Arrowflight island nations pdf download
Sharrow, W. Pacific Historical Review 36 3 , Stoeffler, N. Loyola University. United Nations Office for Disarmament Affairs Treaty on the Prohibition of Nuclear Weapons. Jeffrey Geiger is a Professor at the University of Essex. Amongst other works, he is the author of Facing the Pacific: Polynesia and the U. Imperial Imagination. Before you download your free e-book, please consider donating to support open access publishing.
E-IR is an independent non-profit publisher run by an all volunteer team. Your donations allow us to invest in new open access titles and pay our bandwidth bills to ensure we keep our existing titles free to view. Any amount, in any currency, is appreciated.
Many thanks! Donations are voluntary and not required to download the e-book - your link to download is below. Conclusion AUKUS might be seen not just as undermining the interests of nations such as France or as a strategic counterbalance to Chinese power, but as an elision of the island nations of the Indian Ocean and Oceania — not only in decision-making processes regarding security and defence, but in defining regional affiliations and identities themselves. References Ash, T. Reviews 3.
Please log in to add or reply to comments. Hello Todd, is there any errata available? Also, I have some questions - were is the best place to ask them? Hi Robert! Apologies for the delay in reply - we don't get notifications on comments here. How usable is Island Nations with Arrowflight 2nd edition?
Mystic East makes reference to one of the races from it. Island Nations is still very usable with Arrowflight 2nd Edition. Some of the material from Island Nations is being absorbed by other setting supplements, but until there is a 2nd Ed revision of IN, the background material is still valid.
Thomas B. Good: Simple, yet robust system with a ton of options that doesn't seem to bog the game down. For my full review, please visit: [ Nathan C. Arrowflight Second Edition is a good example of starting with the campaign setting and designing the system around it.
Systems like this are great for small parties who do not want to delve into the glut of the big system, but instead want something of [ Erathoniel W. Arrowflight is an interesting game. Using a simple d6-based mechanic, it provides rules for in depth fantasy gaming. It reminds me heavily of the d6 engine in terms of magic which always makes me shudder and cringe , but other than that, it's pretty [ See All Ratings and Reviews. Browse Categories. DMs Guild.
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Stats may be raised at a cost of the current level x20 character points example: raising a stat from 4 to 5 would cost 80 points, or about eight sessions of play. Additionally, no stat may be raised higher than the racial Attribute Maximum, nor can it be raised more than 2 above its starting value.
Specialization is good for boosting a few key skills beyond their starting limits, but comes at a cost as other interests fall by the wayside. Specialization is completely optional, and works like this: 1. Choose a Specialization for a particular skill and write it in parentheses next to the skill listing. For instance, Missile Weapon Javelin. Specialization Example: Sophie wants her Soldier, Lara, to be adept at the sling.
She chooses the specialization Sling, writing it in next to Missile Weapon, which is currently at 4. If she were to possess the Missile Weapon skill alone, Lara would be able to use the sling, combat net, bolas, sling spear, thrown spears and knives equally well at a Target Number of 8. However, since Sophie has chosen to specialize in Sling, Lara has forgotten a lot of her other training.
Every time she fires her sling at an enemy, her Target Number is 9, but while trying to use any other missile weapon, the base Target Number decreases one point to 7. Agility AGL skills Athletics: The ability to engage in vigorous physical exercise in the form of solo and team sports. Optional specializations include Tumbling, Acrobatics, Running, Wrestling, Batara field hockey popular in the northern kingdoms , etc. Dance: Knowledge of and skill in various ethnic, popular, regional, folk, and social dances.
Combat Skill: The world of Arrowflight is home to a wide variety of martial disciplines, from the standard military training of the professional soldier to the mounted Cavalier style, to the complex eastern art of Shalekkhar, to the brutal Orc brawling style of Senvata.
A character will generally take one or two Combat Skills at most, although there is no prohibition on how many Combat Skills a player may take. Just remember that a lopsided, combat-heavy character will not be of much use in the Dukes court or trying to sail a ship to the Kainal Islands. Unarmed Combat Skills Brawling 0 A basic hand-to-hand fighting skill. Dalahar 2 The Way of the Earth, a defensive style favored by monks and mages. Deyeushar 2 An undersea style focusing on utilizing a three-dimensional combat field.
