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The character page for the citizens and critters of Boon County and the surrounding area. Under construction.


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People of Boon County

    Dr. Beanies 
https://static.tvtropes.org/pmwiki/pub/images/doc_beanies.png
"If god didn't want me to experiment on cats, then why am I alive?"
  • Full Name: Thomas A. Beanies
  • Aka: The Doc, Beanies.
  • Sign: Cancer
  • Occupation: Self-taught scientist, cat expert, geneticist, drug dealer.

  • Absent-Minded Professor: Dr. Beanies is the scientist that bestows you with a Starter Mon, and he can also be found in certain random events. One of these has him offer to heal your cats by using a machine he built- except he forgot which button to press, letting you pick between red and blue. Choose wrong, and it will have a negative effect instead.
  • Affably Evil: Drug dealer, animal abuser, and careless scientist, but he goes about all of it with a smile on his face.
  • Corrupted Character Copy: An animal researcher who hands you a Starter Mon a la Professor Samuel Oak... except for the detail that he expects you'll selectively breed the cat in question to further his own goals, and he also deals dope on the side.
  • Evilutionary Biologist: Believes in the forced evolution of the "greatest species known to man," which are of course kittens.
  • Uncatty Resemblance: His is more generic due to his "pets" being any poor feline he can get his gloves on, but his two horn-like patches of hair bring to mind a cat's ears.

    Butch 
https://static.tvtropes.org/pmwiki/pub/images/butch_7.png
"Walk it off!"

  • Ambiguously Related: Shares the exact same hairstyle, mustache, and star sign (which, incidentally, is gemini) with Tinkles, but is otherwise nothing like him.
  • Meaningful Name: "Butch" is likely short for "Butcher", and the man runs an illegal cat fighting ring.

    Baby Jack 
https://static.tvtropes.org/pmwiki/pub/images/baby_jack.png
"Nonna says don't chomp!"
  • Full Name: Jackie Dustin Nickel
  • Aka: BJ, Jackie
  • Sign: Pisces
  • Occupation: Man of the house!
  • Mission: Sell stuff, collect cans and save my nonna!

  • Living in a Furniture Store: Inverted: Jackie has essentially turned his house into a literal furniture store named Jack's Shack, but most of the "merchandise" is in a rather poor state and it is apparent that he isn't much good at housekeeping.
  • Meaningful Name: He runs his own furniture store despite being a young boy, and his last name is Nickel.
  • Trash of the Titans: His home has so much crap in it, that it trapped his "Nonna" in the attic!
  • Two First Names: Jackie Dustin Nickel.
  • Young Entrepreneur: BJ and Nonna's house has so much trash in it that he's had to resort to selling it to you as furniture.

    Tink 
https://static.tvtropes.org/pmwiki/pub/images/tink_4.png
"Oh my wife would get a kick out of that one! God I love my wife!"
  • Full Name: Ferguson Rodney Tinkles.
  • Aka: Mr. Tinkles
  • Sign: Gemini
  • Occupation: Pageant dad and professional photographer
  • Mission: To sparkle 24/7!

  • Ambiguously Related: Shares the exact same hairstyle, mustache, and star sign (which, incidentally, is gemini) with Butch, but is otherwise nothing like him.
  • Camp Straight: He works as a cat pageant photographer, dresses in pink and his room is decked out in pink heart-patterned wallpaper, cat memorabilia and heart-shaped pillows on his couch, complete with a "Party Gurl" banner hung on the wall, and he loves his job- just as much as he loves his wife.
  • Narcissist: Somewhat implied by the fact that his room has multiple photos of himself beside many of his pageant trophies, but he's stated to care a lot about his wife too.
  • Signature Headgear: A small crown, highlighting his own self-importance.

