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Lone Wolf of Magnamund (what kind of fantasy?)


steph

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Re: kind of fantasy

 

KAI Disciplines:

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Camouflage

 

This Discipline enables a Kai Lord to blend in with his surroundings. In the countryside, he can hide undetected among trees and rocks and pass close to an enemy without being seen. In a town or city, it enables him to look and sound like a native of that area, and can help him to find shelter or a safe hiding place.

 

Camouflage: Invisibility to Sight and Hearing Groups , Reduced Endurance (0 END; +1/2) (37 Active Points); Only When Not Attacking (-1/2); Real Cost: 25 points

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Hunting:

 

This skill ensures that a Kai Lord will never starve in the wild. He will always be able to hunt for food for himself except in areas of wasteland and desert. The skill also enables a Kai Lord to be able to move stealthily when stalking his prey.

 

Survival (Arctic/Subarctic, Temperate/Subtropical, Tropical, Marine Surface, Mountain) +8; Real Cost: 25 points

 

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Sixth Sense:

 

This skill may warn a Kai Lord of imminent danger. It may also reveal the true purpose of a stranger or strange object encountered in your adventure.

 

Sixth Sense: Danger Sense (immediate vicinity, out of combat, Function as a Sense, Intuitional) 14-; Real Cost: 25 points

 

 

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Tracking:

 

This skill enables a Kai Lord to make the correct choice of a path in the wild, to discover the location of a person or object in a town or city and to read the secrets of footprints or tracks.

 

Tracking: +1 PER with all Sense Groups and Bump Of Direction and Shadowing +2 and Streetwise and Tracking +3; Real Cost: 25 points

 

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Healing:

 

This Discipline can be used to recover from damage (much) more quickly than normal.

 

Healing: +8 REC and Regenerate 1 BODY / Turn, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4); Real Cost: 25 points

 

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Weapon Skill:

 

Upon entering the Kai monastery, each initiate is taught to master one type of weapon.

 

Weaponskill: WF: Weapon of Choice and +4 with Strike with Weapon of Choice and +2 with Weapon of Choice (Real Cost: 6) and Deadly Blow: +2d6 with Weapon Of Choice; Real Cost: 25 points

 

******************

Mind Shield:

 

The Darklords and many of the evil creatures in their command have the ability to attack you using their Mindforce. This disipline protects your mind from such abilities.

 

Mind Shield: Mental Defense +25; Real Cost: 25 points

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Mind Blast:

 

This enables a Kai Lord to attack an enemy using the force of his mind.

 

Mind Blast: Ego Attack 1d6 (Human class of minds), Reduced Endurance (0 END; +1/2), Does BODY

 

(+1); Real Cost: 25 points

 

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Animal Kinship

 

This skill enables a Kai Lord to get along well and guess the intentions of animals.

 

Animal Kinship: Animal Handler (Aquatic Animals, Birds, Bovines, Camels, Canines, Dragons, Elephants, Equines, Felines, Raptors, Reptiles & Amphibians, Ursines) +6; Real Cost: 25 points

 

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Mind Over Matter:

 

Mastery of this Discipline enables a Kai Lord to move small objects with his powers of concentration.

 

Mind Over Matter: Telekinesis (3 STR), Affects Porous, Fine Manipulation; Real Cost: 25 points

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Re: kind of fantasy

 

Magnakai Disciplines:

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Weapon Mastery:

 

This Magnakai Discipline enables a Kai Master to become proficient in the use of all types of weapon. The rank of Kai Master Superior, with which you begin the Magnakai series, means you are skilled in three weapons.

 

Weaponmastery: WF: Weapon of Choice x3 and +4 with Weapons Of Choice and Deadly Blow: +2d6 (with Weapons Of Choice); Real Cost: 35 points (Weaponskill +10 points)

 

******************

Animal Control:

 

This Magnakai Discipline enables a Kai Master to communicate with most animals and to determine their purpose and intentions. It also enables a Kai Master to fight from the saddle with great advantage.