See Island Nations for details. Haushahar 2 The Way of the Wind, a flowing style focusing on sweeps. Ratahar, Dwarf style 2 The Way of Battle, a blocky style suitable for armored soldiers. Ratahar, Elf style 2 The elven variant, a more active style focusing on spinning kicks and aerial strikes.
Senvata 2 The tribal Orc word for gut stomp, a brutal, violent brawling style. Shalekkhar 3 The Way of the Dragon, a devastating style using strikes, kicks, and bites. Descriptions of the various Armed and Unarmed Combat Skills can be found in the Art of Combat section page 34 , along with special bonus moves based on the characters skill rating. The art of mounted combat. Gallant 2 The flourish and stance of the duelist. Missile Weapon: The skill required for the use of short, long, and composite bow weapons, crossbows, slings, thrown weapons, and other hand-held ballistae for ranged combat.
Gladiator 2 Showmanship in combat. Melee Weapon 0 Skill in the use of everyday objects at hand for fighting purposes. Rogue 1 Common peasant style that incorporates staves and trick moves.
Sharpshooter 2 under DEX Elite firearm training. Soldier 1 The requisite sword and shield style of all fighting characters must be learned in order to use heavier armor types. Swashbuckler 1 A flamboyant style of generally single-handed weapon combat. Riding: Proficiency in riding living mounts of all kinds.
Optional specializations include Horse, Warhawk, Windlord, Montuhar, etc. Pilot: Knowledge and skill in the function, operation, and maintenance of any vehicle. Note that aircraft piloting skills are relatively rare and should be approved for use by the GM. If it is central to the character concept, then the Lifeline should include the appropriate background environment.
Optional specializations include Catapult, Trebuchet, Ballista, etc. The Black Powder skill is required for use of Siege Cannon. Awareness: General knowledge of the subjects own condition and whereabouts, and the level of readiness to react to stimulus within the general vicinity. It also is valuable when searching for lost or hidden items. Bargain: The ability to haggle or wrangle for favorable terms in trade or politics. Dexterity DEX skills Black Powder: A relatively new and valued skill in the operation, firing, and maintenance of black powder weaponry.
Includes the use of Pistols, Muskets, Blunderbusses, and Grenades, as well as Siege Cannons, any of which can be taken as an optional specialization. Craft: The ability to create and maintain works of both functionality and aesthetic merit. Play Instrument: The ability to play one particular type of musical device. Play Instrument should be selected for each different instrument type: Horn, Wind, Stringed, Drum, etc.
Repair: A general ability to fix common items such as clothing, tools, and basic structures. This skill is an excellent jury rig ability, but more professional results will be possible by taking specific Craft skills. Sleight of Hand: The ability to palm objects and deceive the eye with subtle motions.
Often used as an aid to performance, this skill can also be useful to the criminal element. Thievery: Proficiency in the skills of pickpocketing, lockpicking, forgery, forced entry, and other sneaky methods of crime.
Endurance: The level of resistance to physical hardship, such as food and water deprivation, weather exposure, or forced marches. Strength Feat: The ability to perform amazing tricks, like bending steel bars or breaking a pewter mug over ones own head without flinching.
The GM may assign a modifier based on how superhuman the feat being attempted actually is. Swimming: Movement through water, usually without artificial assistance. Swimming is an activity that can be both useful and recreational. Its primary uses are bathing, cooling, fishing, recreation, exercise, and sport. Basic aquatic survival also is included in this skill.
Swimming is only common in coastal, river, and lake regions. Command: Use of the characters natural leadership qualities to inspire allegiance and compliance in others. Note: if the character has a military rank, then Military Rank may be taken as an optional specialization, increasing the Command skill within a military structure but decreasing it in relation to everyone else.
