Difference between revisions of "Islander:System"

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(Combat)
 
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== Combat ==
 
== Combat ==
  
Ambush
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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.
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.
 
0. Add Rank to Speed to find Initiative. Subtract 2 if the character is changing or drawing a weapon.
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Wounded characters may no longer participate. When a PC is Wounded, they add 1 to their Fate.
 
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.
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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.
 
  
 +
'''Blind''' characters take -2 Initiative and to all rolls.
  
 
== Group Actions ==
 
== Group Actions ==

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.