Terra Machina
A Tabletop RPG by Anthony C. Jones
Introduction
Over the course of millennia, what began as a world of fantasy and myth advances beyond its ages of primitivity, agriculture, conquest, exploration, and industry. It is now an age of technology. Life transpires on the spectrum of science and sorcery. It is a world where the gods of the machine coexist with the gods of the natural world. Welcome to Terra Machina.
Terra Machina is a tabletop RPG that takes inspiration from Japanese roleplaying video games of the 32-bit console era. It imagines a fantasy world where time has passed to the point where technology is just as powerful as magic. It is meant to be a unique experience that combines the best elements of fantasy, science fiction, and action.
This rulebook is written with the intended audience being the Game Master (GM for short), but it would also be good for players as well. My recommendation is to read through once and then use it as a reference when planning your next session or one-shot.
Materials
To play the game, each player will need:
- A copy of the Basic Character Sheet
- A Class Crystal (must be a class without prerequisites)
- A pencil
- A set of polyhedral dice: d4, d6, d8, d10, d12, d20
Rules
Traversal
As a GM, your primary goal is to build a universe (or multiverse) that your players can explore and have fun in.
Areas
Characters travel in terms of areas — locations that are distinct and encompass the entire line of sight of the characters, though there can be hidden sections. Areas are designated as either dangerous or safe. Dangerous areas are those where combat is intended to take place or where a danger is imminent.
Scenarios
A scenario is the collection of areas available to the player characters to traverse in order to complete a goal. It is comprised of a set of areas, a singular goal, and an ultimate challenge — usually in the form of a powerful enemy. A scenario is usually the length of a single session but can span up to three sessions.
Campaigns
A campaign is the entire saga that a set of player characters go through until they complete or fail their goal. A campaign is divided into scenarios.
Skills
Rolling skills are how the player determines whether the actions a character takes will succeed. There are 12 basic skills (3 for each stat).
Unless otherwise indicated, a skill consists of a d20 + a basic skill with the following results:
| Roll | Result |
|---|---|
| 18 or more | Success |
| 10–17 | Minor Success — you partially succeed, or fully succeed with consequences; in combat, this usually means a counterattack |
| 9 or less | Fail — the character gains 1 XP |
Each class also has its own unique skills. There are also custom skills created by the GM or players based on critical story events (defeating a villain, finding a magical artifact, etc.). Certain skills require Spirit Points (SP) — SP is expended regardless of whether the roll succeeds.
The GM determines what skills are applicable in any situation. Terra Machina is meant to be extremely freeform and forgiving.
Grace Basic Skills
Diplomacy — how well a character interacts with others.
- Recruit an NPC, convince someone, lie, negotiate prices, detect lies
Movement — how well the character can move their body.
- Combat order, running, sneaking, dodging, leaping, climbing
Shoot — the character’s aim.
- Throwing objects to hit, distract, or pass to allies; shooting firearms in combat
Intellect Basic Skills
Deduction — figuring things out.
- Puzzles, finding weaknesses in structures or enemies, estimating age of objects
Knowledge — what the character knows and can recall.
- History and politics of locations, common knowledge
Tinker — working with technology and machinery.
- Fixing and building things, operating vehicles, hacking computers
Might Basic Skills
Brawn — raw strength.
- Lifting and breaking objects, knocking down doors
Melee — close combat.
- Close-quarter combat, sucker punches, wrestling
Resilience — physical toughness.
- Withstanding falls, blocking, overcoming certain status effects
Spirit Basic Skills
Willpower — mental toughness.
- Overcoming certain statuses, surviving when knocked out
Aura — attunement to the natural and supernatural.
- Spellcasting, taming animals
Sense — awareness of surroundings.
- Detecting danger, finding treasure, finding secret pathways
Rolling the Dice
Epic Roll
Roll 2 d20 dice and take the better result.
Tragic Roll
Roll 2 d20 dice and take the worse result.
Tragic vs. Epic Rolls
If both apply, they cancel out — roll 1 die. They do not stack. A player should never roll more than 2 dice.
Breakthrough
Rolling a 20 is an automatic success called a Breakthrough. The GM must give the player a special reward — an instant kill, hidden treasure, or a custom skill related to the roll.
Catastrophe
Rolling a 1 is an automatic fail. The GM must give them a consequence — a broken weapon, an explosion, whatever fits.
Combat
When combat begins, each player rolls +Movement for turn order, highest to lowest. Ties are rerolled.
A player’s turn consists of a motion action and a combat action.
Motion Action
Move anywhere within the area, pick up or drop an item, or use a consumable (potion, etc.).
- If next to an enemy, use motion to step away before shooting
- If away from an enemy, use motion to get next to them before meleeing
Combat Action
Use a skill on an enemy, ally, or self. This includes class skills and basic skills.
Other Combat Rules
Allies take their turn after all player characters, by consensus of the group. The GM then takes a GM combat action — summoning enemies, introducing a story element, etc.
Enemies do not take individual turns. An enemy only attacks if a player rolls a Minor Success or Fail on their combat action. Constant successes mean the characters are simply too good to hit.
Ending Combat
- An enemy at 0 HP dies (unless the GM specifies otherwise)
- Allied NPCs at 0 HP are automatically killed
- A player at 0 HP is knocked out (not dead). All status effects are removed. Regular healing items are ineffective.
On their turn, a knocked-out character rolls a Revive Roll (d20 + Willpower):
| Result | Effect |
|---|---|
| Success | Roll d8, restore HP by result + 1 |
| Minor Success | Same as Success, but choose one consequence: reduce a basic skill by 1 (min −3), forget a class skill, or forget a custom skill |
| Fail | Lose 1 SP. At 0 SP, the character dies. |
If all characters are knocked out, they all die. New characters must be created.
Recovery
Characters may rest if in a safe area not adjacent to any dangerous areas.
| Rest Location | Effect |
|---|---|
| Town, proper lodge, or invited home | Restore all HP and SP, remove all statuses |
| Safe area (not a proper location) | Restore half max HP and SP (rounded up), remove one status |
Leveling Up
Every character starts at level 1. Each Fail grants 1 XP. Outside of combat, spend 3 XP to level up and choose one of the following:
- Roll d4, increase HP and max HP by the result (max 50)
- Roll d4, increase SP and max SP by the result (max 50)
- Add 1 to a basic skill (max 6, or the value of the related stat)
- Gain a skill from a Class Crystal sheet
- * Raise one stat by 1 and lower another by 1 (max 10, min 1)
- ** Acquire a new Class Crystal
* If a stat is lowered, lower any basic skill that now exceeds the stat limit.
** Only available after mastering current class crystals. A character may only have 3 active classes at once. Swapping out a class requires mastery of it first.
