Taking the Initiative
So, who goes first? Do you go first? Do I go first? All good questions. And the answer is… A simple complex thing. No matter what, you will need to roll a 1d20 to find out. Did you sneak up on the entity you’re about to womp on or is it a mutual beating about to begin? If you sneak up to attack, you must roll on the “SURPRISE” AGILITY Chart, adding your AGILITY modifier to your roll. This will determine if you were able to sneak up on whoever (or whatever) you intended. If your roll is successful, you win the initiative. If you’re unsuccessful, you and the person you are fighting have to roll for “INITIATIVE” to see who strikes first. When you roll, don’t forget to add your AGILITY Modifier number to your roll (positive or negative).
AGILITY SCORE | MODIFIER |
---|---|
3 | -2 |
4-5 | -2 |
6-8 | -1 |
9-12 | 0 |
13-15 | +1 |
16-17 | +2 |
18 | +3 |
Hitting an Enemy
How do I know if I hit an enemy? A lot of factors can come into play in the real world. For instance, if you attack a charging rhinoceros with a walking stick, his tough hide and size would likely make that attack almost useless. However, attacking a charging man with a walking stick, might have a vastly different result. In The Island we’ve done our best to take into account things like natural defenses, skin density, bone plates, stupidity, etc. We call this DEFENSE POINTS. Using the HIT LIST CHART, you find your LEVEL on the left-hand column and the DEFENSE POINTS of your enemy across the top and bring the two points together. You must roll that number or higher to hit the enemy you are striking at. As you can see by the HIT LIST CHART, the higher your level, the lower the number you need to roll to hit your enemy.
HIT LIST CHART
LV | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
1 | 2 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
2 | 2 | 2 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 |
3 | 2 | 2 | 2 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
4 | 2 | 2 | 2 | 2 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 |
5 | 2 | 2 | 2 | 2 | 2 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
6 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
7 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 |
8 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 |
9 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
10 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
Shooting an Enemy
But I have a gun! Yeah, but does that mean you’re a good shot? Only your HAND-EYE coordination can tell! You still roll to hit your target as normal, but when using a firearm, look to the SHOOTING BONUS CHART. Find your HAND-EYE number in the left-hand column and the DEFENSE POINTS of your enemy across the top and bring the two points together. This number is added to your roll to see if you hit the enemy. Sometimes a few points make the difference.
SHOOTING BONUS CHART
HE | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
4 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
6 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
7 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
8 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
9 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
10 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
11 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
12 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
13 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
14 | +1 | +1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
15 | +2 | +2 | +1 | +1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
16 | +3 | +3 | +2 | +2 | +1 | +1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
17 | +4 | +4 | +3 | +3 | +2 | +2 | +1 | +1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
18 | +5 | +5 | +4 | +4 | +3 | +3 | +2 | +2 | +1 | +1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
19 | +5 | +5 | +5 | +5 | +4 | +4 | +4 | +3 | +3 | +3 | +2 | +2 | +1 | +1 | 0 | 0 | 0 | 0 | 0 | 0 |
20 | +5 | +5 | +5 | +5 | +5 | +4 | +4 | +4 | +4 | +3 | +3 | +3 | +2 | +2 | +1 | +1 | 0 | 0 | 0 | 0 |
Inflicting Damage
When you strike or inflict damage on an enemy, consult the DAMAGE CHART. This tells you which die to roll. When you roll this die, this number is subtracted from the enemy’s LIFE POINTS. When a player or enemy’s LIFE POINTS go below 0, that individual is dead.
DAMAGE CHART
ITEM | DICE DAMAGE |
---|---|
FIRE | 1D10 |
Flare | 1D8 |
MULTITOOL KNIFE | 1D4 |
STAKE | 1D4 |
MALLET | 1D6 |
AXE | 1D8 |
HATCHET | 1D6 |
FOLDING SHOVEL | 1D6 |
FLARE | 1D4 |
WALKING STICK | 1D6 |
HUNTING KNIFE | 1D4 |
BOWIE KNIFE | 1d6 |
MACHETE | 1D6+2 |
WEBLEY REVOLVER | 1D10 |
COLT .45 | 1D10 |
WINCHESTER CARBINE | 1D12 |
THOMPSON SUB MACHINE GUN | 1D12 PER HIT |
WINCHESTER SHOTGUN | 2D8 at 40’ or Less |
DYNAMITE | 2D10 (Radial damage can occur) |
MAKESHIFT SPEAR | 1D6 |
MAKESHIFT KNIFE | 1D4 |
ROCK | 1D4 |
ARROW | 1D6 |