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Kai Disciplines.

Posted by ShadowFor group public
Shadow
GM, 7 posts
Wed 16 Nov 2011
at 17:16
  • msg #1

Kai Disciplines


This is the complete list with description of all ten basic Kai disciplines, wich each player will know at the start of the game.

Weaponskill

This Kai discipline refer to skill in general martial prowess, as well as knowledge on matter of war, rules of engagement, military matters, leadership on the field, strategy, and expertise in the use of weapons.

It is important to notice that Weaponskill, while less so than most other disciplines, is still powered by the Kai's innate psychic powers; most of the more skilled expert in this discipline say that the weapon almost speaks to them, and describe their fights as involving a tag-team of them and their weapon against the opponent.

Due to this, Weaponskill doesn't limit itself to the knowledge of a single way to wield a weapon; the user learns how to handle that kind of weapon in general, and they have some level of understanding of any fighting style involving their own weapon category.

It must be noted that no Kai can master more than one weapon category through Weaponskill; given that this limit is later removed by the higher level of learning of Weaponmastery, and that the skill is so much similar to Animal Kinship, some have theorized that the weapon a Kai learn weaponmastery in is a reflection of their own personality, and that it symbolize the way in wich, deep down, they prefer to handle the resolution of conflicts.

Gameplay Use

When picking the weaponskill discipline, the Kai must pick 1 of the 10 weapon categories (Dagger, Short Sword, Sword, Axe, Warhammer, Mace, Broadsword, Spear, Quarterstaff, Bow); whenever the Kai is using weapons of this category in combat, s/he can add 1 point to her/his CS for the entire fight. If the weapon is a bow, the +1 bonus is added to the die roll result of any shot made instead.

In addition, depending on the kind of weapon mastered, the Kai can spend 2 WP in combat to get one of the following bonus for a duration of 5 rounds:
Dagger, Short Sword: whenever a shield is being used, the player can get a -3 penalty to CS to reduce all damage received by 2 (this is the result of using a more defensive fighting style)

Sword, Axe, Warhammer, Mace: by getting a -1 penalty to CS, the player can pick any one roll he made in combat and increase it by 1 (this is a result of varying the style of combat used for the round to get in a surprise strike).

Spear, Broadsword, Quaterstaff: by foregoing the use of a shield, the player can add 1 point to any damage inflicted in combat (this is the result of adding power to the weapon and a benefit of wielding it with two hands).

Because of the experience with mitary matter, leading soldier, negotiating with army's officers, evaluating the tactical soundness of a plan and other such thing are done through a Weaponskill roll; this use does not require WP, but spending 1 on the roll grant a +1 bonus on it.

Also, there's other two uses that weaponskill has outside of combat, each of wich requires a 1 WP cost to be used: weapon understanding, and evaluation of a fighter potential.

Whenever a player face somebody carrying a weapon of the same category they're skilled in, a roll can made to approssimately judge the person Combat Skill outside of combat, based on telling signs like the way the weapon is carried, how much cared for it is, it's quality, how much it armonize with the body of the wearer, etc. This roll receives a +1 bonus if the player had the chance to witness how the target wield his weapon.

Additionally, whenever seeing a weapon of the category they're skilled in, a Weaponskilled Kai can use his abilities to determine the quality of the weapon, and even wheter it has any magical properties - though they wouldn't be able to identify wich one.

Hunting

This is the ability of skillfully surviving in the wild, and includes a superior level of agility, an harder fiber and resistance to the elements, and the ability to procure food - both through recongizing poisonous fruits and berry from edible ones, and through the hunt of animals, most likely small ones through the use of ambushes and traps. The skill also include knowledge on how to properly prepare this kind of food in the wild appropriatedly.

Gameplay Use

The main use of the discipline is that of procuring food in the wild; a Kai need eat at least twice a day, and missing a meal equals a -3 damage to the Kai's END.
Hunting require the user to spend 1 WP for being used; the Kai can try to find food for a single person, or try to find food for a whole group.

The cost for using the ability is the same (1 WP), but the difficulty for finding food for a whole group is always a +2 increase on the normal difficulty of a roll. While every player can try to find food for one person as long as they have WP to spend, if a roll for looking for food for an entire group, if failed, forbid the player of attempting any more hunting rolls for food in the area.

The secondary use of the discipline is to use it to accomplish feats of athletic/acrobatic prowess that are beyhond the limits normally imposed to humans. For any kind of acrobatic manouver, it is necessary to spend 1 WP; it is important to notice that there are limits to what can be done with hunting on these matters. Basically, for the Kai to do something a record setting world champion would be able to do, a roll of 7 is needed.

Thanks to this discipline, Kai are able to survive for longer periods of time in harsh climates like those of icy regions or hot deserts; whenever a Kai is subjected to damage from the element, they can decide to reduce the damage taken by spending 1 WP for every point of END damage they'd wish to negate.

Animal Kinship

This ability allow the user to psychically sense the presence of animals in a specific area, to comunicate with sentient animal by sending them their own emotions and getting a feeling for what the creatures themselves are feeling, to offer suggestions and counsels to the beasts.

This discipline also include, as part of its curriculum, a deeper study and understanding of animals' behaviours; a Kai is capable of using this discipline to judge the age, attitude, healt and other similar characteristic of animals when meeting them, as well as being able to appropriately judge the correct reactions toward such creatures and being able to know, if necessary, how to better handle themselves in a combat that include them.

This power is based under a basic understanding of needs, sensations and feeling between the Kai and the creatures he communes with; as such, whenever "animal" is referred to in the description of this discipline, it is intended to mean "mammal and/or bird"; these are the only two animal families on whom the Kai can execise this skill.

Gameplay Use

When fighting alongside and/or against an animal, the Kai can get a +1 to their CS, due to their expertise with handling them in combat. This include mounted combat, or facing off against a mounted opponent.

Aside from this combat use, by spending 1 WP, the discipline can be used to commune with animals, feel their intention, and send thoughts to them.

At the cost of 1 additional WP, the Kai can impart a suggestion into the animal. The suggestion might be something the creature would feel inclined to do on his own anyway (so no asking a cat to swim, for example) and the creature must also be offered a valid reason to do it, or it will reject the suggestion automatically: a starving wolf wouldn't stop attacking just because the Kai wouldn't like being eaten, for example, but it could if food was offered in addition, and the suggestion was to eat the food instead of risking a dangerous fight with the Kai.

Lastly, the skill can be used to make a quick esteem of an animal condition, including battle stats, reasons for being in an area, age and healt status, wheter it's domesticated or not, and other similar things. No WP is required to use this skill, and a roll determine wheter it would work or not, but 1 WP can be spent to get a +2 bonus on the roll.

Mindshield

Gifted in the psionics art and capable of reaching a supreme control of their own inner mind, the Kai who possess this discipline have learned how to witstand and neutralize the pain caused by mind assaults by reaching a superior level of inner calm.

The discipline of Mindshiel require great inner discipline, and various Kai have different apporaches to the art; all are effective in their own ways, but the more skilled mindmasters can say much on the personality of a Kai by the way they decide to face the greatest of fears, that of losing control of one's own mind.

Some expert in this discipline reach a level of detatchement that allow them to feel the pain of a mind attack as something happening to a different person, thus being able to ignore such pain and never lose their control. Other prefer to channel the pain of a mind attack, allowing the extraneous emotions to grow in strenght so much that the pain caused by their inception is overcome through a stronger sourge of ones really felt by the practitioner. Others yet do the opposite, anchoring themselves to an opposite feeling from the one induced in them, and using this contrast to push the pain outside their mind.

It's even said that certain Kai opted for the darker path of filling their own mind with pain themselves, to the point when any extraneous one would not be effective, and then using their mastery of the mind arts to force themselves into liking this sensation of pain, so as to be empowered by these opposite emotions; however, this is a dangerous path to walk, since it's known that, in the past, Kai who walked it ended up crazy.

Gameplay Use

Whenever a battle start, during wich the player is under the attack of an extraneous mindforce, the player can spend 1 WP to immunize themselves from any effect of this attack for 5 full rounds of combat. Some creatures are powerful enough that they can overcome this defence; in these case, a superior mind protection is required.

Also, Mindshield is a very effective way of preventing a Kai's Sixth Sense from sensing one's emotions; while this use is sufficiently simple that no effort is required from a Mindshield user to simply stop a Sixth Senser from perceiving anything, if the Mindshield user prefers the opponent to also not realize their probing has been negated, they have to either roll, or pay 2 WP; the options are mutually exclusive, and if somebody rolls they cannot spend the 2 WP to avoid detection anymore.

