General Rules - Combat
In Lone Wolf, combat is handled by subtracting the CS of the enemy from the CS of the player; the result such obtained is called Combat Ratio.
For example, if the player has a CS of 17, and the enemy a CS of 20, it goes as such: 17 -20 = -3
Once the combat ratio is established, the player roll 1d10, and then consult the Combat Result Table (CRT) to verify the result of that round of combat.
CRT Link (I wasn't sure on how to import the image here on the board, nor if it was actually legal to do so):
http://www.projectaon.org/en/x...w/01fftd/crtable.htm
As can be seen, each intersection in the table held two numbers: damage received by the enemy (above) and damage received by Lone Wolf (below). These numbers are subtracted by both fighters END, until one of them is dead (0 END).
To make combat go quicker, each player will roll five consecutive combat rounds; this will be a bout of combat. Particuarly climatic fight might be handled by rolling 1 roll at a time - but in the majority of cases, the 5 combat rolls at once is the rule to follow.
Multiple opponents Rules
Any character can engage multiple enemies at once (to a maximum of five). However, each enemy will gain a +2 CS for any additional enemy the player is fighting beside themselves, to signifiy the improved difficulty of the battle.
This mean that, if a player is facing two enemy togheter, each of them will get a +2 CS increase; if the enemy being face togheter are three, each of them will gain a +4 CS increase, all the way up to the +8 increase that five enemies would getif they were fighting the same player.
Even if a player is fighiting multiple enemies, only the standard five combat rolls are needed; the roll is applied to each opponent, so each enemy will receive the same amount of damage - and the player will receive the same amount of damage from each enemy, so even a slight wound might become lethal when five of it are received at once!
Multiple players rules
Much like enemies are advantaged when focusing all their attacks on the same enemy, players can get an advantage by facing a single enemy all togheter.
In this case, the first player receives no bonus, but each subsequent player who attack the target gain a temporary +2 CS bonus for each player who attacked before them. Thus, the fourth player to attack the same enemy would have a +6 bonus to CS, and so on.
Combat Boosts and combat actions
Many of the Kai disciplines allows for special enhancement to a combatant skills - they're what makes the Kai so dangerous to most opponents.
There are two kinds of different special abilities who can apply in a combat: Combat Boosts, and Combat Actions.
A Combat Boost is an ability that is activated at the start of battle, and remain active for the full five combat rounds; potions are considered boost, too, although only one potion can be consumed at the start of combat, while multiple boosts can be active at the same time.
A Combat Ability is different. These are skills that are activated only for 1 round, and grant effect only during the round they're activated in; they use the standard combat rolls to determine wheter they've been used succesfully or not, and usually, they need to be declared before rolling, specifying which of the five combat rolls will be substituting for the skills in question.
In most circumstances, the damage the player would have inflicted is waived and substituted by wichever effect the special attack has, but the player still take the standard damage he would have received during the round, unless otherwise stated by the ability's effect.
Example:
The player declare their willingness to use a Combat Ability (for example, the Psychic Stun Attack granted by the Mindblast discipline) as their fourth roll; then, they roll and get the folowing results:
5,2,7,3,8
The fourht result (3) will be used to derermine how succesfull the ability will be, and the player will still receive the same damage they would have in normal combat roll with that result, while not inflicting what they would have - the effect of the ability will be applied instead.
It is important to note that, differently from Combat Boost, a player can only use a maximum of two Combat Attacks in any bout of 5 round of combat.
Non-Lethal Damage
When fighting an enemy with the intent of subdue, rather than kill, the player receives a -1 reduction of all damage they inflict. This reduction must be declared when the battle with said opponent begins.
Alternatively, a player with the Weaponsmastery ability in a determinate weapon, when using that weapon to fight the opponent, can pay 2 WP to focus on using the weapon in a non-lethal manner.
If more characters fight the same enemy, one using lethal attacks and one using non-lethal attacks, the one who reduced the enemy's END to 0 is the only one to be considered to determine wheter the target was killed or incapacitated.
Combat and item damage
Whenever a player in battle rolls a 1, 2, or 3, there's a chance (GM discretion) that some part of that player equipment might be damaged or destroyed.
Item that grant bonuses are damaged first, wich reduces their bonus. Items that don't grant bonuses are destroyed.
Items are destroyed following a certain priority; as long as a player possess an item higher than any other in the priority list, that item will took precedence in getting damaged/destroyed.
Shield
Armor
Helmets
Weapon in use
Weapon not in use
Bracers
Worn Special Items
Backpack Items
Pocketed Special Items
This message was last edited by the GM at 18:58, Tue 24 Apr 2012.