5/12/24: Fighting & Ally Form Creation Updates (v0.2.3)
Changes:
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Scenes: all scenes have been reformatted for easier use and edited for clarity & wording.
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Dealing Harm to Combatmen (Debuffs): Fighters now deal 1/2* of their Weapon Harm to Combatmen - it is now more effective to deal harm to Combatmen through Special Moves or by Ally intervention.
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Drawbacks: Drawbacks list added to Gitbook. Edited for clarity, wording, and balance. The FIGHTING & ALLY FORMS CREATION GUIDE has been updated to reflect these changes.
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Attack & Weapon Drawbacks: Attack & Weapon Drawbacks have been folded together into Weapon Drawbacks.
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Backlash: text changed from “Receive +½ Active Harm on a failure and ⅓ Active Harm to you on a partial success” to “Receive an ⅓ Active Harm attack when you fail a roll”.
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Blunted: text changed from “Full Harm Attacks deal +2 Harm but Half Harm Attacks deal a maximum of 1 Harm” to “Half Harm Attacks deal +1/3 Harm but Full Harm Attacks deal -1/3 Harm”.
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False Start: corrected to apply to Main Actions instead of Move Actions.
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Nullifer: text changed/corrected from “Deal Harm equal to half a target’s current Combo” to “When an enemy deals Harms to you, receive +X harm where X is equal to half a target’s current Combo”.
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Stat Drawbacks:
- Supercharged, Uncontrollable Speed, & Laser Precision: penalty changed from “+½ Active harm attack the next time you are attacked” to “but receive +⅓ Harm the next time you are attacked”.
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Special Moves: Special Moves list added to Gitbook. Edited for clarity, wording, and balance. The FIGHTING & ALLY FORMS CREATION GUIDE has been updated to reflect these changes.
*EDIT: silly me, I originally wrote down ⅓ instead of ½ as intended.
To Do Next:
- Write Combat Chapter
Get LUMEN RYDER CORE
LUMEN RYDER CORE
a genre-agnostic, tokusatsu, monster-hunting, LUMEN game
Status | Released |
Category | Physical game |
Author | babblegumsam |
Genre | Action |
Tags | kamen-rider, lumen, poc-made, rpgsea, rules-lite, super-sentai, Tactical RPG, tokusatsu, Tabletop role-playing game |
More posts
- Fighting Form Creation Updates - Signature Moves & Boons (v0.2.2)79 days ago
- Sheet Changes (v0.2.1)80 days ago
- THE (long awaited) THREADs UPDATEOct 05, 2024
- Progress UpdateMar 22, 2024
- New Eras (We Are Still Alive and Going!)Oct 27, 2023
- A Much Needed Progress UpdateApr 01, 2023
- THE COMBAT UPDATE IS OUT!Sep 21, 2022
- Issue #2:Jun 25, 2022
- Letting You Know I'm Alive (and starting a devblog)Jun 06, 2022
Comments
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I'm a little confused by combat ranges. If someone declares they are in close range at the start of combat does that mean they are close range ti every single fighter or a specific fighter? Do you have to track your range according to each fighter? And how does moving ranges (like from medium to close) affect your range to ther fighters?
Edit: noticed empower uses the same description as adapt and summon seems to have some of empowers roll results copied to it instead of the actual roll results. Will add more edits if I find anything else :)
Edit 2: if I am reading the boons "speedster" and "kinetic charge" it seems like they basically do the same thing excepr speedster has the bonus of letting you do a main action as well. Also when it says "deal a 1/3 active harm attack" do you need to roll since it is an attack? Since that would be affected by resistances
Edit 3: for the modular boon it says you gain a special move slot without specifying if ita for a 1 cost or 3 cost special move
In the 1 cost special moves lumen nudge and lumen back dash may have their names switched
With the backlash draw back it says to take damage when you fail a roll. I assume that means any roles of 1-3 and not rolls of 4-5
For combo drawbacks does "volatility" do damage for each combo or just one damage when combo is gained?
And for ichor can you only spend max 1 combo for the benifit or can you spend multiple.
Edit: on the ally character sheet it has a box for unlocking the 3 cost effects but I don't see how to unlock that mentioned in the current rules.
Sorry for the long comment