Lastly, thanks to the exercises that the users had to do to reach a great control over one own's mind, the Mindshield user can enter a state of trance before going to sleep; while this reduce the effectiveness of the restore for the body, it does wonders for recovering the users peace of mind.

Mindblast

Of all the abilities that makes the Kai the more dangerous fighting force in all of Magnamund, none is quite as famous and feared as their power to penetrate the mind of their targets, filling it with debilitating pain. While most of the other Kai powers are usually not publicized by the Order, this one is a sort of calling card, and as such, it actual effectiveness is usually exaggerated by those who aren't well versed in the arts of the mind.

The focus of this Discipline is to stimulate and create an unpleasant sensation in one own's mind, and then project it into the mind of somebody else, thus provoking them a level of pain that can go from something as light as an headache to a powerful shock to the system that might leave the victim paralyzed.

In addition, the power can even be used to just exercize a light psychic pression on the target's mind, making them feel fatigued and tired.

Gameplay Use

The power can be used to inflict a sensation of pain and unease into any opponent one faces in battle, thus reducing the opponent's combat skill; by spending 1 WP, the user get an effective +2 CS increase for the following 5 rounds of battle.

In addition, the ability can be used out of combat to make an opponent exausted, as well as inducing states like headache and fever, thus making them generally less reactive and slower; this require a roll, beside costing 1 WP to use.

Lastly, both in and out of combat, a Mindshield user can exert a stronger push, and attempt to paralyze the target; this require 2 WP to use and a roll; results will depend on the roll, and since this require great power, it'll get progressively difficult for people with a more solid will. In combat, this ability disable the target during the following round.

You cannot use a Psychic Stun Attack during the same five combat rounds when you use the standard mindblast +2 CS boost.

Mindblast is considere a mid-level psychic attack, so any mid or high level psychic defense might be able to negate any or all of these effects. Use at your own risk.

Sixth Sense

Usually considered by many Kai lord and ladies the most important Discipline, and one of the more popular among the lower ranked Kai, this skill is focused on picking out clues from a social situation to understand what's going on, feel the emotions of people one is facing to understand wheter they're lying or not, giving an expanded perception of an area to the point when one can sense danger before it strikes, and generally working as an incredibly quick, effective and detailed mean of obtaining information on what happens around the user.

While this level of self-awareness is pratically constant and requires no effort for the user to collect this wealth of information from around themselves, there's more that can be done with Sixth Sense if one focus on his own perceptions and try to better understand them.

Lastly, the power might be used to detect if telepatic conversation is going on in an area, although such an use is exceedingly tiring, highly imprecise, and rarely useful.

Gameplay Use

It is important to remember that, while Sixth Sense will automatically rely information on what's going on and any incoming danger, to understand the nature of the danger, the Kai must focus and actively look for its source - thus spending 1 WP in the effort.

While Sixth Sense will automatically tell a Kai wheter somebody he's speaking to is being honest or not, this will only happen for people without any kind of mind defence; to realize wheter somebody capable of occluding their thoughts is telling the truth, they need to spend 1 WP to analyze the opponent mind - and even so, a good level of psychic defense might allow the subject to avoid detection, although this is more tiring for the one on the defending side.

For intercepting telepatic communications in an are, the Kai need to really focus on any psychic coming and going around himself; the user must spend 3 WP just to attempt it, and requring a roll to determine wether such attempt is successful or not - usually at high difficulties, too, since telepathy capable psychics are usually also armed with powerful mind defenses.

Sixth Sense is considered a low level psychic offensive ability, so it is of course easily confused by higher level of psychic protection.

Mind over Matter

Quite clearly, this is the psychic ability to use one's mind powers to influence reality - specifically, by controlling slight winds and breezes to move objects of very small weight.

The most basic and more used skill for this kind of ability by part of the Kai is for lockpicking, but there's many other uses, too; any task that require precision can use the added help that manipulating small items without using one's mind would give. Examples of this are surgical interventions, retrieving small items from unaccessible heights/distances, and stealing.

Gameplay Use

The basic use of Mind over Matter is for picking small lock, analyzing locking mechanisms (even ones that cannot be activated by using this Discipline), activating traps from a distance, and psychically untying knots. An effort of this kind requires the user to spend 1 WP and roll - with the rolling determining how succesfull the attempt will be.

As said, Mind over Matter controls air currents; thusly, a skilled enough user is able to use this ability to check wheter somebody is concealing things like weapons or such at a distance by focusing hardly - the user will be able to push a wind current toward his target and feeling anything that's being touched as if one own's hand was being used. This effort spend 2 WP for the required focus, and is important to notice that, unless it happens in the open, there's a considerable chance of the target realizing that something is not ok when a burst of wind will envelop it.

Any small item - like keys, pendants, knives and such - can be moved toward the user with this skill, by creating a sucking air current that would move the item toward the Kai who's using this ability. This require an expenditure of 1 WP; a roll is required if the item is under the watch or on a person - to see wheter they realize that the item is being lifted - but, otherwise, this ability automatically suceed. This ability cannot be used to push incoming items or enhance throw - the level of control on air currents is too weak for the first option, and too imprecise for the second, to be applicable in either instance.

Lastly, Mind over Matter can be used to increase the chance of success when doing something that require dexterity and/or careful coordination; this result in the expenditure of 1 WP to gain a +1 bonus on any such rolls.

Tracking

This Discipline focuses on more than just being able to follow a prey, be it human or animal; its practitioner are experienced in finding their ways through mazes or confusing areas, are able to decipher signs in unknown languages or recognizing recurring patterns in work of arts, including buildings.

In addition, Kai with this skill gain a supernatural ability to find their bearing, and it's very hard for them to get lost in an area they've been in for some time.

Gameplay Use

By spending 1 WP to focus on a path and examinating it, a Kai lord can easily tell where it is headed (assuming he has a clear mental image of the area), it's direction in relation to the north, wheter the track has being used recently, and if so by whom.

When in a maze, an expert of this discipline can spend 1 WP to easily determine wether he's moving toward the exit of the labyrinth or not, simply thorugh an accurate analysis of any flow of air; additionally, the Kai lord can roll to get an idea of how the maze is structured, and wheter or not the current area is one s/he has already passed through. Cave systems and town with a confusing layout of roads are treated as mazes by this skill - though, usually, the roll to keep track on oneself in a maze is harder than it's equivalent in a cave system or town would be.

Obviously, an expert tracker can follow any kind of prey, be it human, animal, or monster; this skill doesn't require WP expenditure to be used, since a normal roll would suffice, but spendin 1 WP on it allow the user to get a +1 bonus on such a roll. Of notice, since this skill is based on reading tracks and footprints, as well as judgin how the locale was influenced by the prey's movement, it cannot be used to track anything that moves flying or swimming.

Lastly, a Kai can use his skill in the art of tracking to look for pattern or evidence in any work of art, as well as attempting to decipher the meaning of signs and written text in a different language through study. This require great focus (for an expediture of 4 WP) and a roll with a very high difficulty (7 being the lower difficulty in such an attempt).

Camouflage

The focus of this discipline is to allow the Kai to go unnoticed in many situations; alongside Sixth Sense, this is a discipline that most Kai learn early into their training, since knowing it might often be a factor on wheter or not a young Initiate can be sent on a mission or not.

Thi discipline emphasize patience, guile, and the importance of being able to adapt one mindset ot the circumstances - thus being also an essential gateway to the higher levels of learning in the Kai disciplines.

Since this skill includes the ability to pass oneself as member of a different culture and a deep study of languages spoken in faraway lands, being good at it is essential for Kai who are interested in being sent on diplomatic missions.

Gameplay Use

Caomuflage is the art of going unnoticed, and nowere else is this art more easily used by a Kai than in the middle of nature. A Kai can use their camouflage discipline to hide themselves from detection, make the location of their camp harder to notice for passing creatures, moving stealthly, or to go unnoticed when settling up an ambush. A roll is needed to apply these bonuses, but by focusing on the work of mimetizing oneself  - thus spending 1 WP - it is possible to get a +2 bonus on that roll.

In addition, camouflage can be used to correctly mimetize in a city: this include understanding and speaking one's place languages (wich need focus and thus require the user to spend 2 WP) and passing themselves as locals (this requires a roll as well as a spent WP; also, if 2 additional WP are spent to speak in the appropriate language, the roll get a +3 bonus to it).

Lastly, when in a wild area or pursued by enemies, it is possible to hide one's tracks, making themselves harder to follow; this require a spent WP and a roll as well.