    Frank 
https://static.tvtropes.org/pmwiki/pub/images/frank_96.png

  • Addled Addict: Implied. Frank exhibits several symptoms of crack usage and addiction, such as his confusion and constant sweating, and it would also explain the fact that he's homeless despite being more than capable of building his own home, and how he learnt the trade despite not knowing the meaning of the word "quote": he could be staying sober just long enough to get cash to fund the habit. Or maybe he's just weird.
  • Corrupted Character Copy: "What do you get when you remove 70% of Tom Nook's brain? FRANK!" To wit, both Tom and Frank work on real estate, allowing you to modify and expand your home in exchange for cash, and have Punny Names relating to their appearance. But while Nook is a kind, hard-working and skilled businessman who runs several enterprises, Frank is a sewer-dwelling, idiotic and unsightly nutcase perpetually covered in his own sweat and wearing what looks like a patched-together sausage mascot outfit.
  • Crazy Homeless People: Frank is at least sane enough to work as an architect, but his grasp of english is middling at best and he lives in the sewer despite being more than capable of making a home for himself.
  • Only Shop in Town: Frank is Boon County's sole remaining architect.
  • White and Red and Eerie All Over: Frank isn't exactly the picture of mental or physical health, a trait that is accentuated by the contrast between his incredibly pale skin and the red... thing he's wearing.

    Tracy 
https://static.tvtropes.org/pmwiki/pub/images/tracy_0.png
  • Full Name: No.
  • Aka: Tracy
  • Sign: Leo
  • Occupation: The only person in the world that seems to give a damn about animals.
  • Mission: Educate the ignorant

    Organ Grinder 
https://static.tvtropes.org/pmwiki/pub/images/organ_grinder_what.png
An NPC(?) whose existence was revealed in a pre-release blog post. We don't know the first thing about them.

Playable Cats

    In General 
https://static.tvtropes.org/pmwiki/pub/images/100cats.png
Cats. Kittens. Kitty cats. Felis catus. You know what these are.

  • Bizarre Taste in Food: Cats can eat the usual cat food and poultry, but also more... outlandish things like a pile of feces or other cats.
  • Bloody Hilarious: All the ways cats can get injured, up to getting brain damage because it got hit by thrown feces.
  • Butt-Feline: The entirety of Mewgenics has cats beaten, burned, skinned, electrocuted, spat on, and on and on, but the crown of suffering rests most squarely on the heads of your cat team, who will most likely weather a whole adventure of pain just for some cat food. This folder should go into a bit more detail on the horrible things that can happen to them, but it is by no means a complete list.
  • Killer Kitty: As adorable (or not) as they may be, your cats will be more than able to fight and defeat loads of enemies with wrestling moves, blasts of fire, hordes of flies, and even Christianity.
  • Scars Are Forever: Any Disorders gained by cats, either through random events or being downed in combat, will stay with them until they die.
    • This still applies in the case of injuries that would be hard to see in real life: a concussion will be represented by a Cranial Eruption and broken limbs will be covered in Instant Bandages.

    Collarless 
https://static.tvtropes.org/pmwiki/pub/images/collarless_icon.png
Kittens that haven't yet been assigned a class. You'll typically correct this just before they go on an adventure.
  • Lazy Neutered Pet: Referenced with this "class'" icon, which depicts a neutered animal symbol.
  • Master of None: Their Uncollared Skills can be amazingly varied, but they probably won't be of much use without an actual class to back them up.
  • Mini-Me: The passive skill with that very name creates a half-sized ai-controlled clone of its bearer at the start of every battle. It has half of its "parent's" stats and copies of all their held and worn items.
  • Playing Possum: Play Dead downs a cat on the spot, but without getting injured. There's a surprisingly number of uses for this. Besides sparing a cat who's screwed from getting a broken limb, most enemies won't attack downed cats meaning they're mostly safe, and if a Cleric uses Revive on the "downed" cat, it'll heal an injury it got normally- one of, if not the only way to actually lower the amount of injuries a cat has.
  • Power Copying: Copy Cat turns into a copy of the last skill a teammate used, letting you use it again for the same price but from a different cat.
  • Spiteful Spit: Spit is an infinite range projectile that does an amazing single point of damage, and makes the target wet. Useful for putting out fires.
  • Toilet Humor: Most of the excrement-based skills belong to this "class", such as Poop or Fartoom!
  • Uniqueness Rule: Burst is a powerful magical attack with infinite range and a cheap mana cost, but a cat can only cast it once per battle.
  • Unnecessary Combat Roll: Roll lets your cat move up to three tiles in any direction, being able to pass through obstacles and enemies with no problem.

