Difference between revisions of "The Islands In the Wind Rules"

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Character Creation
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=Character Creation=
  
--There are 6 stats:
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==Stats==
 +
 
 +
There are six stats:
  
 
Brawn
 
Brawn
 +
 
Agility
 
Agility
 +
 
Wits
 
Wits
 +
 
Learning
 
Learning
 +
 
Willpower
 
Willpower
 +
 
Luck
 
Luck
 
What they are is, I think, fairly self-evident.
 
  
 
Human Average is 0. You can pick 1 stat to have at 5; besides that, you have 5 points to distribute among the other stats.
 
Human Average is 0. You can pick 1 stat to have at 5; besides that, you have 5 points to distribute among the other stats.
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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.
  
--Skills: These are fairly broad. Examples include Perception, Stealth, Craft (Something specific) , Medicine, Knowledge (Something Specific), Presence (A general Charisma-type skill), Athletics, or similar things. These are noncombat skills only.
+
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==
 +
 
 +
These are fairly broad. Examples include Perception, Stealth, Craft (Something specific) , Medicine, Knowledge (Something Specific), Presence (A general Charisma-type skill), Athletics, or similar things. These are noncombat skills only.
  
 
You start with 10 points in skills to distribute however you like. Don't take a skill above 4 at this point.
 
You start with 10 points in skills to distribute however you like. Don't take a skill above 4 at this point.
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Those points not going far enough? You'll have a chance to take several Advantages that can be used to raise stats or skills, but those will actually be chosen later, during gameplay.
 
Those points not going far enough? You'll have a chance to take several Advantages that can be used to raise stats or skills, but those will actually be chosen later, during gameplay.
  
Unusual, yes, but if your concept demands more skills than I give you to start with, for some reason, you can act like you have them. We won't be breaking out the dice until after you get to the Islands, anyway.
+
==Figured Stats==
 
 
Figured Stats:
 
  
 
Your base Armor is equal to the highest of Brawn and Will. Damage you take is reduced by this amount.
 
Your base Armor is equal to the highest of Brawn and Will. Damage you take is reduced by this amount.
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Your Base HP are 10+Brawn+Wit+Will.
 
Your Base HP are 10+Brawn+Wit+Will.
  
ADVANTAGES
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==Advantages==
  
 
The following Advantages are available:
 
The following Advantages are available:
 +
  
 
[Style] Proficiency
 
[Style] Proficiency
 +
 
[Style] Attack Mastery
 
[Style] Attack Mastery
 +
 
[Style] Defense Mastery
 
[Style] Defense Mastery
 +
 
[Style] Techniques
 
[Style] Techniques
 +
 
Toughness
 
Toughness
 +
 
Stat Mastery
 
Stat Mastery
 +
 
Skill Mastery
 
Skill Mastery
 +
 
Armor
 
Armor
 +
  
 
You start with 1 level of Toughness automatically, and 5 further advantages.
 
You start with 1 level of Toughness automatically, and 5 further advantages.
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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
+
===Styles===
  
 
There are five Styles available to begin with. They are:
 
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.
+
====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====
  
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.
+
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.
+
====Aura====
  
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.
+
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.
  
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.
+
====Meditation====
  
LEVEL
+
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==
  
 
Characters start at Level 3.
 
Characters start at Level 3.
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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.
  
TECHNIQUES
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-- Maximum level of a Stat is twice the level.
 +
 
 +
==Techniques==
  
 
Techniques use Modifiers to define them. Modifiers change, and generally increase, the Difficulty of the Technique.
 
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:
 
These are some of the Modifiers. Many of them are restricted in which Styles can use these Modifiers:
 +
 
¶ =Physical
 
¶ =Physical
 +
 
† =Weapon
 
† =Weapon
 +
 
▲ =Aura
 
▲ =Aura
 +
 
∞ =Meditation
 
∞ =Meditation
 +
 
✰ =Magic
 
✰ =Magic
 +
 
¤ =All
 
¤ =All
* =Check required for this modifier to activate.
+
 
 +
* =Check required for this modifier to activate.
  