Healing

This discipline focuses on the study of the body, it's inner workings, it's possible ailments, and how they can be remedied. Like most other Kai disciplines, there's an element of psychic skill in this one, as well; once the user has been properly trained, they can use their psychic power to command somebody's body to increase its rate and speed of healing, although for most healers, the concept is more hazy than this, and explained through feelings and emotions rater than commands.

To complement this supernatural power of helping a body recovery, learning the discipline includes a general training in standard medicine procedures, since without that knowledge, it is  impossible to use the skill in the proper manner.

In general, healing is seen as a useful discipline, but not something every Kai need to learn quickly - in fact, it is favored taking some time to better understand it. It's also a discipline that requires a greater degree of emphaty, wich often isn't easy to muster for some of the more aggressive, martially focused Kai.

Gameplay Use

The most important and basic use of the Healing discipline is to impose the hands on a wound to heal it - this works both for the user and for others. The user can pay any number of WP, to heal the same number of END, in a 1 to 1 conversion.

Whenever a character sleeps, the healing discipline automatically activates, increasing the normal recover associated with the rest; after sleeping for eight hours, a Kai regain 5 END upon waking up - assuming the sleep was uninterrupted.

An healer has to, necessarily, have some knowledge of potions; if told the name of something, they can easily recognize the effects. However, at this level, such knowledge is only cursory; when they find a potion, they have to roll to see if they've ever seen one before - the difficulty depending on how rare the potion is. Potions that have already been in the character's hand during the mission are easier to identify.

Whenever they met a sick or poisoned person, healers can spend 1 WP to automatically determine the source of the affliction; to attempt a cure, an additional WP is needed, as well as a roll.
This message was last edited by the GM at 18:01, Wed 16 Nov 2011.
Shadow
GM, 8 posts
Wed 16 Nov 2011
at 17:18
  • msg #2

Kai Disciplines - Short Summary of applicable effects


Weaponskill

Allows Military Diplomacy rolls
+1 to CS when fighting with weapon in appropriate category (+1 to rolls with Bow)
-2 WP to activate combat tricks for 5 full combat rounds (vary by weapon mastered; see list)
Dagger, Short Sword: -3 to CS for -2 to received damage (Shield needed)
Sword, Mace, Axe, Warhammer: -1 to CS for +1 to one out of five combat rolls
Broadsword, Spear, Quarterstaff: +1 to inflicted damage (two-handed grip needed)
-1 WP to judge value of appropriate type of weapon
-1 WP to judge Combat Skill of target armed with appropriate type of weapon
-1 WP to get a +1 bonus to Military Diplomacy rolls

Hunting

-1 WP to roll for finding food for one person or a group (+2 difficulty for group rolls, see list)
Woodland areas, grassy plains, riverbanks, lake area, jungle: difficulty 4
Rocky hills,  urban area, caves, beachs/seabanks area: difficulty 5
Swamps, mountainous ranges, savannah: difficulty 6
Adrift at sea, land hit by caresty: difficulty 8
Icy wastes, desertic locales, badlands, salt desolation: difficulty 9
Darklands: difficulty 10
-1 WP to attempt feats of extreme agility / physical prowess
-x WP to reduce damage due to harsh climatic conditions by x

Animal Kinship

Work on Mammals and Birds only.
Allows Animal estimate rolls.
+1 CS when fighting alongside/against an animal.
-1 WP to have a telepatic communication with an animal.
-1 WP to add a suggestion to a telepatic communication with an animal (roll required)
-1 WP to get a +2 bonus on Animal estimate rolls.

Mindshield

Ability to stop Sixth Sense inquiries at will.
Ability to forego CS reroll to get a +2 WP recover instead after a full night of sleep.
Allow to roll for bluffing Sixth Sense.
-1 WP to negate all mind attacks of low-to-mid levels of power for five rounds of combat.
-2 WP to autosucceed at rolls made for bluffing Sixth Sense.

Mindblast

-1 WP at start of battle to get a +2 CS increase for 5 rounds (can't use Psychic Stun Attack)
-1 WP and roll to inflict headache - slight confusion in the target mind (out of combat only)
-2 WP and roll to use Psychic Stun Attack (no damage from enemy during next round)

Sixth Sense

Automatically relay information on incoming danger and general situation in an area.
Automatically detect wheter people are being truthful, or if their mind is shielded.
-1 WP to localize the source of a perceived danger in an area
-1 WP to analyze wheter a mind with mid-level protection is being untruthful
-3 WP and roll to detect telepatic conversations

Mind over Matter

-1 WP and roll to pick lock, untie knots, spring traps from afar, analyze a locking mechanism.
-1 WP to gain +1 on rolls that require manual dexterity or specific control of small things
-1 WP to move small items from a distance toward the user (roll if the item is attended)
-2 WP to check wheter target is hiding anything on their person (high risk of being detected)

Tracking

Allows for pursuing rolls
Allows rolls for disabling discovered traps
-1 WP to determine a track's direction and destination, as well as interpretating any sign on it
-1 WP to learn if you're going toward the exit in a maze
-1 WP and roll to understand the layout of a maze
-1 WP to get a +1 bonus on pursuing rolls
-4 WP to try and decipher obscure signs / unknown language, or find evidence in a work of art

Camouflage

Allows hiding/stealth rolls
-1 WP to get a +2 bonus on hiding/stealth rolls
-1 WP and roll to hide tracks
-1 WP and roll to pass themselves for local
-2 WP to speak/understand another language (this grant a +3 bonus on passing for locals rolls)

Healing

Allows rolls for identifying potions
+5 END recover after a full night of sleep
-1 WP to determine the affliction of a sick individual
-1 WP and roll to cure the effects of a potion/sickness from somebody
-x WP to recover x END on any character (out of combat only)
This message was last edited by the GM at 16:34, Mon 02 Jan 2012.
Shadow
GM, 9 posts
Wed 16 Nov 2011
at 17:27
  • msg #3

Magnakai Disciplines

Listed here are the fourteen Magnakai Disciplines; as Magnakai Master Superior, each player need to pick three of these at character creation, as well as 1 improvement for one of them. Improvements have their own separate section.

Curing

Advanced level of the Kai discipline of Healing, it allows for neutralizing of poisons in the system, the ability to heal with a touch even grevious wounds of both the users and others; the more skilled user can go as far as control their own metabolism to the point of never becoming fatigued, acquiring immunity to every disease, and even regenerate lost limbs.

Effects

Automatically recognizing potions upon sight.
Upon a night of sleep, heal 5+die roll END
-Y WP to recover Y x2 END (out of combat only)
-2 WP and roll to collect samples from a corpse

Weaponmastery

Advanced level of the Kai discpline of Weaponskill, it allows for a supreme level of control in a weapon type - to the point where no combat style or fighting tecnique using that kind of weapon is unknown to the user, and they're even able to use the weapon with the same skill as a precision instrument for aims other than fighting. Masters in this discipline are also capable of acquiring supreme prowess in various other skill used in physical confrontation - martial arts, weapon throwing, handling armors -  and many are known for having specialized in more than one weapon type, as well.

Effects

-1 WP (instead of -2) to activate a Weaponskill combat trick
-2 WP to use a weapon for a suitable work that requires high precision
+1 damage to two weapon types (+1 to rolls for bow)
+2 bonus to Military Diplomacy rolls
0 WP cost to judge value of weapon / CS of opponent wielding appropriate weapon type
Cannot be disarmed of a weapon in the appropriate category

Psy-Surge

Advanced level of the Kai discipline of Mindblast, it allows the user to inflict termendous pain to the mind of the target, to the point of causing fever, spasms and allucinations. The most skilled practitioner of the discipline are said to be able to kill a person with a look, make items vibrate or even explode with just the pure power of their brain, and even being able to suck out emotions from their targets, rendering them apatethic.

Psy-Surge abilities are considered high-level psychic attacks

Effects

Allowed to use Mindblast and Psychic Stun Attack in the same round
-4 WP to get a +4 CS boost for five full rounds (no using other psychic attacks while it's active)
-8 WP and roll to use Psychic Disabling Assault (enemy inflict no damage for 3 full rounds)

Nexus

Advanced level of the Kai discipline of Mind over Matter, this skill is able of controlling strong winds to the point of pushing and moving item of great weight, as well as being able to reduce the effects of dangerous temperatures and adverse weather.

Even the most skilled user cannot exert any kind of fine control over the power, however they're capable of producing such effects as cocoon of winds around themselves that completely keep them protected from the effects of acids and other environmental hazards, manipulate and control living flames, estinguishing fires, and has even great use in combat by interfering with the trajectories of incoming projectiles or slowing down the impact of one opponent's blows.

