9.Alternative Combat Rules & Extended Random Number Table Link.
Extended Random Number Table Link: http://web.ncf.ca/as300/excrt.html
CS = Combat Skill
EP = ENDURANCE POINTS
WS/WM/GWM = Weaponskill/Weaponmastery/Grand Weaponmastery.
KA = Kai Alchemy
MM = Magi Magic
KGG = Kai Grand Guardian
SL = Sun Lord
GM = Grand Master
Wizard = Character with at least half of available Magic Skills.
Sorcerer = Character with all available Magic Skills.
Magic Skills = Astrology, Bardmanship, Elementalism, Herbmastery, Kai Alchemy, Magi Magic.
'Skill Potential' = The Combat Skill bonus a selectable skill or discipline permits, whether or not the warrior possesses it, not including increases due to rank. I.e. Novice Kai Lord-Kai Master +2CS (with/without Weaponskill), Kai Master-Grand Master +3CS (with at least one Magnakai Skill not necessarily Weaponmatery, does not change for melee weapons at Scion-Kai or thrown/fired at Mentora ranks), Grand Master Senior +5CS.
Allies (RPG)

You/PC's)
Pick the best applicable description to the current situation. Pick a random no. Odd use result before the oblique, even after. (Odd/Even):
+0/+1CS Disorganised Rabble/"Oi! Give us a hand!"/"I'm only in it for the money." Standard bonus, no time for any strategy, everyone fighting independently together, unsure of each others reactions to different situations.
+2/+3CS Trickster Comrades/"Just stick to the plan this time. If you fall back here, I'll come in from the side here..."/"Alright I'll do it but you owe me! No, Duadon doesn't count." A few tricks up each others sleeves, work well together, quite confident of the situation, will take a few risks to improve strengths/reduce weaknesses, provides very suitable spell/ability/equipment support.
+4CS/+5CS Bloodbrother Tacticians/"Let us face destiny side by side"/"I owe you my life". Unquestioning confidence in each other, almost instinctive knowledge of optimum tactics for any situation, risk life to maximise strengths/minimise weaknesss of fellows, provides perfect spell/ability/equipment support.
Alternatively when outnumbering a single foe you may inflict/receive +1EP/-1EP if CS bonus would be +2/+3 and inflict/receive double damage/half damage if CS bonus would be +4/+5.
(Foes/NPC's)
As above but each +1CS = +10%CS & +10%EP, added seperately for each ally. In other words if an opponent has CS20 EP30 and the bonus is +20%, if they have three allies it is CS32 EP48 (+4CS+4CS+4CS and +6EP+6EP+6EP) - not CS24 EP36 (+20%CS/EP).
One Handed Weapons Dual Wielding (No Shield bonus): +1CS for every +2CS or part thereof of the off hand weapon's total bonus. Off Hand Weapon is the one with the 'worst' total bonus:
E.g. Peasant with two Daggers = +0CS.
Thief with two +1CS Daggers = +2CS (+1CS Primary Hand, +1CS Off Hand).
Kai Lord Weaponskill +2CS (Dagger) with two Daggers = +3CS (Primary Hand +2CS & Offhand +1CS).
Kai Master with Weaponmastery +3CS (Sword) and two Durenese Swords +1CS ea. = +6CS (Primary Hand +4 CS {+3CS & +1CS} Off Hand +2 CS {+3CS & +1CS = +4CS = +2CS Offhand}).
Grand Master with Grand Weaponmastery (Sword) and Sommerswerd +8CS & Helshezag +5CS = +18CS. (Primary Hand +13CS {+8CS Sommerswerd & +5CS Grand Weaponmastery} Off Hand +5CS {+5CS Helshezag & +5 CS Grand Weaponmastery = +10CS = +5CS Offhand}).