Elements
There are 8 elements: Earth, Air, Fire, Ice, Water, Lightning, Holy, and Dark.
Opposing element pairs:
- Earth ↔ Air
- Fire ↔ Ice
- Water ↔ Lightning
- Holy ↔ Dark
In combat:
- Attacked by the same element as your protection → damage reduced by 1
- Attacked by the opposing element to your protection → damage increased by 2
Enemy Types
Enemies have one or more types which interact with certain skills:
- Human — can be affected by Diplomacy
- Robotic — use Tinker-based rolls
- Animal — use Aura-based rolls
- Undead, Reptilian, Insect, Monster, Mob — interact with class-specific skills
Bosses
A boss is the enemy at the end of a scenario. It should have a unique element that distinguishes it:
- The Big Bad — double the characters’ power
- The Shielded Brain — hides behind a mechanism; must be disabled
- The Mastermind — easy to kill, but their plan is already in motion; stop the consequences
- The Transformer — transforms into something monstrous 2–3 times
Allies
Players may recruit NPCs, pets, or tamed animals. The recruiting player controls the ally.
At the end of every scenario, the GM challenges each player to keep their ally — roll +Diplomacy:
- Success: ally stays
- Minor Success: ally leaves but may return
- Fail: ally leaves forever
The GM may force an ally to leave at any time for story reasons.
Assist
A character may assist another before any rolls are made. The GM determines the applicable skill.
| Result | Effect |
|---|---|
| Success | The assisted roll becomes an Epic Roll |
| Minor Success | Nothing happens |
| Fail | The assisted roll becomes a Tragic Roll |
In combat: Assisting does not require waiting for your turn, but your next turn is automatically skipped. You may only assist once per round.
Basic Character Sheet Guide
Stats
Distribute the following values: 10, 7, 4, 1 across Grace, Intellect, Might, and Spirit. The stat value is the maximum points that can be added to basic skills under that stat.
To start, spend 5 points on any skills (up to individual limits).
HP (Health Points)
Start at Might + 10. Maximum is 50.
SP (Spirit Points)
Start at Grace + 10. Maximum is 50.
Status Effects
| Status | Basic Skill | Fail Effect |
|---|---|---|
| Bleed | Resilience | Lose 1 HP |
| Blind | Resilience | Attacks requiring sight automatically miss; Sense rolls fail outside combat |
| Burn | Resilience | Lose 1 SP |
| Mania | Willpower | Attack a random ally or self |
| Numb | Willpower | Tragic Roll for all skill rolls |
| Poison | Resilience | Roll d4, lose that much HP |
| Scared | Willpower | Roll d4, lose that much SP |
Before taking a turn in combat (or moving to a new area), roll the relevant basic skill. Success clears the status. Minor Success means the status persists but has no effect. Fail means the status activates.
Money
Characters start with 9 bux.
Armor
Reduces damage from attacks by the armor rating (0–2). Weapons with Piercing ignore armor. Total armor rating cannot exceed 3.
Weapons
| Weapon Type | Damage Die |
|---|---|
| Unarmed, Gloves, Unspecialized | d4 |
| Small 1-hand melee (knives, daggers, hatchets) | d6 |
| Large 1-hand melee (swords, flails, machetes) | d8 |
| 2-hand melee (staff, great sword) | d10 |
| 1-hand ranged (handgun, short crossbow) | d6 |
| 2-hand ranged (rifle, bow) | d8 |
Using a weapon not listed in an active class is unspecialized (damage die: d4).
Items
Start with 1 potion.
Ally Sheet
Allies differ from player characters:
- No XP or Level; may only improve via custom skills
- Stats distributed by GM (typical: 0, 2, 4, 6)
- No Basic Skills — all rolls use the corresponding stat directly (e.g., roll+Grace instead of roll+Shoot)
- No class; extra skills go in Custom Skills
Class Crystal Sheets
Every character begins with a Class Crystal. The character automatically gains the starting skill. Additional skills are gained on level-up; each new skill must connect to one already possessed. The Class Mastery Skill can only be obtained after all other class skills are acquired, after which the character may choose a new class on the next level-up.
Engineer
A support class that uses science and technology.
Weapons: Gloves, Makeshift Starting Weapon: Worker Gloves (1H, d4)
| Skill | Cost | Description |
|---|---|---|
| ✓ Design Flaw | — | Epic Roll for Knowledge when finding the weakness of a Robotic enemy |
| Makeshift Weapon | 1 SP | Roll+Tinker to create a makeshift melee weapon. Success: d8 damage. Minor Success: d6 damage. |
| Makeshift Projectile | — | Makeshift Weapon becomes ranged |
| Mechanic | — | Epic Roll for Intellect rolls to repair machinery |
| Surgeon | 1 SP | Roll+Tinker to revive an ally. Success: 1d12 HP. Minor Success: 1d4 HP. |
| Chauffeur | — | No roll to pilot a vehicle; Epic Roll for Tinker when maneuvering |
| Crystal Mastery: Inventor | 5 SP | Roll+Tinker to destroy 2 objects and combine them. Success: useful item. Minor Success: useless item worth 2 bux. |
Gunslinger
A long-range class that shoots guns at their enemies.
Weapons: Guns Starting Weapon: Pistol (1H, d6)
| Skill | Cost | Description |
|---|---|---|
| ✓ Loud Noises | — | Shoot in the air to cause a distraction. All enemies and allies know your exact location. |
| Hunter | — | Epic Roll for Shoot when shooting at an animal |
| Sharpshooter | — | Shoot pierces all armor |
| Beyond Sight | — | Shoot doesn’t require line of sight |
| Frost Shot | 1 SP | Shoot does Ice damage |
| Threaten | — | Epic Roll for Diplomacy when brandishing a weapon |
| Crystal Mastery: Barrage | 5 SP | Shoot d20+2 damage split across all enemies |
Knight
A sword-wielder with a sense of honor.
Weapons: Swords Starting Weapon: Short Sword (1H, d8)
| Skill | Cost | Description |
|---|---|---|
| ✓ Disarm | — | Roll+Melee to disarm an armed enemy instead of dealing damage |
| Help the Helpless | — | Epic Roll for any roll to assist an unarmed civilian |
| Feint | 1 SP | On Melee, roll two damage dice and take the better result |
| Double-Cut | 3 SP | On Melee, roll 2d6 damage |
| Parry | 1 SP | If a Melee attack results in a counterattack, roll d6. On 1, counterattack misses. |
| Flawless Parry | 2 SP | Roll d4 for Parry |
| Wind Blade | 1 SP | Roll+Movement to spin weapon and create a wind blast that knocks an enemy or object away |
| Crystal Mastery: Earthquake | 1 SP/enemy | Roll+Melee to slam sword into the ground for 1d6 Earth damage to all enemies |
Monk
A powerful offensive class with healing capabilities.
