The Islands In the Wind Rules

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Character Creation[edit]

Stats[edit]

There are six stats:

Brawn

Agility

Wits

Learning

Willpower

Luck

Human Average is 0. You can pick 1 stat to have at 5; besides that, you have 5 points to distribute among the other stats.

Note that Luck is mostly only used as a meta-stat, granting rerolls.

Dice used in this system are 1d10 or 2d10; opposed rolls are 2d10+Assorted modifiers from relevant stats.

This is a Hit Point system, for better or for worse. On paper, characters start with 10+Brawn+Will+Luck HP; in actual practice, everyone will have vastly more due to your initial power-ups.

Here's how it breaks down: You pick one of your choice of two stats for Attack, Defense, and Damage.

Here's the choices:

Physical: Attack: Brawn or Agility. Defense: Brawn or Agility. Damage: Brawn or Agility.

Weapon: Attack: Agility or Wits. Defense: Agility or Wits. Damage: Brawn or Agility.

Aura: Attack: Agility or Will. Defense: Agility or Wit. Damage: Brawn or Will.

Meditation: Attack: Wit or Will. Defense: Wit or Will. Damage: Wit or Will.

Magic: Attack: Wit or Learning. Defense: Wit or Learning. Damage: Wit or Will.

On a related note, Initiative is tied to Wit or Agility.

Skills[edit]

These are fairly broad. Examples include Perception, Stealth, Craft (Something specific) , Medicine, Knowledge (Something Specific), Presence (A general Charisma-type skill), Athletics, or similar things. These are noncombat skills only.

You start with 10 points in skills to distribute however you like. Don't take a skill above 4 at this point.

Those points not going far enough? You'll have a chance to take several Advantages that can be used to raise stats or skills, but those will actually be chosen later, during gameplay.

Figured Stats[edit]

Your base Armor is equal to the highest of Brawn and Will. Damage you take is reduced by this amount.

Your Base HP are 10+Brawn+Wit+Will.

Advantages[edit]

The following Advantages are available:


[Style] Proficiency

[Style] Attack Mastery

[Style] Defense Mastery

[Style] Techniques

Toughness

Stat Mastery

Skill Mastery

Armor


You start with 1 level of Toughness automatically, and 5 further advantages.

Here's what they do:

Toughness: Adds your Base HP to your max HP. (Still keep track of your Base HP-- they are used in combat.)

Armor: Adds 4 to your base Armor.

Stat Mastery: Adds 1 point to 1 stat.

Skill Mastery: Add 4 points among your skills as you see fit.

[Style] Advantages note: These all require you to pick a Style, as explained under Styles.

[Style] Proficiency: You may use [Style] Techniques. For most styles, you may improvise maneuvers. For most styles, you also gain knowledge of two Techniques of that style. You must have Proficiency in a Style before you can take any other Style advantages. You must have Proficiency in a Style before you can attempt any Improvised techniques using that style, even Defensive ones.

[Style] Techniques: You learn three Techniques of that Style.

[Style] Defense Mastery: You get a +2 to Defensive Techniques with that Style.

[Style] Attack Mastery: You get a +2 to Attack and Miscellaneous Techniques with that Style.

Styles[edit]

There are five Styles available to begin with. They are:

Physical[edit]

This channels energy into your own body, and covers unarmed hand-to-hand combat. Common techniques include assorted punches and kicks and grapples offensively, blocks and dodges defensively. Miscellaneous techniques include tremendous speed, jumping, and self-healing. One of two starting Styles that has techniques that never Fatigue.

Weapon[edit]

This channels energy into a object that you hold, and covers armed combat. Common techniques start with strikes and blocks with the object in question, and move on to include charging the object with energy. Ranged weapon combat is a part of this Style as well. Miscellaneous techniques are limited, but do include remote manipulation of the object of choice. Note that all Weapon techniques do not work when unarmed. Weapon also has techniques that never Fatigue.

Aura[edit]

Through movement of the body and breath control, combined with willpower, powerful energy is generated and expelled, either through the hands, feet, or mouth. Aura is the Style best suited to ranged combat, producing a huge variety of distance attacks. It can also be used defensively by generating protective shields of energy, or miscellaneously to produce thrust, allowing great leaps or even flight.

Meditation[edit]

Through an understanding of the flow of energy through the Islands, you are able to sense and alter this flow. Uses include sensory effects, impairing others by changing the flow of energy within their bodies, and "Songs," which gather energy and then release it, as well as healing, stealth, or recovering energy. Meditation can produce a large variety of effects, more so than the previous styles, but it always takes time-- when using Meditation techniques, you may not spend Fatigue to increase your Initiative score.