Con: The ability to lie or deceive through distraction, charisma, or affecting an amusing voice. Its also the skill to use when trying to determine if your character is being conned. Diagnostics: The skill of diagnosing a mechanical or technical problem, and of gauging general quality of repair or workmanship.
Gambling: Skill at games of chance, betting systems, cheating, and general tricks of the trade. Gambling often goes hand in hand with Con.
Optional specializations include Cards, Dice, Ratbag, and even strategy boardgames like Kings a chess-like game of Western nobility and Shakuleh the Kilmoorian game of coins. If you can put odds on it, it fits here. Performance: The ability to emote theatrically in front of an audience. Optional specializations include any of the above. Seduction: The ability to use ones own sex appeal for romantic conquest or other personal gain. Social: Knowledge of the social order and interaction with others within it, including proper protocol, and the ability to move within various social circles.
Optional specializations include any nation or geographical region. Streetwise: Knowledge of urban areas and the denizens thereof, including any potential criminal element. Optional specializations include any city or urban area. Survival: Skill in staying alive in wilderness areas, from tracking to snaring, locating food and water, and making shelter from available materials.
Intelligence INT skills Area Knowledge: Provides familiarity with a specific geographic area, from small villages to entire provinces. The skill level directly corresponds with the size and scale of the territory, from home villages to nearest large cities to provincial trade roads and even rural landmarks and back roads.
Characters must select the region covered by this skill: the more general the region, the more general the knowledge. Cultural Sciences: Study of the mechanics of culture, its mores, taboos, history, and customs. Domestic Arts: Competence in a variety of day-to-day skills such as sewing, cooking, housekeeping, and gardening. Education: A learned degree of scholarly knowledge, Education indicates a higher level of schooling than is available to the general populace.
Some skills require a minimum Education. An Education of 1 or greater indicates basic literacy in the characters native language, as well as knowledge of rudimentary mathematics. Language: It is assumed that a character is fluent in his native language. This skill determines fluency in other languages. If the character is literate see Education , they are also literate in the foreign language, provided the two languages use the same alphabet. If they do not use the same alphabet, a Language rating of 2 will provide literacy in that tongue.
The specific language must be selected; multiple languages may be taken as separate skills. Optional specializations can include regional dialects. Lore: Access to the common folk knowledge on a given subject or creature. At 2, he can create poultices and herbal remedies. At 3, he can set bones and stitch wounds. At 4, the character is fully qualified as a doctor. With the addition of Education 3, the character can be licensed to practice in most urban areas.
Military Sciences: This skill covers the gamut of military theory, tactics, deployments, drills, siege techniques, and battlefield strategy. It gives a character the ability to plan an attack, as well as secondguess an opponent. This skill is a must-have for military officers and party leaders with battlefield experience.
Natural Sciences: Study of the natural order and the workings of the physical world. Natural Sciences is a prerequisite for both Arcane Theory and Medicine. Theoretical Sciences: The invisible counterpart to Natural Sciences. Theoretical Sciences is a prerequisite for both Arcane Theory and Devotion. Literary Arts: The ability to write correspondence, compose text or verse in an accomplished style. Also includes an aesthetic appreciation of literature and various authors throughout history.
Requires Literacy. Willpower WIL skills Cool: The ability to control ones base impulses and project an air of confidence. Denotes self-control, self-assurance, and mental stability. Intimidation: Inspiring fear or compliance in another through aggressive speech or demeanor.
Resist: Mental defense against the psychological effects of drugs, sleep deprivation, magic, fear or torture. See Fear page 42 for more. Requires Natural and Theoretical Sciences 1 or greater. A magic-using character will have at least one Arcane Theory skill, selecting from the various magic disciplines.
Choose from the following: Alchemy The distillation of magic into a physical form. Requires other magical theory for effects. Combat The theory of offensive and defensive effects. Divination The acquisition and use of extra-sensory knowledge. Elemental The ability to manipulate elemental forces. Common Prayer: A skill for the devoted layman, Common Prayer is much like the Folk Magic skill, allowing access to low-powered, simple prayers. No Common Prayer has a DIFF greater than 1, although new prayers may not be created by the user, it does not require the Devotion skill.
