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The Islands In the Wind Rules
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===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
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