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* ArcherArchetype: The Finesse combat skill is dedicated to the use of ranged weaponry.
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* SpiritWorld: The Fontlands, a parallel world to Hanaria. Spirits, humans, and golems can cross from one world to the other, though doing so is currently discouraged.

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* %%* SpiritWorld: The Fontlands, a parallel world to Hanaria. Spirits, humans, and golems can cross from one world to the other, though doing so is currently discouraged.%%That's just an alternate dimension. How is it a spirit world?
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* TeleportSpam: The Disjoiner combat skill (and the [=NPC=] class of the same name) specialize in teleportation.

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* TeleportSpam: The Disjoiner Disjunction combat skill (and the related Disjoiner [=NPC=] class of the same name) specialize class) specializes in teleportation.

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Reordering existing tropes and adding a few additional tropes


* MechanicalLifeforms: Golems, humanoid constructs, were created by the Grey-Iron Republic to perform basic labor and, eventually, to serve as soldiers. Following the war, they were granted independence.



* CarryABigStick: The Great Club and Colossal Sword weapons. Despite the name, the latter deals blunt damage, presumably because it's too big for its sharpness to matter.

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* CarryABigStick: The Great Club and [[{{BFS}} Colossal Sword Sword]] weapons. Despite the name, the latter deals blunt damage, presumably because it's too big for its sharpness to matter.


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* {{Golem}}: Golems take their name from this, though in practice they behave more like {{Magitek}} MechanicalLifeforms.


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* ImprobableAimingSkills: The Finesse combat skill allows feats like this, granting the user the ability to aim at targets behind walls and ignore certain forms of cover.


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* MageMarksman: Thanks to a lack of FantasyGunControl, this is a possible playstyle. The Pursuit skill even encourages this, as one of the spellcasting focuses given by this skill is also a ranged weapon, and most of their actions can be performed equally well with either type of implement.


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* {{Magitek}}: The Stormwild Islands are described as being roughly industrial in terms of technology, but with magic often taking the place of electricity or steam. As an example, travel between major cities is facilitated by both rails and teleportation gates.
* MechanicalLifeforms: Golems, humanoid constructs, were created by the Grey-Iron Republic to perform basic labor and, eventually, to serve as soldiers. Following the war, they were granted independence.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tspt_illusion.png]]
[[caption-width-right:350:A [[MechanicalLifeforms golem]] demonstrating the [[MasterOfIllusion Illusion]] skill]]

''Stormwild Islands'' is a GaslampFantasy TabletopGame published on September 1, 2023 by Alexander Kirk.

Set in the Stormwild Islands, a cluster of islands in the middle of a [[PerpetualStorm perpetual, continent-sized storm]], this game explores the aftermath of a generations-long war and the magical damage done to the world as a result.

Spellcasters are commonplace, and they work alongside new innovations like steam engines to create a world that changes very quickly. Golems - humanoid constructs with minds and wills of their own - have been instrumental in bringing about this new wave of industry, but their use in the war and their newfound push for independence might be even more significant. Alongside all of this is a world of spirits, otherworldly creatures who think and act according to completely different rules, and mixing spirits with humans or golems tends to cause all kinds of clashes.

Available on [[https://gizogin.itch.io/stormwild-islands itch.io]].

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!! ''Stormwild Islands'' provides examples of:
* ActionInitiative: As part of the TurnBasedCombat, initiative order can be determined in one of two ways. Popcorn initiative has players and enemies alternate turns, while rolled initiative has all combatants make a check at the start of combat.
* AllOrNothing: Fittingly, the name of an action available to the Brutalism skill, which maximizes the value of all damage dice on hit but slows down their attacks for an entire turn if they miss.
* ArcherArchetype: The Finesse combat skill is dedicated to the use of ranged weaponry.
* ArrowCatch: Available through a feat or a couple of combat skills. Characters learning the Swift skill can eventually turn this into CatchAndReturn.
* MechanicalLifeforms: Golems, humanoid constructs, were created by the Grey-Iron Republic to perform basic labor and, eventually, to serve as soldiers. Following the war, they were granted independence.
* AttackFailureChance: Most actions have a chance to fail. Attack rolls are made using a twenty-sided die compared against the target's defense stat (Evasion for weapon attacks and Magic Defense for spells). Some actions instead require the target to make a saving throw, reducing or eliminating the action's effects with a good enough roll.
* BizarreHumanBiology: A result of excess magic leaking through from the Fontlands. Humans can be born with unusual features, ranging from unusual skin and hair colors all the way up to [[WingedHumanoid wings]] and [[PrehensileTail tails]].
* BoringButPractical: All characters can make standard attacks, both with weapons and with spellcasting focuses. These have no special properties, but they ensure that all characters can contribute to their team's damage output.
* CarryABigStick: The Great Club and Colossal Sword weapons. Despite the name, the latter deals blunt damage, presumably because it's too big for its sharpness to matter.
* CharacterCustomization: A given for the genre. Characters choose combat skills, narrative skills, core abilities, and major and minor feats.
* CharlesAtlasSuperpower: The non-spellcasting combat skills can still achieve superhuman feats, like [[InASingleBound Mighty Leap]] and [[PowerParasite Impossible Theft]]. The setting information suggests that such feats are at least ''partly'' magical, though most people in-universe do not consider it as such.
* ColdFlames: The [[ManOnFire Immolator]] [=NPC=] class can change its usual fire damage into ice damage. Player characters can do this as well, using the Elementalist feat.
* CombatClairvoyance: The Foresight action, available to the Warmastery skill, makes all attacks within the user's sight automatically hit and deal a fixed amount of damage. This removes most randomness from the combat for a time, making planning much easier.
* {{Counterspell}}: An action by this name is available to the Disjoiner skill. The [[AntiMagic Anti-Mage]] [=NPC=] class can use a variant of it as well.
* ExtraDimensionalShortcut: The Fontlands are a parallel world of magic and spirits. Distances between the material world and the spirit world don't always line up perfectly, so cutting through the Fontlands can speed up a journey.
* GrapplingWithGrapplingRules: Grappling is a core combat mechanic, and it fittingly has the longest description of any universal combat action.
* InvisibilityWithDrawbacks: Invisibility is available through various means, though usually with some kind of limitation. For example, the version available to the Illusion skill ends when the target makes any attack or casts any spell.
* MagicStaff: A staff is one of the options available for spellcasting focuses, which are required to cast spells. This version is one of the heaviest and highest-damage focuses available, though it requires two hands to wield.
* NonHealthDamage: Drain is a special type of damage that hits [=MP=] instead of [=HP=]. Though if the target has no [=MP=] to lose, it behaves like normal damage again.
* PlayingWithFire: Both the Evocation and Illusion combat skills specialize in fire damage, though Evocation has more ways to use it.
* PointBuildSystem: The game has no character classes, with combat skills serving as the nearest equivalent. Each CharacterLevel grants points in a number of different resources, which are spent to learn new abilities or increase attributes.
* SpellBlade: A viable playstyle, as several actions exist to increase the damage of weapons. Taken literally with the feat of the same name.
* SpiritWorld: The Fontlands, a parallel world to Hanaria. Spirits, humans, and golems can cross from one world to the other, though doing so is currently discouraged.
* TeleportSpam: The Disjoiner combat skill (and the [=NPC=] class of the same name) specialize in teleportation.
* TurnBasedCombat: Combat is divided into rounds and further into turns. Most characters take one turn per round, though some difficult enemies can take two or even three.

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