaman the Sacrifice status. Once the Ritual Circle is established, the Shaman can spend an additional AP to make one of its enemies part of it as well.
Blood Sacrifice Ally 1 AP The Shaman immediately kills an ally that has Sacrifice inflicted on it to restore its MP back to full.
Ghost Talk Passive N/A When one of the Shaman’s enemies has the Sacrifice status and dies, the Shaman heals its MP back to full.

Item Table

Result Item
1 Mundane Debuff Evasion
2 Mundane Restore MP
3 50 cr