    Fighter 
https://static.tvtropes.org/pmwiki/pub/images/fighter_icon.png
Cats geared towards close combat, with a powerful default melee attack and skills geared towards making them even deadlier. Making a cat into a Fighter bestows them with a +2 boost to Strength and a +1 one to their Speed at the cost of -1 to their Intelligence, along with a rather basic melee attack.

  • The Berserker: Use the Berserk skill and the Fighter will gain 5 Strength and 5 Bruise, making for a powerful but frail fighter, and replacing the Berserk skill with a shorter, cheaper and self-damaging version of Bull Rush called the Berserker Dash for the rest of the fight.
  • Dash Attack: Bull Rush has the Fighter pull a leaf from the Tank's book and dash forward a long distance before delivering a melee attack with Knockback. The Berserker Dash attack is similar, but it trades in some self-damage, less range and the loss of knockback to become very cheap to use.
  • Dumb Muscle: Through and through, from the stats they get initially, all the way to a passive named after this very trope that makes them dumber but stronger every time they get hurt. In fact, a good half of their tool kit either makes them stupid or benefits from their idiocy.
    • Case in point, the Think Too Hard active ability deals damage to your cat equal to their Intelligence stat and makes the next spell cast free, mitigating the main drawback to having low Intelligence.
  • Fighter, Mage, Thief: The Fighter, specializing in close-range combat and making itself even stronger throughout.
  • One-Cat Army: They are impressively strong in general, but it is possible to gear a fighter into having Herd-Hitting Attacks and other perks perfect for taking down crowds.
  • Roaring Rampage of Revenge: They have access to a passive skill that gives them a good boost in Strength whenever a teammate is downed.
  • Spin Attack: The Fighter's hits all adjacent enemies for some damage many times; goes well with the Underdogs Never Lose bonus mentioned below to give you a good damage boost to deal with the crowd you just threw yourself in- or the one you just threw around yourself.
  • Status Infliction Attack: One-Two Punch will inflict two Bruise in total, one stack per hit.
  • Underdogs Never Lose: The appropriately named Undercat passive skill gives the cat a minor Strength and Brace (damage reduction) boost for every immediately adjacent enemy.
  • You Will Not Evade Me: Gravity Slam has the Fighter jump up and slam down onto an empty tile, pulling in enemies from a decently large distance away close to it; goes very well with the Herd-Hitting Attack skills mentioned above.

    Mage 
https://static.tvtropes.org/pmwiki/pub/images/mage_icon.png
Cats skilled in the ways of magic, with an incredibly varied suite of spells to choose from. Mages gain +2 to both Intelligence and Charisma and suffer -1 to both Strength and Constitution upon being collared, along with a basic magic bolt attack.

  • An Ice Feline: They have access to many ice-based spells, such as Frost Bolt. Frozen enemies are unable to act until they thaw, and any attack that would push them at all will instead make them slide as far as possible, but also renders them unable of taking damage from most sources.
    • This can be brought further with the Ice Aspect passive Mage ability, which makes you have the "Ice" element, be immune to freezing, freezing water you walk over to act as a plataform, deal some damage to enemies that attack you, and lets you damage frozen enemies with any attack.
  • Awesome, but Impractical: Hyper Beam does an absurd amount of damage, but in return it targets a specific tile and takes some time between choosing the move and actually attacking, so you need to ensure an enemy is actually there when it hits.
  • Cast from Sanity: Forbidden Flame is an active mage ability that costs zero mana, can only be cast once per combat, and sets the entire field on fire, with the exception of your allies in a rare case of Friendly Fireproof. But every time it is cast, your cat gains a serious mental condition like Depression, which is a permanent all-stats down.
  • Making a Splash: Surf hits every target in a large area, shoves them aside and makes them wet. That last part leads into...
  • Random Transportation: Chaos Teleport sends the user to a random tile on the map, chosen at complete random. It only costs a single point of mana, though, meaning that you can fashion a sort of Multistage Teleport to get somewhere you want to go.
  • Rule of Three: The Energy Storm passive makes the third spell a cat casts each turn to be immediately cast again for no cost, letting you save on a lot of mana with planning and some cheap casts first.
  • Squishy Wizard: -2 Constitution means that you do NOT want Mages to be on the frontline, but in return they have access to spells that can change the tide of battle in the blink of an eye.

