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Post by Agrarvyn on Apr 28, 2008 15:10:57 GMT -5
WTF? I don't remember that from anywhere. Surely you remember the Kai ability to gain telescopic vision whilst concentrating? Or are you referring to not finding that ability in WFRP?
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Post by Balgin Stondraeg on Apr 28, 2008 19:37:37 GMT -5
Surely you remember the Kai ability to gain telescopic vision whilst concentrating? No I don't. I don't recall that from any of the gamebooks.
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Post by Agrarvyn on Apr 28, 2008 19:42:07 GMT -5
Well, I'm sure it's mentioned as one of the Huntmastery or Grand Huntmastery advancements. What's more, Lone Wolf explicitly uses this very ability in the comic The Skull of Agarash.
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Post by eviltb on Apr 28, 2008 19:45:37 GMT -5
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Post by huntingmoon on Apr 29, 2008 0:12:55 GMT -5
It doesnt have to be a perfect match, and I am ok with the class wandering into the higher levels. Its for some of my players.
As far as matching the setting, I think it goes like penut butter and chocolate. Lone Wolf has always struck me as a very gritty game, just about every book has is auto fail deaths and challenging encouters dispite what gear you may be carrying. Folks in the books often die suddenly with thier actions marking thier legacies. If you really look its surprising grim and brutal.
Now crank that up a notch or two and make magic more dangerous. You get a very similar setting to WFRPG in feel. Its not exact by any stretch but close enough no one should batt an eye at holy champions of a strange god taking the battle to Chaos itself. They may think of them as crazy lunatics, but they are hardly the only ones with this view on Chaos.
The story I have envisioned is a group of Grand Masters (6-7) emerge from a warp stone after following visions sent by Kai to come to this world and try to help hold back the darkness much as they had done on Magnamund. The players could play some of these basicaly normal folks who have begun training and are starting to make a name for themselves in the strange lands of the empire.
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Post by Redbeard on Jul 28, 2008 4:53:13 GMT -5
I think the Kai Lord career is fine as it is. Perhaps you could change Acute Hearing for Keen Senses (but that might appear in the Kai Master career instead) You really do not need to emulate various disciplines and Lore circles can be said to be hidden in characteristics and advances instead. How does the Kai Master career look like by the way?
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Post by nahuris on Aug 27, 2008 15:28:26 GMT -5
I'll have to see if I can find my notes on this... I have run both first and second edition Warhammer since they were released (among other games) , and Kai Lords have always been one of the first adds I have done to any fantasy game system.
Nahuris
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Post by phantom on Sept 5, 2008 11:13:09 GMT -5
This has reminded me of my first go at a WFRP 2nd ed conversion, (it was on the old forum a couple of years ago) and I am currently having another stab, just because its a great game to convert. Here are my rudimentary thoughts: Kai Careers:
Kai Initiate
WS +10% BS +5% S - T - Ag +5% Int +5% WP +5% Fel +5% A +1 W +2
Skills: Any two of: Charm Animal, Concealment, Disguise, Dodge Blow, Follow Trail, Heal, Navigation, Outdoor Survival, Silent Move or Speak Language (Giak, Ulnarian, Szall or Wildlander) Common Knowledge (Lastlands, Darklands or Kalte), Perception, Read/Write, Ride
Talents: Disarm or Strike To Stun, Kai Discipline (any five), Strike Mighty Blow
Trappings: Kai Tunic and cloak. Light armour (Leather Jack)
Career Entries: None
Career Exits: Kai Journeyman, Kai Warmarn
this is your starting Kai lord character, much like Lonewolf, with 5 Disciplines (all talents). You will be given duties outside of the monastery, often associating with others (non kai characters) to complete specific missions. As yet though, you are not particularly independent.
Kai Warmarn
This is one of your choices offered as your reputation amongst your Kai Master tutors grows. You are now sent to command Sommlending or ally troops in battle, and as such gain Command, strategic skills and talents. You also gain the chance to develope those missing 5 Kai Disciplines. When this career is completed, you are ready to become a Kai Master
Kai Journeyman This is the second choice offered to you after completing your Kai Initiate career. You are sent across Magnmamund as a scout or spy to gather informations concerning the forces of Naar Kai Master of Fire Kai Master of Solaris Kai Master of Light Kai Master of the Spirit
The Kai Master is essentially composed of 4 Advanced careers, each concentrating on specific magnakai Disciplines, and appropropriate skills and talents. You may take these in any order you choose, and only having completed all 4 can you move on to the next career:
Kai Grand Master The 7th and final Kai career grants access to greater Grand master disciplines, yet more skills and talents, and an impressive Advanced Scheme. Once this is completed, you are pretty much ready for retitirement.