Effects

Any previous Mind over Matter skill cost 1 WP less then normal.
-2 WP to push and move things up to five time as bigger as the user
-1 WP to neutralize the effect of any temperature change and any related damage
-3 WP to clear away any cloud of smoke or noxious fumes, roll allowed to manipulate them

Divination

Advanced level of the Kai discipline of Sixth Sense, it's the ability to sense the intention and emotional reponse of somebody, as well as the power to get a general understanding of how a situation will develop.

At higher levels of proficiency, user of this skill can use it to perceive other people thoughts and to identificate patterns and tricks, to relieve the memories of events an item has experienced, and even to create astral projections of oneself.

Divination's abilities are considered high-level psychic attacks.

Effects

Automatically localize the source of a perceived danger in an area
-4 WP and roll to break through a mind with mid-level protection to ascertain wheter they're truthful; roll determine wheter the user is detected or not
-3 WP to automatically detect telepatic conversations and their contents
-6 WP to modify any message sent through a telepathic conversation

Psi-Screen

Advanced level of the Kai discipline of Mindshield, this power allow the user to block off any kind of intrusion into their own mind - it allow to realize when a mental illusion is being implanted into one's brain, as well as allowing a level of detatchment from reality that grant greater clarity of mind. With practice, the users can be able to create a mental fortress capable of protecting entire groups of people from unwanted intrusions, to revert a psychic attack toward their assailants, or even to turn emotions of pain and suffering sent as a mind attack into relief and happiness, gaining a beneficial effect from a mind probe meant to hurt.

Effects

Ability to forego CS reroll to get a +5 WP recover instead after a full night of sleep.
Automatically detect any attempted intrusion in one's mind.
-3 WP to negate all mind attacks of high levels of power for five rounds of combat.

Huntmastery

Advanced level of the Kai discipline of Hunting, this power make the user gain agility on par with the most skilled human atlethes, as well as enhancing his survival skill in the wood to the point that its users are able to find enough food and reasonable shelter even in the most desolate deserts and icy wastelands.

More skilled users are capable of magnifying the power of their sense of sight, smell and hearing, in some cases gaining the ability to seeing through complete darkness, or a telescopic sight like an hawk. Other yet exercise their body to the point they're able of free climbing without the use of external aids, or become snodable enough to act like contorsionist when they need it.

Effects

+3 on any roll done with the Hunting discipline
-1 WP to automatically find/create the absolutely best possible camping site in the area
-3 WP to perform an acrobatic manouver in combat

Acrobatic Manouver is an attempt to use a Kai superhuman agility and dexterity to put oneself in the position to strike the opponent from a vantage point. The success of the manouver is determined by the roll of the attack the manouver is replacing, and if the manouver is successful, the one who attempted it gains an advantage to the subsequent round(s), depending on what the stated purpose of the manouver was.

Pathsmanship

Advanced level of the Kai discipline of Tracking, this allow the user to never lose a trail he's pursuing, no matter the condition of the terrain, as well as being able to never get fooled by attempts to confuse a trail. Those who learns this discipline possess a perfect internal compass - they'll always known the position of the north no matter the circumstances.

The more skilled user of this discipline are capable of such feats as following trails over waters, instantly identifying hostile fauna and traps from a distance, as well as being able to tell wheter or not any environment has been tampered with in preparation of an ambush nearby.

Effects

Automatical understanding of any written language (although not ability to speak them)
-1 WP to check a trail and identify wheter or not is a true one
-2 WP to track creature over water or through air (appropriate vehicle needed to follow them)
+4 bonus on pursuing rolls

Invisibility

Advanced level of the Kai discipline of Camouflage, this discipline focus is on making the user impossible to notice through any possible means; pratictioners of it are able to suppress their body scent, as well as always appear unremarkable and being able to mend in any crowd without drawing attention - included the ability to instantly pick up and understand foreign languages.

The most capable user can project their own scent in a different location from the one they are in to draw predators away, alter their own facial features, to move in such a way as to avoid making any sound, and slowing down the speed of their breath to the point of being able to fake death.

Effects

+6 bonus when spending -1 WP to empower stealth rolls, instead of +2
-1 WP to automatically perfectly cover tracks (no rolls needed)
+4 bonus to passing for locals rolls, automatic understanding of all spoken languages
-1 WP to go unnoticed in a crowd (people asked won't remember you if you didn't spoke)

Animal Control

Advanced level of the Kai discipline of Animal Kinship, this discipline allows its user to completely understand the intention of any living creature, as well as being able to make them easily understand his own and to implant suggestion and command in the more weak willed and/or friendly of them. More skilled practitioners are capable of summoning animals to their own location, to force them to fight for them, to neutralize the sense of smell and taste of an hostile creature, or even make them fall asleep at will.

Effects

Work on Reptiles, Insect/Aracnides, Amphibians and Fish, beside Mammals and Birds.
+3 CS when fighting alongside/against an animal (replace Animal Kinship boost)
+3 bonus to all Animal Kinship roll
-3 WP and roll to give an order (even telepatic) to any animal in sight

Herbmastery

One of the four disciplines personally developed by Lone Wolf, the experts of this ability have a deep knowledge of plants, to the point where they are able to make them react to their will, and can instinctively detect any magical property of vegetables they came into contact with. The most experienced utilizers are capable of bringing a rotting plant back to full healt, reinforcing their innate qualities to extreme degree, or even making a seed grow into a full plant in a matter of second.

Effects

Automatically recognizing a plants characteristics on sight
-1 WP and roll to analyze a plant's feelings and send intentions to them
-2 WP to detect any specifical properties of a touched plant
+1 CS when fighting in an area where plants are presents
+1 to any and all rolls in any area strongly filled with vegetal life

Kai-Alchemy

One of the four disciplines personally developed by Lone Wolf, it is a bastardization of the magical power possessed by the Brotherhood of the Crystal Star.

Despite being less powerful than they would be when used by a real mage, and only limited to few spells, this discipline has a very broad field of applicability - from spells to purify the water, turn it into ice or create fog, to darts of magic fire, to the ability of ensnaring any foe or to finding the evil hidden in the heart of somebody - and is so one that most Kai prefer to learn.

However, to reach the pinnacle of skill in this complex art takes a long time, and many Kai stop their study of this discipline to only the barest of basics, with only few making the mastering of it a lifelong goal.

The magic for these spells is captured from the air by the mage through concentration, then discharged to produce the appropriate effect.

When intially selecting this discipline, pick five spells to start from the improvement list. Every other single spell is treated as 1 improvement

Battle Magic

One of the four disciplines personally developed by Lone Wolf, this is a reduced version of the magical power the Vakeros Knights use in combat. While usually shunned by most Kai in favor of its most popular brethen Kai-Alchemy, which is preferred for its versatility, this school vastly outclass the other in the one field it specialize in: combat.

Drawing on the inner power of one being and manifesting it on the outside, while Kai-Alchemy is focused on interacting whith the environment, Battle Magic focus primarily on empowering the user himself: flaming blades and arrows, increase in strenght and resilience, the ability to blast people away with a shout, making one's fist harder than diamond - a combatant with this discipline is never truly disadvantaged in a fight.

As with Kai-Alchemy, acquiring a complete understanding of this discipline takes time; however, those who decides to learn it usually end up spending a great attention into it, since the various spell this discipline allow to learn tend to complement each other, so that each new one makes the others more useful.

When intially selecting this discipline, pick four spells to start from the improvement list. Every other single spell is treated as 1 improvement.

Craftsmanship

One of the four disciplines developed by Lone Wolf, this one is unique in that it is not inspired by the practics of other Orders, but a pure product of the Grand Master's own ingenuity.

It combines multiple skills to awaken the inner properties of various materials, both magical and mundane, as well as studying the best way to forge them togheter and bring the optimal result out of the process. Once this discipline has been learned, the Kai who knows it is both a competent blacksmith, as well as instantly be able to tell the exact properties of any metallic items they can come by.

In time, experts of this discipline are able to empower the properties of the materials they work with instead than just awakening them, as well as becoming capable of willing the material togheter without the need for a forge at all. And some rumors say that the true masters of this craft are even capable of twisting the properties of both metal and magic to create items with abilities beyhond what was ever thought possible... but, seeing as the discipline is relatively new and only very few masters of it existed thus far - one of them being Lone Wolf himself - it might be nothing more thant just that, a rumor.

Effects:

Automatically recognize the composition of any metallic item
Automatically identify any magical property of any magical item touched
-2 WP and roll to perceive the presence of materials with magical properties hidden in the area
This message was last edited by the GM at 22:47, Tue 24 Mar 2015.
Shadow
GM, 10 posts
Wed 16 Nov 2011
at 18:21
  • msg #4

Curing - Improvements

Curing - Improvements

Note: when a * symbol is applied to an improvement name, it means that, before that improvement can be selected, the player must have already learned a number of improvements equal to the number of * symbols present.