If the Offhand Weapon is incapable of affecting the foe, calculate the damage to yourself including the Offhand CS bonus and the Damage to the enemy WITHOUT the Offhand bonus; only pick one Random Number but compare it to each Combat Ratio depending on the combatant: E.g. Helghast CS22 vs Kai Lord CS 19 with Weaponskill/Dagger, Kai Master Dagger +1CS & Magic Dagger: The Magic Dagger becomes the Primary Weapon because the Kai Master Dagger +1CS cannot harm the Helghast and is therefore considered worse:
Combat Ratio -1 to determine damage done to the Helghast (Dagger+1CS ignored so only Magic Dagger +0CS and Weaponskill +2CS bonus for Kai).
Combat Ratio +1 to determine damage done to the Kai (Off Hand +1CS Dagger & + 2CS Weaponskill = +3CS = +2CS Offhand bonus).
So if the Random Number picked is 7: -8EP Helghast (-1 CR), -1 EP Kai (+1 CR). Dual Wielding saves the Kai 1EP.
Two Handed Weapon used One Handed -3CS unless Sun Knight with Grand Weaponmastery (Bk13 "295").
Two Handed Weapons: 'Keep Foes at Bay'; WS/WM/GWM bonus doubled due to reach advantage though neither side able to deliver critical blows - all '1' and '0' results have no effect (E-0EP, Self-0EP). If attempting Awe as well your WS/WM/GWM bonus is tripled for the attempt (attempting Awe and Keeping at Bay add +100% each), but remember 1 or 0 means the attempt fails. Combat can be longer (with 0/1 no effect) this way, allowing time for reinforcements to turn up. Shield bonus can still be claimed.
Disarm: Only possible against Armed foes and may only be achieved successfully once. Must be chosen before the <Random Number> is picked. Calculate damage to yourself as normal. The enemy does not lose any EP; multiply the amount they would have lost by the <Random Number> (0=10), if this is greater than their current CS they are disarmed (-4CS for the rest of the fight). Do not modify the damage, e.g. Sommerswerd's Double Damage vs. Undead, Kai Sun Lord's -1EP extra Flame Weapon, etc. Example Combat Ratio +4, <Random Number> 3: You lose -3EP, Enemy Disarmed if they have CS21 or less (7 [EP] x 3 [Random Number] = 21).
Subdue: The idea of using your weapon to reduce your opponents prowess/Combat Skill rather than just standard fighting. Especially useful when the Combat Ratio is negative. You must decide at the begining of the Combat Round before picking the number if you will attempt to Stun or Neutralize, depending on whether you are appropriately equipped, or handle the Round as normal Combat. You may change tactics each round.
Stun Blows dealt to Knock your opponent out. For every 4EP the Enemy would have lost from the Combat Results Table they instead lose -1CS -1EP. Note if the Enemy would lose 3EP or less your attack does no damage. If your foe receives a "K", or their CS is reduced to 0, they have been knocked out. CS lost in this way returns after Combat, EP lost must be healed as normal. You may Stun if you are Unarmed, using any Psychic attack in Psychic Combat {Psychic Stun = Psychic Shock}, using a Shield (even with an Edged Weapon) or armed with a Mace, Warhammer, Quarterstaff or other Non-Edged Weapon. If using the Shield to Subdue an opponent only harmed by Magical Weapons, the Subduer's Weapon must be Magical. Often used in wargames & practise.
Neutralize Followers of Ishir and Kai must be careful they do not mutilate their opponent so this is only an option if the Combat Ratio is Negative. Cearmaine's hand was lost by a drakkar's Axe in this fashion. It is the idea of specific vulnerable points being targeted, it is therefore harder to achieve, but more effective, than stun. For every 6EP the enemy would lose they instead lose -2CS -2EP, hence -5EP or less results in no damage to them. "K" or CS0 indicates a messy death. CS lost in this fashion must be healed (2EP = 1CS) but every 10th point of CS lost is Permanent. Requires any Edged Weapon. Should a Kai use Neutralize when the Combat Ratio is 0 or higher they are overcome with guilt after combat and lose access to one Discipline for <Random Number> (0=10) Days; Rank and Lore Circles are unaffected by this loss - the ability is merely unavailable not unlearned.