New Talent: Kai Discipline This is infact several talents, each purchased separately. Ie Kai Discipline (Tracking), Kai Discipline (Sixth Sense). basically , each Discipline grants a flat bonus to a specific skill, much like a regular talent. But since in the books, Kai lords are also able to pull off some more supernatural tricks, each has certain effects that are powered by the spending of an Endurance Point. A character gains a number of Endurance Points each day equal to their TB, which are refreshed after a good nights sleep.
Animal Kinship gain 10% to Charm Animal Tests Spend 1 Endurance Point to: Communicate with a single animal species for an encounter (or scene) reroll a failed Charm animal test.
Camouflage gain +10% to all Concealment tests Spend 1 Endurance Point to: Adopt the regional accent of a person, gaining +10% to all Speak Language, Gossip Tests and Disguise tests (spoken only) when pretending to be of that specific nationality, for a scene
reroll a failed Concealment test
Hunting Gain +10% to all Outdoor Survival tests Spend 1 Endurance Point to:
gain an additional half action during your turn reroll a failed Outdoor Survival, Perception or Silent Move test
Healing Gain +10% to all Heal Tests. Spend 1 Endurance Point to: instantly heal a target of 1d10 Wounds, regardless of their level of injury
reroll a failed Toughness test to resist poisons or diseases.
Mindblast increase the damage you inflict in combat by +1 Damage, unless the target has the Mindforce Immunity trait Spend 1 Endurance Point to: attempt to disarm a target from up to your WP yards away. They must make a Toughness test or will drop their weapons, or items Attempt to confuse a target up to your WP in yards. They may make a WP test or will suffer -10% to all their actions for a round.
New Trait: Mindforce Immunity The creatures possesses natural immunity to psychic attack and may reduce any psychic damage by the number noted in parenthesis. For example, a creature with Mindforce Immunity (2) may ignore the first 2 points of damage from a psychic attack.
Mindshield You gain +10% to WP tests to resist psychic attacks, and you may reduce all psychic damage inflicted against you by 1 point.
Spend 1 Endurance Point to: reroll a failed WP test to resist a psychic attack or effect, such as hypnososis or mental domination.
Mind Over Matter You gain +10% to all Pick Lock tests You may spend a Endurance point to: attempt to lift an object with the power of your mind alone, up to WP yards away. This requires a WP test, (difficulty based on weight). For each degree of success you get, you may move the object 10 yards that round.
Use your WP in place of any Agility tests made to pick locks, untie ropes or pick pockets, up to your WP in yards, gaining any bonuses from skills (and your +10% bonus).
Sixth Sense This is pretty much identical to the Sixth Sense Talent. If you have both Sixth Sense, and Kai Discipline (Sixth Sense), you gain +10% to your WP to sense danger) You may spend 1 Endurance Point to: detect if someone is lying to you.
reveal the purpose of an object or stranger. This will not reveal whether the subject possesses any powers or abilities, but will tell you specific details about an objects construction, or the starngers uniform, nationality ect. Thus is used on a sword, Sixth Sense would reveal it belongs to a Durenese cavalry officer. On a cloaked figure, it could reveal they are dressed in the garb of an Eruan Pathfinder...
Tracking You gain +10% to Follow Trail tests. You may spend 1 Endurance Point to: Reveal the approximate distance and direction of a specific location or person, or generally reveal your actual whereabouts. This can be used vaguely, such as where is the nearest cave, or weaponshop.
Re roll a Follow Trail test Weaponskill gain +5% to WS tests when using a specific melee weapon, determined when first entering the Kai Monastery. Choose, or roll below:
d10 Weapon 1 Dagger 2 Spear 3 Mace (Hand Weapon) 4 Short Sword (Hand Weapon) 5 Warhammer (Hand Weapon) 6 Sword (Hand Weapon) 7 Axe (Hand Weapon) 8 Sword (Hand Weapon) 9 Quarterstaff 10 Broadsword
You may spend an Endurance Point Point:
Gain an additional parry or dodge during a round Reroll a WS test.
New Weapon: Broadsword This heavy sword is designed so that it may be used either one or two handed. Cost: 15 gcs Enc: 100 Group: None Damage: SB+1 (Two Handed), SB (One handed) Qualities: Slow
New Talent: Magnakai Discipline Much like the Kai Discipline talent, this is infact several talents, each purchased separately. Unlike Kai Disciplines, magnakia Disciplines gain further benefits, the more Lore Circles (Kai Master careers) you complete:
Animal Control
1st Circle: You gain +10% to all Ride tests, and you gain +5% WS tests when fighting from the saddle
2nd Circle: You may spend an Endurance point to attempt to repel an aggressive animal by blocking its sense of taste and smell. The animal is must make a WP test or will not be able to attack you for an encounter.
3rd Circle: You may summon a woodland creatures to your aid, if nearby, one per Endurance expended. The Gm should determine randomly what creatures will arrive.
4th Circle: You may spend an Endurance point to command a single animal to do your bidding, which they may resist with a WP test. This command lasts for a single encounter.
To be continued
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