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PROJECT ANNUSTARIA
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Chapter 25: Creatures.​
The party members of the players are not the only beings within the game. Creatures represent the possibility of other beings being involved in a battle, which could help, hinder, or have no effect on either side. There could be multiple instances in which they could come onto the board, which include spells that morph a piece, Annustaria Breaker possibilities, or different game modes. This chapter will talk more about how mechanics relating to creatures work.
25.1 Creature Basics:    

Creatures are described as any entity on the board that is not part of a player’s traditional party. It could also describe a state that a piece takes while having the “morphed” status condition. One of the main differences between conventional party members and creatures is that creatures often do not stay on the board for the entire game, entering and leaving it. They also have set stats, which are outlined later in this chapter.

25.2 Creature Attributes:    

Okay, this is the very last time we have to go over attributes in this book. However, it might be easier to understand than most of the other attributes in the book since these act more like the stats of parties. When a piece is morphed into a creature, the piece assumes its attributes. Here are the ones that all creatures have:
  • Ability Stats.
  • HP.
  • Size.
  • Bonus Die.
  • Accuracy.
  • Armor.
  • Spell Schools Known.
  • Spell Card Hand Limit.
  • Important Times.
  • Rules.
  • Actions.
  • Tendency.

Ability Stats:
    
There are ten stats that all creatures have, like with parties. Just like with parties, they range from -2 to +2, but do not have to follow the same rules in terms of how high or low the total of all of them needs to be. When a roll or situation calls for a modifier for this creature, use the one outlined in its stats. The ten are:
  • Attack.
  • Constitution.
  • Speed.
  • Magic.
  • Dexterity.
  • Intelligence.
  • Engineering.
  • Adaptability.
  • Neuroticism.
  • Luck.

HP:
    
HP, like with the HP that parties have, represents the amount of damage that the creature can take. Unlike parties, however, instead of gaining an unconscious status condition when its HP hits 0 or below, the creature is removed from the board.


Size:

​Different creatures within the game have a different average size. These differences is reflected within some of the game’s mechanics, which size might give one side an advantage over another. This part of a creature’s stats determines the size of the members of your party. Refer to the graph below:
Picture

Bonus Die:

Most creatures have a bonus die, which allows them to gain extra movement occasionally. If they do not, this attribute would say NA, which stands for “non-applicable.” The value of this die starts at 0. It could be increased in multiple ways. One of the ways is for the creature or another entity to roll a number on a movement roll as outlined by its attributes under “bonus die” for a movement roll. It would need to progress the bonus die before another roll or action, bonus action, or turn has been made. Another method is for it to take the ready action as an action on its turn.


Once it is filled to the amount equal to the maximum number that could show on the die, the creature can use it by taking a bonus action on its turn, either by being controlled by a player or as outlined within its tendencies. The value may not exceed this maximum, and any potential progression opportunities are wasted. When the creature uses its bonus action, it makes a movement roll with its bonus die (d4, d6, d8, d10, or d12). Creatures still must follow all of the rules relating to movement rolls. After it is used, its value is reset to 0.

Picture

​Bonus Die #:
    
When this creature or another entity rolls a number outlined by its attributes under “bonus die” for a movement roll, add 1 to the bonus die. The value may not exceed this maximum, and any potential progression opportunities are wasted.


Accuracy:
    
​
Weapon accuracy ranges from inexperienced to Mastered. Each of these is given a number from -1 to +3. This total is added with their party’s dexterity modifier and, if applicable, the weapon’s proficiency bonus to form each weapon’s attack value. All of the weapon accuracy values are as follows:

Picture

Armor:
    
Armor ranges from no armor to heavy armor. Each of these is given a number from 0 to +4. This total is added with its party’s dexterity modifier to form the party’s defense value. All of the weapon accuracy values are as follows:
Picture

Spell Schools Known:
    
Some creatures can cast spells. However, most do not. Any spell schools that the creature can cast will be written here. If it is not able to cast any, this attribute would say “none.” Finally, creatures are never able to use meta magic cards. Creatures are unable to sacrifice spell cards, unless stated otherwise.


Spell Card Hand Limit:
    
For creatures that can cast spells, they also have a spell card hand limit above zero. If the creature is at its maximum hand size, it may not draw more. If a creature has a value of zero in this attribute, it is unable to have any spell cards. Creatures are unable to sacrifice spell cards, unless said otherwise.


Important Times:
    
This attribute states when a creature’s rules, effects, or actions are most likely to activate. This instances could be done during a certain time, such as the night phase, or an “if when” statement, such as a player taking damage. Please note that this attribute is primarily for player convenience and does not guarantee the exact time when a rule, effect, or action takes effect.


