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Kai
Grand Master Disciplines
Grand Master Disciplines
Kai and Magnakai Disciplines
During your distinguished rise to the rank of Kai Grand Master you have
become proficient in all of the basic Kai and Magnakai Disciplines. These
Disciplines have provided you with a formidable arsenal of natural abilities
which have served you well in the fight against the agents and champions of Naar,
King of the Darkness.
Now, through the pursuit of your new skills and the further development of
your innate Kai abilities, you have set out upon a path of discovery that no
other Kai Grand Master has ever attempted with success. Your determination to
become the first Kai Supreme Master, by acquiring total proficiency in all
twelve of the Grand Master Disciplines, is an awe-inspiring challenge. You will
be venturing into the unknown, pushing back the boundaries of human limitation
in the pursuit of greatness and the cause of Good. May the blessings of the Gods
Kai and Ishir go with you as you begin your brave and noble quest.
During your rise in the Kai ranks you noticed many remarkable changes taking
place within your body: you became physically and mentally stronger, your five
primary senses sharpened beyond all that you had experienced before, and,
perhaps most remarkably, your body began to age at a much slower rate. Now, for
every five years that elapse you age but one year.
For every Grand Master Discipline you possess, in excess of four Disciplines
you may add 1 point to your basic COMBAT SKILL score and 4 points to your basic
ENDURANCE points score.
Grand Master Disciplines
For every Grand Master Discipline you possess, in excess of the original four
disciplines you begin with, you may add 1 point to your basic COMBAT SKILL score
and 2 points to your basic ENDURANCE points score. These bonus points, together
with your extra Grand Master Discipline, your original four Grand Master
Disciplines, and any Special Items that you have found and been able to keep
during your adventures, may then be carried over and used in the next Grand
Master adventure, which is called The Captives of Kaag.
| Level |
Base Combat Skill |
Fort Save |
Ref Save |
Will Save |
Kai Rank |
Special |
| 21st |
+15/+10/+5 |
+12 |
+7 |
+12 |
Kai Grand Master Senior |
Grand Master Discipline |
| 22nd |
+16/+11/+6/+1 |
+13 |
+7 |
+13 |
Kai Grand Master Superior |
Grand Master Discipline |
| 23rd |
+17/+12/+7/+2 |
+13 |
+7 |
+13 |
Kai Grand Sentinel |
Grand Master Discipline |
| 24th |
+18/+13/+8/+3 |
+14 |
+8 |
+14 |
Kai Grand Defender |
Grand Master Discipline |
| 25th |
+18/+13/+8/+3 |
+14 |
+8 |
+14 |
Kai Grand Guardian |
Grand Master Discipline |
| 26th |
+19/+14/+9/+4 |
+15 |
+8 |
+15 |
Sun Knight |
Grand Master Discipline |
| 27th |
+20/+15/+10/+5 |
+15 |
+9 |
+15 |
Sun Lord |
Grand Master Discipline |
| 28th |
+21/+16/+11/+6/+1 |
+16 |
+9 |
+16 |
Sun Thane |
Grand Master Discipline |
| 29th |
+21/+16/+11/+6/+1 |
+16 |
+9 |
+16 |
Grand Thane |
Grand Master Discipline |
| 30th |
+22/+17/+12/+7/+2 |
+17 |
+10 |
+17 |
Grand Crown |
Grand Master Discipline |
| 31st |
+23/+18/+13/+8/+3 |
+17 |
+10 |
+17 |
Sun Prince |
Grand Master Discipline |
| 32nd |
+24/+19/+14/+9/+4 |
+18 |
+10 |
+18 |
Kai Supreme Master |
Grand Master Discipline |
- Grand Weaponmastery
Proficiency with all close combat and missile weapons. Master of unarmed
combat; no COMBAT SKILL loss when fighting
bare-handed.
- Tier II:Kai Grand Masters with this Discipline are able to focus on wielding
weapons (i.e. Broadsword, Quarterstaff, Sword and so on). When wielding a
weapon of the appropriate type in combat the Kai Grand Master gains a +2 bonus
to damage rolls.
- Tier VI:Kai Grand Masters with this Discipline are able to wield two-handed
weapons (i.e. Broadsword, Quarterstaff, Spear) with full effect, using only
one hand.
- Tier VII:
Sun Lords with this Discipline are able to cause the metal edge of any
non-magical weapon to ignite and burn fiercely. When a weapon thus affected is
used in combat, it inflicts an additional 1 ENDURANCE point loss upon an enemy
in every successful round of combat. This ability cannot be used with a wholly
wooden weapon such as a quarterstaff.
- Animal Mastery
Grand Masters have considerable control over hostile non-sentient creatures.