Overcoming Poisons

-1 WP to roll for overcoming the effects of a poison/neutralizing one in the user
-1 WP to get a +1 bonus on previous roll

Empowered Healing

-Y WP to recover Y x3 END (out of combat only)

Illness immunity

-2 WP to immediately remove any illness from the user's own body

Advanced Curing

-2 WP to make a remove poison roll on people other than the user
-5 WP and roll to remove any illness on people other than the user

Self-repairing wounds

-4 WP at start combat to reduce any damage received by 1 for 5 full combat round; if this boost is active, the user isn't able to use any other boost that requires WP expenditure.

Withstand fatigue*

-3 WP to reduce the CS reduction after a combat by 1

Empower Potion*

-5 WP to double the numerical effect of one potion drunk (doesn't stak with enhance potion)

Exorcism*

-7 WP and roll to remove any negative power from an item, purifying it from evil influences

Healing Surge**

-5 WP to recover 20 END on the user; only applicable in combat and with less than 10 END
This message was last edited by the GM at 19:33, Thu 28 June 2012.
Shadow
GM, 11 posts
Wed 16 Nov 2011
at 18:25
  • msg #5

Weaponmastery - Improvements


Weaponmastery - Improvements

Mastered weapon-type (can be selected once for each uknown weapon type)

+1 damage on any one of the remaining eight unmastered weapons; each new weapon category mastered is also applicable for judging an enemy CS when wielding it

Shield Bash

Allow the user to fight in melee while wielding only a shield at a -2 penalty to CS.

Martial Arts

-0 Cs when fighting unarmed (normally it is -4 CS)

Weapon throwing

-3 WP and roll to throw a meele weapon as if it was a ranged one (only weapon types mastered can be thrown; if the weapon type is "dagger", multiples can be thrown at once)

One-handed wielding

Two handed weapons can be wielded with one hand, being now usable alongside shields

Amor knowledge

-1 WP to judge the value of any pieced of armor / END of opponent wearing armor

Additional combat trick (pick one trick only; Weaponmastery in the weapon type that's being selected is needed; can be selected more than once)

-2 WP to activate any one of the following Weaponmastery combat tricks:

Dagger - point black range thrown (take 0 END damage, inflict normal damage -1)
Short Sword - fast thrust (needed shield, x3 damage on a critical, half on other rolls)
Sword - nimble slash (-2 damage on all rolls to get a bonus of +3 CS)
Axe - combat throw (+5 damage to a successful attack, then disarmed)
Warhammer - two-handed blow (+1 to inflicted damage, two-handed grip needed)
Mace - bone-crushing (+2 CS until end of battle on each 8 or higher combat roll)
Quarterstaff - quick attack (+2 received damage, x2 inflicted damage on all rolls)
Broadsword - maim (double damage on a critical, -3 damage on other rolls)
Spear - charge (killing blow on a critical, miss on any other result)
Bow - quick-firing into melee (can use bow in melee at -4 CS penalty)
Shield - turtling (any and all damage taken reduced to 1 when using Shield Bash)
Shadow
GM, 12 posts
Wed 16 Nov 2011
at 18:33
  • msg #6

Psy-Surge - Improvements

Psy-Surge - Improvements

Allucinatory push

-4 WP and roll to make the target see illusory images created by its mind; on even roll will attack physical unliving obstacles (taking half damage as a result of dumping on things and destroying anything breakable), on odd roll will attack only air (not taking nor inflicting damage), on 1 will attack own allies, and on 0 will attack the user

Psychic Traumatic Aggression

-5 WP and roll to inflict damage to the enemy equal to the roll result -3 (min 1) x3

Intense focus

-3 WP and roll to make a small item vibrate, wich can damage fragile items, wildly modify  the trajectory of small flying things, or slightly damage the balance of living targets (-1 to any roll related to acrobatic stuff).
In combat, a roll of 0 can disarm the target by making a weapon in their hand
vibrate wildly.

Termal surge

-3 WP to increase the temperature of an item slightly, allowing the user to melt ice or boil water, set fire to burnable stuff, making unstable solution explode, or inflicting a minor burn to a living creature for 1 END damage.

Confusing gaze

-5 WP to implant doubts into a person's mind during a conversation; this can enable the user to make the user believe them more easily, granting variable bonuses on interrogation rolls

Improved focus*

Reduce cost of all Psy-Surge abilities by 2 (minimum -2 WP cost)

Emotional Drain*

-7 WP and roll to neutralize the ability of the target to feel a specific emotion (fear, happyness, hate, kindness) for about a week. Can backfire by making the user feel the drained emotion twice as strongly for a time.

Combined Psychic Strike**

Allow the user to apply two kinds of Psychic attacks on the target at the same time

Psi-Blast***

-x WP to inflict x damage to a target's END. This ability isn't affected by Improved Focus.
This message was last edited by the GM at 09:56, Fri 23 Dec 2011.
Shadow
GM, 13 posts
Wed 16 Nov 2011
at 18:37
  • msg #7

Nexus - Improvements


Nexus - Improvements

Elemental protection

-5 WP to neutralize all effect of being struck by lighting, both natural and magical

Empowered Recall

-3 WP and roll to allow the user to draw to themselves items of medium weight

Smokescreen

-2 WP to manipulate any smoke and gas in an area at will

Wind Cocoon

-4 WP to wrap subtle winds around the user, deflecting any poisonous agent or acid away

Fire Dominion

-5 WP and roll to manipulate or put out flames; effects depend on circumstances

Arrow Deflection

-3 WP and roll to push away incoming arrows with powerful gusts of wind

Breeze Shield

-5 WP to get a +4 CS bonus in the following round of combat by slowing down enemy blows

Wind Blast*

-4 WP and roll to push away and to the ground everybody in the area; if used in combat, it nullyfies everybody's rolls in the following rounds of combat. If used outside of combat, can blast both people and small object away from the user to great distances.

Air Bubble*

-6 WP to wrap the user in a bubble of air that nullify any attack againt said user, as well as preventing said user from attacking in any way.

Mirage**

-6 WP and roll to modificate the dampness/dryness of the air, as well as moving the wind currents, to fake the apparition of something; this can confuse people so long as they don't have a clear sight on the mirage (distance, mists or the cover offered by brush and trees work well for achieving this, granting a +3 on the roll). If used in battle and successful, the enemy fails to do damage and the user gain a +3 bonus on the following round roll. This ability create a physical illusion aimed to confuse the target, it's not a mind-affecting attack.

Cloud Pushing**

-6 WP and roll to push away clouds and ensuring a sunny day, or to focus all clouds of an area togheter, causing a covered day or even, if it's dark clouds, forcing rain in the area
Shadow
GM, 14 posts
Wed 16 Nov 2011
at 18:40
  • msg #8

Divination - Improvements

Divination - Improvements

Telegnosis

Reduce the cost of all Divination abilities by 2 WP (minimum 1)

Ghost Sense

Authomatically alert the user of the presence of any ghost or sprit waking entity in the area

Memory drifting

-5 WP and roll to enter the mind of somebode and retrieve memories from it

Pattern analysis

-4 WP to recognize wheter any kind of psychic trap is present in a target locale

Telepathy

-8 WP to conduct a telepatic communication with a person within 1 km from the user

Sense item

-4 WP to locate the position and direction of any one specific item the user is familiar with

Mind reading*

-6 WP and roll to enter a person mind and have access to their surface thoughts

Pain recollection*

-8 WP and roll, whenever in an area where great suffering occurred, to have visions of what caused such pain and being filled with the memory and suffering of the local ghosts

Spirit Walking*

-6 WP to create an astral projection of one's body that can walk above air and through any physical obstacles; the body remains in a coma while the ability is being used, but only psychic senses can detect the presence of such an entity or the real condition of the body

Meditation*

This allow the user to roll to recover 2x (die roll result -4, min 2) WP after a night of sleep by not sleeping and meditating through the night instead; this prevents the use of any healing/curing "END recovering while sleeping" ability.
This message was last edited by the GM at 02:39, Sun 04 Dec 2011.
Shadow
GM, 15 posts
Wed 16 Nov 2011
at 18:42
  • msg #9

Psy-Screen - Improvements


Psy-Screen - Improvements

Disciplined thought

-5 WP and roll to recognize extraneous thoughts implanted in the user's mind and ignore them

Psychic mirror

-5 WP and roll to reflect any psychic attack on the user back toward the original attacker

Emotional recharge

-5 WP to turn any kind of damage inflicted by a psychic attack into an equivalent END recover

Hidden Truth

-4 WP to competently lie to somebody in possession of psychic truth-detecting senses

Shielded telepathy

-4 WP to protect any telepatic conversation from being tampered with

Effortless Defence*

Reduce the cost of all Psy-Screen abilities by 2 WP (minimum 1)

Mindfort*

-8 WP to extend the protection of one's mindshield to a group of people near the user

Mind Peace*

-7 WP to completely empty the mind of any emotion (thus automatically removing any external influence possibly present in the user)
Shadow
GM, 16 posts
Wed 16 Nov 2011
at 18:45
  • msg #10

Huntmastery - Improvements


Huntmastery - Improvements

Greater Balance

-1 WP and roll to move on narrow or dangerous surfaces (quicksand, collapsing brindges) while suffering no arm

Free Climbing

-1 WP to remove any penality from climbing rolls for being without equipment

Telescopic Sight

-1 WP to enable the user to see with perfect precision up to a mile away, as well as focusing on small details and being able to recognize them.

