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The Islands In the Wind Rules
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===Miscellaneous Modifiers=== Β€ Movement: 1 Range per Level. +1/Lv Β€ Jumping: As above, with extra difficulty +1/Lv β²ββ° Flight: As Movement, with extra difficulty +2/Lv ββ° Teleport: Add to Movement cost +4 Β€ Detecting: 1 Range per Level, detects same energy type +2 ββ° To detect other energy types or Life +2 β²ββ°β Move Objects: Starts at Range 1, Brawn -2 +2 β²ββ°β Per extra Range +2 β²ββ°β Per extra Brawn +2 ββ° For fine work +2 ΒΆββ° Healing: Self-Only, 1d10 per level +2/Lv ββ° Heal Others x2 ββ° Heal Others at Range x2 β Recovery: 1 Fatigue per level +6/Lv ββ° Scrying: 1 Range per level, remote sense a place +4 ΒΆββ° Stealth: For no cover, instant Stealth checks +4 ΒΆββ° For each +2 to Stealth +2 β Illusions: For 1 person-sized Illusion +4 β For each -2 to Detect +2 β For each doubling of size +2 β For each extra Illusion +2 ΒΆβ 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.
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