Rules:
    
Some creatures have special rules that set them apart from other creatures and parties. All rules within it must be followed, unless otherwise specified. In cases where there is a multi-step process, go in order of what is contained in the text, first to last. Some rules specify a situation in which it comes into effect.


Actions:
    
Most creatures can take actions, bonus actions, or reactions. If there are any that a creature can take, aside from the ones that all creatures have, then they will be listed within this attribute. Information that is also given within this attribute includes when the action is done.

    
If a spell uses up resources, such as an action, bonus action, or reaction, then it needs to have the resource available to use it. It is then used up, which also goes for other limited resources, such as weapon ammunition and spell cards.

    
When a player controls a creature, on the owning player’s turn, they may use one of the creature's actions, bonus actions, or reactions as listed within its stats. Doing so uses up one of the party's resources for its turn. They may also do one of the actions, bonus actions, or reactions that are available to all creatures. These are the actions that all creatures can perform:
  • Dodge: Action.
  • Punch: Action.
  • Ready: Action.
  • Sneak: Action
  • Struggle: Action.
  • Rolling Bonus Die: Bonus Action.
  • Opportunity Attack: Reaction.
  • Tackle: Reaction.

Tendency:
    
A creature’s tendency is its likelihood of doing certain things. This attribute could specify various things, such as when it takes an action, moves, or applies other rules and effects. If a player controls a creature, its tendencies do not go into effect unless said otherwise.


​When a tendency becomes active, it can either become active at a particular time, such as during the night phase, or by a “if when” statement occurring, such as a player taking damage. When it becomes active, the rules and effects specified must be carried out at that time before other things in the game continue, unless said otherwise. If it orders something to go off, when the creature does not have the needed resource, then it does not go off. A tendency either goes off or it doesn’t; there is no middle ground.


This section, “Ludicrous Ludo: Section 25.2”, is adapted from pages 254-259 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo: Section 25.2” is under a CC BY-SA 4.0 license.

25.3 Rolling Dice for Creatures:    

Some actions, or other rules or effects, require a dice roll of the creature to be made. These are done by the player who currently has the god token at the time that it needs to be done. However, if that player is part of a contest roll with the creature, then the creature’s dice is instead done by the next player clockwise who is not part of the contest. If everyone is involved in the contest, then the one with the god token gets to do the creature’s roll.

    
If a creature is controlled by a party, the player who controls the creature rolls the dice for it unless otherwise stated. An exception to this rule is if a creature is currently hypnotized, in which the player whose party hypnotized the creature rolls the dice. If a creature that a player or party does not control uses hypnosis, the player with the god token makes the roll.

    
These rules are different for the single-player game mode. In this case, the single player makes all the rolls. For contests, they roll for themselves, then for the creature. It is essential to differentiate between the player’s and creature’s dice in this game mode.

25.4: Players Controlling a Creature:    

In some instances, a player may control a creature. When a piece is morphed, it is always controlled by the party that owns the piece, unless said otherwise. A player may also sometimes control a piece by summoning it.


While controlling a creature, it has its own health pool that is separate from its party. It also often has its own bonus die, if it has one at all. However, many of the other things it shares with the party. It takes its actions, bonus action, and movements on your turn, if it takes these actions and movements at all. When it uses one of these, it uses up the resource for the entire party. For example, if it uses the free movement roll, it uses the only free movement roll the party gets that turn.


Finally, creatures may turn during their owning player’s turn during that player’s turning phase. When a player owns a creature, their special rules phase also acts as a special rules phase for the creature, which is true even for rules relating to status conditions that the creature could have.

25.5 Creature Stats:

Angel:
    
Angels have a distinctive humanoid appearance, with a halo and a pair of white wings. They are primarily tasked with being messengers of the divine. However, they have another task of ensuring justice within the mortal plane. This secondary goal is mostly in effect when there are great injustices, such as when someone commits cold-blooded murder against another mortal.


Ability Stats:
  • Attack: +2
  • Constitution: 0
  • Speed: -1
  • Magic: +2
  • Dexterity: -1
  • Intelligence: +2
  • Engineering: -2
  • Adaptability: -2
  • Neuroticism: +2
  • Luck: +2

Other Aspects:
  • HP: 12.
  • Size: Medium (3).
  • Bonus Die: 
    • Die: NA.
    • Bonus Die #: NA.
  • Weapon Accuracy: Very Experienced (+2).
  • Armor: Partial Armor (+1).
  • Spell Classes Known: None.
  • Spell Card Hand Limit: 0.

Important Times: When a player deals damage to another player; when this creature is attacked.

Actions:

Vengeance:
    
When a non-angel entity does damage to another entity, this creature attacks the damage dealer without using an action, bonus action, or reaction. This attack results in a contest roll, using the same rules as for weapon attacks. On hit, it does 1d4 + attack modifier normal attack damage. If it is a tank that dealt the damage, it is unable to take any damage from this.


