Wowza, so I found out about the GLOG discord today and baby its all about legamon, baby. There are also rules for generating mon and battling lmao. But here's some more rules. My rules, if you will. is 24 hours too soon for spinoff rule sets?
WHAT MAKES A MON?
A physical form, a type, stats (hp, stam, focus), personality, moves. Let's get started.
FORM:
1-3: one form
4: two form hybrid (same category)
5: two form hybrid (different category)
6: 3 form chimera
TYPES
25% chance for 2 types. Bold mon types are effective against the type below. The list wraps so Light type abilities are effective against Dragons. Effective damaging moves deal 1 additional damage. Bold mon types are ineffective against types on the same row. Dragon abilities are ineffective against water mon. Ineffective damage abilities deal one less damage.
Based on the type, modify the appearance of the mon. Grass mon have leaves sprouting, fire mon have evident flames etc. This other post is very good for this!
Newly hatched mon start with a stature that determines their initial stats. h = health die pool, s = stam die pool, f = focus die pool.
STARTING MOVE:
Every newly hatched mon has to fend for itself in an often brutal world. Mon have evolved to come out swinging. Every mon has a basic melee attack o its type. For example:
Punch [Combat/Stamina]: Deal [tally] damage to one adjacent mon.
Hot Touch [Fire/Stam]: Deal [tally] damage to one adjacent mon.
There is a 50% chance the newly hatched mon knows another move. Roll a d4 on the type move list which matches the mon's type. MOVE LISTS TO COME SOON IM TIRED OK? ROLL A RANDOM GLOG SPELL IF YOU CANT WAIT.
MON ABILITIES
Fly (gain double movement as flying speed)
Regeneration (can opt to regain health (roll one health dice and recover tally hp) instead of stam at the end of a round)
Dextrous (can hold two items)
Flex ( Can discard 1 stam dice per damage to reduce damage taken.)
Overcharged (deal one extra damage when the damage type of your attack corresponds to your type)
Sticky Fingers (once per battle, you may make a stam based skill check with a difficulty of 2 to steal the opposing mon's held item.)
Elemental (when you take damage, you may reduce your focus by 1 to try to apply a relevant status effect based on your type to your opponent.
Electric - stunned
Mind - confused
Fire - burned
Ice - frostbitten
Metal - dazed
Physical Specimen - when you deal physical damage, you may spend 1 focus dice to increase damage by 1.
Slippery - make a free move action when hit with water
Amorphous - slip through small spaces
Echo Location - not affected by effects that interfere with sight
Nose - Roll one dice and learn the type and form of [tally] mon in the area.
Quick - Unless your opponent uses a speed move, you may move first at the beginning of a battle.
Shed Skin - remove status condition after 2 rounds
Premeditation - Once per day, ask your mon about a course of action. They will respond with wheel or woe.
Speech - yep. They can talk.
Big Boned - gain an additional hp whenever you level up.
Magnificent Destiny - When you level up, gain no new moves or stats. When you evolve, gain all the stats you would have gained, roll a new ability, pick any move from the move list that matches your type and gain stats two more times. Also undergo a magnificent transformation. (carp to sea monster, lizard to dragon, tadpole to shark, etc)
WHAT ELSE?
I really enjoyed these tables from Freebooters on the frontier. Two words to describe your mon:
OK, so what do I owe you? Move lists, and visual motif lists for each type? A lot, but those should be fun! More soon.
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