  
Attack Modifiers
+
===Attack Modifiers===
  
 
¤ Damage Increase: +1d damage. +2
 
¤ Damage Increase: +1d damage. +2
 +
 
† ▲∞✰ Range: Attack is useable at Range. +2
 
† ▲∞✰ Range: Attack is useable at Range. +2
 +
 
▲✰ Long Range: Attack is useable at Long Range +4
 
▲✰ Long Range: Attack is useable at Long Range +4
 +
 
¤ Area: Attack can hit multiple targets. 2 targets. +2
 
¤ Area: Attack can hit multiple targets. 2 targets. +2
 +
 
¤ 3 targets +3
 
¤ 3 targets +3
 +
 
¤ 4 targets +4
 
¤ 4 targets +4
 +
 
† ▲∞✰ 5-8 targets +6
 
† ▲∞✰ 5-8 targets +6
 +
 
† ▲∞✰ 9-12 targets +8
 
† ▲∞✰ 9-12 targets +8
 +
 
¤ Piercing: Attack bypasses 1 level of Armor per level +1/Lv
 
¤ Piercing: Attack bypasses 1 level of Armor per level +1/Lv
 +
 
† ▲∞✰ Guided: On a miss, may reroll attack 4 Init later. Requires Range. +4
 
† ▲∞✰ Guided: On a miss, may reroll attack 4 Init later. Requires Range. +4
 +
 
¤* Crumbling: Destroys 1 level of Armor per level +3/Lv
 
¤* Crumbling: Destroys 1 level of Armor per level +3/Lv
 +
 
¶†✰* Restraining: Movement becomes impossible, -4 Defense +6
 
¶†✰* Restraining: Movement becomes impossible, -4 Defense +6
 +
 
∞✰* Confusing: -4 to target's Attack rolls +4
 
∞✰* Confusing: -4 to target's Attack rolls +4
 +
 
∞* Draining: Gives 1 level of Fatigue per level +4/Lv
 
∞* Draining: Gives 1 level of Fatigue per level +4/Lv
 +
 
∞✰* Blinding: -4 to target's Attack rolls; -8 to Ranged attacks +6
 
∞✰* Blinding: -4 to target's Attack rolls; -8 to Ranged attacks +6
 +
 
† ▲∞¶ Defending: Raises Defense for the turn by 4 +4
 
† ▲∞¶ Defending: Raises Defense for the turn by 4 +4
 +
 
¶▲ Armoring: Raises Armor level by 1 for 4 Init +4
 
¶▲ Armoring: Raises Armor level by 1 for 4 Init +4
 +
 
¶† Effortless: This Technique will not generate Fatigue +2
 
¶† Effortless: This Technique will not generate Fatigue +2
 +
 
¤ Moving: Lets you move 1 Zone per level. +1/Lv
 
¤ Moving: Lets you move 1 Zone per level. +1/Lv
 +
 
✰ Teleporting: Lets you teleport 1 Zone per level. +2/Lv
 
✰ Teleporting: Lets you teleport 1 Zone per level. +2/Lv
 +
 
¤* Disarming: Removes opponent's Weapon +4
 
¤* Disarming: Removes opponent's Weapon +4
 +
 
† ▲¶ Multihit: Does +1 damage per point roll beats Defense roll by +3
 
† ▲¶ 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
 
▲∞ 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
 
∞ Unlimited Charging: As above, but no max delay. +2
 +
 
¶ Grappling: Attempts to Grapple. +2
 
¶ Grappling: Attempts to Grapple. +2
 +
 
¤ Upset: Puts opponent in Upset footing +2
 
¤ Upset: Puts opponent in Upset footing +2
 +
 
¤ Knockback: Sends opponent 1 Range back per level +2/Lv
 
¤ Knockback: Sends opponent 1 Range back per level +2/Lv
 +
  
 
¤ Base Damage Only: The attack does not do the basic 1d of damage -2
 
¤ Base Damage Only: The attack does not do the basic 1d of damage -2
 +
 
¤ No Damage: The Techniques causes no damage at all -3
 
¤ No Damage: The Techniques causes no damage at all -3
 +
 
¤ Slow: The attack takes 1 Init to activate per level -1/Lv
 
¤ Slow: The attack takes 1 Init to activate per level -1/Lv
 +
 
¤ Fatiguing: Using the technique creates 1 level of Fatigue automatically. -2
 
¤ Fatiguing: Using the technique creates 1 level of Fatigue automatically. -2
 +
 
¤ Defenseless: Using the technique prohibits use of Defense techniques. -4
 
¤ Defenseless: Using the technique prohibits use of Defense techniques. -4
 +
 
¶ Follows Grapple: Must have a successful Grapple first -4
 
¶ Follows Grapple: Must have a successful Grapple first -4