Reclaiming Ammunition: Frugal warriors can try to reclaim fired ammunition. Pick a second <Random Number> after the initial shot, if this figure is Higher than the first then Arrow or Dart, etc. is reusable - provided you can reach the body to reclaim it! N.B. A Dart needs to be dipped in Gallowbrush to again be a Sleep Dart. So if a Bow test was a '0' - a miss in the text but a clean shot in Round Zero picking any second <Ra.No.> except '0' will mean that the Arrow may be used again. Conversely if the first number was a '9' the Arrow would be irretrievable whatever 2nd number was picked - buried up to the feathers!
"Round Zero": The time period for drinking a potion (e.g. Alether) prior to combat.
Unless there is the element of surprise Joe permits us the use of a few precious seconds before hand to hand combat during which time we can drink a potion. If we have more than one just how many can we drink or can we perform any other actions? Here are some ideas:
A Grand Master may perform two actions in Round Zero without penalty, any more means in Round One they may only parry (i.e. inflict -0EP Enemy).
Anyone else (e.g. Kai Lord/Master) may only perform one action without penalty, any more means they may also only parry in Round One.
No-one may make more than one Offensive Action in Round Zero.
Offensive Actions (Only one of) - Awe, Throw Weapon/Use Bow, Attack Spell.
Passive Action (No limit) - Use a Potion or other Backpack Item/Non-Weaponlike Special Item, Discipline use - Defensive Spell or Kai Splice - lashing an Amulet/Talisman to a Weapon to produce various effects.
Awe [Round Zero Offensive Action](Fire on the Water "255")
Requires Weaponskill,Weaponmastery or Grand Weaponmastery & appropriate Weapon.
The idea of a Kai giving such an impressive display it leaves an opponent demoralised.
Opponent must be capable of feeling fear. Does not work on Mindless foes such as doors but does work on intelligent Undead such as Helghast and Vordaks.
Preconditions...
If you only have Weaponskill in the Weapon you must not be outnumbered.
If you have Weaponmastery you may not be outnumbered by more than 2/1.
If you have Weaponmastery/Scion-Kai you may not be outnumbered by more than 3/1.
If you have Grand Weaponmastery you may attempt Awe no matter how many foes.
Don't forget to include allies such as Paido or your mount or aid from a Kai Spirit Crystal.
Calculate the Combat Ratio as normal except double your WS/WM/GWM bonus (just this Round, not the whole fight) - include normal factors such as Armour and Psychic Abilities, these make you more imposing. Then Pick a <Random Number> as if you were conducting a normal combat round (but neither side loses EP). If the result indicates that you would not take any damage but your opponent would, they are Awed!
E.g. Combat Ratio +1 a roll of 8,9 or 0 would make your opponent Awed.
Effects of Awe: For any normal combat round you are involved in with an Awed Foe you may reroll/pick a different <Random Number> if the first roll indicates you would suffer EP loss, however you must abide by the new result even if it is worse. As soon as the Combat Results Table indicates you should lose EP the opponent is no longer considered Awed: "If he bleeds we can kill him". Any Round Zero Offenive Action that would result in you receiving 0EP, whether you take damage or not, makes you Awed by that foe, e.g. Lightning Hand Spell, Thrown Axe.
Throw Weapon/Use Bow [Round Zero Offensive Action]
Calculate this as a normal attack including all bonuses except for armour. If throwing a Weapon or Shield, it becomes unavailable for the duration of combat and if you evade is lost. If using a bow all <Random Number> bonuses benefit CS instead, this counts as 'Fire Again' if you used your bow before melee (i.e. no time to reload Crossbow). A Shield may be thrown by anyone who has completed the Lore Circle of Fire (include Shield bonus, a Non-Edged Weapon attack if you attempt Subdue Stun). The following may be thrown:
Axe, Dagger, Discus, Mace, Shield, Short Sword, Spear, Warhammer.
Discilpline Use: [Round Zero Passive Action]
Bardmaship, makes a Crystal Weapon Magical by singing a Kai Battle Hymn.
Grand Nexus/Grand Crown, treat as Power Word/Invisible Fist Attack Spell.
Attack Spell:[Round Zero Offensive Action]
Invisible Fist/Power Word [MM] Treat as Non-Edged Thrown Weapon attack. -0EP to cast.
