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==Stats==
 
==Stats==
 
There are six stats:
 
  
 
Brawn
 
Brawn
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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.
 
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==
 
==Skills==
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[Style] Attack Mastery: You get a +2 to Attack and Miscellaneous Techniques with that Style.
 
[Style] Attack Mastery: You get a +2 to Attack and Miscellaneous Techniques with that Style.
  
===Styles===
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STYLES
  
 
There are five Styles available to begin with. They are:
 
There are five Styles available to begin with. They are:
  
====Physical====
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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.
 
 
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.
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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====
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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.
  
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.
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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.
  
====Meditation====
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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.
 
 
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.
 
  
 
==Level==
 
==Level==
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-- When using a Technique, the maximum Damage increase is the character's Level.
 
-- When using a Technique, the maximum Damage increase is the character's Level.
 
-- Maximum level of a Stat is twice the level.
 
  
 
==Techniques==
 
==Techniques==
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¤ =All
 
¤ =All
  
* =Check required for this modifier to activate.
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* =Check required for this modifier to activate.
  
  
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==Sample Techniques==
 
==Sample Techniques==
  
===Physical===
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===PHYSICAL===
  
 
====Attack====
 
====Attack====
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Lightning Sprint: Move 3. Difficulty 6
 
Lightning Sprint: Move 3. Difficulty 6
  
===Weapon===
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===WEAPON===
  
 
====Attack====
 
====Attack====
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Trick Shot: Move Object, Range 1, Brawn 0. Difficulty 6
 
Trick Shot: Move Object, Range 1, Brawn 0. Difficulty 6
  
===Aura===
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===AURA===
  
 
====Attack====
 
====Attack====
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Aura Sense: Detect Aura, Range 3. Difficulty 6
 
Aura Sense: Detect Aura, Range 3. Difficulty 6
  
===Meditation===
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===MEDITATION===
  
 
====Attack====
 
====Attack====
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I Sing Of A Hero's Duel: Illusion, 2 Illusions, -4 Detect, Slow 4. Difficulty 8
 
I Sing Of A Hero's Duel: Illusion, 2 Illusions, -4 Detect, Slow 4. Difficulty 8
  
===Magio===
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===MAGIC===
  
 
====Attack====
 
====Attack====
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Healing Word: Heal 1d10 at Range. Difficulty 8
 
Healing Word: Heal 1d10 at Range. Difficulty 8
  
=Combat=
 
  
==Initiative==
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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.
  
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.
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Aura: Attack: Agility or Will. Defense: Agility or Wit. Damage: Brawn or Will.
  
==Actions==
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Meditation: Attack: Wit or Will. Defense: Wit or Will. Damage: Wit or Will.
  
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.
+
Magic: Attack: Wit or Learning. Defense: Wit or Learning. Damage: Wit or Will.
 +
 
 +
On a related note, Initiative is tied to Wit or Agility.
  
==Attacking==
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COMBAT
  
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.
+
Initiative: 1d10+Agil or Wits. At any time, you can choose to gain 1 Fatigue to raise your Initiative by 4.
  
==Critical==
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Actions: 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.
  
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.
+
Attacking: 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.
  
==Damage==
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If the Attacker rolls doubles, the attack is a Critical, and does an extra 1d10 damage.
  
 
Damage is Stat+1d10+Damage Modifier from the attack, and is reduced by armor.
 
Damage is Stat+1d10+Damage Modifier from the attack, and is reduced by armor.
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If you take more damage than your Base HP in one attack, you lose your next turn.
 
If you take more damage than your Base HP in one attack, you lose your next turn.
  
==Fatigue==
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Fatigue: 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: 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.
  
Each level of Fatigue gives a -1 penalty to all rolls. Fatigue is generated whenever any 2d10 roll gives Doubles, except for Effortless techniques.
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-- Base HP is 10+Brawn+Will+Luck.
  
==Improvising Techniques==
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--Attack/Defense Mastery now provide +2 Attack, +1 Defense/+1 Attack, +2 Defense. This is to make them more economical compared to Stat Boosts.
  
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.
+
--Improvised Techniques may not take Effortless. In addition, they are always Fatiguing.

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