 +
 
† Weapon: The Technique will not work when Disarmed. -2
 
† Weapon: The Technique will not work when Disarmed. -2
 +
 
† Self-Disarming: Use of the Technique Disarms the user. -4
 
† Self-Disarming: Use of the Technique Disarms the user. -4
 +
 
¤ Self-Upset: Use of the Technique puts user in Upset footing. -2
 
¤ Self-Upset: Use of the Technique puts user in Upset footing. -2
  
Defense Modifiers
+
 
 +
===Defense Modifiers===
 +
 
 
† ▲¶✰ Armoring: Raises Armor by 1 level for the turn per level +3/Lv
 
† ▲¶✰ 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
 
¤ Damaging: Anyone who hits the character in Close combat takes 1d+Base +4
 
Per extra d of damage +2
 
Per extra d of damage +2
 +
 
∞ Redirecting: The defender may roll to hit another enemy in range with the attack +6
 
∞ Redirecting: The defender may roll to hit another enemy in range with the attack +6
 +
 
¶† Effortless: This Technique will not generate Fatigue +2
 
¶† Effortless: This Technique will not generate Fatigue +2
 +
 
∞ Absorbing: A successful defense recovers 1 level of Fatigue +4
 
∞ Absorbing: A successful defense recovers 1 level of Fatigue +4
 +
  
 
¤ Retreating: The user retreats 1 range from every enemy. -1
 
¤ 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
 
∞ Perception-Based: If the Enemy makes a Perception vs. Defense roll, the defense fails entirely. -3
  
Miscellaneous Modifiers
+
 
 +
===Miscellaneous Modifiers===
 +
 
 
¤ Movement: 1 Range per Level. +1/Lv
 
¤ Movement: 1 Range per Level. +1/Lv
 +
 
¤ Jumping: As above, with extra difficulty +1/Lv
 
¤ Jumping: As above, with extra difficulty +1/Lv
 +
 
▲∞✰ Flight: As Movement, with extra difficulty +2/Lv
 
▲∞✰ Flight: As Movement, with extra difficulty +2/Lv
 +
 
∞✰ Teleport: Add to Movement cost +4
 
∞✰ Teleport: Add to Movement cost +4
 +
 
¤ Detecting: 1 Range per Level, detects same energy type +2
 
¤ Detecting: 1 Range per Level, detects same energy type +2
 +
 
∞✰ To detect other energy types or Life +2
 
∞✰ To detect other energy types or Life +2
 +
 
▲∞✰† Move Objects: Starts at Range 1, Brawn -2 +2
 
▲∞✰† Move Objects: Starts at Range 1, Brawn -2 +2
 +
 
▲∞✰† Per extra Range +2
 
▲∞✰† Per extra Range +2
 +
 
▲∞✰† Per extra Brawn +2
 
▲∞✰† Per extra Brawn +2
 +
 
∞✰ For fine work +2
 
∞✰ For fine work +2
 +
 
¶∞✰ Healing: Self-Only, 1d10 per level +2/Lv
 
¶∞✰ Healing: Self-Only, 1d10 per level +2/Lv
 +
 
∞✰ Heal Others x2
 
∞✰ Heal Others x2
 +
 
∞✰ Heal Others at Range x2
 
∞✰ Heal Others at Range x2
 +
 
∞ Recovery: 1 Fatigue per level +6/Lv
 
∞ Recovery: 1 Fatigue per level +6/Lv
 +
 
∞✰ Scrying: 1 Range per level, remote sense a place +4
 
∞✰ Scrying: 1 Range per level, remote sense a place +4
 +
 
¶∞✰ Stealth: For no cover, instant Stealth checks +4
 
¶∞✰ Stealth: For no cover, instant Stealth checks +4
 +
 
¶∞✰ For each +2 to Stealth +2
 
¶∞✰ For each +2 to Stealth +2
 +
 
∞ Illusions: For 1 person-sized Illusion +4
 
∞ Illusions: For 1 person-sized Illusion +4
 +
 
∞ For each -2 to Detect +2
 
∞ For each -2 to Detect +2
 +
 
∞ For each doubling of size +2
 
∞ For each doubling of size +2
 +
 
∞ For each extra Illusion +2
 
∞ For each extra Illusion +2
 +
 
¶† Effortless: This Technique will not generate Fatigue +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...)
 
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...)
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To make an attack Ranged, you buy the Ranged modifier.
 
To make an attack Ranged, you buy the Ranged modifier.
  