Weapons: Gloves Starting Weapon: Basic Gloves (2H, d4)
| Skill | Cost | Description |
|---|---|---|
| ✓ Energy Punch | — | Roll+Aura instead of Melee for a d4 melee attack |
| Soul Punch | 1 SP | Energy Punch does Holy damage |
| Ki Lightning | 2 SP | Roll+Aura for d6 Lightning damage. Causes Numb. |
| Ki Storm | 2 SP/enemy | Ki Lightning can hit multiple enemies |
| First Aid | 1 SP | Restore d8 HP to any ally |
| Greater Recovery | +2 SP | When using First Aid, also heal all statuses |
| Reflect Damage | 2 SP | Next time attacked, deal equal damage back to attacker |
| Crystal Mastery: Divine Wave | 5 SP | d6−1 Holy damage to all enemies; heal d6 to all allies |
Protector
A magical class that aids their allies when necessary.
Weapons: Gloves Starting Weapon: Basic Gloves (2H, d4)
| Skill | Cost | Description |
|---|---|---|
| ✓ Heal | 1 SP | Restore d4 HP |
| Heal All | 1 SP/character | Restore d4 HP to each party member and ally |
| Heal+ | 2 SP | Restore d10 HP |
| Recharge | — | Restore d8 SP to self or ally |
| Wall | 1 SP | Roll+Aura to create a magical barrier; reduces damage from next attack |
| Wall+ | 1 SP/character | Apply Wall to multiple characters |
| Wellness | 1 SP | Remove 1 status |
| Revival | 3 SP | Roll+Aura to revive ally from 0 HP. Success: 5 HP. Minor Success: 1 HP. |
| Crystal Mastery: Phoenix | 6 SP | Revive a character from 0 HP to full HP |
Sorcerex
A magical class that uses the elements to target their enemies.
Weapons: Gloves Starting Weapon: Basic Gloves (2H, d4)
| Skill | Cost | Description |
|---|---|---|
| ✓ Recharge | — | Restore d8 SP to self or ally |
| Dirt Clod | 1 SP | Roll+Aura for d6 Earth damage |
| Burn | 1 SP | Roll+Aura for d6 Fire damage. Causes Burn. |
| Aqua Blast | 1 SP | Roll+Aura for d6 Water damage |
| Gust | 1 SP | Roll+Aura to knock away an enemy with wind |
| Icicle | 1 SP | Roll+Aura for d6 Ice damage (Piercing) |
| Bolt | 1 SP | Roll+Aura for d6 Lightning damage; d4 chance of causing Numb |
| Crystal Mastery: Dark Fury | 2 SP/enemy | Roll+Aura for d8 Dark damage per enemy |
Scoundrel
A roguish class that strikes from the shadows.
Weapons: Knives, Daggers Starting Weapon: Knife (1H, d6)
| Skill | Cost | Description |
|---|---|---|
| ✓ Con Artist | — | Epic Roll for Diplomacy when convincing others to give you money |
| Feeling Lucky? | 1 SP | Roll d12 to inflict a random status on an enemy (1: Bleed, 2: Blind, 3: Burn, 4: Mania, 5: Numb, 6: Poison, 7: Scared, 8+: No effect) |
| Shadows | — | Epic Roll for Movement when hiding |
| Stealth Attack | — | If successfully hidden, add d4 damage to a successful Melee |
| Steal | — | Epic Roll for Movement when stealing an object |
| Rob | — | On Melee, roll d10. On 7+, steal a random item from enemy. |
| Trash-Talk | 1 SP | If counterattacked, roll d6. On 1, the enemy attack misses. |
| Crystal Mastery: Assassination | 5 SP | Roll d10 after successful Melee. On 7+, enemy is killed. |
Warrior
A melee class that uses the energy within for combat.
Weapons: Unarmed Starting Weapon: None
| Skill | Cost | Description |
|---|---|---|
| ✓ Energy Punch | — | Roll+Aura instead of Melee for a d4 melee attack |
| Teleport | 1 SP | Roll+Aura to transport anywhere within the area |
| Energy Blast | 2 SP | Roll+Aura for d8 damage to a distant enemy |
| Blast Radius | 2 SP/enemy | Energy Blast can hit multiple enemies |
| Burning Blast | 2 SP | Roll+Aura for d6 Fire damage. Causes Burn. |
| Battle Rage | — | Gain d8 SP in battle |
| Sunlight | 1 SP/enemy | Roll d8 per enemy. On 5+, inflict Blind. |
| Power-Up | 3 SP | Restore d8+1 HP to self in battle |
| Crystal Mastery: Devastation | 5 SP | Take 3 rounds, then Roll+Aura. Success: 2d20 to all enemies. Minor Success: d20. Fail: d10 to all enemies AND allies. |
Advanced Classes
Advanced classes require mastering prerequisite classes before they can be obtained.
Assassin
A sharpshooter intent on killing.
Weapons: Guns Prerequisites: Scoundrel, Gunslinger
| Skill | Cost | Description |
|---|---|---|
| ✓ Stealth Shot | — | If hidden, add 1d4 damage to a successful Shoot |
| Stealth Shot+ | — | Use 1d6 instead of 1d4 for Stealth Shot |
| Hunter | — | Epic Roll for Shoot against Animal enemies |
| Flame Shot | 1 SP | Shoot does Fire damage. Causes Burn. |
| Poison Shot | 1 SP | Shoot causes Poison |
| Double-Shot | 3 SP | Shoot 2 targets in 1 turn |
| Setup Shot | 1 SP | Skip motion and combat actions for 1 turn. Next Shoot is automatic success. |
| Multi-Shot | 2 SP/enemy | Shoot multiple targets in 1 turn |
| Crystal Mastery: Killshot | 5 SP | Roll d10 after successful Shoot. On 7+, enemy is killed. |
Brute
A muscle-bound class who smashes obstacles with their hammer.
Weapons: Hammers Prerequisites: Knight, Warrior
| Skill | Cost | Description |
|---|---|---|
| ✓ Brute Force | — | Can use Brawn instead of Melee for melee attacks |
| Thunderous Blow | — | Add d4 Lightning damage to hammer attacks |
| Throw Hammer | — | Roll+Brawn to throw hammer as a ranged attack and have it return |
| Intimidate | — | Roll+Brawn instead of Diplomacy to convince |
| Wilderness Savagery | — | Epic Roll for Resilience in a chosen region (Flatlands, Woodlands, or Depths) |
| Crystal Mastery: Blood of Enemies | 5 SP | May only Melee. For every successful attack, gain 2 HP. Ends after combat. |
Destroyer
A class that controls the destructive magicks.