 

Animal Control: Animal Handler (Aquatic Animals, Birds, Bovines, Camels, Canines, Dragons, Elephants, Equines, Felines, Insects & Anthropods, Raptors, Reptiles & Amphibians, Ursines) +7 and Riding +2; Real Cost: 35 points (Animal Kinship +10 points)

 

******************

Curing:

 

This Discipline can be used to recover from damage (much) more quickly than normal. With effort a Kai Master can also heal others to some extent.

 

Curing: +8 REC and Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4) and Healing BODY 2d6 (20 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Others Only (-1/2), Concentration (0 DCV; -1/2); Real Cost: 35 points (Healing +10 points)

 

******************

Invisibility:

 

This Magnakai skill allows a Kai Master to blend in with his surroundings, even in the most exposed terrain. It will enable him to mask his body heat and scent, and to adopt the dialect and mannerisms of any town or city that he visits.

 

Invisibility: Invisibility to Sight and Hearing Groups and Normal Smell, Reduced Endurance (0 END; +1/2) (42 Active Points); Only When Not Attacking (-1/2) and Acting 8- and Conversation 11- and Linguist; Real Cost: 35 points (Camouflage +10 points)

 

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Huntmastery:

 

This skill ensures that a Kai Master will never starve in the wild; he will always be able to hunt for food. It also enables a Kai Master to move with great speed and dexterity and will allow him to ignore any combat disadvantage due to a surprise attack or ambush.

 

Huntmastery: Survival (Arctic/Subarctic, Temperate/Subtropical, Tropical, Marine Surface, Mountain) +8 and Defense Maneuver IV; Real Cost: 35 points (Hunting +10 points)

 

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Pathsmanship:

 

In addition to the basic skill of being able to recognize the correct path in unknown territory, the Magnakai skill of Pathsmanship will enable a Kai Master to read foreign languages, decipher symbols, read footprints and tracks (even if they have been disturbed), and detect the presence of most traps. It also grants him the gift of always knowing intuitively the position of north.

 

Pathsmanship: +1 PER with all Sense Groups and Bump Of Direction and Shadowing 13- and Streetwise 11- and Tracking 14- and Detect Meaning Of Written Information and Traps 11- (Sight Group), Discriminatory; Real Cost: 35 points (Tracking +10 points)

 

******************

Psi-Surge:

 

This enables a Kai Master to attack an enemy using the powerful force of his mind.

 

Psi Surge: Ego Attack 1d6 (Human class of minds), Reduced Endurance (0 END; +1/2), Does BODY (+1) (25 Active Points) and Ego Attack + 1d6 (Human class of minds), Does BODY (+1) (20 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Must Have At Least 10 END Remaining To Use (-1/4); Real Cost: 35 points (Mind Blast +10 points)

 

******************

Psi-Screen:

 

Many of the hostile creatures that inhabit Magnamund have the ability to attack you using their Mindforce. The Magnakai Discipline of Psi-screen protects you from this form of attack and greatly increases your defence against supernatural illusions and hypnosis.

 

Psi-Screen: Mental Defense +35; Real Cost: 35 points (Mind Shield +10 points)

 

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Nexus:

 

Mastery of this Magnakai skill will enable you to withstand extremes of heat and cold and to move items by your powers of concentration alone.

 

Nexus: Telekinesis (7 STR), Affects Porous, Fine Manipulation and Life Support (Safe in Intense Cold; Safe in Intense Heat); Real Cost: 35 points (Mind over Matter +10 points)

 

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Divination:

 

This skill may warn a Kai Master of imminent or unseen danger or enable him to detect an invisible or hidden enemy. It may also reveal the true purpose or intent of a stranger or strange object encountered in your adventure. Divination may enable you to communicate telepathically with another person and to sense if a creature possesses psychic abilities.

 

Divination: Danger Sense (immediate vicinity, any danger, Function as a Sense) +3; Real Cost: 35 points (Sixth Sense +10 points)

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Re: kind of fantasy

 

Kai Grandmaster Disciplines

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Weapon Grandmastery:

 

This Discipline enables a Grand Master to become supremely efficient in the use of all standard weapons.