Sample Techniques. (I strongly suggest starting by picking from this list, if the previous rules-dump seemed overwhelming.)
+
==Sample Techniques==
  
PHYSICAL
+
===Physical===
 +
 
 +
====Attack====
  
Attack
 
 
Strike: Effortless, Base Damage Only. Difficulty 0
 
Strike: Effortless, Base Damage Only. Difficulty 0
 +
 
Heavy Strike: Effortless. Difficulty 2
 
Heavy Strike: Effortless. Difficulty 2
 +
 
Grapple: Effortless, Grapple. Difficulty 4
 
Grapple: Effortless, Grapple. Difficulty 4
 +
 
Mighty Blow: +2d Damage. Difficulty 3
 
Mighty Blow: +2d Damage. Difficulty 3
 +
 
Leaping Strike: Move 2. Difficulty 2
 
Leaping Strike: Move 2. Difficulty 2
 +
 
Crushing Blow: +3d Damage, Slow 2. Difficulty 4
 
Crushing Blow: +3d Damage, Slow 2. Difficulty 4
 +
 
Piercing Blow: +1d Damage, Piercing 2. Difficulty 4
 
Piercing Blow: +1d Damage, Piercing 2. Difficulty 4
 +
 
Tearing Winds Strike: Area 3, Multihit, Slow 2 Difficulty 4
 
Tearing Winds Strike: Area 3, Multihit, Slow 2 Difficulty 4
 +
 
Crushing Grip: +3d Damage, Piercing 2, Follows Grapple. Difficulty 4
 
Crushing Grip: +3d Damage, Piercing 2, Follows Grapple. Difficulty 4
 +
 
Thunder-Strike: +3d Damage, Knockback 2, Slow 4. Difficulty 4
 
Thunder-Strike: +3d Damage, Knockback 2, Slow 4. Difficulty 4
  
Defense
+
====Defense====
 +
 
 
Duck: Effortless. Difficulty 2
 
Duck: Effortless. Difficulty 2
 +
 
Evade: Effortless, Retreating. Difficulty 1
 
Evade: Effortless, Retreating. Difficulty 1
 +
 
Withstand: Armoring 1, Effortless. Difficulty 5.
 
Withstand: Armoring 1, Effortless. Difficulty 5.
 +
 
Block: Difficulty 0
 
Block: Difficulty 0
  
Misc
+
====Misc====
 +
 
 
Regeneration: Heal 2d10, Self Only. Difficulty 4
 
Regeneration: Heal 2d10, Self Only. Difficulty 4
 +
 
Lightning Sprint: Move 3. Difficulty 6
 
Lightning Sprint: Move 3. Difficulty 6
  
WEAPON
+
===Weapon===
 +
 
 +
====Attack====
  
Attack
 
 
Weapon Strike: Effortless, Weapon. Difficulty 0
 
Weapon Strike: Effortless, Weapon. Difficulty 0
 +
 
Shoot: Effortless, Weapon, Ranged. Difficulty 2
 
Shoot: Effortless, Weapon, Ranged. Difficulty 2
 +
 
Flaming Strike: +2d Damage, Weapon. Difficulty 2
 
Flaming Strike: +2d Damage, Weapon. Difficulty 2
 +
 
Returning Throw: +1d Damage, Weapon, Ranged. Difficulty 2.
 