The higher the Devotion skill, the more likely the priests invocations are answered without mishap. Priests choose a specific deity from a given pantheon, restricting designed prayers to the virtues associated with the deity Healing, Protection, Communion and Wrath.
More on Priestly Virtues on page Also see Designing and Purchasing Spells and prayers on page Enchantment Instilling objects or people with magical properties. Requires other arcane theory for effects. Glamours Faeries and earthfolk only; does not require Natural or Theoretical Sciences. Healing The theory of tissue reconstruction and purification. Illusion The theory of artificial manifestation.
Necromancy Reanimation of dead tissue and communing with the dead. Primal The theory of manipulating and communing with the natural world. Runecraft Magical Permanence. Requires Craft 3 or greater. Summoning The theory of summoning and binding the natural and supernatural to service.
Folk Magic: This is a non-academic school of common, lowpowered magic passed on from generation to generation. No Folk Magic spell has a DIFF greater than 1, and although new spells may not be created by the user, it does not have the prerequisites of other arcane theories.
While the purpose these details serve is mostly in the realm of depth and dimension, they also serve to balance out the character in a numerical manner. There are three categories in the Personality section of the character sheet. These are Assets, Liabilities, and Behavior Tags. Assets are benefits the character possesses. They can be purely psychological or material which still act as a psychological benefit.
Each Asset has a point cost associated with it, based on how beneficial it is to the character. Assets must be purchased with points gained from taking Liabilities or Behavior Tags. Liabilities are aspects of the character that tend to hamper his progress in life. They can be internal or environmental in nature. Each Liability has a point benefit associated with it, based on how detrimental it is to the character.
Taking Liabilities allows the player to buy Assets, or add points to skills. Just remember that no skill can start higher than 5. Also remember that the characters personality must be roleplayed. Dont create a character so flawed that he becomes fundamentally unplayable. If your fellow players cant stand your character, he may find an arrow mysteriously through his windpipe. Totally on accident, of course. Behavior Tags are little quirks the character displays, from cracking knuckles to going all twitchy when things get tough.
Each Behavior Tag is worth 1 point toward Assets or rounding out skills. Again, players should use caution to make sure the character is playable.
NOTE: Any points from Liabilities or Behavior Tags left over after purchasing any Assets may be spent on skills at a 1-to-1 ratio, as though the character had the extra skill points. At GMs discretion, assets may be taken from the characters starting skill pool without purchasing liabilities or behavior tags. Assets Acute Sense : The character has an extremely heightened sense. You may purchase more than one Acute Sense separately.
Ambidexterity 3 : The character can use either hand with equal proficiency. This effectively negates any off-hand skill penalty. Animal Kinship 1 : This character has a way with animals; they tend to like him. Blessing : The character has been blessed by a deity or possesses some unusual magical ability. The more powerful the blessing, the greater the cost. The GM has final authority on whether a blessing is appropriate or not.
Examples include the ability to sense the direction of water 1 , the ability to require no food save Rais light 2 , the ability to breathe underwater 3 , or the gift of wings and flight 4. Charisma 2 : The character oozes self-confidence and sexual magnetism. Courage 3 : The character knows no fear. He passes any normal Resist check for fear, terror, or encountering horrific creatures, unless double sixes are rolled, in which case hell immediately gain an insanity see Insanity Table, page 42 and run away from the source of the fear.
Direction 1 : The character always has a bearing on his current direction. Double-Jointed : The character can pop joints out of place and contort for the purposes of escape or amusement. The rating of this Asset may be added to any checks involving escaping bonds or tight spaces, where applicable.
Immunity 3 : The character is immune to a specific disease, or to the effects of a specific toxin or drug. No Resist checks need be made when encountering toxins of the specific type. It may be Red Plague, giving the player an edge during epidemics; it may be alcohol, meaning the character can hold his ale well; or it may be a hazardous chemical, such as nightshade or bloodmold.