Magic[edit]

This is using the universe's instruction code, giving it commands that produce specific effects. Magic is extremely versitile, able to produce effects that can cover a huge variety of situations, from blasts of assorted kinds of energy to teleports, flight, force fields, telekinetic effects, scrying, and even healing. However, magic is quite limited in one way: You can only cast the spells that you know. It is impossible to Improvise magic at all, regardless of the circumstances. In compensation, if you take Magic Proficiency, you start with 3 technqiues, and every level of Magic Techniques lets you take 4 additional techniques.

Level[edit]

Characters start at Level 3.

This limits the amount of various advantages and modifiers.

-- Maximum levels of Armor, from Techniques and Advantages, is the character's Level.

-- Maximum levels of Mastery of any kind is the character's Level minus one.

-- Maximum levels of Toughness is the character's Level plus two.

-- When using a Technique, the maximum Damage increase is the character's Level.

-- Maximum level of a Stat is twice the level.

Techniques[edit]

Techniques use Modifiers to define them. Modifiers change, and generally increase, the Difficulty of the Technique.

These are some of the Modifiers. Many of them are restricted in which Styles can use these Modifiers:

¶ =Physical

† =Weapon

▲ =Aura

∞ =Meditation

✰ =Magic

¤ =All

* =Check required for this modifier to activate.


Attack Modifiers[edit]

¤ Damage Increase: +1d damage. +2

† ▲∞✰ Range: Attack is useable at Range. +2

▲✰ Long Range: Attack is useable at Long Range +4

¤ Area: Attack can hit multiple targets. 2 targets. +2

¤ 3 targets +3

¤ 4 targets +4

† ▲∞✰ 5-8 targets +6

† ▲∞✰ 9-12 targets +8

¤ Piercing: Attack bypasses 1 level of Armor per level +1/Lv

† ▲∞✰ Guided: On a miss, may reroll attack 4 Init later. Requires Range. +4

¤* Crumbling: Destroys 1 level of Armor per level +3/Lv

¶†✰* Restraining: Movement becomes impossible, -4 Defense +6

∞✰* Confusing: -4 to target's Attack rolls +4

∞* Draining: Gives 1 level of Fatigue per level +4/Lv

∞✰* Blinding: -4 to target's Attack rolls; -8 to Ranged attacks +6

† ▲∞¶ Defending: Raises Defense for the turn by 4 +4

¶▲ Armoring: Raises Armor level by 1 for 4 Init +4

¶† Effortless: This Technique will not generate Fatigue +2

¤ Moving: Lets you move 1 Zone per level. +1/Lv

✰ Teleporting: Lets you teleport 1 Zone per level. +2/Lv

¤* Disarming: Removes opponent's Weapon +4

† ▲¶ Multihit: Does +1 damage per point roll beats Defense roll by +3

▲∞ Charging: May delay for up to 4 Init, raising damage by 1 per Init delay +1

∞ Unlimited Charging: As above, but no max delay. +2

¶ Grappling: Attempts to Grapple. +2

¤ Upset: Puts opponent in Upset footing +2

¤ Knockback: Sends opponent 1 Range back per level +2/Lv


¤ Base Damage Only: The attack does not do the basic 1d of damage -2

¤ No Damage: The Techniques causes no damage at all -3

¤ Slow: The attack takes 1 Init to activate per level -1/Lv

¤ Fatiguing: Using the technique creates 1 level of Fatigue automatically. -2

¤ Defenseless: Using the technique prohibits use of Defense techniques. -4

¶ Follows Grapple: Must have a successful Grapple first -4

† Weapon: The Technique will not work when Disarmed. -2

† Self-Disarming: Use of the Technique Disarms the user. -4

¤ Self-Upset: Use of the Technique puts user in Upset footing. -2


Defense Modifiers[edit]

† ▲¶✰ Armoring: Raises Armor by 1 level for the turn per level +3/Lv

¤ Damaging: Anyone who hits the character in Close combat takes 1d+Base +4 Per extra d of damage +2

∞ Redirecting: The defender may roll to hit another enemy in range with the attack +6

¶† Effortless: This Technique will not generate Fatigue +2

∞ Absorbing: A successful defense recovers 1 level of Fatigue +4


¤ Retreating: The user retreats 1 range from every enemy. -1

∞ Perception-Based: If the Enemy makes a Perception vs. Defense roll, the defense fails entirely. -3