Returning Throw: +1d Damage, Weapon, Ranged. Difficulty 2.
 +
 
Defensive Blow: Weapon, Defensive. Difficulty 2
 
Defensive Blow: Weapon, Defensive. Difficulty 2
 +
 
Lightning Swing: Weapon, Multihit, Move 1. Difficulty 2
 
Lightning Swing: Weapon, Multihit, Move 1. Difficulty 2
 +
 
Unstoppable Blow: Weapon, Piercing 3, +1d Damage. Difficulty 3
 
Unstoppable Blow: Weapon, Piercing 3, +1d Damage. Difficulty 3
 +
 
Legsweep: Weapon, Upset. Difficulty 0
 
Legsweep: Weapon, Upset. Difficulty 0
 +
 
Desperate Throw: Weapon, Ranged, +2d Damage, Self-Disarming. Difficulty 0
 
Desperate Throw: Weapon, Ranged, +2d Damage, Self-Disarming. Difficulty 0
  
Defense
+
====Defense====
 +
 
 
Parry: Weapon, Effortless. Difficulty 0
 
Parry: Weapon, Effortless. Difficulty 0
 +
 
Block: Weapon, Effortless, Armor 1. Difficulty 3
 
Block: Weapon, Effortless, Armor 1. Difficulty 3
 +
 
Counterstrike: Weapon, Damaging. Difficulty 2
 
Counterstrike: Weapon, Damaging. Difficulty 2
  
Misc
+
====Misc====
 +
 
 
Trick Shot: Move Object, Range 1, Brawn 0. Difficulty 6
 
Trick Shot: Move Object, Range 1, Brawn 0. Difficulty 6
  
AURA
+
===Aura===
 +
 
 +
====Attack====
  
Attack
 
 
Aura Bolt: Ranged. Difficulty 2
 
Aura Bolt: Ranged. Difficulty 2
 +
 
Aura Ball: +1d Damage, Ranged, Slow 1. Difficulty 3
 
Aura Ball: +1d Damage, Ranged, Slow 1. Difficulty 3
 +
 
Thrust Kick: +1d Damage, Knockback 1. Difficulty 4
 
Thrust Kick: +1d Damage, Knockback 1. Difficulty 4
 +
 
Dragon Breath: Ranged, +1d Damage, Area 2, Slow 2. Difficulty 4
 
Dragon Breath: Ranged, +1d Damage, Area 2, Slow 2. Difficulty 4
 +
 
Aura Beam: Long Range, +1d Damage, Multihit, Slow 5. Difficulty 4
 
Aura Beam: Long Range, +1d Damage, Multihit, Slow 5. Difficulty 4
 +
 
Controlled Ball: Long Range, Guided, Slow 2. Difficulty 4.
 
Controlled Ball: Long Range, Guided, Slow 2. Difficulty 4.
 +
 
Great Ball: Long Range, Area 4, +3d Damage, Fatiguing, Slow 4. Difficulty 6
 
Great Ball: Long Range, Area 4, +3d Damage, Fatiguing, Slow 4. Difficulty 6
  
Defense
+
====Defense====
 +
 
 
Thrust Dodge: Difficulty 0
 
Thrust Dodge: Difficulty 0
 +
 
Aura Shield: Armor 1. Difficulty 3
 
Aura Shield: Armor 1. Difficulty 3
 +
 
Aura Glow: Armor, Damaging. Difficulty 7
 
Aura Glow: Armor, Damaging. Difficulty 7
  
Misc
+
====Misc====
 +
 
 
Thrust Leap: Move 2, Jumping. Difficulty 4
 
Thrust Leap: Move 2, Jumping. Difficulty 4
 +
 
Rocket Thrust: Move 2, Flight. Difficulty 6
 
Rocket Thrust: Move 2, Flight. Difficulty 6
 +
 
Aura Sense: Detect Aura, Range 3. Difficulty 6
 
Aura Sense: Detect Aura, Range 3. Difficulty 6
  
MEDITATION
+
===Meditation===
 +
 
 +
====Attack====
  
Attack
 
 
Redirecting Stance: Defensive, Base Damage. Difficulty 2
 
Redirecting Stance: Defensive, Base Damage. Difficulty 2
 +
 
Haunting Song. No damage, Ranged, Confusing. Difficulty 2
 
Haunting Song. No damage, Ranged, Confusing. Difficulty 2
 +
 
Shattering Song: Area 4, +1d Damage, Ranged, Slow 4. Difficulty 4
 
Shattering Song: Area 4, +1d Damage, Ranged, Slow 4. Difficulty 4
 +
 
Flow with the Wind: +1d Damage, Move 2. Difficulty 4
 
Flow with the Wind: +1d Damage, Move 2. Difficulty 4
 +
 
Disrupting Touch: No Damage, Crumbling 1, Draining 1. Difficulty 3
 
Disrupting Touch: No Damage, Crumbling 1, Draining 1. Difficulty 3
 +
 
Dance of the Phantoms: Ranged, Area 4, Confusing, Slow 4. Difficulty 6
 
Dance of the Phantoms: Ranged, Area 4, Confusing, Slow 4. Difficulty 6
 +
 
Song of Pain: Area 8, Ranged, Charging, Fatiguing, +1d Damage, Slow 4. Difficulty 5
 
Song of Pain: Area 8, Ranged, Charging, Fatiguing, +1d Damage, Slow 4. Difficulty 5
  