    Cleric 
https://static.tvtropes.org/pmwiki/pub/images/cleric_icon.png
Feline support unit that can fill the role of a paramedic, magical blessing dispenser or well-rounded combatant. Their stat mods are +2 to both Constitution and Charisma at the cost of -1 to Dexterity and Speed, and their basic attack is a melee strike that can both heal allies and harm enemies.

  • Anti-Debuff: Has the capability to cure negative status effects on its allies like poison or bleeding.
    • More permanently, their Revive skill not only brings a downed cat back but also randomly heals one of their injuries- potentially getting rid of something that was heavily impairing its victim.
  • Combat Medic: The class with the most ways to heal allies, and more than capable of holding its own in combat.
  • Element No. 5: Some Cleric skills have the Holy element, which has complex interactions even compared to the other more widely available elements such as earth and water.
  • Foe-Tossing Charge: Using Emergency will make the Cleric haul ass until it's next to the most injured party member- with no regard to whatever's in the way, friend or foe.
  • Healing Paws: A Cleric's main stand-out feature is their access to several medical skills, including group healing via prayer, reviving and healing injuries, and multiplying the effects of health pickups.
  • Healing Shiv: As previously mentioned, a Cleric's melee attacks can heal allies and hurt enemies.
  • Heart Symbol: A Cleric's very collar is in the shape of a heart, symbolizing their ability to heal their teammates.
  • Item Amplifier: The "Sharing Is Caring" passive reproduces the effect of any non-money pickup the cleric takes onto the rest of the party.
  • Knighting: One of their skills, Adoubement, is named for a synonym of this trope. It starts every combat as a melee-range heal combined with a random Status Buff and an Anti-Debuff, but once it's used on a target, they become The Alpha, meaning Adoubement can *only* be used on them, but also gains infinite range as a trade-off.
  • No Self-Buffs: Downplayed with their healing skills- most can't be used on the Cleric casting it, and the ones that can tend to not do much.
  • The Paladin: Closely follows the stereotype by being armed with powers that can both heal and harm, along with overt Christian theming to the point they have access to holy-element attacks.
  • Religion is Magic: It doesn't get more religiously magic than a Red Mage Cleric.
  • Revive Kills Zombie: Or, rather, healing hurts every enemy, as long as your cleric has the Evil Patron passive.
  • Set a Mook to Kill a Mook: Any enemy hit with a Heretic Mark will be attacked by the other enemies in range until the Cleric's next turn.
  • Single-Use Shield: Their Zealot spell can imbue the caster with a stack of the Holy Shield buff, which denies the damage of a single hit before disappearing.
    • The Hallowed Ground skill also allows them to give this buff to other allies via a unique cross-shaped pick-up called a Blessing.
  • Thou Shalt Not Kill is the name of a passive ability that causes enemies to take a bit of damage via holy lightning bolt whenever they kill, even if the victim is just a fly. God looks the other way if it's your team doing the killing, though...

    Tank 
https://static.tvtropes.org/pmwiki/pub/images/tank_icon_8.png
Cats who specialize in taking hits. Tanks gain a whopping +4 to Endurance, but suffer -1 Dexterity and Intelligence, restricting them to front-line combat. Their basic attack is a short-ranged dash that inflicts Knockback to the first target hit.