Tendencies:

When a non-angel entity does damage to another entity, this creature uses “vengeance” without using an action, bonus action, or reaction.

Bear:

If there is one animal most people would not want to get into a fight with, it is likely a bear. They are big, durable, and have great strength. Because of this, it is popular for spellcasters who can change form to morph into this animal when in a fight. However, there may be situations where it is not best to morph into a bear, even in battle.

Ability Stats:
  • Attack: +2
  • Constitution: +2
  • Speed: +1
  • Magic: -2
  • Dexterity: -1
  • Intelligence: -2
  • Engineering: -2
  • Adaptability: 0
  • Neuroticism: 0
  • Luck: +1

Other Aspects:
  • HP: 15.
  • Size: Large (4).
  • Bonus Die: 
    • Die: Normal (d8).
    • Bonus Die #: 2.
  • Weapon Accuracy: Inexperienced (-1).
  • Armor: No Armor (0).
  • Spell Classes Known: None.
  • Spell Card Hand Limit: 0.

Important Times: Owning Player’s Turn.

Actions:

Claw Swipe: 

For an action, the bear swings one of its claws at the target up to a range of one space away. Make a contest roll, applying the same rules as for weapon attacks to the contest roll. If it hits, it deals 1d8 + attack modifier normal attack damage, dealing a minimum of 1 damage.

Bonus Claw swipe:

If this bear used the claw swipe action, they may make a bonus claw swipe with a bonus action. This attack has a range of 1 space. Make a contest roll, applying the same rules as for weapon attacks to the contest roll. If it hits, it deals 1d6 + attack modifier normal attack damage, dealing a minimum of 1 damage.


Catgirl/Catboy:
    
A relatively common trope in anime. Catgirls and catboys, typically the former, often appear mostly human, with cat ears and a tail. They may also carry some cat-like mannerisms, such as saying “nyan” in a cute way. They are often sought out as a girlfriend or boyfriend, both in real life and in this game’s world. However, unlike in real life, catgirls and catboys are real in the Ludicrous Ludo canon.


Ability Stats:
  • Attack: 0
  • Constitution: -2
  • Speed: +2
  • Magic: -1
  • Dexterity: +2
  • Intelligence: +1
  • Engineering: +1
  • Adaptability: -1
  • Neuroticism: 0
  • Luck: +1

Other Aspects:
  • HP: 8.
  • Size: Medium (3).
  • Bonus Die: 
    • Die: NA.
    • Bonus Die #: NA.
  • Weapon Accuracy: Experienced (+1).
  • Armor: No Armor (0).
  • Spell Classes Known: None.
  • Spell Card Hand Limit: 0.

Important Times: During the night phase and whenever a structure is being fortified or a piece is trying to escape a prison of war.

Tendency:

Catgirls/Catboys often help their significant other by helping them with fortifying structures or preventing an opponent’s piece from escaping their significant other’s prison of war. Read the rules for these situations for more information.

Also, their relationship value decreases by 1 every night phase. If their relationship value goes to 0, they break up with their party and leave.

Frog:
    
Frogs are amphibians known for their large jumping capabilities and their long tongues that shoot out to catch flies. Despite this, they are relatively weak compared to other creatures that spellcasters usually morph living things into. The frog’s lack of combat ability makes it popular among spellcasters, as being able to morph opponents into frogs gives the spellcaster a significant advantage.


Ability Stats:
  • Attack: -1
  • Constitution: -2
  • Speed: +2
  • Magic: -2
  • Dexterity: +2
  • Intelligence: -2
  • Engineering: -2
  • Adaptability: 0
  • Neuroticism: 0
  • Luck: +1

Other Aspects:
  • HP: 6.
  • Size: Tiny (1).
  • Bonus Die: 
    • Die: Fast (d4).
    • Bonus Die #: 3.
  • Weapon Accuracy: Inexperienced (-1).
  • Armor: No Armor (0).
  • Spell Classes Known: None.
  • Spell Card Hand Limit: 0.

Important Times: Owning Player’s Turn.

Actions:

Tongue Attack: 

For an action, the frog shoots its tongue out like it is trying to catch a fly. This attack may reach an entity within a range of 2 spaces of this creature. Make a contest roll, applying the same rules as for weapon attacks to the contest roll. If it hits, it deals 1d4 + attack modifier normal attack damage, dealing a minimum of 1 damage.

Ophanim:
    
Ophanim are a type of angel that are strong and higher ranking compared to other angels within the divine plane. They have the appearance of multiple interlocking wheels being covered with human-like eyes. The eyes have a color ratio of 5:2:1, with brown, green, and blue. Finally, there is an ever-burning flame contained in the center, which the Ophanim can use for attacking.


