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, welcome to [Lone Wolf] Rebirth of the Kai

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Game Rules.

Posted by ShadowFor group public
Shadow
GM, 1 post
Wed 16 Nov 2011
at 14:00
  • msg #1

Game Rules

What follows is a short clarification of the rules that'll be used to handle the game. For any question, just ask! ^^

General Rules - Physical Statistics

Each player character will have three stats: Endurance (END), Willpower (WP), and Combat Skill (CS)

Endurance (END)

This value indicate the players physical strenght and resiliance, as well as their level of healt. This is treated as HP would be in most other games - there's a maximum that cannot be overcome by healing effects, and if the current value ever reaches 0, the character is dead. Rules on how to generate each player's END score are in the "Character Generation" section. The most common ways to recover END are potions, healing skills, and sleeping.

Willpower (WP)

This is the reserve of mental focus and psychical prowess a Kai possesses; almsot any skill a Kai can use consume some Willpower to use. Willpower is harder to recover than END is, however, having 0 WP, while crippling in that most abilities won't be usable, isn't actively damaging for the user. Rules on how to generate a character WP score are in the "Character Generation" section.

Combat Skill (CS)

This represent's one willingness and skill in combat, as well as their general level of vigour and energy. In battle, this value is used as a baseline to compare fighters; an higher value in this stat means an higher chance of winning a battle without serious damage. For more information on how this works, check the "Combat Rules" section.

CS, differently from END and WP, is not a static value; every morning, after the characters have had a chance to sleep, they roll 1d10 and add it to their basic CS, with the result being the level of CS they'll have during the day.

After combat, or any particularly tiring activity, the players will see their CS reduced by the effects of fatigue and effort; this mean that a Kai who goes too long without sleeping might eventually see their CS fail to dangerously low levels.

When entering combat unarmed, CS receives a temporary -4 penalty for the duration of the combat.
This message was last edited by the GM at 18:30, Wed 16 Nov 2011.
Shadow
GM, 2 posts
Wed 16 Nov 2011
at 14:16
  • msg #2

Game Rules


General Rules - Equipment

Each player can only carry so much gear on their person without becoming too encumbered to move. The limitation on carried gear are as follow:

Weapons - 2 back slot, 3 belt slot

Weapons are the most essential part of a character equipment, but also the more cumbersome. A Kai can carry up to 2 weapon on their back, and up to three attached to their belt; however, there are limitations.

1 - Long weapons cannot be carried attached to the belt; it's just not possible.

2 - Short weapons cannot be carried on the back, they'd be too impratical to reach.

3 - Medium lenght weapon can be carried both on the back and on the belt, but having more than one medium weapon attached to the belt impair balance, so it's not allowed.

For the purpose of this, weapons are divided in these categories:

Long weapons: Broadsword, Spear, Quarterstaff, Bow, Shield

Medium weapons: Sword, Axe, Warhammer

Short weapons: Mace, Short Sword, Dagger

Armour - each player can only wear one each of the following pieces of armor:

Headgear (helmets, circlets, etc.), Body (chainmail, vests, armoured waitscoats, etc.), Hands (gauntlets, armlets, bracers, etc.)

Backpack - each player has a backpack that can hold up to 10 items that can be carried (such as potions, books, ropes, lanterns, and other such utilities). Anything that can be carried can be freely put on the backpack.

Armor and Weapons (except for weapons that are classified as Long) can be carried in the backpack, too, but in the case of weapons, these can't be used during any combat the character is involved into.

Special Items - these are items that can either be worn (cloaks, rings, pendants etc.), are small enough that they can be held in pockets on one's person (tickets, keys, scrolls and such), or are external containers of stuff (like quivers). Any Kai can carry up to 12 Special Items on their person.

Since special items are small enough to be carried on one person, they can be put into the backpack as well, if so desired.
This message was last edited by the GM at 14:19, Wed 16 Nov 2011.
Shadow
GM, 3 posts
Wed 16 Nov 2011
at 15:35
  • msg #3

Game Rules


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.
Shadow
GM, 2060 posts
Plotting turtle
GM
Thu 5 Jul 2012
at 20:30
  • msg #5

Recover


Sleeping allows character to automatically benefit of the following recovery effects:

CS: after a day of sleep, the user is allowed re-roll 1d10 and add the value to their CS base to obtain the max CS value for the day.

Daily recharges: specific powers, abilities or items can only be used a limited number of times per day, or take effect at the beginning of a new day. Sleeping is considered the same as starting a new day for these abilities purposes.

Additionally, various disciplines have effects that also allow the characters to recover a portion of their strenght after a night of sleep.

Specifically:

Mindshield allows the user to recover +2 WP after sleeping, but doing so requires the user to forego their daily CS reroll.

Healing, on the other hand, allows the user to recover +5 END after sleeping.

Both of these abilities get an upgrade when gaining their Magnakai equivalent.

Psy-Screen increases the Mindshield recover to +5 WP, still requiring the user to forego they daily CS reroll for the ability to take effect.

Curing increases the Healing recover to 5+1d10 END.

Beyhond these abilities, there's also one Divination improvement that allows the user to recover:

Meditation, allows the user to recover 1d10-4 (minimum 2) x2 WP; but doing so forces the Kai to forego the END recover allowed by the Healing or Curing Discipline.

Environmental circumstances may affect the efficiency of the sleep recover, partially or completely negating it or even inflicting a penalty; also, proper shelter might offer bonuses. Such shelter can be under the form of cover from elements (like a tent) or proper bedding (like a blanket in outdoorsy environments), each of wich grants a cumulative +2 END and +1 WP recover.

Lastly, Masters who've reached a complete understanding of Nature and their place within it are more linked to the world around them and can feel safely at home everywhere. Because of this, Magnakai who possess the Lorecircle of Solaris have the ability to use all of the sleep-recovery ability they know at the same time; they don't need to forego any form of recover to use recovery abilities that would otherwise force them to.
This message was last edited by the GM at 11:29, Fri 03 Aug 2012.
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