  • Attack Reflector: The Barbed Wire ability normally functions as a downplayed trope, granting the Tank or one of its allies the Thorns Status Buff, dealing some fixed damage (equal to the amount of Thorns) on whatever makes direct contact with the recipient, typically via melee attacks. However, enemies and walls are also valid targets for it, and it also triggers when two entities collide because of knockback, for example. See where this is going?
  • Big Fun: Tanks have a noticeably fatter body than most other classes, befitting of their tough nature.
  • Bouncing Battler: An inversion in the sense that Tanks deal Knockback or otherwise move entities around with almost every ability they use.
    • The Chain Knockback passive ability dials this up by making collision damage- the end result of having a knockback victim knock into something else- also deal knockback, and also makes all knockback dealt by the cat with it go a tile further. Put that all together and you can make the enemy into bleeding, battered pool balls.
  • Dishing Out Dirt: One Tank archetype revolves around using earth-manipulating and rock-generating skills to attack enemies.
    • In a more mundane vein, Tanks excel in using rocks- as in, common rocks you'd see strewn around the battle field- to deal damage, either through making more of them, granting them life, or body slamming them so hard they explode.
  • Dungeon Bypass: Trample allows them to simply stomp through barriers and foes in their path, dealing damage all the while.
  • Fastball Special: Toss gives them the ability to, well, toss adjacent allies, enemies and grid elements a fair distance away, dealing a very small amount of damage both to the thrown projectile and the target.
    • The Cat-A-Pult passive dials this way up, outright replacing the movement skill of whatever cat is next to the Tank that has it with simply being thrown as far as the Tank can- but thankfully this version doesn't hurt your projectile.
  • Fat Idiot: Their high Endurance makes them thick enough to shrug off a beating, at the cost of less Intelligence than normal capping the mana gained at the start of each turn.
  • The Minion Master: A certain passive lets tanks amass an army of pet rocks. Yes, really. They launch themselves at any enemies in a straight line from them and only ever take one damage from attacks- same as normal rocks- making them surprisingly useful in large numbers.
  • Practical Taunt: Comes with the whole "Tank Class" shtick, although it differs from most examples in that it simply makes its target walk as close to the tank as they can. Very useful when most of your abilities work in melee range and your basic attack knocks targets away from you.
  • Stout Strength: Relatively pudgy, but able to throw themselves or others around without a problem.
  • Switch-Out Move: Body Guard is a very cheap ability that causes the tank to get ready to swap places with an ally the next time any ally is targeted by an attack, taking advantage of its higher health to soak up the damage.
  • Wrestler in All of Us: In keeping with their physique and title, Tanks have access to many moves like Suplex and Shoulder Check.

    Hunter 
https://static.tvtropes.org/pmwiki/pub/images/ranger_icon.png
Cats skilled in indirect modes of warfare, whether that be commanding an army of vermin or sniping rats from halfway across the board. A cat gains three Dexterity and two Luck but loses two Speed and one Constitution upon being christened a Hunter.

  • Ammunition Conservation: The Quiver passive will let you store unused basic attacks for use in later turns, such as part of an Alpha Strike.
  • Arbitrary Weapon Range: A Hunter's basic attack can't hit the immediate area around them, heavily incentivizing a long-ranged playstyle.
  • Cupid's Arrow: The Pheromones skill, which charms an enemy and gives them an immediate Extra Turn, is represented by such a Trick Arrow with a heart-shaped head being fired at the target.
  • Long-Range Fighter: Hunters specialize in keeping their distance while attacking, with a basic attack that doesn't require line of sight to hit (but can't hit adjacent targets as a trade-off) and several skills that aid in that goal.
  • The Minion Master: Hunters, in line with their inspiration in the Ranger, can summon allies to aid them in battle. Unlike Rangers, Hunters will typically summon many individual weak units like flies and spiders into the fray, along with Charmed enemy units.
    • While flies (and their cousins, the Pooters) are more conventional attackers, spiders will attack by burrowing into and Infesting their target, hiding inside them until they perish and destroying the body on the way out.
    • The Brood Mother passive incentivizes leaning into this aspect of the class, as it gives increased health and damage to familiars spawned and enemies charmed by the cat with it.
  • Nemean Skinning: Use Collect Pelt on a corpse to instantly destroy it, and wear the resulting skin as a piece of armor (one so disgusting that it attracts flies to fight for you)
  • Pinball Projectile: The Rubber Arrows passive will make every single projectile a Hunter fires bounce onto a nearby enemy after hitting their primary target.
  • Scratch Damage: Needle Shot is an incredibly cheap Armor-Piercing Attack that can be used multiple times per turn... which is probably why it deals exactly one damage and also gives Thorns to its target.
  • Target Spotter:
    • Their Scout Me active ability can turn the rest of the team into this, giving them the option to let the Hunter fire a shot at something next to them free of charge.
    • Additionally, Hunters can Mark enemies to let themselves and their allies never miss attacks, always crit, and ignore shields damaging health directly, until the Marked enemy's turn.
  • Trap Master: They have access to abilities which can add traps to tiles, with a wide range of negative effects to whoever triggers them.
    • Bramble Shot deals some damage in a plus-shaped area, before covering it in brambles that slow down and deal light damage to anything that goes through them- incredible if an enemy is about to charge towards you.
    • Bear Traps can be tossed nearby, and will immobilize and damage the first thing that walks over them.

