Move system for legamon part 2

Part 1 here.

The title says moves but I’ll be calling them abilities since that makes it less confusing when talking about movement.

Typed abilities

The types are Water, Verdant, Fire, Earth, Air, Metal.

All ‘mons know at least one typed ability.

  • Vineapple (a Verdant-type pineapple with vines coming out of its head) knows Vine Lash
  • Mistrunk (a cute Water-type elephant) knows Water Spray
  • Camelamp (a baby one-humped Fire-type camel) knows Shining Hump

As they advance, level-up and evolve, their abilities will gain new tags granting them increased versatility

Using these abilities requires one energy to be spent. When the energy is spent roll a d6.

On a 1, 2 or a 3 the energy is refunded.

On a 4, 5 or a 6 the energy is spent.

The GM will determine the success of the ability based on the result, with 6 being the best result and 1 being the worst. The result could determine:

  • How long an effect lasts for
  • How powerful an effect is
  • How difficult it is for others to counteract
  • Whether the attempted action is even possible
  • How quickly the action is completed

The GM should not allow characters to repeatedly try the same action until it succeeds. This is a waste of time. If time is a factor in an action that is definitely doable, then have the result determine how quickly the action is completed.

Abilities can be used in combat or out of combat.
The above statement might makes it seem like combat is the focus of this game but far from it, it just wanted to be explicit.

Energy will replenish at the same time as Grit (the health system I’ve not blogged about yet). Essentially it replenishes at some time or place of rest.

Why waste time make lot art when few art do trick

Typeless abilities

‘Mons can also do typeless abilities.

You could think of everything else they are doing as a typeless ability but that seems a bit silly. It’s more that we use the ability structure only when we need mechanical support to adjudicate our roleplay.

Really they’re only relevant in combat.

Actually no, there are loads of places they will be relevant, for instance if the ‘mons were in a cooking contest or a game of beach volleyball. However, the game needs combat rules first.

So below is a non-exhaustive list of example typeless abilities. The only restriction on what typeless abilities a ‘mon can do is what the GM and players think is reasonable.

ScratchBiteKickPunch
ChopGoreBashSlam
BargeSmackClobberClaw
BumpCrashBangWallop

Oh and they could be defensive too

SidestepRollJumpDash
LeapCrouchTake CoverDodge
DuckDipDiveDodge

Typeless abilities are not as powerful as typed abilities so they never get type advantage. They also roll a d4 not a d6, which will matter when it comes to combat. Finally, they lack the versatility and potential to affect the scope of the battle in the same way as typed abilities.

At this point my refusal to put a space in the middle is more obstinate stubbornness than anything else

But I mean you still didn’t tell me what am I meant to do with this

Okay the combat system is coming next.

Followed by the beach volleyball system and the cooking system.

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