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- Terrain
- Woods: -1 movement, small defense bonus
- Building: small defense bonus.
- Mountain: -2 movement, small defense bonus, small attack bonus.
- Water: impassable for most cryptids, except for aquatic, amphibian and maybe fliers?
- Swamp: -2 movement
- Plain: nothing
- Cryptid ideas.
- Sasquatch: melee tank. Average speed, but not hindered by woods, and gets a slight attack bonus in woods.
- Frog man. Free movement in swamps and water, and gets a slight attack and defense bonus there.
- Death worm: artillery. Slow and vulnerable, but can shoot lightning over long distances, and deals extra damage to fliers.
- Chupacabras:balanced melee. Heals itself slightly when it does damage, and more every time it kills an enemy.
- Mothman: flier. Instead of attacking, it can curse enemies. Cursed enemies suffer a large defense penalty until the end of their next turn.
- Wendigo: melee tank. When any cryptid, enemy or ally, dies adjacent to wendigo, it heals itself a bit.
- Goatman: decently fast melee attacker with meh defense. Gets an attack bonus while inside buildings, or attacking an enemy inside a building.
- Jersey Devil. Flying glass cannon.
- 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.
- Important things we need to decide about the rules:
- Is there a chance to miss? Critical hits?
- RNG damage is dumb, see Battle for Wesnoth for proof.
- 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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