Weapons: Gloves Prerequisites: Sorcerex
| Skill | Cost | Description |
|---|---|---|
| ✓ Jolt | 2 SP | Roll+Aura for d8 Lightning damage |
| Storm | 2 SP/enemy | Jolt can hit multiple enemies |
| Mist Blast | 3 SP | Cast Blind on an enemy |
| Fog | 3 SP/enemy | Cast Mist Blast on multiple enemies |
| Lightning Strike | 1 SP | Add 1d4 Lightning damage to a Melee attack |
| Fireball | 2 SP | Roll+Shoot for d8 Fire damage. Causes Burn. |
| Crystal Mastery: Inferno | 11 SP | Roll+Aura. Success: d12 damage to all enemies + Burn. Minor Success: d6 to all. |
Dragoon
A class known for high jumping and dragon-like abilities.
Weapons: Spears, Lances, Polearms Prerequisites: Knight
| Skill | Cost | Description |
|---|---|---|
| ✓ Jump | — | Roll+Movement to jump into the sky. Can stay airborne until the next skill roll. |
| Skewer | — | After Jump (while airborne), double damage on Melee |
| Survey | — | After Jump (while airborne), Epic Roll for Sense |
| Fire Breath | 1 SP | d6 Fire damage to one enemy. Causes Burn. |
| Fire Breadth | 1 SP/enemy | Fire Breath can hit up to 4 enemies |
| Pierce | — | All Melee attacks ignore armor |
| Dragon Slayer | — | Epic Roll for Melee against Reptilian enemies |
| Crystal Mastery: Thunderstrike | 1 SP/enemy | Roll+Aura to conduct lightning through weapon for d8 Lightning damage to all enemies |
Gladiator
A machine of war dedicated to a single master.
Weapons: Swords, Spears Prerequisites: Knight
| Skill | Cost | Description |
|---|---|---|
| ✓ Dominus | — | Declare a master. Epic Roll for commands from that master; Tragic Roll for rolls that disobey. Master changes only on death or their approval. |
| Beast Killer | — | Epic Roll for attacks against Animal enemies |
| Contest of Champions | — | Epic Roll for attacks during a tournament or game |
| I am Spartacus | — | Epic Roll for Diplomacy when convincing others you are somebody else |
| Block | 1 SP | Roll+Resilience to block a counterattack. Success: reduce all damage. Minor Success: reduce by 1. |
| Crystal Mastery: Killer Blow | 1–10 SP | On a successful Melee, spend up to 10 SP to increase damage by the amount spent |
Hunter
A slayer of monsters and the undead.
Weapons: Guns, Knives Prerequisites: Gunslinger, Knight, Scoundrel
| Skill | Cost | Description |
|---|---|---|
| ✓ Death Hunt | — | Epic Roll for attacks against Undead enemies |
| Monster Slayer | — | Epic Roll for attacks against Monster enemies |
| Destined for Life | 1 SP | Make a Revive Roll an Epic Roll |
| Dark Child | 1 SP | Add Dark element to any attack |
| Extra Sense | — | Detect Monster enemies in the area without a Sense roll, even when hidden |
| Crystal Mastery: Possessed | 13 SP | Let a demon possess you. All rolls become Epic Rolls but lose 1 HP per roll. Dismiss at any time. |
Winterborn
A master of the frigid air and water.
Weapons: None Prerequisites: Sorcerex
| Skill | Cost | Description |
|---|---|---|
| ✓ Ice Hammer | — | Roll+Aura to create a hammer of ice. Success: d8 damage + Numb. Minor Success: d6 damage. |
| Aqua Blast | 1 SP | Roll+Aura for d6 Water damage |
| Aquatic Wave | 1 SP/enemy | Aqua Blast can hit multiple enemies |
| Gust | 1 SP | Roll+Aura to knock away an enemy |
| Icicle | 1 SP | Roll+Aura for d6 Ice damage (Piercing) |
| Ice Wave | 1 SP/enemy | Icicle can hit multiple enemies |
| Crystal Mastery: Twister | 12 SP | Summon a tornado that does d10 damage to all enemies in the area |
Game Master Resources
Follow the Rules… Maybe?
Terra Machina is geared toward flexibility. Some information is intentionally left vague for the GM to fill in. When something is vague, it’s up to you to decide. Some players love the rules. Some trust the GM to be flexible. Terra Machina is geared toward the latter.
Levels Aren’t That Important
A level 1 character can travel with a level 10 or level 50 character. New characters should generally start at level 1 so the experience of the game changes them — but it’s always your call.
Creating Weapons
Base price equals the number of sides of the damage die (e.g., a d6 weapon costs 6 bux). Additional attributes:
| Attribute | Cost |
|---|---|
| +1 damage | +10 bux |
| +2 damage | +30 bux |
| Add element | +3 bux |
| Cause a status effect | +12 bux |
Building a Scenario
The Unbreakable Rule
You are not telling a story — you are building a playground. Provide danger, treasure, and plot points, but never make players feel they lack agency.
Start with a Map
Map out each area. Determine which are safe or dangerous. If dangerous, how can players make them safe? Reward creativity.
Creating Enemy Encounters
A balanced encounter is one where enemy power is within 10 of the party’s power.
- Enemy power = sum of (HP + Armor + Highest Attack Die) for all enemies
- Party power = sum of (HP + SP + Highest Attack Die) for all player characters and allies
Adjust based on your players’ skill level and desired challenge.