Lightning Hand [KA] Treat as an Edged Thrown Weapon attack but compare your current EP (not including Armour) instead of CS for Combat Ratio. -3EP to cast.
Net [KA] Treat as Non-Edged Thrown Weapon Subdue Stun attack but compare your current EP (not including Armour) instead of CS for Combat Ratio. No effect on Doors, Fire-Emitting and Non-Corporeal foes. -0EP to cast.
Hold Enemy [MM GT] Make a Disarm test without weapon/armour modifiers, if successful enemy may only parry for the same number of round as the <Random Number> picked. -0EP to cast.
Defensive Spell:[Round Zero Passive Action]
Elementalism Air - Buffeting Winds -1EP Damage received each round -2EP.
Elementalism Earth - Kazim Skin, +2CS. 2EP to cast.
Elementalism Fire - Firebolt, as Kai Battle Crystal. -2EP to cast.
Elementalism Water - Ice Blade, creates a fragile normal Weapon from thin air, destroyed if your enemy inflicts more damage than you. +1EP damage to Fire-emitting enemies. -2EP to cast.
Elementalism - Summon Sprite. An Elemental Ally who will not attack but will retaliate if you are attacked; in Melee every time an enemy wounds you they take -1EP damage, includes foes immune to normal weapons only if you are able to harm them. -1EP to cast.
Invisible Shield [KA]/Shield [MM] Creates a Shield +2CS (suitable for GM). -2EP to cast.
Mend [KA] +5EP or repairs one non magical item, must be cast in water. -0EP to cast.
Vigour [KA] +3CS for one combat, may not be used if EP below 10. -3EP to cast.
Energy Grasp [MM SL] +1EP damage inflicted when fighting Unarmed.
Strength [KA SK] +2CS +2EP when fighting Unarmed, (+3CS +3EP Wizard, +5CS +5EP Sorcerer) -0EP to cast.
Flameshaft [MM KGG] Arrow does +1EP damage (+50% Sorcerer). -0EP to cast.
Penetrate [MM SL] +1CS (+2CS Sorcerer) to one Arrow, may be cast with Flameshaft. -0EP to cast.
Kai Splice [Round Zero Passive Action]
Requires Weaponskill AND Sixth Sense. The Kai warrior monks have far greater knowledge in the use of weapons than the average wizard and as such are able to tap mystical energies from magical pendants and use them in an unintended fashion in hand to hand combat. A Kai lashes a magical Amulet, Medallion, Talisman or Pendant to the hilt of their weapon at the begining of combat and is able to produce a wide range of effects depending on the nature of the necklace. This is only possible on unmagical Weapons - it will not work on any Special Item Weapon or one with a Dessi Stone, etc. It may be used on Crystal Weapons including those created by a Kai Weapon Crystal. The weapon is treated as a Magic Weapon for the duration of combat in terms of what foes it may harm (treat as Sommerswerd, etc.) As it is not a proper Magic Weapon, however, a Sun Lord's Flame Weapon ability may still be used upon it. The amulet or talisman is not permanently grafted to the weapon and may be taken off and used normally after combat. Kai must aways spend one passive action each Round Zero to lash & create the effect, even if they did so in a previous combat. Effect:
Crystal Star Pendant - Both a Power/Blue Steel Weapon (+0CS, +2CS Wizard, +5CS Sorcerer) AND a Jewelled Weapon (Mindblast +1CS even on immune foes unless using other psychic attacks).
Blue Stone Triangle - Power/Blue Steel Weapon (+0CS, +2CS Wizard, +5CS Sorcerer).
Black Talisman/Amulet - Dark Weapon (+Skill Potential Bonus -1EP each round).
Andarin Bloodstone, Platinum/Gold Amulet - Arcane Weapon (+Skill Potential Bonus).
Jewelled Medallion (Onyx, Emerald, Jadin Amulet, etc.) - Jewelled Weapon (Mindblast +1CS even on immune foes unless using other psychic attacks).
Redeemer's Amulet/Talisman of Ishir - Holy Weapon (+0CS, -1EP damage received each round).