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The Islands In the Wind Rules
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===Styles=== There are five Styles available to begin with. They are: ====Physical==== 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==== 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==== 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==== 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==== 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.
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