Sample Custom Skills
| Name | Description |
|---|---|
| Big Ears | Epic Roll for Sense when listening to others’ conversations |
| Brawler | Epic Roll for Melee when fighting one-on-one |
| Call of the Wild | Spend 1 SP to summon a Wolf (4 HP, 1d6 damage) if in a forest |
| Cavern Explorer | Epic Roll for Sense inside a cave or cavern |
| Chef | Epic Roll for Tinker when creating a meal that restores 1d4 HP or SP |
| Detective | Epic Roll for Sense when investigating a crime |
| Good Shepherd | Epic Roll when wrangling a plant-eating animal |
| Informed Traveller | Epic Roll for Knowledge about an unvisited city/town |
| King Speech | Epic Roll for Diplomacy when speaking to rulers |
| Mountain Climber | Epic Roll for Brawn for climbing mountains |
| Prosecutor | Epic Roll for Diplomacy when convincing others someone is lying |
| Forest Dweller | Epic Roll for Sense in a forest |
| Natural Athlete | Epic Roll for Brawn in an athletic competition |
| Entomologist | Epic Roll for Sense when searching for bugs |
| Tundra Explorer | Epic Roll for Sense in cold climates |
| Executioner | Epic Roll for Melee when intending to kill |
| Bard | Epic Roll for Diplomacy during an acting or musical performance |
Items
| Name | Description | Cost (bux) |
|---|---|---|
| Antidote | Immediately heals Poison | 6 |
| Aqua Grenade | 1d6 Water damage | 6 |
| Bandage | Immediately heals Bleed | 6 |
| Basic Airship | Capacity 13; not good for combat | 700 |
| Basic Armor | +2 Armor | 10 |
| Basic Weapon | Basic type, no modifiers | 5 |
| Boat | Carries 3; crosses still water | 180 |
| Brain Boost | Epic Roll for next Deduction | 15 |
| Brawl Balm | Epic Roll for next Melee | 15 |
| Calming Agent | Immediately heals Scared | 6 |
| Concentration | Epic Roll for next Shoot | 15 |
| Concoction | Heals 10 SP | 10 |
| Concoction+ | Heals 30 SP | 25 |
| Confidence Booster | Epic Roll for next Diplomacy | 15 |
| Dangerous Mushroom | Roll Resilience. Success: 1d6 HP. Minor Success: 1d6 HP + Poison. Fail: Poison. | 5 |
| Elbow Grease | Epic Roll for next Tinker | 15 |
| Index Card | Epic Roll for next Knowledge | 15 |
| Energy Boost | Epic Roll for next Aura | 15 |
| Enhancer | Epic Roll for next Willpower | 15 |
| Evil Grenade | 1d6 Dark damage | 6 |
| Eye Drop | Immediately heals Blind | 6 |
| Flame Grenade | 1d6 Fire damage | 6 |
| Flex | Epic Roll for next Movement | 15 |
| Frost Grenade | 1d6 Ice damage | 6 |
| Helicopter | Carries 4; can cross up to 8 areas before landing | 270 |
| Jerky | Restore 3 SP | 3 |
| Jetpack | Fly any distance outside of battle | 210 |
| Lazarus Tonic | Revives a fainted ally in battle | 100 |
| Light Airship | Carries 7; crosses long distances | 330 |
| Light Ship | Carries 11; crosses oceans | 300 |
| Lockpick | Picking a lock needs no Tinker roll | 10 |
| Magnifier | Epic Roll for next Sense | 15 |
| Medication | Immediately heals Mania | 6 |
| Medicine | Heals 2d10 HP (outside battle only) | 7 |
| Ointment | Immediately heals Burn | 6 |
| Potion | Heals 10 HP | 10 |
| Potion+ | Heals 30 HP | 25 |
| Rock Grenade | 1d6 Earth damage | 6 |
| Saintly Grenade | 1d6 Holy damage | 6 |
| Scale Armor | +2 Armor | 10 |
| Shock Grenade | 1d6 Lightning damage | 6 |
| Skinguard | Prevents Bleed twice | 3 |
| Eyeguard | Prevents Blind twice | 3 |
| Flameguard | Prevents Burn twice | 3 |
| Mindguard | Prevents Mania twice | 3 |
| Boneguard | Prevents Numb twice | 3 |
| Vaccine | Prevents Poison twice | 3 |
| Willguard | Prevents Scared twice | 3 |
| Steroid | Epic Roll for next Brawn | 15 |
| Stimulant | Immediately heals Numb | 6 |
| Tincture | Heals 1d10 HP and 1d10 SP | 30 |
| Tincture+ | Heals all HP and SP | 70 |
| Vitamin | Epic Roll for next Resilience | 15 |
| Welder’s Gloves | +1 to Tinker rolls | 22 |
| Wind Grenade | 1d6 Air damage | 6 |
| Yacht | Carries 5; crosses oceans | 260 |
Bestiary
Aquabug
An insect that lives underwater | Type: Insect | Location: Underwater Power: 26 | HP: 15 | Armor: 3 | Defense: Air, Water
- Sting — 1d8+1 damage. Causes Poison.
Arctic Sniper
A white-coated person with a long-range rifle | Type: Human | Location: Tundra Power: 14 | HP: 4 | Armor: 0 | Defense: None
- Shot — 1d10−1 Ice damage.
Armored Jellyfish
A jellyfish with hard armor | Type: Animal | Location: Underwater Power: 25 | HP: 14 | Armor: 7 | Defense: Holy
- Sting — 1d4 damage. Causes Burn.
Armored Rhino
A rhinoceros with a thick metal hide | Type: Animal | Location: Plains Power: 27 | HP: 10 | Armor: 5 | Defense: None
- Charge — 1d12 damage.
- Ground Stomp — 1d8 damage to 2 enemies.
Baterina
A giant bat with legs that wears a tutu | Type: Monster | Location: Cave Power: 18 | HP: 6 | Armor: 0 | Defense: None
- Bite — 1d12 damage. Causes Mania.
Blue Dragon
A wingless dragon that can breathe underwater | Type: Reptilian | Location: Underwater, Shore Power: 33 | HP: 20 | Armor: 3 | Defense: Water, Ice
- Swipe — 1d6 damage.
- Water Blast — 1d10−1 Water damage.
Bog Bugs
Groups of bugs that live in the swamps | Type: Mob, Insect | Location: Swamp Power: 19 | HP: 11 | Armor: 0 | Defense: Water, Dark
- Scare Bite — 1d8−1 Dark damage. Causes Scared.
Bog Knight
An armored figure wielding an axe | Type: Human | Location: Swamp Power: 20 | HP: 10 | Armor: 2 | Defense: Dark
- Axe Attack — 1d8 damage.
Boogeyman
A scary undead creature | Type: Undead | Location: City Power: 10 | HP: 4 | Armor: 0 | Defense: Air
- Scare Strike — 1d6 damage. Causes Scared.
Brown Dragon
Dragons the size of human beings with thick brown scales | Type: Animal, Reptilian | Location: Sky, Cave, Mountain Power: 20 | HP: 10 | Armor: 2 | Defense: Earth
- Scratch — 1d8+3 damage.
- Bite — 1d8 damage. Latches on: −1 to Movement rolls and 1d4 automatic damage until free.
- Dirt Tail Whip — 1d6 ranged Earth damage. Causes Blind.
Butter Fry
An electrified giant butterfly | Type: Insect | Location: Sky, Mountain Power: 27 | HP: 15 | Armor: 2 | Defense: Air, Fire
- Wind Blast — 1d10 Air damage.
- Fire Blast — 1d10 Fire damage.
Candlestick
A sentient candlestick | Type: Monster | Location: Desert, City Power: 19 | HP: 5 | Armor: 2 | Defense: Fire
- Bonk — 1d12+3 damage.