Defense
+
====Defense====
 +
 
 
Phantom Double: Perception-Based, Redirecting. Difficulty 3
 
Phantom Double: Perception-Based, Redirecting. Difficulty 3
 +
 
Capture: Armor 1, Absorbing. Difficulty 7
 
Capture: Armor 1, Absorbing. Difficulty 7
 +
 
Flow Like Water: Difficulty 0
 
Flow Like Water: Difficulty 0
  
Misc
+
====Misc====
 +
 
 
Levitation: Move 1, Flight. Difficulty 3
 
Levitation: Move 1, Flight. Difficulty 3
 +
 
Ether-Flow: Recovery 1. Difficulty 6
 
Ether-Flow: Recovery 1. Difficulty 6
 +
 
Feel the Breath: Detect Meditation/Life, Range 2, Slow 4. Difficulty 2
 
Feel the Breath: Detect Meditation/Life, Range 2, Slow 4. Difficulty 2
 +
 
The Caress to Close Wounds: Healing Others 2d10, Defenseless. Difficulty 4
 
The Caress to Close Wounds: Healing Others 2d10, Defenseless. Difficulty 4
 +
 
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
  
MAGIC
+
===Magio===
 +
 
 +
====Attack====
  
Attack
 
 
Dark Lightning: Long Range. Difficulty 4
 
Dark Lightning: Long Range. Difficulty 4
 +
 
Green Fire: Ranged, +1d Damage, 3 targets, Slow 3. Difficulty 4
 
Green Fire: Ranged, +1d Damage, 3 targets, Slow 3. Difficulty 4
 +
 
Winged Terror: Long-Range, Guided, Slow 2. Difficulty 4
 
Winged Terror: Long-Range, Guided, Slow 2. Difficulty 4
 +
 
Ice Tomb: Ranged, Restraining, Slow 4. Difficulty 4
 
Ice Tomb: Ranged, Restraining, Slow 4. Difficulty 4
 +
 
Magic Sword: Piercing 2, +1d Damage. Difficulty 4
 
Magic Sword: Piercing 2, +1d Damage. Difficulty 4
 +
 
Pearl Sphere: Long Range, +2d Damage, Guided, Slow 6. Difficulty 6
 
Pearl Sphere: Long Range, +2d Damage, Guided, Slow 6. Difficulty 6
 +
 
Word of Destruction: Ranged, Area 8, +3d Damage, Fatiguing, Slow 4. Difficulty 8
 
Word of Destruction: Ranged, Area 8, +3d Damage, Fatiguing, Slow 4. Difficulty 8
  
Defense
+
====Defense====
 +
 
 
Flicker: Redirecting, Retreat. Difficulty 5
 
Flicker: Redirecting, Retreat. Difficulty 5
 +
 
Pentacle: Armor 1, Damaging. Difficulty 7
 
Pentacle: Armor 1, Damaging. Difficulty 7
 +
 
Teleport Dodge: Difficulty 0
 
Teleport Dodge: Difficulty 0
  
Misc
+
====Misc====
 +
 
 
Wizard's Eye: Scry Range 2. Difficulty 8
 
Wizard's Eye: Scry Range 2. Difficulty 8
 +
 
Portal: Movement 2, Teleport. Difficulty 6
 
Portal: Movement 2, Teleport. Difficulty 6
 +
 
Mage Hand: Range 1, Brawn -2, Fine Work. Difficulty 4
 
Mage Hand: Range 1, Brawn -2, Fine Work. Difficulty 4
 +
 
Vanishment: Stealth +4. Difficulty 8
 
Vanishment: Stealth +4. Difficulty 8
 +
 
Healing Word: Heal 1d10 at Range. Difficulty 8
 
Healing Word: Heal 1d10 at Range. Difficulty 8
  
 +
=Combat=
  
Here's how it breaks down: You pick one of your choice of two stats for Attack, Defense, and Damage.
+
==Initiative==
 
 
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.
+
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.
  
Magic: Attack: Wit or Learning. Defense: Wit or Learning. Damage: Wit or Will.
+
==Actions==
  
On a related note, Initiative is tied to Wit or Agility.
+
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.
  
COMBAT
+
==Attacking==
  
Initiative: 1d10+Agil or Wits. At any time, you can choose to gain 1 Fatigue to raise your Initiative by 4.
+
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.
  
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.
+
==Critical==
  
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.
+
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.
  
If the Attacker rolls doubles, the attack is a Critical, and does an extra 1d10 damage.
+
==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.
Line 339: Line 520:
 
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: Each level of Fatigue gives a -1 penalty to all rolls. Fatigue is generated whenever any 2d10 roll gives Doubles, except for Effortless techniques.
+
==Fatigue==
 
 
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.
 
  
-- Base HP is 10+Brawn+Will+Luck.
+
Each level of Fatigue gives a -1 penalty to all rolls. Fatigue is generated whenever any 2d10 roll gives Doubles, except for Effortless techniques.
  
--Attack/Defense Mastery now provide +2 Attack, +1 Defense/+1 Attack, +2 Defense. This is to make them more economical compared to Stat Boosts.
+
==Improvising Techniques==
  
--Improvised Techniques may not take Effortless. In addition, they are always Fatiguing.
+
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.