Miscellaneous Modifiers[edit]

¤ Movement: 1 Range per Level. +1/Lv

¤ Jumping: As above, with extra difficulty +1/Lv

▲∞✰ Flight: As Movement, with extra difficulty +2/Lv

∞✰ Teleport: Add to Movement cost +4

¤ Detecting: 1 Range per Level, detects same energy type +2

∞✰ To detect other energy types or Life +2

▲∞✰† Move Objects: Starts at Range 1, Brawn -2 +2

▲∞✰† Per extra Range +2

▲∞✰† Per extra Brawn +2

∞✰ For fine work +2

¶∞✰ Healing: Self-Only, 1d10 per level +2/Lv

∞✰ Heal Others x2

∞✰ Heal Others at Range x2

∞ Recovery: 1 Fatigue per level +6/Lv

∞✰ Scrying: 1 Range per level, remote sense a place +4

¶∞✰ Stealth: For no cover, instant Stealth checks +4

¶∞✰ For each +2 to Stealth +2

∞ Illusions: For 1 person-sized Illusion +4

∞ For each -2 to Detect +2

∞ For each doubling of size +2

∞ For each extra Illusion +2

¶† Effortless: This Technique will not generate Fatigue +2


Attack Techniques start at Difficulty 0, 1d10+(Base Damage, which is one of your stats) damage. (Yeah, I didn't mention the Base Damage yet. That's in the combat rules, which I'll post a bit later. I'm copying all this from my handwritten notes, which takes a bit...)

The default is Melee Range, not moving or other effects, and you get Fatigue, but do an extra 1d10 damage, if you roll doubles on your attack roll. (Fatigue is a cumulative -1 to all rolls that does not kick in until the start of the next turn, btw.)

Defensive Techniques default to Difficulty 0, and Fatiguing as above.

To make an attack Ranged, you buy the Ranged modifier.

Sample Techniques[edit]

Physical[edit]

Attack[edit]

Strike: Effortless, Base Damage Only. Difficulty 0

Heavy Strike: Effortless. Difficulty 2

Grapple: Effortless, Grapple. Difficulty 4

Mighty Blow: +2d Damage. Difficulty 3

Leaping Strike: Move 2. Difficulty 2

Crushing Blow: +3d Damage, Slow 2. Difficulty 4

Piercing Blow: +1d Damage, Piercing 2. Difficulty 4

Tearing Winds Strike: Area 3, Multihit, Slow 2 Difficulty 4

Crushing Grip: +3d Damage, Piercing 2, Follows Grapple. Difficulty 4

Thunder-Strike: +3d Damage, Knockback 2, Slow 4. Difficulty 4

Defense[edit]

Duck: Effortless. Difficulty 2

Evade: Effortless, Retreating. Difficulty 1

Withstand: Armoring 1, Effortless. Difficulty 5.

Block: Difficulty 0

Misc[edit]

Regeneration: Heal 2d10, Self Only. Difficulty 4

Lightning Sprint: Move 3. Difficulty 6

Weapon[edit]

Attack[edit]

Weapon Strike: Effortless, Weapon. Difficulty 0

Shoot: Effortless, Weapon, Ranged. Difficulty 2

Flaming Strike: +2d Damage, Weapon. Difficulty 2

Returning Throw: +1d Damage, Weapon, Ranged. Difficulty 2.

Defensive Blow: Weapon, Defensive. Difficulty 2

Lightning Swing: Weapon, Multihit, Move 1. Difficulty 2

Unstoppable Blow: Weapon, Piercing 3, +1d Damage. Difficulty 3

Legsweep: Weapon, Upset. Difficulty 0

Desperate Throw: Weapon, Ranged, +2d Damage, Self-Disarming. Difficulty 0

Defense[edit]

Parry: Weapon, Effortless. Difficulty 0

Block: Weapon, Effortless, Armor 1. Difficulty 3

Counterstrike: Weapon, Damaging. Difficulty 2

Misc[edit]

Trick Shot: Move Object, Range 1, Brawn 0. Difficulty 6

Aura[edit]

Attack[edit]

Aura Bolt: Ranged. Difficulty 2

Aura Ball: +1d Damage, Ranged, Slow 1. Difficulty 3

Thrust Kick: +1d Damage, Knockback 1. Difficulty 4

Dragon Breath: Ranged, +1d Damage, Area 2, Slow 2. Difficulty 4

Aura Beam: Long Range, +1d Damage, Multihit, Slow 5. Difficulty 4

Controlled Ball: Long Range, Guided, Slow 2. Difficulty 4.