- Burn — 1d4 Fire damage to all enemies.
Cave Driller
A robotic tank with a drill that can dig in the earth | Type: Robotic | Location: Cave, Mountain Power: 22 | HP: 9 | Armor: 3 | Defense: Earth
- Drill — 1d6+3 damage.
- Sound Blast — 1d10−1 damage. Causes Mania.
Cave Tortoise
A brown tortoise with spikes on its back | Type: Animal, Reptilian | Location: Cave, Mountain Power: 19 | HP: 3 | Armor: 4 | Defense: Earth
- Bite — 1d12 Earth damage.
- Spike Shot — 1d6+1 Earth damage to all enemies. Causes Bleed.
Cave Troll
A troll that lives in a cave | Type: Monster | Location: Cave Power: 22 | HP: 11 | Armor: 3 | Defense: Earth
- Smash — 1d8+5 damage.
- Frightening Stance — Causes Scared.
Clay Pigeon
A pigeon made of clay | Type: Animal | Location: Sky, Plains Power: 16 | HP: 8 | Armor: 2 | Defense: Earth, Air
- Birdstrike — 1d6 damage. Causes Scared.
Crystal Ninja
A crystalline person with martial arts skills | Type: Human | Location: Swamp, Shore, City Power: 21 | HP: 8 | Armor: 3 | Defense: Holy
- Sharp Punch — 1d10−1 damage. Causes Bleed.
Crystal Squid
A squid that can swim | Type: Animal | Location: Underwater, Shore Power: 24 | HP: 13 | Armor: 1 | Defense: Water
- Snap — 1d10 damage to one player.
- Embrace — 1d4 damage. Traps target until they escape.
- Water Jet — 1d10 damage to all players.
Dark Wolf
A tall wolf with charcoal-like skin | Type: Animal | Location: Cave, Forest Power: 19 | HP: 9 | Armor: 0 | Defense: Dark
- Bite — 1d10 damage.
Desert Rhino
A yellow rhino that inhabits the desert | Type: Animal | Location: Desert Power: 26 | HP: 16 | Armor: 2 | Defense: Earth
- Trample — 1d8+1 damage to all enemies.
- Glare — 1d6+1 Dark damage.
Devil Snake
A giant snake with a pair of horns | Type: Reptilian | Location: Underwater, Swamp Power: 26 | HP: 21 | Armor: 1 | Defense: Water, Dark
- Snakebite — 1d4 Piercing damage. Causes Poison.
Dryad
A humanoid guardian of the forest with a treelike body | Type: Monster | Location: Forest Power: 18 | HP: 10 | Armor: 2 | Defense: Holy
- Smack — 1d6 damage.
Eagle Flock
A group of eagles | Type: Animal, Mob | Location: Sky, Forest, Mountain, Plains, Desert Power: 20 | HP: 8 | Armor: 0 | Defense: Air
- Manic Screech — Causes Mania.
- Peck — 1d12−1 damage.
Electric Eel
An underwater creature that shoots electricity | Type: Animal | Location: Underwater Power: 19 | HP: 9 | Armor: 0 | Defense: None
- Bite — 1d10 damage.
- Shock — 1d8 Lightning damage to all enemies. Causes Numb.
Experiment
A person that has been experimented on; arms replaced with guns | Type: Monster, Human | Location: Swamp, Cave, City Power: 17 | HP: 9 | Armor: 0 | Defense: None
- Manic Shot — 1d8−1 damage. Causes Mania.
Fairies
A group of tiny humanoids with wings | Type: Monster, Mob | Location: Sky Power: 17 | HP: 13 | Armor: 0 | Defense: Holy
- Blind Swarm — 1d4 damage. Causes Blind.
Fire Scorpion
A big scorpion that does fire damage | Type: Animal, Insect | Location: Desert Power: 33 | HP: 14 | Armor: 7 | Defense: Fire
- Sting — 1d12 Fire damage. Causes Burn.
- Pinch — 1d4 damage. Traps target until they escape.
Fire Spirit
An undead creature that flies and is made of fire | Type: Undead | Location: Sky Power: 28 | HP: 17 | Armor: 1 | Defense: Air, Fire
- Fireball — 1d10−1 Fire damage. Causes Burn.
Fireflies
A swarm of burning bugs | Type: Insect, Mob | Location: Sky, Swamp Power: 20 | HP: 9 | Armor: 1 | Defense: Fire
- Burn — 1d6 Fire damage.
- Sting — 1d10−3 damage. Causes Numb.
Flameknight
A person in armor that’s on fire | Type: Human | Location: City, Plains, Forest Power: 16 | HP: 4 | Armor: 4 | Defense: Fire
- Fire Punch — 1d8 Fire damage.
Flying Drone
A robot in the air that can shoot enemies | Type: Robotic | Location: Sky, City Power: 17 | HP: 10 | Armor: 1 | Defense: None
- Laser Shot — 1d6 damage.
Frog Lancer
A humanoid frog carrying a lance | Type: Reptilian | Location: Swamp, Cave, Forest Power: 21 | HP: 8 | Armor: 3 | Defense: Dark, Water
- Stab — 1d10 damage.
Frost Ghoul
An undead creature that travels in snow | Type: Undead | Location: Tundra, Mountain Power: 17 | HP: 10 | Armor: 3 | Defense: Earth, Ice
- Manic Punch — 1d4+1 damage. Causes Mania.
Frostflies
A swarm of white flying bugs found in cold areas | Type: Insect, Mob | Location: Tundra Power: 28 | HP: 17 | Armor: 3 | Defense: Air
- Ghastly Swarm — 1d8+1 damage. Causes Scared.
- Frost Bite — 1d4 Ice damage.
Ghost
The ghost of a person who has died | Type: Undead | Location: Swamp, City Power: 15 | HP: 7 | Armor: 0 | Defense: Ice
- Fright Swipe — 1d8+1 damage. Causes Scared.
Giant Weasel
A giant weasel | Type: Animal | Location: Forest, Plains Power: 17 | HP: 11 | Armor: 0 | Defense: None
- Attack — 1d6 damage.
Gull Flock
A flock of violent birds | Type: Animal, Mob | Location: Plains, Sky Power: 23 | HP: 11 | Armor: 0 | Defense: Air
- Dive Bomb — 2d4−1 Air damage.
- Pecking Order — 1d12 damage.
Gunner Soldier
A soldier with a gun | Type: Human | Location: City Power: 21 | HP: 7 | Armor: 4 | Defense: None
- Gunshot — 1d10 damage to an enemy.
- Gun Spray — 1d4 damage to all enemies.