Also, they have the ability to converse with birds and fishes, and use them as guides.
- Tier V:Kai Grand Guardians with this Discipline are able to summon a limited
number of forest animals to their location. The creatures so summoned will
become loyal and willing allies, willing to do the Kai Grand Guardian's
bidding. This ability can only be used in an outdoor setting.
- Deliverance (Advanced Curing)
Grand Masters are able to use their healing power to repair serious battle
wounds. If, whilst in combat, their Endurance is reduced to 8 points or less,
they can draw upon their mastery to restore 20 Endurance points. This ability
can only be used once every 20 days.
- Tier VI:Sun Knights who possess this skill are able to repair serious wounds
sustained by creatures other than themselves. By the laying of hands upon the
affected creature's body, a Sun Knight can cause an open wound (or other
serious injury) to mend itself. The speed at which this healing takes place
increases as a Grand Master rises in rank.
- Sun Thanes who possess this skill are able to conduct a Kai Exorcism. This
ritual will banish any evil supernatural force that has taken possession of
any goodly creature or object.
- Assimilance (Advanced Invisibility)
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.
- Tier V:
- Kai Grand Guardians who possess this skill
are able to create a cloud of fog-like vapour within 15 yards of their
location. This fog will obscure both normal and infravision. The duration of
the fog increases as a Grand Master rises in rank.
- Tier VII:
- Sun Lords who possess this skill are able to
cause the outline of their bodies to become blurred and indistinct. By so
doing, they can greatly increase their chances of avoiding magical and/or
non-magical missiles directed at them.
- Grand Huntmastery
Grand Masters are able to see in total darkness, and have greatly
heightened senses of touch and taste.
- Tier V:
- Kai Grand Guardians with this skill enjoy increased mobility when
travelling across all types of terrain, whether on foot or on horseback. This
improved ability is very useful when used to outdistance a pursuing enemy.
- Tier VII:
- Kai Sun Lords with this skill are able to see, with acute accuracy, light
in the infrared spectrum, i.e. they can see complex patterns generated by heat
in near or total darkness. They can also see light in the ultraviolet
spectrum.
- Tier VIII:
- Kai Sun Thanes with this skill are able to protect themselves from the
effects of being struck by natural electrical discharges, i.e. lightning.
Grand Pathsmanship
Grand Masters are able to resist entrapment by hostile plants, and have a
super-awareness of ambush, or threat of ambush, in woods and dense forest.
Tier VI:
- Kai Sun Knights with this skill are able to repel at will all normal-sized
insects within a radius of three yards. The range and numbers of insects so
affected increases considerably as a Grand Master rises in rank.
Tier VIII:
Sun Thanes who possess mastery of this Discipline are able to alter the
temperature of water by touch. By using this skill they are able to transform
water into ice and vice versa. The volume of water affected, and the duration
of effect, both increase as a Grand Master rises in rank.
- Kai-surge
When using their psychic ability to attack an enemy, Grand Masters may add
8 points to their Combat Skill. For every round in which Kai-surge is used,
Grand Masters need only deduct 1 Endurance point. When using the weaker
psychic attack -- Mindblast -- they may add 4 points without loss of Endurance
points. (Kai-surge, Psi-surge, and Mindblast cannot be used simultaneously.)
Grand Masters cannot
use Kai-surge if their Endurance score falls to 6 points or below.
Tier V:Kai Grand Guardians who possess mastery of this Discipline are able to
attack up to three enemies in psychic combat simultaneously.
Tier VII:Sun Lords who possess mastery of this Discipline are able to launch a
Kai-blast--a pulse of intense psychic energy which is capable of affecting both
psychically active and inactive enemies. This form of psychic attack is very
effective, more so than a usual Kai-surge, Psi-surge or Mindblast. It can cause
an enemy to lose between 2 and 18 ENDURANCE points in one attack. A Kai Sun Lord
using Kai-blast determines the damage inflicted on an enemy by picking two
numbers from the Random Number Table. These numbers should be added together (a
'0' = 1) and the resultant total equals the damage inflicted. However, use of a
Kai-blast will reduce a Sun Lord's ENDURANCE points total by 4. It cannot be
used in conjunction with any other form of psychic attack.
- 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.
Tier V:Kai Grand Guardians who possess this Discipline are able to exercise a
defensive psychic skill known as Mindblend. This cloaking ability enables them
to both protect and hide their minds from being detected by a hostile psychic
probe.
Tier VIII:
Sun Thanes who possess this Discipline are able to erect a special psychic
defence called Mindfort. A Mindfort defence greatly reduces the effects of any
psychic shock that would normally paralyse or weaken a lesser mortal.
