Editing
The Islands In the Wind Rules
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Techniques== 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=== ¤ 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=== † ▲¶✰ 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=== ¤ 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.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information