Hammercat
A cat wielding a maul | Type: Monster, Animal | Location: Forest, Plains Power: 20 | HP: 10 | Armor: 0 | Defense: None
- Blinding Bite — 1d4+1 damage. Causes Blind.
- Smash — 1d10+2 damage.
Hornet Swarm
A swarm of stinging hornets | Type: Animal, Insect, Mob | Location: Forest, Plains, Desert Power: 9 | HP: 5 | Armor: 0 | Defense: None
- Venomous Sting — 1d4+1 damage to all enemies. Causes Poison.
Ice Knight
A person in white armor in the snow | Type: Human | Location: Mountain, Tundra Power: 24 | HP: 13 | Armor: 5 | Defense: Ice
- Attack — 1d6+1 damage.
- Ice Blast — 1d6−1 Ice damage.
Ice Phantom
A ghastly apparition made of pure ice | Type: Undead | Location: Tundra Power: 17 | HP: 10 | Armor: 3 | Defense: Holy, Ice
- Frost Breath — 1d4 Ice damage.
Ice Zombie
An undead that loves the cold | Type: Undead | Location: Tundra Power: 16 | HP: 6 | Armor: 0 | Defense: Ice
- Bite — 1d10 damage. Causes Mania.
Inker
A creature with six tentacles and human legs | Type: Monster | Location: Underwater, Swamp, Shore Power: 31 | HP: 15 | Armor: 4 | Defense: Holy, Air, Water
- Tentacle Attack — 1d12+3 damage to all enemies. Causes Numb.
- Water Spray — 1d8 Water damage.
Knifefish
A fish with a knife-like nose | Type: Animal | Location: Underwater Power: 9 | HP: 5 | Armor: 0 | Defense: Dark
- Cut — 1d4 damage. Causes Bleed.
Living Snow
A group of snowflakes that seem to be sentient | Type: Monster, Mob | Location: Tundra, Mountain Power: 15 | HP: 4 | Armor: 1 | Defense: Ice
- Strike Fear — 1d4−1 damage. Causes Scared.
- Pelt Ice — 1d10 Ice damage.
Lizard Samurai
A lizard creature with a katana | Type: Monster, Reptilian | Location: Plains, Cave, Mountain, Forest Power: 21 | HP: 10 | Armor: 1 | Defense: Earth
- Slash — 1d8 damage. Causes Bleed.
- Bite — 1d10−1 damage.
Madbot
A flying robot with a helicopter propeller and crazy eyes | Type: Robotic | Location: City, Sky Power: 20 | HP: 12 | Armor: 2 | Defense: Lightning
- Crazy Attack — 1d6+2 damage. Causes Mania.
Magmus
A humanoid creature made of lava rock | Type: Monster | Location: Cave, Mountain Power: 17 | HP: 7 | Armor: 2 | Defense: Fire
- Fire Punch — 1d8 Fire damage.
Marionette
A puppet on strings | Type: Monster | Location: City Power: 14 | HP: 6 | Armor: 0 | Defense: None
- Slap — 1d8 damage.
Mech-Dragon
A flying robot dragon | Type: Robotic, Reptilian | Location: Sky, Mountain Power: 20 | HP: 7 | Armor: 3 | Defense: Fire
- Fire Breath — 1d10+1 Fire damage. Causes Burn.
Merknight
An armored merperson bearing a sword | Type: Human, Monster, Animal | Location: Underwater Power: 13 | HP: 7 | Armor: 2 | Defense: Holy
- Slice — 1d4+1 damage.
Mollusk
A creature with an oyster-like body, lobster legs, and pincers | Type: Animal | Location: Shore, Underwater Power: 15 | HP: 3 | Armor: 4 | Defense: Water
- Clamp — 1d8+1 damage.
Mud Monster
An amorphous monster made of mud | Type: Monster | Location: Swamp, Mountain, Cave, Plains Power: 14 | HP: 7 | Armor: 1 | Defense: Earth
- Mud Punch — 1d6 damage. Causes Blind.
Murder Wasps
A swarm of wasps | Type: Mob, Insect | Location: Sky, Swamp, Plains Power: 14 | HP: 6 | Armor: 0 | Defense: Air
- Sting — 1d8 Piercing damage. Causes Poison.
Muskroom
A muskrat covered in mushrooms | Type: Animal | Location: Cave, Forest Power: 7 | HP: 3 | Armor: 0 | Defense: None
- Scratch — 1d4+3 damage.
- Bite — 1d4 damage. Causes Poison.
- Spore Cloud — Causes Poison on all enemies.
Paralyzer
A human imbued in darkness that paralyzes their enemies | Type: Human | Location: City Power: 22 | HP: 10 | Armor: 0 | Defense: Dark
- Paralyze Punch — 1d12+2 damage. Causes Numb.
Pirate’s Ghost
A ghastly apparition that looks like a pirate with a poisonous blade | Type: Undead | Location: Underwater, Shore Power: 26 | HP: 16 | Armor: 0 | Defense: Fire, Water
- Poison Strike — 1d10−1 damage. Causes Poison.
Psycho Borealis
An ethereal creature made of an array of lights | Type: Monster | Location: Tundra Power: 15 | HP: 9 | Armor: 0 | Defense: Holy
- Manic Attack — 1d6−1 Holy damage. Causes Mania.
- Fright Attack — 1d6−1 Holy damage. Causes Scared.
Pyro
A tribal magic user that manipulates fire | Type: Human | Location: Desert, Forest, Mountain Power: 27 | HP: 16 | Armor: 3 | Defense: Fire
- Fireball — 1d8 Fire damage. Causes Burn.
Ring of Fire
A literal floating circle of fire | Type: Monster | Location: Cave, Mountain Power: 15 | HP: 7 | Armor: 0 | Defense: Fire
- Fireball — 1d8 Fire damage. Causes Burn.
Ring of Lightning
A literal floating circle of electricity | Type: Monster | Location: Cave, Mountain Power: 15 | HP: 7 | Armor: 0 | Defense: Lightning
- Lightning Strike — 1d8 Lightning damage. Causes Numb.
Rock Beast
A humanoid creature made of dirt and rock | Type: Monster | Location: Plains, Cave, Mountain Power: 30 | HP: 17 | Armor: 3 | Defense: Earth
- Rock Punch — 1d10 Earth damage.
- Grab — Entraps an enemy.
Sand Crusader
A warrior dressed in robes carrying a staff | Type: Human | Location: Desert Power: 29 | HP: 19 | Armor: 0 | Defense: Holy
- Holy Strike — 1d6 Holy damage.
- Blinding Light — 1d10−2 Holy damage. Causes Blind.