It can even be spoiled food, allowing the character to survive on sustenance that would make others of his race ill. Insight 1 : The character has a mind for solving problems of all sorts. The character should be privy to inside information regarding intricate problem-solving at the GMs discretion. Large : The character is large for his species; not just taller, but broader and thicker as well.
Linguist 2 : The character is naturally fluent in picking up new languages. He suffers half the normal penalty for picking out a dialect from the base language, rounding down. Learning new languages costs half the normal cost, rounding up. Luck : During the course of an adventure, the character may roll 1D6 and add it to the characters skill or attribute for a single roll. This can be used either once a session 1 or twice 2. Marksmanship : The character has a knack for hitting a target at range.
Material Wealth : The character has property, money, or fine goods stored away for a rainy day. There is no hard and fast scale of riches; everything should be proportionate within the group and the adventure.
Consult with the GM for the wealth appropriate to the games scope. Mount : Your character has either raised and trained a mount, or inherited or purchased one.
The mount may be one of many species, such as a donkey, ox or mule 1 , a horse 2 , a montuhar or oodong 3 , or a pegasus, warhawk, windlord, or gryphon 4. All these beasts are quite valuable, however, and may be targeted by thieves or enemy combatants. Social status may also affect what sort of animal is available as a mount. The GM has final authority on whether a mount is appropriate.
The network can be family, guild, or simply connections made through bribery or intimidation. When the GM determines the availability of certain items, this Asset should weigh heavily into the equation.
Perfect Memory 2 : The character has an exceptionally good memory, able to recall details with absolute clarity. Property : The character owns land that is his own, and not held by his family or his noble. The sort of land varies based on the characters social status. It may be a personal dwelling 1 , a place of business 2 , a large estate or farm 3 , or even a keep 4. The GM has final authority on whether the property is appropriate.
Quick : The character is exceptionally fast, with lightning reflexes. This will help him act faster and perhaps even more often during combat situations. Rank : The character holds some level of command rank in the accepted authority structure.
Rank should be appropriate to the scope of the game, and is at the GMs discretion. Rational 2 : A character possessed with Rational thought has a better than average chance of stopping himself from making a dangerous, humiliating, or stupid mistake. Each time the character is about to be placed in danger due to the players own thoughtlessness, the GM should warn the player of the potential outcome.
Reputation : The character is known for his deeds within an area appropriate to the level taken. Usually the level of the Asset is added to the Target Number of appropriate skill checks, such as Intimidation, Con, or Perform. Other bonuses are at the GMs discretion. Savings : The character has stashed away a large amount of money. He will start with either twice his normal starting money 2 or triple his normal starting money 3.
Special Weapon : One of your characters weapons purchased with normal funds is special in some manner. Remember that dragonbone and magic weapons are very uncommon, and rune weapons are extremely rare. The GM has final authority on whether a weapon is appropriate or not, and may completely refuse any dragonbone, magic, or runic weapons. Stoicism : The character possesses a toughness and resilience to physical trauma. This will help keep him conscious and upright when wounded.
Tinker 2 : The character has an affinity for jury rigging, taking things apart, and putting them back together again. This Asset does not necessarily mean the character has any true technical ability, but whenever he fixes something, the object tends to eke out a few more miles or minutes of operation.
For a weapon, that means it only does half its WR at half its range, a vehicle goes half as fast with half its maneuverability, and so on. Unshakable Code 3 : Not only does your character have a code of honor that he lives by; he is uplifted and encouraged when keeping to his code.
These benefits are only appropriate in specific occasions; for example, one who has a code involving the defense of innocents may gain the bonus to rolls involving parrying strikes directed at another target, but not for counterattack rolls. Unusual Talent : Perhaps the character is an accomplished impressionist, or can guzzle a quart of Kilmoorian rum and remain upright. The more valuable the talent, the more it costs. For instance, the ability of the character to hang upside down and hit a bullseye with a throwing blade is a fairly useful talent and therefore would cost 3 points.
The ability to play apple-spear without losing a single chunk, while impressive, is nonetheless almost completely useless in the scope of an adventure, and therefore would be in the area of 1 point.
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