Night Vision

-2 WP to be able to see in complete darkness

Empowered resistence to athmospheric damage

-1 WP to nullify any damage taken due to dangerous atmospheric conditions

Resist Current

-2 WP to add a +4 bonus on any roll to fight water streams or to resist being pushed away by strong winds or such (this includes attempting to grab a support while free-falling)

Improved maneuverability

+1 CS whenever fighting on uneven terrain

Enhanced smell/hearing*

-2 WP and roll added to realize wheter there's any kind of danger around through uses of the enhanced senses picking up hidden/invisibile dangers
-3 WP to listen in on a conversation through a wall or anything equivalent, or to perfectly perceive whispered conversation from great distance in the same room

Empowered agility*

-1 WP to add a +2 bonus on any acrobatic roll taken out of combat

Dodge**

-5 WP to completely nullify any damage taken during one combat round. Can only be used once per opponent. Can be declared after having rolled, assuming the player didn't took two special actions during that bout, and can never replace a special action already declared.
Shadow
GM, 17 posts
Wed 16 Nov 2011
at 18:47
  • msg #11

Pathsmanship - Improvements


Pathsmanship - Improvements

Detect Ambush

Automatically detect wether an ambush had being prepared in an area, giving enough forewarning to avoid it.

Predict weather

-2 WP to study the current weather conditions and establish wheter it's about to change, as well as identifying wheter any climate changes are unnatural or magically induced

Detect trap

Automatically detect traps in an area, even when they're camouflaged or magically hidden

Code breaker

-5 WP and roll to analyze any complex puzzle, coded inscription, combinatorial mechanism and such, and solving them through psychical intuition

Trail blazing

-3 WP to create a track / open a passage in any wild area where there seems to be none; this also include completely understanding the layout of a maze, included secret passages

Trap building

-4 WP to build any kind of complex trap in an area; this ability requires preparation time to use

Rabdomancy

-3 WP and roll to find any hidden water-source or other hidden natural feature, as well as detecting and finding trails that have been hidden through magic means

Tremorsense

-6 WP and roll to focus on the vibrations in an area and track a prey through them (works even when the user mind is prey of allucination or in total darkness, negating these effects; it also allows for individuation of invisible and psychically hidden enemies)

Experienced tracking**

-8 WP to make any Tracking/Pathsmanship roll automatically succeed.
Shadow
GM, 18 posts
Wed 16 Nov 2011
at 18:50
  • msg #12

Invisibility - Improvements


Invisibility - Improvements

Suppress body scent

-2 WP to make the target impossible to detect by means of smell

Features morphing

-5 WP to alter such features as lenght and colour of the airs, colour of the eyes, dispositoon of facial muscles, and other such facial fatures, making the user impossible to recongize

Fake Scent

-3 WP and roll to make the user's scent come from a place other than the user, confusing predators

Fake Sound

-3 WP and roll to make a distracting sound come from any area in sight if the user, as a distraction

Blur

-4 WP to confuse the outline of the user; this grants a +3 bonus on avoiding arrows, and if used in combat, it gives a -1 reduction on all damage received for one round.

Fairy Step

-2 WP to move in an area without leaving any visible trace of one's own passage

Silent Step

-3 WP to move in an area without making any sound at all

Camouflage Clothing*

-4 WP and roll to change the patterns of one's clothing; the roll is required to decide wheter the camouflage is effective enough, but if so, it makes the user impossible to find in any environment other than open field. In combat, this reduce all damage received by 1 for 5 full rounds, but only if used somewhere where there's lot of shadows and other such distracting natural features among wich to hide oneself.

Fake Death*

-6 WP to simulate a death like state capable of tricking even most skilled medicians. When in this state, the only sense retained by the user is that of hearing.
Shadow
GM, 19 posts
Wed 16 Nov 2011
at 18:52
  • msg #13

Animal Control - Improvements


Animal Control - Improvements

Friendly scout

-2 WP to send an animal or group of animal to collect/refer information in a predetermined area; animals will eventually return to the user after either having relayed the assigned message or having collected as much information as they can memorize

Nature's ally

Reduce the cost of any and all Animal Control abilities by 3 (minimum 0)

Summon Animal

-4 WP and roll to summon any nearby animal to the location of the user. Difficulty of the roll is the same of a standard hunting roll. The animal that will appear will be appropriate to the place where the ability is used. Animal called this way are wary of anybody in the area except the summoner, and might easily attack if hungry or provoked.

Impose will

-2 WP to make any roll to give order to an animal automatically succeed.

Neutralize

-5 WP and roll to temporarily remove any two of the five sense from an animal in sight; this will cause the animal confusion, pain and fear, most likely making it run away.

Hunter assistant*

-5 WP to ask an animal to hunt enough food to substain a full team. Since the animal is always at home in the area it lives in, the roll is always a DC 6 difficulty.

Friendship call*

-8 WP to completely pacify an animal in sight; the animal will identify the user as a parent/brother or similar, and as such do its best to help it (this might include attacking user's ally if these are perceived as a treath, unless the user instruct the creature not to).

Imposed slumber*

-8 WP and roll to instill a sense of tiredness and fatigue in an animal in sight, making it fall asleep. On a failed roll, the animal becomes confused and uncertain of its surroundings.

Forced fight*

-8 WP to force an animal or group of animals already in the area to fight for the user, keeping at bay a numer of opponents as long as they're able (this will vary depending by the animal's species).
Shadow
GM, 20 posts
Wed 16 Nov 2011
at 18:56
  • msg #14

Herbmastery - Improvements

Herbmastery - Improvements

Plant Suggestion

-3 WP and roll to give orders to a plant, that will obey as far as possible within its physical limits

Plant Recovery

-3 WP to heal any damage substained by a thouched plant

Purify Plant

-3 WP to neutralize any dangerous toxin in a plant and make any part of it eledible

Entangle

-5 WP to have vines and others such rampicants present in an area entrap any target designed by the user in their reach. In battle, this grant the user a+4 CS bonus for 5 full rounds of combat

Enhance Potions

-5 WP to double any numerical effect of a single potions (only usable out of combat)

Empower Plant

-5 WP to greatly increase the magical/mystical properties of a plant or vegetable touched

Memory Sharing

-5 WP to have access to the memory of anything the plant witnessed in the last month

Sudden Growth**

-10 WP to make a seed of a plant instantly grow to complete maturation

Life Draining**

-10 WP to kill a plant by draining all its life energy, thus recovering 25 END on the user
This message was last edited by the GM at 02:37, Sun 04 Dec 2011.
Shadow
GM, 21 posts
Wed 16 Nov 2011
at 19:00
  • msg #15

Craftsmanship - Improvements


Craftsmanship - Improvements

Empower material

-3 WP to increase the power of magical effects granted by any one material

Repairing at will

-2 WP to remove any damage from an item

Rust

-5 WP and roll to corrode any one touched item into dust

Past memories recollection

-4 WP to have access to memories of anything appened to the item since the day it was forged

Mend*

-4 WP and roll to correctly reassemble a broken item fragments into its original form

Fusion*

-6 WP to create magical item, as well as using the abilities Mend and Repairing, when not having access to any kind of forge or similar instrument for crafting

Forge magic**

-8 WP to insert any one known spell into an item, making it able to generate it by itself

Disruption**

-5 WP and roll to remove any magical property from an item, depriving it of any special ability

Evolution***

-8 WP and roll to access the magical properties of an item and making them develop into something of greater power
Shadow
GM, 22 posts
Wed 16 Nov 2011
at 19:02
  • msg #16

Battle Magic - Improvements


Battle Magic Spell List

Invisible Shield

This ability calls forth the inner energy from the user and unleashe it as a barrier in front of her/him, shielding him from any magic or ranged attack. The protection only last for a couple seconds, so it is not viable in close combat.