Latest revision as of 07:59, 1 April 2011

Character Creation[edit]

Stats[edit]

There are six stats:

Brawn

Agility

Wits

Learning

Willpower

Luck

Human Average is 0. You can pick 1 stat to have at 5; besides that, you have 5 points to distribute among the other stats.

Note that Luck is mostly only used as a meta-stat, granting rerolls.

Dice used in this system are 1d10 or 2d10; opposed rolls are 2d10+Assorted modifiers from relevant stats.

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[edit]

These are fairly broad. Examples include Perception, Stealth, Craft (Something specific) , Medicine, Knowledge (Something Specific), Presence (A general Charisma-type skill), Athletics, or similar things. These are noncombat skills only.

You start with 10 points in skills to distribute however you like. Don't take a skill above 4 at this point.

Those points not going far enough? You'll have a chance to take several Advantages that can be used to raise stats or skills, but those will actually be chosen later, during gameplay.

Figured Stats[edit]

Your base Armor is equal to the highest of Brawn and Will. Damage you take is reduced by this amount.

Your Base HP are 10+Brawn+Wit+Will.

Advantages[edit]

The following Advantages are available:


[Style] Proficiency

[Style] Attack Mastery

[Style] Defense Mastery

[Style] Techniques

Toughness

Stat Mastery

Skill Mastery

Armor


You start with 1 level of Toughness automatically, and 5 further advantages.

Here's what they do:

Toughness: Adds your Base HP to your max HP. (Still keep track of your Base HP-- they are used in combat.)

Armor: Adds 4 to your base Armor.

Stat Mastery: Adds 1 point to 1 stat.

Skill Mastery: Add 4 points among your skills as you see fit.

[Style] Advantages note: These all require you to pick a Style, as explained under Styles.

[Style] Proficiency: You may use [Style] Techniques. For most styles, you may improvise maneuvers. For most styles, you also gain knowledge of two Techniques of that style. You must have Proficiency in a Style before you can take any other Style advantages. You must have Proficiency in a Style before you can attempt any Improvised techniques using that style, even Defensive ones.

[Style] Techniques: You learn three Techniques of that Style.

[Style] Defense Mastery: You get a +2 to Defensive Techniques with that Style.

[Style] Attack Mastery: You get a +2 to Attack and Miscellaneous Techniques with that Style.

Styles[edit]

There are five Styles available to begin with. They are:

Physical[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

Characters start at Level 3.

This limits the amount of various advantages and modifiers.

-- Maximum levels of Armor, from Techniques and Advantages, is the character's Level.

-- Maximum levels of Mastery of any kind is the character's Level minus one.

-- Maximum levels of Toughness is the character's Level plus two.

-- When using a Technique, the maximum Damage increase is the character's Level.

-- Maximum level of a Stat is twice the level.

Techniques[edit]

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[edit]

¤ 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[edit]

† ▲¶✰ 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[edit]

¤ 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.

Sample Techniques[edit]

Physical[edit]

Attack[edit]

Strike: Effortless, Base Damage Only. Difficulty 0

Heavy Strike: Effortless. Difficulty 2

Grapple: Effortless, Grapple. Difficulty 4

Mighty Blow: +2d Damage. Difficulty 3

Leaping Strike: Move 2. Difficulty 2

Crushing Blow: +3d Damage, Slow 2. Difficulty 4

Piercing Blow: +1d Damage, Piercing 2. Difficulty 4

Tearing Winds Strike: Area 3, Multihit, Slow 2 Difficulty 4

Crushing Grip: +3d Damage, Piercing 2, Follows Grapple. Difficulty 4

Thunder-Strike: +3d Damage, Knockback 2, Slow 4. Difficulty 4

Defense[edit]

Duck: Effortless. Difficulty 2

Evade: Effortless, Retreating. Difficulty 1

Withstand: Armoring 1, Effortless. Difficulty 5.

Block: Difficulty 0

Misc[edit]

Regeneration: Heal 2d10, Self Only. Difficulty 4

Lightning Sprint: Move 3. Difficulty 6

Weapon[edit]

Attack[edit]

Weapon Strike: Effortless, Weapon. Difficulty 0

Shoot: Effortless, Weapon, Ranged. Difficulty 2

Flaming Strike: +2d Damage, Weapon. Difficulty 2

Returning Throw: +1d Damage, Weapon, Ranged. Difficulty 2.