    Thief 
https://static.tvtropes.org/pmwiki/pub/images/thief_icon.png
With a whopping +4 bonus to Speed and also boasting +1 to Luck (at the cost of -1 Strength) Thieves are born to fight stealthily, with dodges, damage-over-time, backstabs, and bonuses relating to getting large amounts of cash. Their basic attack is ranged, but it only stretches to three tiles away from them in a straight line.

  • Damage Over Time: Thieves have many ways to inflict statuses like Poison or Bleeding, all the better to support their indirect targets.
  • Flechette Storm: Nail Flurry does just that. It's perfect for inflicting status effects!
  • Fragile Speedster: Their amazing Speed means they'll act first more often than not and move around the battlefield freely- an asset that should be put to use avoiding any unnecessary damage.
  • Glass Cannon: Thieves can dish out extreme amounts of damage at close range, but aren't particularly resilient- their defensive skills mostly focus on dodging attacks and staying out of harm's way.
  • In the Back: Many Thief abilities either allow or boost the damage of attacks that "backstab" enemies. In particular, Assassinate is a very powerful attack that can only be used this way.
    • There are also skills that assist in backstabs indirectly: Stalk will target any enemy, and, next turn, will teleport you directly behind them.
  • Luck Manipulation Mechanic: While unusual in that it affects the Luck Stat directly instead of a random outcome, the Cheat skill gives a substantial +5 bonus to Luck and therefore allows far better odds in getting a Critical Hit, dodging attacks in tall grass, and etcetera. The animation for using Cheat even shows the Thief pulling an ace of spades from somewhere.
  • Money Fetish: Thieves have several skills that activate whenever they come across money, need cash to use, or heighten the amount of dough received during and after a battle.
    • For example, the Swift Looter passive lets them move again in the same turn if they pick up a coin with no apparent limit, synergizing with any way to make coins appear.
  • Money Mauling: Coin Toss does just that, costing a coin to use and needing to be reloaded with another.
  • Organ Theft: Steal Kidney is a low-damage melee attack that, should your Thief crit with it while having an empty consumable item slot, will produce a kidney. The Thief can then ignore the more obvious issues with this trope by eating it- it cures Status Effects and heals ten HP.
  • Speed Echoes: Weaponized with the After Image passive ability. A cat with it will leave behind a flimsy shadow whenever they move for any reason at all (such as knockback, using a skill like Stalk, or just moving normally) that will mimic their parent's basic attack down to the direction it was performed in whenever they use it, then fade away at the end of their turn.
  • Stealth Expert: One passive ability lets Thieves start each battle in Stealth, which gives them a 75% dodge chance until they get hit, but it persists no matter what they do until they get hit.

Enemies

    Kitten 
Basic melee enemies who run away when damaged.
  • Artificial Stupidity: They're stupid enough to run through fire and other hazards while running away, meaning their own evasion might do them in.
  • Cowardly Mook: Hit one and it'll turn tail, running as far away as it can from whatever hurt it.
  • Enfant Terrible: These kittens aren't too shy about clawing your face off... as long as you don't fight back.

    Mangey 
Common enemies who fight from afar, with attacks capable of poisoning your cats, and reveal a nasty surprise when you catch up to them.

Bosses and Mini Bosses

    Lucy 
  • Mirror Boss: Lucy is one of several class-based mini bosses, and she takes the role of Mage with powerful elemental spells.

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