-2 WP to use

Strenght

This spells take the energy collected inside the user and spread it to the muscles, making the user capable of great feats of physical strenght. Such strenght can be used to accomplish many activities (like pushing boulders, digging, or breaking through a reinforced door) that would not be within a common people limits.

-4 WP to double the user's strenght outside of combat; if used when combat starts, increase your CS by 2 for the full 5 rounds of combat.

Power Word

After drawing on their own inner energy, the user can left it out in a powerful shout that will push back any target in front of the user, wich throws the target to the ground and leave it confused for a short period of time.

-5 WP to remove one opponent from the battle for five rounds

Invisible Fist

A ranged attack where the user focus a good part of his inner energy into a tight ball and hurl it at the opponent in a damaging hit.

-4 WP to inflict END damage on a single target equal to the roll result +5

Flaming Blade

Drawing forth their inner energy, the user of this skill can wreath any bladed weapon they're wielding with summoned magical fire, making them that much more lethal. Other than it being silver in colour, these flames works the same as normal for the purpose of setting things on fire. It is important to notice that using this repeatedly might weaken the structure of a weapon and making it easier to break.

-4 WP at start combat to get a +2 damage bonus for the following five rounds (bladed w.)

Each time this ability is used on the same weapon, that weapon is moved one higher in the breaking scale

Thunder Shock

The user focuses their power into the body of a blunt weapon so that, upon striking, a sudden and violend discharge of electricity hit the target.

-4 WP to double the amount of damage inflicted that round (blunt W.)

Energy Grasp

This allow the user, by focusing the release of energy in their hand in the from of cackling lightining, to increase any damage they inflict when fighting barehanded. The skill cannot be used when armed, though.

-5 WP to get a +3 increase to END damage when fighting unarmed.

Energy Burst

Very similar to Power Word, this spell varies in that the energy is focused inside a projectile about to be fired, and unleashed at the same time as the projectile takes flight; this reduce the precision of the throw, but double the distance that can be covered with it.

-2 WP to double a bow's maximum range, but get a -1 penalty on the throw.

Empowerment

Another variant of power word, this unleash the energy within a single strike of a weapon, using it to empower an attack, but leaving the user tired afterwards.

-6 WP to get a +1 bonus on the selected roll result; however, the following roll is made at -2 CS penalty.

Flameshaft

In a similar fashion to flaming blade, energy is coalesced on the tip of an arrow to enshroud it with fire. The arrow can set targets on fire or explode on impact, depending on the nature of the target.

-3 WP to activate; fire does round-by-round END damage, explosions do one-time massive END damage.

Penetrate**

This coat an entire arrow in tightly packed energy, built so that the projectile keep its integrity, become harder, and can pierce through any defence, magical ones included. Cannot be combined with Flameshaft.

-7 WP to activate; hit targets behind cover and the hit is always lethal.
Shadow
GM, 23 posts
Wed 16 Nov 2011
at 19:06
  • msg #17

Kai-Alchemy - Improvements


Kai-Alchemy Spell List

Mind Charm

This spell allow the user to persuade his interlocutor that they're friends for a short period of time - usually just enough to carry out a short conversation with them. This is considered a mid-level psychic attack, so it is negated by the use of Mindshield or higher level psychic defences. Additionally, it doesn't work on somebody who's fighting the user, since the very fact that they're fighting will make them realize that the user is not, in fact, a friend.

-3 WP to use; unusable in combat.

Counterspell

This can neutralize, negate, remove or stop the effect of any spell.

-1 WP to use; if used in combat, it is considered "ready", and only activated if the enemy casts

Sense Evil

This allow the user to detect wheter an item or person is inerently evil (e.g., tainted with Naar power) or if they're carrying any accursed item on their person; it can also be used to verify wheter there are any evil items in a given area. Certain items can protect a person from the effects of this spell.
If used against an Helghast (even one carrying an item that protect them from it), the spell also causes an highly painful feedback in the user, impossible to mistake.

-2 WP to use.

Silence

Anything within an area of about 20 m (70 ft.) around the caster cannot produce any sound. Any sound produced is made impossible to hear.

-3 WP to use

Net

The target of this spell, be it item or object, is captured by a magical net, wich can only be destroyed through magic means. The net prevent the target from moving or being moved, but it also protect it from harm somewhat.

-3 WP to use, damage to target is halved (round down) for the duration

Mystic Breath

By focusing the collected energy inside their lungs and mouth, the magicians can protect themselves from having to breath while underwather or being intoxicated by any kind of inhalation agent for about 1 hour.

-2 WP to use

See illusion

This spell is activated by collecting energy into one own eyes, and it allows the user to see through any kind of physical illusions. Illusion that are actually a product of one own's mind do not disappear when this spell is applied.

-1 WP to use; when used at start of combat, it last for 5 full rounds.

Purify

The user need to be touching an amount of liquid big enough to fill a glass with any one part of his body, and then use it to discharge the collected energy into the body of liquid, completely purifying it of any and all of its property, to the point that it is turned in clear water; this is so satiating a drink, it greatly restores the body.

-2 WP to use; drinking the purified water heal 3 END damage.

Freeze

By touching a body of water, the user can turn it to ice. The effect is limited to a small area; if used on a lake, it would create a small platform of frozen ice that could be moved above the surface, while on a stream, it might create a small passageway, but this would be broken by the current relatively easily - its exact duration depending on the strenght and speed of the current.

-2 WP to use

Dust Cloud

This spell can be used to create a vorticant wind on ground level that'll throw the dust on the groun in the air, allowing for effective distractions.

-3 WP to use; in combat, all following even roll inflict no damage to the attacker, and all following odd roll inflict no damage to the defender.

Mist

Collected energy is used to make any one body of water boil, creating a fine mist that impair sight. This mist also dampen any source of fire, and turn the ground into difficult terrain. Night vision can see in these condition, so character who have it are not affected.

-3 WP to use; in combat, all following even roll inflict no damage to both combatants.

Illusionary Image

This spell use the collected energy and give it form in the appearance of any kind of visual illusion. Illusions make no sound. In combat, any illusion will grant effect appropriate to what it is and how the character involved would react to it.

-3 WP to use

Lightning Hand*

By focusing the collected energy on their finger and then letting it lose all at once, this spells allow the magician to project a dart of electrified blue fire onto a target. This is the only offensive spell that a Kai-Alchemy practitioner can learn.

-5 WP to inflict damage equal to twice the die roll result

Levitation*

The magician can use this spell to focus the collected energy under and around his body, lifting her/himself with it for a short duration of time and an eight equal to ten times his eight at most.

-3 WP to use out of combat for reaching an elevated place / slowing a fall.
-6 WP to use in combat to avoid any non-ranged damage during that round.

Summon Water*

This spell mix the collected energy with the paticles of water in the air and condesate it, creating an amount about equal to a bucketful. If used in a torrid area (like a desert), the spell requires a roll, an might fail. The same is true in combat, but if successful, the water drenching the enemy so suddenly is enough to confuse him, making attack from such enemy much less effective.

-3 WP to use; roll in combat or deserts; success in combat reduce damage taken in the round it's used to 1, and grant a +1 bonus on following round's roll.

Pillar**

By focusing a great amount of energy into the ground, the magician can make a pillar rise from the ground in any point in a 20 m (70 ft) range from his position. The pillar is cilindric and the top is flat. Effects on a battlefield will vary on a case by case basis.

-4 WP to use.
Shadow
GM, 24 posts
Wed 16 Nov 2011
at 19:40
  • msg #18

Lore Circles


Lorecircles is a term used among the Kai to define specific groups of Magnakai Disciplines.

These grouping are created on the basis of what disciplines work best togheter; when all the disciplines in a specific lorecircle are learned, they all boost each other by mean of a deeper understading of the underlying concepts behind each of them.
By understanding these concepts, a Kai can get access to powers that go beyhond what a single Discipline could accomplish on its own.


Lore Circle of Fire

This Lore Circle focus on the more martial aspects of a Kai training.

Mastery: Nexus, Weaponmastery, Huntmastery, Battle Magic

+1 special attack can be used during every bout of 5 combat rounds (3 instead of 2)

+2 CS addition (+12 to daily CS roll instead of +10)

Dual Wielding: roll 7 dice instead of 5 for the combat roll, drop the lowest two; the user need to have Weapon Mastery in both weapons used, and two-handed weapons cannot be used for dual-wielding unless the user is able to wield them one-handed.


