Difference between revisions of "Islander:System"

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== Combat ==
 
== Combat ==
  
0. Add Rank to Range or Gather to find Initiative. Subtract 2 if the character is changing or drawing a weapon.
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'''Ambush''': The victim must make an Awareness roll, the ambusher a Hide roll. If the ambusher wins they  get +2 Speed for the first round.
  
1. All characters of equel Initiative act simultaneously, starting with the highest. This consists of choosing an action and a target.
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0. Add Rank to Speed to find Initiative. Subtract 2 if the character is changing or drawing a weapon.
  
2. Roll 3D6 in the middle of the table. This is the General Roll.
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1. Roll 3D6 in the middle of the table. This is the General Roll.
  
3a. PCs roll 3D6 + Stat + Skill: if this exceeds their target's Defence, their target is Wounded.
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2. All characters of equel Initiative act simultaneously, starting with the highest. This consists of choosing an action and a target.
  
3b. NPCs compare General Roll + Stat + Skill to their target's Defence; if it exceeds it, their target is Wounded and may no longer act.
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3a. Attack Roll: PCs roll 3D6 + Stat + Skill: if this exceeds their target's Defence, their target is Wounded. For Spells, Attack must beat target's Resistance.
  
4. Once all characters have acted, either side can elect to continue hostilities, else combat ends. If either side loses all of its members, they lose and probably die.
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3b. Attack Roll: NPCs compare General Roll + Stat + Skill to their target's Defence; if it exceeds it, their target is Wounded. For Spells, Attack must beat target's Resistance.
  
To conduct a Duel, go through steps 0, 1, 3a; no one is Wounded.
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4. Flee: As long as at least one third of the PCs are in action, they may Flee. Else combat continues.
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Wounded characters may no longer participate. When a PC is Wounded, they add 1 to their Fate.
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To conduct a '''Duel''', go through steps 0, 2, 3a; no one is Wounded. Duelling NPCs roll in Phase 3b.
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'''Blind''' characters take -2 Initiative and to all rolls.
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== Group Actions ==
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Whoever has the best modifier may roll for the entire group.
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[[Category:Islander]]

Latest revision as of 18:52, 24 August 2006

Scenario[edit]

If this is the first game of the campaign, the players play Scenario 1.

Afterwards, any player may elect a Sub Plot, else the campaign progresses through the Meta Plot. In a conflict over progression, a Duel may be held with the winner deciding.

Basic Tasks[edit]

Beat the Difficulty with 3D6 + Stat + Skill to succeed.

Combat[edit]

Ambush: The victim must make an Awareness roll, the ambusher a Hide roll. If the ambusher wins they get +2 Speed for the first round.

0. Add Rank to Speed to find Initiative. Subtract 2 if the character is changing or drawing a weapon.

1. Roll 3D6 in the middle of the table. This is the General Roll.

2. All characters of equel Initiative act simultaneously, starting with the highest. This consists of choosing an action and a target.

3a. Attack Roll: PCs roll 3D6 + Stat + Skill: if this exceeds their target's Defence, their target is Wounded. For Spells, Attack must beat target's Resistance.

3b. Attack Roll: NPCs compare General Roll + Stat + Skill to their target's Defence; if it exceeds it, their target is Wounded. For Spells, Attack must beat target's Resistance.

4. Flee: As long as at least one third of the PCs are in action, they may Flee. Else combat continues.

Wounded characters may no longer participate. When a PC is Wounded, they add 1 to their Fate.

To conduct a Duel, go through steps 0, 2, 3a; no one is Wounded. Duelling NPCs roll in Phase 3b.

Blind characters take -2 Initiative and to all rolls.

Group Actions[edit]

Whoever has the best modifier may roll for the entire group.