 

Grand Weaponmastery: WF: Common Melee Weapons, Common Missile Weapons, Off Hand, Staffs and +3 with All Combat and Deadly Blow: +2d6 (any circumstances, any HTH weapon); Real Cost: 50 points (Weapon Mastery +15 points)

 

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Animal Mastery

 

Grand Masters have considerable control over creatures due to their powerful force of personality. Also, they have the ability to converse with some animals and use them as guides.

 

Animal Mastery: Animal Handler (Aquatic Animals, Birds, Bovines, Camels, Canines, Dragons, Elephants, Equines, Felines, Insects & Anthropods, Raptors, Reptiles & Amphibians, Ursines) +7 and Riding +2 and Beast Speech Talent; Real Cost: 50 points (Animal Control +15 points)

 

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Deliverance

 

Grand Masters are able to use their healing power to repair serious battle wounds. This ability can only be used once every 20 days.

 

Deliverance: +8 REC and Regenerate 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4) and Healing BODY 2d6 (20 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Others Only (-1/2), Concentration (0 DCV; -1/2) and Healing Simplified 8 1/2d6 (85 Active Points); 1 Charge (Recovers Under Limited Circumstances (20 Days); -2 1/2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Concentration (0 DCV; -1/2), Self Only (-1/2); Real Cost: 50 points (Curing +15 points)

 

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Assimilance

 

Grand Masters are able to effect striking changes to their physical appearance, and maintain these changes over a period of a few days. They have also mastered advanced camouflage techniques that make them virtually undetectable in an open landscape.

 

Invisibility: Invisibility to Sight and Hearing Groups and Normal Smell, No Fringe, Reduced Endurance (0 END; +1/2) (57 Active Points); Only When Not Attacking (-1/2) and Acting 11- and Conversation 11- and Linguist and Disguise 11-; Real Cost: 50 points (Invisibility + 15 points)

 

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Grand Huntmastery

 

Grand Masters are able to see in total darkness, and have greatly heightened senses of touch and taste.

 

Grand Huntmastery: Survival (Arctic/Subarctic, Temperate/Subtropical, Tropical, Marine Surface, Mountain) +8 and Defense Maneuver I-IV and Nightvision and Discriminatory with Normal Touch and Discriminatory with Normal Taste; Real Cost: 50 points (Huntmastery +15 points)

 

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Grand Pathsmanship

 

Grand Masters are able to resist entrapment by hostile plants, and have a super-awareness of ambush, or the threat of ambush, in woods and dense forests.

 

Grand Pathsmanship: +3 PER with all Sense Groups and Bump Of Direction and Shadowing +2 and Streetwise and Tracking +3 and Detect Meaning Of Written Information and Traps 11- (Sight Group), Discriminatory, Analyze and Trackless Stride Talent and Environmental Movement Talent (no penalties for Poor Footing (Bushes, Roots, Tangles)); Real Cost: 50 points (Pathsmanship +15 points)

 

********************

Kai-surge

 

Grand Masters are able to project vast psychic assaults with their minds.

 

Kai-Surge: Ego Attack 1d6 (Human class of minds), Reduced Endurance (0 END; +1/2), Does BODY (+1) (25 Active Points) and Ego Attack + 2 1/2d6 (Human class of minds), Does BODY (+1) (50 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Must Have At Least 10 END Remaining To Use (-1/4); Real Cost: 50 points (Psi-surge +15 points)

 

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Kai-screen

 

In psychic combat, Grand Masters are able to construct mind fortresses capable of protecting themselves and others. The strength and capacity of these fortresses increases as a Grand Master advances in rank.

 

Kai-Screen: +35 Mental Defense (37 points total) and Usable Simultaneously (up to 4 people at once; +3/4) for up to +14 Mental Defense, Reduced Endurance (0 END; +1/2) (15 Active Points); Real Cost: 50 (Psi-Screen +15 points)

 

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Grand Nexus

 

Grand Masters are able to withstand contact with harmful elements, such as flames and acids. This ability increases as a Grand Master advances in rank.