Ability Stats:
  • Attack: -2
  • Constitution: +2
  • Speed: +2
  • Magic: +2
  • Dexterity: 0
  • Intelligence: +2
  • Engineering: -2
  • Adaptability: -2
  • Neuroticism: 0
  • Luck: +2

Other Aspects:
  • HP: 15.
  • Size: Huge (5).
  • Bonus Die: 
    • Die: NA.
    • Bonus Die #: NA.
  • Weapon Accuracy: Inexperienced (-1).
  • Armor: Heavily Armored (+4).
  • Spell Classes Known: Healing.
  • Spell Card Hand Limit: 4.

Important Times: Each Night Phase.

Actions:

Eternal Blaze:

This creature uses its action to attack an entity within a range of 3 spaces, resulting in a contest roll that is conducted like a contest roll for weapon attacks. On hit, it does 2d6 + attack modifier normal attack damage, and is at risk of gaining the “on fire” status condition. The goal for the saving throw is 4, and neither side adds anything to the saving throw. If it fails, the attacked piece gains the “on fire” status condition for 2 turns. On a success, they do not gain the status condition.


Uncanny Teleport:

This creature uses its action to teleport to the space behind the closest entity on the pathway, which could either be the closest entity clockwise or counterclockwise. The space behind an entity is the one next to it, counterclockwise.


Tendencies:

During the night phase, this creature gets to take an action. If the ophanim is within a range of 3 spaces of another entity, regardless of the direction the ophanim is facing, this creature uses “Eternal Blaze.” If not, it uses “Uncanny Teleport” instead. If there are no pieces or other creatures on the board, this ophanim does nothing for this night phase. If there are any zombies on the board, the Ophanim goes before any zombies.


Phantom King:

    
A prophet in ancient times warned of a phenomenon known as “Annustaria Breaker.” He especially warned a great king of a major empire on Earth. The king, wanting to harness his power for himself, was willing to do anything to do so. He went so far as to start Solar System War III to achieve his ends. However, this came at a cost. Issinnu, the Demigod of Death, killed the great king. The king was still able to harness some of the Annustar's power, becoming the Phantom King.


Ability Stats:
  • Attack: +2
  • Constitution: -2
  • Speed: -1
  • Magic: +2
  • Dexterity: -1
  • Intelligence: 0
  • Engineering: -2
  • Adaptability: +1
  • Neuroticism: +1
  • Luck: 0

Other Aspects:
  • HP: 15.
  • Size: Large (4).
  • Bonus Die: 
    • Die: NA.
    • Bonus Die #: NA.
  • Weapon Accuracy: Very Experienced (+2).
  • Armor: Partial Armor (+1).
  • Spell Classes Known: None.
  • Spell Card Hand Limit: 0.

Important Times: Owning Player’s Turn.

Actions:

Using a War-Sword:

This creature uses the War-Sword that it has. Follow all of the rules related to weapon attacks. Check section 19.13 for weapon stats and more information.


Trotting Back:

When using a movement roll, the controlling player may use a reaction to allow this creature to move backwards with that movement roll.


Tank:

    
Tanks are not truly creatures. However, they still do have stats in this game and are thus included in this chapter. Tanks in the Ludicrous Ludo canon are mostly like tanks in real life, except the former are slightly stronger with longer-ranged projectiles. They are manned by a fifth-party member who does not need to enter their home area. In fact, they are basically stuck to their machinery because they are too cowardly to leave it behind on the battlefield.


Ability Stats:
  • Attack: +2
  • Constitution: +2
  • Speed: +1
  • Magic: -2
  • Dexterity: -1
  • Intelligence: 0
  • Engineering: -2
  • Adaptability: +1
  • Neuroticism: +2
  • Luck: 0

Other Aspects:
  • HP: 20.
  • Size: Huge (5).
  • Bonus Die: 
    • Die: NA.
    • Bonus Die #: NA.
  • Weapon Accuracy: Experienced (+1).
  • Armor: Heavily Armored (+4).
  • Spell Classes Known: None.
  • Spell Card Hand Limit: 0.

Important Times: Owning Player’s Tank Phase

Actions:

Attack: 

When your tank is on this space, your tank gets to attack one of your artillery spaces. These are artillery spaces within your homefield. You must pick just one space, even if there are opponent spaces on multiple. Like with many forms of dealing damage, your tank may not attack your own pieces; friendly fire is not allowed! If the attack lands, it deals 2d6 normal attack damage.


Anti-tank: 

​When your tank is in this space, your tank may attack an opponent’s tank. If you do this towards a tank that is in a shield space, your attack automatically fails. Other than that, your tank may choose one of your opponents, but only one.
2 more creatures that could potentially be used are contained within the Complete Edition of Ludicrous Ludo.
Ludicrous Ludo Complete Edition
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