Core Mechanic

LUMEN uses d6 dice pools, with ranges of success as the core mechanic. Every class in the game has 3 Attributes, which describe how they attempt things, rather than what they are attempting. We’ll discuss that more in the Classes section.

When a character is acting and there is risk to that action, they roll dice. They roll a pool of d6 equal to the Attribute that best describes how they are acting, and keep the highest result.

On a:

1-2: The action fails and there is a consequence

3-4: The action succeeds, but there is a complication

5-6: The action succeeds with no problems

That’s it, that’s how 90% of the game works. Let me show you an example.

Kate is playing as Amp,

and wants to quickly leap across a catwalk unnoticed, timing it when the guards have their backs turned. It’s decided the action is using Flow. She has a 3 for Flow, and so rolls 3d6, keeping the highest result.

Kate gets a 4: a success with a consequence. The GM describes Kate’s Frame landing on the catwalk, and then noticing the guards are changing shifts. The heavy boots of approaching soldiers echo off the walls!

While a d6 dice pool is not revolutionary in any way, the important thing is that those dice are linked to the 3 Attributes. Let’s talk about those.

Attributes

LUMEN games do not have skill lists. The characters are highly qualified and capable badasses. They might be immortal guardians defending the galaxy, super heroes with incredible powers, or veteran dungeon delvers once more going into the dark depths below. We assume they can do pretty much anything.

If they can do anything, then how do we decide what to roll? It doesn’t matter what they are doing, but how they are doing it. Each character has 3 Attributes, and their score in those Attributes describes how they like to do things.

♢ One attribute represents powerful actions. Feats of strength, sweeping actions, emotional situations. When things are intense and big, this is the one for you.

♢ Another represents speedy and quickness. Reacting at the right time, coming up with the right idea at the right time, seizing an opportunity. Think fast, act faster.

♢ Lastly one attribute represents practiced actions. Patient, methodical, even surgical in the approach. Expertise and the right action for exactly the right situation.

These attributes should be named in such a way that they reflect the themes of your game.

  • In LIGHT, the attributes are named after the elements of Light the Beacons wield. Powerful Pyre, lightning quick Volt, and the patient void of the Nether.
  • In NOVA, the attributes represent approaches used by the exos. Force, Flow, Focus.

Why just 3 Attributes? First, to keep things fast. This is a power fantasy, remember, and the characters can do anything. Skill lists are...boring...for a game around those themes.

But more important, the Attributes can be used to describe 3 different approaches to the same situation, and work both in and out of combat.

Look at these examples of how Force, Flow, and Focus are used in NOVA.

Force

Non-combat: Brute-forcing a console, smashing through a door or barrier, enduring a strenuous weight.

Combat: Devastating and destructive firearms, spraying a room full of lead, smashing foes with your melee weapon.

Flow

Non-combat: Quickly hacking a console, threading the needle, avoiding harm or detection.

Combat: Running from one foe to the next, firing on a foe before they can react, taking aim mid-flip.

Focus

Non-combat: Carefully unlocking a console, assessing a situation or location, knowing when to act.

Combat: Carefully aimed shots from your firearm, stabbing into a weak point, using a foe’s mistakes against them.

By using the 3 Attributes, the players will think about not what they are capable of, but instead how they want to approach the problem. Trust me, it keeps things moving and you all get the hang of it real quick.

Oh, and if you can’t figure out what Attribute fits a roll, maybe that action doesn’t need a roll? Perception checks for example. I hate them. Maybe, maybe you could use your slow methodical Attribute for it, but do you really need to? These characters are badass, and making Perception checks is not badass.

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