 

Grand Nexus: Telekinesis (7 STR), Affects Porous, Fine Manipulation and Life Support (Safe in Intense Cold; Safe in Intense Heat) and Armor (0 PD/10 ED); Real Cost: 50 points (Nexus +15 points)

 

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Telegnosis

 

This Discipline enables a Grand Master to spirit-walk for far greater lengths of time, and with far fewer ill effects. Duration, and the protection of his inanimate body, increases as a Grand Master advances in rank.

 

Telegnosis: Danger Sense (immediate vicinity, any danger, Function as a Sense) 14- and Desolidification , Reduced Endurance (0 END; +1/2) (60 Active Points); Leave Body Behind (-2), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1); Real Cost: 50 points (Divination +15 points)

 

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Magi-magic

 

Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle magic, as taught to the Vakeros--the native warriors of Dessi. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.

 

Magi Magic: Variable Power Pool, 30 base + 15 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (52 Active Points); Magi Magic Only (-1/2) and Magi Magic (INT-based) +1; Real Cost: 50 points

 

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Kai-alchemy

 

Under the tutelage of Guildmaster Banedon, you have mastered the elementary spells of left-handed magic, as practised by the Brotherhood of the Crystal Star. As you advance in rank, so will your knowledge and mastery of left-handed magic increase, enabling you to craft new Kai weapons and artifacts.

 

Kai-alchemy: Variable Power Pool (Gadget Pool), 30 base + 15 control cost, No Skill Roll Required (+1) (60 Active Points); Crystal Star Magic Only (-1/2), VPP Powers Can Be Changed Only With New Gadgets (-1/2) and KS: Crystal Star Magic (INT-based) +1; Real Cost: 50 points

 

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Re: Lone Wolf of Magnamund (what kind of fantasy?)

 

Looks good, KS. Consider yourself repped.

 

Wasn't there some sort of additional bonus if you had all the skills from a certain group? Or am I thinking of some other game?

 

Thanks. You're thinking of the "Lore Circles"...

 

Lore-circles of the Magnakai

 

In the years before their massacre, the Kai Masters of Sommerlund devoted themselves to the study of the Magnakai. These skills were divided into four schools of training called 'Lore-circles'. By mastering all of the Magnakai Disciplines of a Lore-circle, the Kai Masters developed their fighting prowess (COMBAT SKILL), and their physical and mental stamina (ENDURANCE) to a level far higher than any mortal warrior could otherwise attain.

 

Listed below are the four Lore-circles of the Magnakai and the skills that must be mastered in order to complete them.

 

Circle of Fire

Weaponmastery & Huntmastery

Circle of Light

Animal Control & Curing

Circle of Solaris

Invisibility, Huntmastery & Pathsmanship

Circle of the Spirit

Psi-surge, Psi-screen, Nexus & Divination

 

By completing a Lore-circle, you may add to your COMBAT SKILL and ENDURANCE the extra bonus points that are shown below.

Lore-circle Bonuses

 

Circle of Fire

+1 CS +2 EP

Circle of Light

0 CS +3 EP

Circle of Solaris

+1 CS +3 EP

Circle of the Spirit

+3 CS +3 EP

 

All bonus points that you acquire by completing a Lore-circle are additions to your basic COMBAT SKILL and ENDURANCE scores.

 

I didn't bother to add those since in the HERO System you can just buy your STUN, BODY, and END to whatever level you want, so things like this are largely meaningless.

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Re: kind of fantasy

 

In that case' date=' I'd agrue that all there is, is fantasy. There is no objective reality; at least not one that a human mind can experience first-hand. The reality you perceive around you is just a relly long story, made up by your brain on the fly.[/quote']

 

:rolleyes:

 

True. All stories are ultimately about those telling them and those listening.

 

This completely flies in the face of my own story-"listening" experience.

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Re: Lone Wolf of Magnamund (what kind of fantasy?)

 

Thanks. You're thinking of the "Lore Circles"...

 

 

 

I didn't bother to add those since in the HERO System you can just buy your STUN, BODY, and END to whatever level you want, so things like this are largely meaningless.

 

Yeah, that's what I was thinking of. And you're right, it's not applicable in Hero. I just remembered the basic idea and no details. Obviously.

