You pick your items and buy stuff...
🎶 Shop Music: Chipzel - Prize Money 🎵
🎶 Floor Music: Chipzel - The Grotto 🎵
Party Level: 3 / Party XP: 0 (Next Level at 7 XP) / Party Gold: 4
Safe bet that you're doing the Marshmallow fight now?
🎶 Battle Music: Swing Me Another 6🎵
Marshmallow
HP: 154/154
Dice: 2
Luck's Retort: Enemy is equipped with a Gadget that can be used each turn. (Gadgets are Skills, and can be Silenced)
Condition:
Marshmallow
"I saw you fail just moments ago. Don't think you can fall Mua-ha-ha-marshmallow! Lady Luck is going to make sure you can't beat me, and your failure will be eternal!"
Party Condition:
Cartomancy
The Robot uses CPU to flip coins 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 Illusionist is a powerful spellcaster who can call fourth all kinds of illusions in combat, using Mana and the emotions of the Brawler to manifest them.
The Knight'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). 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, 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).
The Cawtomancer is a feathery dice who has mastered the art of cartomancy, fighting with a deck of cards. While the Cawtomancer can only ever have one dice, every time it's used, it's rolled again. However, the number of cards drawn each turn are limited, so they and the deck must be managed carefully.
Summons
Convoy Bag
🎶 Shop Music: Chipzel - Prize Money 🎵
Shared Options (Cawtomancer Exempt) - 2 Gold Each | ||
Bump - [ ] : Dice Value +1 | Nudge - [ ] : Dice Value -1 | Sold! |
Individual Options - 2 Gold Each | ||
Robot | Redshift - (Y/B) : Cycle a coin towards Red, 50% chance to get 1 Shield (3 uses this turn) | Sold! |
Illusionist | This Will Sting - [5] : Get 1 Thorn?, do 1 damage 3 times | Broom Broom - [Stockpile 1 2 3] : Do 3 damage for the next 3 turns (this is a Jinx effect) |
Knight | Sold! | Bow Aspect + Shield Aspect |
Trainer | Sold! | (Dice Monster Upgrade) Pillow : At the end of the turn, recover 1 HP for each unused dice |
Cawtomancer's Options | *Bird Noises* - [Evem] : Gain Parry? [ ] and Parry? equal to enemy Weaken? | Dream Eater - [Odd] : Drain 1 HP, do 1 damage per Thorn | Sold! |
Remove a Card - 1 Gold | Remove a Card - 2 Gold | Remove a Card - 3 Gold |
🎶 Floor Music: Chipzel - The Grotto 🎵
Party Level: 3 / Party XP: 0 (Next Level at 7 XP) / Party Gold: 4
Safe bet that you're doing the Marshmallow fight now?
🎶 Battle Music: Swing Me Another 6🎵
Marshmallow
HP: 154/154
Dice: 2
Luck's Retort: Enemy is equipped with a Gadget that can be used each turn. (Gadgets are Skills, and can be Silenced)
Condition:
Vs. Robot | Vs. Illusonist | Vs. Knight | Vs. Trainer | Vs. Cawtomancer |
Marshmallow
"I saw you fail just moments ago. Don't think you can fall Mua-ha-ha-marshmallow! Lady Luck is going to make sure you can't beat me, and your failure will be eternal!"
Party Condition:
Robot | Illusionist | Knight | Trainer (Dragon) | Cawtomancer |
| CPU 5 | | (RH) (YH) (BH)| | (RT) (YT) | Flip a coin to get coins from CPU |
[2] [1] [1] | [1] [1] [5] | [4] [3] [1] | [5] |
Cartomancy
The Robot uses CPU to flip coins 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 | 32/32 | Limit | 2/10 | CPU | 5 |
The Illusionist is a powerful spellcaster who can call fourth all kinds of illusions in combat, using Mana and the emotions of the Brawler to manifest them.
Illusionist | HP | 32/32 | Limit | 0/10 | Dice | 3 |
The Knight'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.
Knight | HP | 32/32 | Limit | 0/10 | Dice | 3 |
The Trainer is a dice who commands two powerful Dice Monsters (copyright NOT infringed). 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, 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 | 2/10 | Dice | 3 |
Dragon | HP: | 11/10 | ||
Tyrant | HP: | 11/11 | ||
Fox | HP: | 10/10 |
The Cawtomancer is a feathery dice who has mastered the art of cartomancy, fighting with a deck of cards. While the Cawtomancer can only ever have one dice, every time it's used, it's rolled again. However, the number of cards drawn each turn are limited, so they and the deck must be managed carefully.
Cawtomancer | HP | 32/32 | Limit | 7/10 | Draw | 3 |
Summons
Convoy Bag