BugPope

Cryptid strategy ideas

Jul 28th, 2017
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  1. Terrain
  2.  
  3. Woods: -1 movement, small defense bonus
  4. Building: small defense bonus.
  5. Mountain: -2 movement, small defense bonus, small attack bonus.
  6. Water: impassable for most cryptids, except for aquatic, amphibian and maybe fliers?
  7. Swamp: -2 movement
  8. Plain: nothing
  9.  
  10. Cryptid ideas.
  11.  
  12. Sasquatch: melee tank. Average speed, but not hindered by woods, and gets a slight attack bonus in woods.
  13.  
  14. Frog man. Free movement in swamps and water, and gets a slight attack and defense bonus there.
  15.  
  16. Death worm: artillery. Slow and vulnerable, but can shoot lightning over long distances, and deals extra damage to fliers.
  17.  
  18. Chupacabras:balanced melee. Heals itself slightly when it does damage, and more every time it kills an enemy.
  19.  
  20. Mothman: flier. Instead of attacking, it can curse enemies. Cursed enemies suffer a large defense penalty until the end of their next turn.
  21.  
  22. Wendigo: melee tank. When any cryptid, enemy or ally, dies adjacent to wendigo, it heals itself a bit.
  23.  
  24. Goatman: decently fast melee attacker with meh defense. Gets an attack bonus while inside buildings, or attacking an enemy inside a building.
  25.  
  26. Jersey Devil. Flying glass cannon.
  27.  
  28. Flatwoods monster: shoots across one square. Doesn't deal a ton of damage, but targets become poisoned, and take a bit of damage every turn for one two three turns.
  29.  
  30.  
  31. Important things we need to decide about the rules:
  32. Is there a chance to miss? Critical hits?
  33. RNG damage is dumb, see Battle for Wesnoth for proof.
  34. Should cryptids have MP to activate their special moves, or do they just have a single active move, Fire Emblem Heroes style?
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