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Re: kind of fantasy

 

My google search for "taisei" is has produced nothing that seems relevent. Please explain the term?

 

You asking me to explain a Japanese term? :D Ahhhhhh ... difficult.

 

Seriously though, I'm not surprised it was hard to work out - depending on context, taisei can mean road, gate or route, not necessarily physical :D

 

I was using it in the commonest sense, though, meaning a Gate. In Feudal Japan, it was common practice for the local authorities to set up gates (taisei) on roads and check everyone who passed though. You either had to have papers (with the stamp of a high official, describing you, your journey and your destination) or have a standing arrangement (a peasant who went every week to market in the same town, for example) or risk arrest.

 

Important roads (big commercial highways or small roads through strategic regions) usually had permanent taisei, staffed by many samurai and doshin. They weren't just at the borders either - important roads had dozens of them, and every city or town of any importance had them on the approaches. Castle towns even had them internally: to go from one suburb to the next, you needed papers or a good explanation. You couldn't just wander around town as you felt like it.

 

But in addition, there were "wandering taisei" - a group of samurai would take a small road at random, block off the sides with a bamboo fence backed up with archers and then spend a few days interrogating everyone who passed through. If you turned and tried to escape when you came around a corner and saw a taisei, you could be legally shot down.

 

Basically, the whole idea was to stop criminals and ne'er do wells like player characters from traipsing around the countryside at will.

 

In my game, I kept it, though made sure the players either had suitable passes, or made getting around taisei part of the scenario. But then for me it was win-win: taisei are a big part of the atmosphere of Japanese travel and also a useful railroad trick for the GM. The player's can't just take off somewhere at random: they need either passes or have to be prepared to deal with taisei.

 

In Blood of the Immortal, it's also a major feature: big-deal swordsman Manji nearly gets himself killed trying to get papers, while Rin near cuts her stomach open and uses the excuse of having had a cæsarian section to get past one (long story). In Usagi Yojimbo they also appear, although it's mostly just an occasional plot device: Usagi has some kind of "general use" pass from a Daimyo and Gen never seems to have any problems, despite his lack of papers.

 

In Lone wolf and son, however, the instantly recognisable duo wander the roads pretty much at will. I don't seem to recall them ever having taisei problems and they sure as hay-ell don't have legal papers...

 

cheers, Mark

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Re: Lone Wolf of Magnamund (what kind of fantasy?)

 

I think the Japanese Lone Wolf has something like:

 

Don't need no stoopid papers: Reputation: Baddest Ronin Samurai Ninja Random People Killer In All Of Japan. 14- 10d6

 

The tasei people hear he's in the district and conveniently take a vacation elsewhere.

 

:D

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Re: kind of fantasy

 

 

For fantasy to be fantasy it must have magic, even though he is good he is not magical.

 

Nonsense. This is common usage, and is preferred by wiki and publishers [marketing!], but is not the only usage. Fantasy can also be defined as speculative fiction. This is the formal definition, and I believe the best definition.

 

Fantasy can be defined by fantastical [not real] elements other than magic - the world or culture could be the fantastical element. This includes science fiction, horror, alternative histories that have significant divergences from our own, etcetera.

 

On the other hand, Lone Wolf relies on a romantic view of a historical period in the real world that doesn't amount to a "what if history" and is fairly pedestrian "samurai schlock" in form. Its just cinematic-samurai-action, though some of the chi tricks he does cross the line into supernatural from most points of view.

 

Otherwise every movie where sombody is shot with a nine mm pistol flies backwards is fantasy too.

 

Hardly. This is hyperbole on your part. One can define fantasy more broadly than "includes the supernatural" and still remain miles away from such a dramatic - and bizarre - conclusion.

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Re: kind of fantasy

 

 

In Lone wolf and son, however, the instantly recognisable duo wander the roads pretty much at will. I don't seem to recall them ever having taisei problems and they sure as hay-ell don't have legal papers...

 

cheers, Mark

 

Ask for papers and die, don't ask for papers and live. Easy choice.

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