🎶 Battle Music: Star Bop (Pre-alpha Combat 2 Remix) 🎵
- Users of Dice and CPU swap over to the other style for this floor.
Sticky Hands
Innate: Goes First
HP: 58/140
Dice: 1
Condition:
The Tortoise does "Roll 2, 2, 1, 6 (Jackpot!) -> Choose Refrigerator -> 6 in Withdraw -> 2 in Absorb -> 2 in Sonic Wave -> 1 in Sonic Wave" (freeze 2 dice, weaken 2 equipment, drain 1 hp, +4 Shield)
The Mage does " Roll 1, 6, 4 (Jackpot!) > Put 1 into Mend to reduce CD to 0 and heal Segment1Zone2 > Put 4 and 6 into Mend again to reduce CD to 2 > End Turn" (Next player recovers 8 hp, CD of Mend is reduced to 2, durability of mend is reduced to 3.
The Robot recovers 8 HP from mend and does "Bump the 6 to get a 6 and a 1, then put the 1 in Bit Flip. Put the 5 in 401 Unauthorized." (3 damage, Counter 5)
Sticky Hands rolls [3].
VS. Robot: [3] goes into Slap for 4 damage.
VS. Mage: [3] goes into Slap for 4 damage.
VS. Tortoise: [3] is frozen to [1]. Slap and Itching Powder are weakened. Since Slap is Min 3 and Itching Powder needs 5, no equipment can be used.
Party Condition:
The Robot uses CPU to roll dice during a turn. If he goes over his CPU with the value of rolled dice, all equipment is poofed away until the end of the turn - but hitting CPU exactly causes a Jackpot! Then he can use one random ability.
The Brawler is a punchy fighter who has mastered channeling both magic and emotions into strikes. This dice is assisted by another dice within a mirror, but using it is unpleasant to her - carrying a price in HP. Management of six resources: HP, Mana, Dice, Equipment, Limit and even Coins, is key.
The Mage's Equipment breaks from use, meaning the act of using it can be a tough decision. But that doesn't need to be a setback. All equipment can be reused until it breaks - no use limits! And she's followed by a supply convoy that will give her a free piece of equipment each battle, as well as reforge two pieces of broken equipment material into new equipment.
The Trainer is a dice who commands two powerful Dice Monsters (copyright NOT infringed), a Dragon and a Tortoise. Each can only know four moves, but they can be swapped between during a turn and they share Dice and Limit with each other. If one's HP hits zero, the other is automatically switched in and the Fainted one can't use moves! On the bright side, they have more HP combined than your average dice - and if only one is Fainted at the end of the battle, they'll come back with 1 HP. Outside of battle, the Lead Dice Monster can be swapped (that's which one is sent into battle first).
Dragon Innate: The Dragon is Weak to Ice. Rolled 6s become Ws.
Tortoise Innate: The Tortoise Weak to Fire and Ice, but strong to Shock. Your Thorns also provide healing when you do damage with equipment.
The Bunjurer doesn't have equipment. Instead, he can learn up to 6 spells, and prepare them in Combat by using a dice that matches the known spell. If unable to do anything else, he can just Throw Dice instead for 1 damage. Out of combat, known spells can be assigned to a prepared spell slot to be prepared at the start of battles (starting with only one pre-prepared slot).
Innate: The Bunjurer is strong against fire but weak to weaken.
Summons
Convoy Bag
- Users of Dice and CPU swap over to the other style for this floor.
Sticky Hands
Innate: Goes First
HP: 58/140
Dice: 1
Condition:
Vs. Robot | Vs. Brawler | Vs. Mage | Vs. Trainer | Vs. Bunjurer |
+3 Damage | +3 Damage | +3 Damage | +3 Damage |
The Tortoise does "Roll 2, 2, 1, 6 (Jackpot!) -> Choose Refrigerator -> 6 in Withdraw -> 2 in Absorb -> 2 in Sonic Wave -> 1 in Sonic Wave" (freeze 2 dice, weaken 2 equipment, drain 1 hp, +4 Shield)
The Mage does " Roll 1, 6, 4 (Jackpot!) > Put 1 into Mend to reduce CD to 0 and heal Segment1Zone2 > Put 4 and 6 into Mend again to reduce CD to 2 > End Turn" (Next player recovers 8 hp, CD of Mend is reduced to 2, durability of mend is reduced to 3.
The Robot recovers 8 HP from mend and does "Bump the 6 to get a 6 and a 1, then put the 1 in Bit Flip. Put the 5 in 401 Unauthorized." (3 damage, Counter 5)
Sticky Hands rolls [3].
VS. Robot: [3] goes into Slap for 4 damage.
VS. Mage: [3] goes into Slap for 4 damage.
VS. Tortoise: [3] is frozen to [1]. Slap and Itching Powder are weakened. Since Slap is Min 3 and Itching Powder needs 5, no equipment can be used.
Party Condition:
Robot | Brawler | Mage | Trainer | Bunjurer |
[4], [2], [1] | CPU 11 | CPU 11 | CPU 11 | CPU 11 |
-3 Damage | Down! | -3 Damage | -3 Damage, 4 Shield | Down! |
The Robot uses CPU to roll dice during a turn. If he goes over his CPU with the value of rolled dice, all equipment is poofed away until the end of the turn - but hitting CPU exactly causes a Jackpot! Then he can use one random ability.
Robot | HP | 9/32 | Limit | 10/10 | CPU | 11 |
The Brawler is a punchy fighter who has mastered channeling both magic and emotions into strikes. This dice is assisted by another dice within a mirror, but using it is unpleasant to her - carrying a price in HP. Management of six resources: HP, Mana, Dice, Equipment, Limit and even Coins, is key.
Brawler | HP | 0/32 | Limit | 10/10 | Dice | 3 |
The Mage's Equipment breaks from use, meaning the act of using it can be a tough decision. But that doesn't need to be a setback. All equipment can be reused until it breaks - no use limits! And she's followed by a supply convoy that will give her a free piece of equipment each battle, as well as reforge two pieces of broken equipment material into new equipment.
Mage | HP | 19/32 | Limit | 2/10 | Dice | 3 |
The Trainer is a dice who commands two powerful Dice Monsters (copyright NOT infringed), a Dragon and a Tortoise. Each can only know four moves, but they can be swapped between during a turn and they share Dice and Limit with each other. If one's HP hits zero, the other is automatically switched in and the Fainted one can't use moves! On the bright side, they have more HP combined than your average dice - and if only one is Fainted at the end of the battle, they'll come back with 1 HP. Outside of battle, the Lead Dice Monster can be swapped (that's which one is sent into battle first).
Trainer | Limit | 10/10 | Dice | 3 |
Dragon | HP: | 0/20 | ||
Tortoise (First) | HP: | 20/20 |
Dragon Innate: The Dragon is Weak to Ice. Rolled 6s become Ws.
Tortoise Innate: The Tortoise Weak to Fire and Ice, but strong to Shock. Your Thorns also provide healing when you do damage with equipment.
The Bunjurer doesn't have equipment. Instead, he can learn up to 6 spells, and prepare them in Combat by using a dice that matches the known spell. If unable to do anything else, he can just Throw Dice instead for 1 damage. Out of combat, known spells can be assigned to a prepared spell slot to be prepared at the start of battles (starting with only one pre-prepared slot).
Bunjurer | HP | 0/32 | Limit | 10/10 | Dice | 3 |
Innate: The Bunjurer is strong against fire but weak to weaken.
Summons
Convoy Bag