Lore Circle of Spirit

This Lorecircle grant unparralled understanding in the arts of the mind.

Mastery: Divination, Psi-Surge, Psi-Screen, Nexus
+3 max WP addition

Multi-focuses mind attack: Ability to use any mind attack on multiple targets at once

Illusory double: -5 WP and roll to create a series of illusonary doubles of the user on the battlefield by combining the physical illusion of a mirage and the mind illusions created through Psy-Surge use; this ability make a numer of enemy equal to the die roll attack the double, failing to inflict damage (on a 0, every enemy will attack the double) while still being vulnerable to normal attacks for the 5 full rounds of combat


Lore Circle of Moon

This Lorecircle allows far greater understanding in the mystic ways of magic

Mastery: Curing, Craftsmanship, Battle Magic, Kai-Alchemy

+3 max WP addition

Magic Barrier: -6 WP to create a circular sphere of shimmering energy that halts any physical and magical attack directed to anybody inside it, as well as being impassable for any creatures, both inside and outside of it

Magic learning: gain 1 additional improvement in each of the four discipline that compose the lorecircle


Lore Circle of Solaris

This Lorecircle awaken in the Kai a deeper understanding of his proper place as a part of the natural order

Mastery: Huntmastery, Pathsmanship, Invisibility, Animal Control, Herbmastery

+1 CS addition (+11 to daily roll instead of +10)

+1 max WP addition

Unnatural recover: allow combinate use of all sleep-recovering effects, no meals needed

Commune with nature: -10 WP to use the senses of any animal/plant in the area as if they were part of the user's own body


Lore Circle of Light

This Lorecircle offers a deeper insight into the web of relationship that unite all the humans, and how what damage one, damage all.

Mastery: Divination, Curing, Animal Control, Herbmastery, Kai-Alchemy

+8 max END addition

Regeneration: -15 WP to regenerate any missing body part (can take days or even months)

Create Potion: -4 WP and roll when possessing ingredients to create a potion

Mix potion: the effects of Empower Potion and Enhance Potion stack (whenever the Kai learn both of these improvements)
This message was last edited by the GM at 19:42, Wed 16 Nov 2011.
Shining Peacock
NPC, 283 posts
Very best Kai ever born!
Mentora, Age: 25
Fri 4 Mar 2016
at 08:05
  • msg #19

Right-Handed Magic

Similar in function to the left-handed magic of the Toran magician and it's bastardization, Kai-Alchemy, as learned by the Kai, the right-handed magic works by collecting the lapsing energy in the environment.

However, instead of using this power to push nature into helping the user, the right-handed magic twist it, mixing it with the destructive impulse that all living creature possess, and bend magic to procure tremendous pain and devastation to unsuspecting targets, or it can be twisted on itself and used to empower the magician by increasing his malice and cruelty - although this later use, for mortal creatures who haven't the supernatural resiliance of Naar's spawns, tend to have several costs and cause permanent damages and deformity.

Right-Handed Magic Spell List

Hide Evil
After this spell is cast, a number of following lectures on whether the target is evil or not equalt to the number of additional WP spent give up a "blank" result.
-1 WP to activate, -X WP to mantain, negate "evil detection" effects.

Blindness
When used on a target, that target lose their sight temporarily. A blind character in combat does not inflict damage to the target it's facing on odd rolls for a full set of five rounds.
-4 WP to make the target inflict no damage on odd rolls for 5 combat rounds

Paralyzing Shock
A character touched receives a powerful shock that temporarily paralyze their nervous system
-3 WP to use, when inflicting damage unarmed, the target can't inflict damage for the following 2 combat rounds.

Flame Spewing
The user can unleash a bruning spread of fire on everybody attacking it for 5 additional END damage and a reduction of 1 CS to abybody that's been hit
-5 WP to use

See Magic
Allow to detect any magic item or creature met by sight, even if the magic is hidden, as well as evaluating the power level of said magic.
-1 WP to use; when used at start of combat, it last for 5 full rounds.

Corrupt
This allow the user to turn any food or liquid it touches poisonous, as if it had been dosed with a level of Graveweed Distillate; alternatively, it can inflict a decomposing sickness on living tissues (-1 END the first turn, damage increases by 1 for each turn the corruption remains active).
-3 WP to use

Poisonous Smoke
Create a cloud of killing smoke that damages anybody who stand in it without the means to avoid breathing it
-4 WP to use; in combat, everybody in the area loses 2 damage for the round.

Shadow Manipulation
Allow the user to control, expand, reduce, empower, depower, strenghten and diffuse any kind of darkness.
-3 WP to use

Spikes
Can make deadly spike raise from any metallic surface - roll to determine the number of people hit in the area and the damage dealt (damage equal to roll -3, min 1)
-6 WP to use.

Sparks shower
Makes an highly destracting geyser of sparks that can confuse any target.
-2 WP to halve any damage received in the following round

Naar's Vigor
Call on the evil powers of the god of darkness to empower the muscle of the user and allowing them to exert superhuman strenght, but logorate them in the process.
-6 WP to make the user capable of one feat of superhuman strenght outside of combat; if used when combat starts, increase your CS by 6 for the full 5 rounds of combat, then permanently reduce it by 1, unless the user is a Darkspwan.

Banshee Skreech
Target a visible item and let out a tremendous sound capable of shattering anything not magically protected
-4 WP and roll: target item destroyed on a roll of 8, 9, or 0.

Pit Trap
Can be used to delay hunters, create traps, or any other possible use of pits; in battle, it allows the user to create unstable terrain - effect varies.
-3 WP to create

Acidic touch
Allow a corroding acid to spew from the weapon used that increade damage by 3 for five combat round. Any metallic weapon not made of Darkland steel or magically unbrekable is rendered unusable at the end of the five combat rounds.
-5 WP at start combat to get a +3 damage bonus for the following five rounds

Shock Defense
Once activated, whenever the user is touched, the target receives a electric shock
-4 WP to inflict 2 END damage to an attacker whenever the user is touched

Demonic Gaze
Eyes shine with an evil green or red light, allowing the user to see through solid surfaces
-2 WP to use.

Evil Frenzy
Double the combat strenght of the target, but also make it care a lot less for its own safety
-4 WP x target to activate; double all inflicted damage and increase all received damage by 5

Power discharge*
Either a quarterstaff, spear, or a weapon made of Darkland's steel can be used to channel the user's energy in a ferocious discharge of green lightning and fire on the target.
-5 WP to inflict damage equal to trice the die roll result -5

Raise Dead*
Can be used to resurrect dead bodies into undead warriors under the user control. Warriors can only be ordered around with 1-word commands
-3 WP for any undead created, necessary availability of  dead bodies or skeletons

Frog Skin*
Reduce all damage received by 1 by making blows glance over the user's body, as well as giving a +2 bonus to any check for swimming or escaping from constraints
-3 WP to use; in combat, all following even roll inflict no damage to the user.

Petrify*
Allow the user to turn one living creature into stone, so long as the creature is unconscious. A roll is required to succeed.
-5 WP to use.

Magic Mirror*
This allow the user to capture the power of a spell aimed at them, and redirect that effect to hit the caster.
-3 WP to use; if used in combat, it is considered "ready", and only activated if the enemy casts

Explosion*
Can cause a violent explosion in the user's line of sight, centered on a specific target
-10 WP to inflict 4 time the damage on a successfull DC 8 roll on a single target

Mind Possession**
This allow the user to completely control every action of the target, as if it was their own body; however, as long as the ability is in use, the user itself cannot act, and their body is vulnerable. The target must be in sight when the spell is cast, but once it is done, there's no limit to the distance the user can be from it. This is an high level psychic attack.
-7 WP to use

Non-Spontaneous combustion**
Can make a magically unprotected item catch fire on an attack roll
-4 WP to use on a unliving item (on a roll of 6 or higher)
-9 WP to use on a living being (on a roll of 8 or higher)

Suicide Bone-Breaking attack**
Make either an undead under your control, a target under Mind Possession, or the user itself explode to inflict damage to any target in the area. Damage is equal to the current END of the character exploded but spread equally over all possible targets
-8 WP to user

Regeneration of Darkness**

This allow the user to call over the dark power of naar to recover from ever the most grevious of wounds, although it taxes the body or mind horribly
-4 WP to recover 12 END in battle, then max WP or CS permanently reduced by 1, unless the user is a Darkspwan
This message was last edited by the player at 09:53, Fri 04 Mar 2016.
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