Defensive Blow: Weapon, Defensive. Difficulty 2

Lightning Swing: Weapon, Multihit, Move 1. Difficulty 2

Unstoppable Blow: Weapon, Piercing 3, +1d Damage. Difficulty 3

Legsweep: Weapon, Upset. Difficulty 0

Desperate Throw: Weapon, Ranged, +2d Damage, Self-Disarming. Difficulty 0

Defense[edit]

Parry: Weapon, Effortless. Difficulty 0

Block: Weapon, Effortless, Armor 1. Difficulty 3

Counterstrike: Weapon, Damaging. Difficulty 2

Misc[edit]

Trick Shot: Move Object, Range 1, Brawn 0. Difficulty 6

Aura[edit]

Attack[edit]

Aura Bolt: Ranged. Difficulty 2

Aura Ball: +1d Damage, Ranged, Slow 1. Difficulty 3

Thrust Kick: +1d Damage, Knockback 1. Difficulty 4

Dragon Breath: Ranged, +1d Damage, Area 2, Slow 2. Difficulty 4

Aura Beam: Long Range, +1d Damage, Multihit, Slow 5. Difficulty 4

Controlled Ball: Long Range, Guided, Slow 2. Difficulty 4.

Great Ball: Long Range, Area 4, +3d Damage, Fatiguing, Slow 4. Difficulty 6

Defense[edit]

Thrust Dodge: Difficulty 0

Aura Shield: Armor 1. Difficulty 3

Aura Glow: Armor, Damaging. Difficulty 7

Misc[edit]

Thrust Leap: Move 2, Jumping. Difficulty 4

Rocket Thrust: Move 2, Flight. Difficulty 6

Aura Sense: Detect Aura, Range 3. Difficulty 6

Meditation[edit]

Attack[edit]

Redirecting Stance: Defensive, Base Damage. Difficulty 2

Haunting Song. No damage, Ranged, Confusing. Difficulty 2

Shattering Song: Area 4, +1d Damage, Ranged, Slow 4. Difficulty 4

Flow with the Wind: +1d Damage, Move 2. Difficulty 4

Disrupting Touch: No Damage, Crumbling 1, Draining 1. Difficulty 3

Dance of the Phantoms: Ranged, Area 4, Confusing, Slow 4. Difficulty 6

Song of Pain: Area 8, Ranged, Charging, Fatiguing, +1d Damage, Slow 4. Difficulty 5

Defense[edit]

Phantom Double: Perception-Based, Redirecting. Difficulty 3

Capture: Armor 1, Absorbing. Difficulty 7

Flow Like Water: Difficulty 0

Misc[edit]

Levitation: Move 1, Flight. Difficulty 3

Ether-Flow: Recovery 1. Difficulty 6

Feel the Breath: Detect Meditation/Life, Range 2, Slow 4. Difficulty 2

The Caress to Close Wounds: Healing Others 2d10, Defenseless. Difficulty 4

I Sing Of A Hero's Duel: Illusion, 2 Illusions, -4 Detect, Slow 4. Difficulty 8

Magio[edit]

Attack[edit]

Dark Lightning: Long Range. Difficulty 4

Green Fire: Ranged, +1d Damage, 3 targets, Slow 3. Difficulty 4

Winged Terror: Long-Range, Guided, Slow 2. Difficulty 4

Ice Tomb: Ranged, Restraining, Slow 4. Difficulty 4

Magic Sword: Piercing 2, +1d Damage. Difficulty 4

Pearl Sphere: Long Range, +2d Damage, Guided, Slow 6. Difficulty 6

Word of Destruction: Ranged, Area 8, +3d Damage, Fatiguing, Slow 4. Difficulty 8

Defense[edit]

Flicker: Redirecting, Retreat. Difficulty 5

Pentacle: Armor 1, Damaging. Difficulty 7

Teleport Dodge: Difficulty 0

Misc[edit]

Wizard's Eye: Scry Range 2. Difficulty 8

Portal: Movement 2, Teleport. Difficulty 6

Mage Hand: Range 1, Brawn -2, Fine Work. Difficulty 4

Vanishment: Stealth +4. Difficulty 8

Healing Word: Heal 1d10 at Range. Difficulty 8

Combat[edit]

Initiative[edit]

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.

Actions[edit]

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.

Attacking[edit]

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.

Critical[edit]

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.

Damage[edit]

Damage is Stat+1d10+Damage Modifier from the attack, and is reduced by armor.

If you take more damage than your Base HP in one attack, you lose your next turn.

Fatigue[edit]

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[edit]

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.