Sand Shredder
A robot that guards the sands with its sawblades | Type: Robotic | Location: Shore, Desert Power: 23 | HP: 14 | Armor: 1 | Defense: Lightning
- Sawblades — 1d8+1 damage. Causes Bleed.
Sand Spirit
A spirit made of sand | Type: Undead | Location: Shore, Desert Power: 21 | HP: 10 | Armor: 5 | Defense: Earth
- Burning Sands — 1d6+1 Earth damage. Causes Burn.
Sandblade
A desert-dweller that’s good with a knife | Type: Human | Location: Desert Power: 16 | HP: 11 | Armor: 1 | Defense: Dark
- Cut — 1d4 damage. Causes Bleed.
Sandbot
A multi-legged robot that walks on sand | Type: Robotic | Location: Shore, Desert Power: 28 | HP: 17 | Armor: 5 | Defense: Lightning
- Shadowbeam — 1d6+1 Dark damage.
Sawbot
A robot with buzzsaws for hands | Type: Robotic | Location: City, Forest Power: 22 | HP: 8 | Armor: 2 | Defense: None
- Shred — 1d12−1 damage. Causes Bleed.
Scorch-pion
A robotic scorpion with a fiery, poisonous tail | Type: Robotic | Location: Desert Power: 27 | HP: 20 | Armor: 1 | Defense: Ice
- Sting — 1d6 Fire damage. Causes Poison.
Serpent
A giant poisonous snake | Type: Reptilian | Location: Underwater, Swamp, Plains Power: 21 | HP: 16 | Armor: 1 | Defense: Dark
- Bite — 1d4 damage. Causes Poison.
Shard Swarm
Flying intelligent pieces of glass | Type: Monster, Mob | Location: Desert, Shore Power: 18 | HP: 12 | Armor: 0 | Defense: Lightning
- Multi-Attack — 1d6−1 damage. Causes Bleed.
- Mirror — Takes a turn to cast. Next attack on Shard Swarm reflects equal damage back to attacker.
Shoreshock
A robot that hangs on the coastline and deals lightning damage | Type: Robotic | Location: Shore Power: 17 | HP: 2 | Armor: 7 | Defense: Lightning
- Bolt — 1d8+1 Lightning damage.
Skeleton Knight
A skeleton in armor with a sword | Type: Monster, Undead | Location: Cave, Swamp Power: 17 | HP: 5 | Armor: 4 | Defense: Dark
- Slash — 1d8 damage.
Snow Drake
A white dragon that lives in snowy regions | Type: Reptilian | Location: Tundra Power: 31 | HP: 19 | Armor: 0 | Defense: Dark, Ice
- Frost Beam — 1d12 Ice damage. Causes Numb.
Snow Vixen
A giant white fox | Type: Animal | Location: Tundra, Forest Power: 21 | HP: 11 | Armor: 0 | Defense: Ice
- Bite — 1d10 damage.
- Scratch — 1d6 damage.
- Snow Beam — 1d10 Ice damage.
Snowbug
A large insectoid ice creature | Type: Insect | Location: Tundra Power: 19 | HP: 6 | Armor: 3 | Defense: Ice
- Bite — 1d10 damage.
- Snowshot — 1d6+1 Ice damage.
Spiderbot
A robotic spider with a cannon on top | Type: Robotic, Insect | Location: City, Cave Power: 15 | HP: 4 | Armor: 5 | Defense: None
- Laser Shot — 1d6 damage.
Stonewall
A literal living wall of stone | Type: Monster | Location: City Power: 29 | HP: 11 | Armor: 6 | Defense: Holy
- Blockhead — 1d12 damage. Causes Numb.
Sun Fighter
A living sun with fists | Type: Monster | Location: Sky Power: 19 | HP: 11 | Armor: 0 | Defense: Fire
- Fire Slap — 1d6 Fire damage.
- Sunbeam — 1d8−1 damage. Causes Blind.
Swarm of Mosquitos
A swarm of mosquitos | Type: Mob, Insect | Location: Air, Swamp, Forest, Cave Power: 21 | HP: 9 | Armor: 0 | Defense: None
- Swarm of Bites — 1d12+1 damage. Causes Numb.
Thunder Bird
A yellow bird emanating electricity | Type: Animal | Location: Sky, Desert, Tundra Power: 18 | HP: 8 | Armor: 0 | Defense: Air, Lightning
- Claws — 1d6−1 damage. Causes Scared.
- Lightning Strike — 1d10 Lightning damage.
Thunder Bugs
A swarm of flying bugs that burst with electricity | Type: Mob, Insect | Location: Tundra, Plains Power: 27 | HP: 22 | Armor: 1 | Defense: Lightning
- Electric Bite — 1d4+1 Lightning damage. Causes Mania.
Thunder Wraith
An undead creature with lightning power | Type: Undead | Location: Shore, Desert Power: 21 | HP: 8 | Armor: 3 | Defense: Dark, Lightning
- Burning Shock — 1d10 Lightning damage. Causes Burn.
Thunderclapper
Flying robotic hands that are electrically charged | Type: Robotic | Location: Sky Power: 14 | HP: 1 | Armor: 3 | Defense: Lightning
- Electric Slap — 1d10+1 Lightning damage.
Tortussle
A giant tortoise with glowing eyes | Type: Animal, Reptilian | Location: Underwater, Shore, Swamp, Forest, Plains Power: 32 | HP: 18 | Armor: 2 | Defense: Water
- Bite — 1d12+2 damage.
Wakebot
A small robot that rides the coastline | Type: Robotic | Location: Shore Power: 15 | HP: 6 | Armor: 1 | Defense: Lightning
- Lightning Strike — 1d8 Lightning damage. Causes Numb.
Walking Shark
A shark on two legs | Type: Monster, Animal | Location: Shore Power: 19 | HP: 9 | Armor: 0 | Defense: Water
- Bite — 1d10 damage. Once bitten, 3 damage every turn until the enemy escapes.
Waterbone
A skeleton inside a bubble of water | Type: Undead | Location: Underwater Power: 22 | HP: 9 | Armor: 1 | Defense: Water
- Bubble Attack — 1d10 Water damage.
- Bone Attack — 1d12 Dark damage.
White Asp
A snake that lives in the snow | Type: Reptilian | Location: Tundra Power: 11 | HP: 7 | Armor: 0 | Defense: Holy, Ice
- Frost Bite — 1d4 Ice damage. Causes Scared.
Yellow Dragon
A dragon with yellow scales | Type: Animal, Reptilian | Location: Sky, Mountain Power: 33 | HP: 19 | Armor: 4 | Defense: Air
- Wind Blast — 1d10 Air damage.
- Scratch — 1d8−1 Piercing damage.