- Grand Nexus
Grand Masters are able to withstand contact with harmful elements, such as
flames and acids, for upwards of an hour in duration. This ability increases
as a Grand Master advances in rank.
- Tier VI:
- Sun Knights who possess Mastery of this Discipline are able to feign
death. By placing themselves into a state of suspended animation, outwardly
they are able to achieve all semblance of being truly dead. However, whilst in
this state the only sense that a Sun Knight retains is the ability to hear.
- Tier VIII:
- You are able to pass freely through Shadow Gates and explore the nether
realms of Aon and the Daziarn Plane.
- Telegnosis (Advanced Divination)
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, increase as a Grand Master advances in rank.
- Tier VI:
- Sun Knights who possess this Discipline are able to communicate
telepathically over great distances. Initially the range of this ability is
approximately 100 miles, but this distance increases as a Grand Master rises
in rank.
- Tier VII:
- Sun Lords who possess this Discipline are able to alter their body weight
in order to walk successfully upon different kinds of surfaces, e.g. water,
mud, lava, and quicksand. Time duration and degree of surface difficulty
increases as a Grand Master rises in rank.
- 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.
- Tier IV:
- Grand Masters who have reached the rank of Kai Grand Defender are able to
use the following battle-spells of the Elder Magi:
Invisible Fist--This causes targets to tumble backwards, knocked over by the
concussive force of the spell.
Concussion--This
- Tier V:
- Grand Masters who have reached the rank of Kai Grand Guardian are able to
use the following battle-spells of the Elder Magi:
Splinter--This causes breakable items such as bottles, jugs, mirrors,
windows, etc., to shatter to pieces. The range of this spell increases as a
Grand Master rises in rank.
Flameshaft--This causes the tip of any arrow, or arrow-like missile, to burn
fiercely with a magical flame which cannot readily be extinguished by normal
means.
- Tier VII:
- Grand Masters who have reached the rank of Sun Lord are able to use the
following battle-spells of the Elder Magi:
Penetrate--This increases the penetrative energy of any Arrow or Arrow-like
missile, launched by a Sun Lord.
Energy Grasp--This spell enables a Sun Lord to discharge a powerful
electrical force into anything he or she touches. It is similar in effect to
the Brotherhood spell Lightning Hand, but differs in that it is easier to
control and channel the resulting energy. It also requires the actual touching
of an object or an enemy to effect the spell.
- Kai-alchemy
Under the tutelage of Guildmaster Banedon, you have mastered the
elementary spells of Left-handed magic, as practiced 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
artefacts.
- Tier IV:
- Grand Masters who have reached the rank of are able to use the
following Brotherhood spells:
Mind Charm--This influences the targets attitude towards the Grand Master.
- Tier VI:
- Grand Masters who have reached the rank of Sun Knight are able to use the
following Brotherhood spells:
Halt Missile--This causes any projected or hurled missile (i.e. arrows,
axes, crossbow bolts etc.) which may pose an immediate threat to the life of a
Sun Knight, to cease its flight and remain stationary in mid-air. The effect
of the spell lasts for 2-3 seconds, allowing the Sun Knight sufficient time to
move away from its line of flight. Initially only one missile can be affected
by this spell, but the number increases as a Grand Master rises in rank.
Strength--By casting this spell, a Sun Knight is able to greatly increase
his or her physical strength for a short duration. It can be used to lift or
move heavy objects, or to effect a temporary increase in COMBAT SKILL and
ENDURANCE scores whilst fighting an enemy in combat.
- Tier VIII:
- Slow Fall--By casting this spell, Kai Sun Thanes are able to slow their
rate of free-falling to three feet per second, thereby avoiding damage upon
landing while the spell is in effect. The duration of the spell is limited at
first, but it steadily increases as a Grand Master rises in rank.
Breathe Water--Using this spell, a Kai Sun Thane is able to breathe
underwater for ten minutes. The duration of effect increases as a Grand Master
rises in rank.
Now, through the pursuit of your new skills and the further development of
your innate Kai abilities, you have set out upon a path of discovery that no
other Kai Grand Master has ever attempted with success. Your determination to
become the first Kai Supreme Master, by acquiring total proficiency in all
twelve of the Grand Master Disciplines, is an awe-inspiring challenge. You will
be venturing into the unknown, pushing back the boundaries of human limitation
in the pursuit of greatness and the cause of Good. May the blessings of the Gods
Kai and Ishir go with you as you begin your brave and noble quest.
Lone Wolf, The Roleplaying Game is ฉ2004 Mongoose Publishing under licence from
Joe Dever.
All rights reserved.
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