Great Ball: Long Range, Area 4, +3d Damage, Fatiguing, Slow 4. Difficulty 6

Defense[edit]

Thrust Dodge: Difficulty 0

Aura Shield: Armor 1. Difficulty 3

Aura Glow: Armor, Damaging. Difficulty 7

Misc[edit]

Thrust Leap: Move 2, Jumping. Difficulty 4

Rocket Thrust: Move 2, Flight. Difficulty 6

Aura Sense: Detect Aura, Range 3. Difficulty 6

Meditation[edit]

Attack[edit]

Redirecting Stance: Defensive, Base Damage. Difficulty 2

Haunting Song. No damage, Ranged, Confusing. Difficulty 2

Shattering Song: Area 4, +1d Damage, Ranged, Slow 4. Difficulty 4

Flow with the Wind: +1d Damage, Move 2. Difficulty 4

Disrupting Touch: No Damage, Crumbling 1, Draining 1. Difficulty 3

Dance of the Phantoms: Ranged, Area 4, Confusing, Slow 4. Difficulty 6

Song of Pain: Area 8, Ranged, Charging, Fatiguing, +1d Damage, Slow 4. Difficulty 5

Defense[edit]

Phantom Double: Perception-Based, Redirecting. Difficulty 3

Capture: Armor 1, Absorbing. Difficulty 7

Flow Like Water: Difficulty 0

Misc[edit]

Levitation: Move 1, Flight. Difficulty 3

Ether-Flow: Recovery 1. Difficulty 6

Feel the Breath: Detect Meditation/Life, Range 2, Slow 4. Difficulty 2

The Caress to Close Wounds: Healing Others 2d10, Defenseless. Difficulty 4

I Sing Of A Hero's Duel: Illusion, 2 Illusions, -4 Detect, Slow 4. Difficulty 8

Magio[edit]

Attack[edit]

Dark Lightning: Long Range. Difficulty 4

Green Fire: Ranged, +1d Damage, 3 targets, Slow 3. Difficulty 4

Winged Terror: Long-Range, Guided, Slow 2. Difficulty 4

Ice Tomb: Ranged, Restraining, Slow 4. Difficulty 4

Magic Sword: Piercing 2, +1d Damage. Difficulty 4

Pearl Sphere: Long Range, +2d Damage, Guided, Slow 6. Difficulty 6

Word of Destruction: Ranged, Area 8, +3d Damage, Fatiguing, Slow 4. Difficulty 8

Defense[edit]

Flicker: Redirecting, Retreat. Difficulty 5

Pentacle: Armor 1, Damaging. Difficulty 7

Teleport Dodge: Difficulty 0

Misc[edit]

Wizard's Eye: Scry Range 2. Difficulty 8

Portal: Movement 2, Teleport. Difficulty 6

Mage Hand: Range 1, Brawn -2, Fine Work. Difficulty 4

Vanishment: Stealth +4. Difficulty 8

Healing Word: Heal 1d10 at Range. Difficulty 8

Combat[edit]

Initiative[edit]

1d10+Agil or Wits. If you are not using Mediation, at any time, you can choose to gain 1 Fatigue to raise your Initiative by 4.

Actions[edit]

At the start of a round, declare which Defense you are using for that round. On your Initiative, declare an Action. If your attack has the Slow modifier, it takes place on a later initiative.

Attacking[edit]

To make an Attack, you roll 2d10+Mastery+Stat-Difficulty. The defender, in turn, rolls the same thing for their chosen defense, ties going to the attacker.

Critical[edit]

If the Attacker rolls doubles, the attack is a Critical, and the attacker can add 4 points worth of modifiers to the Technique, but give you a level of Fatigue.

Damage[edit]

Damage is Stat+1d10+Damage Modifier from the attack, and is reduced by armor.

If you take more damage than your Base HP in one attack, you lose your next turn.

Fatigue[edit]

Each level of Fatigue gives a -1 penalty to all rolls. Fatigue is generated whenever any 2d10 roll gives Doubles, except for Effortless techniques.

Improvising Techniques[edit]

If you don't use Magic, you can do this-- just throw elements together. You've got a -2 to Hit, though. Best used when you discover that you need, say, a high-damage high-piercing attack that you don't have, or need to create teamwork by Restraining an enemy for an ally to hit, and you don't have a Technique for that, either. Improvised Techniques may not take Effortless. In addition, they are always Fatiguing.