X-Git-Url: http://git.projectaon.org/?p=project-aon.git;a=blobdiff_plain;f=en%2Fxml%2Frh.xml;h=8f56086088b34942ae4a549dfab8e0b10dcb86bb;hp=5d075c543e756dcb04892c184898a3361adbb9f4;hb=123f678913283f1a13edf875d1ed5eda45a09713;hpb=03127293c3676db25524a4364b5ae2c1ac259518 diff --git a/en/xml/rh.xml b/en/xml/rh.xml index 5d075c5..8f56086 100644 --- a/en/xml/rh.xml +++ b/en/xml/rh.xml @@ -216,7 +216,7 @@

This Discipline can be used to restore ENDURANCE points lost in combat. If you possess this skill you may restore 1 ENDURANCE point to your total for every numbered section of the book you pass through in which you are not involved in combat. (This is only to be used after your ENDURANCE has fallen below its original level.) Remember that your ENDURANCE cannot rise above its original level.

-

If you choose this skill write Healing. + 1 ENDURANCE point for each section without combat on your Action Chart.

+

If you choose this skill write Healing. 1 ENDURANCE point for each section without combat on your Action Chart.

(see the Healing entry in the Topical Guide)

@@ -247,7 +247,7 @@

Possessing Weaponskill doesnt necessarily mean that you start out with that Weapon, but you might.

-

You cannot carry more than 2 Weapons. If you choose this skill, write Weaponskill in + 2 COMBAT SKILL points if this Weapon carried on your Action Chart.

+

You cannot carry more than 2 Weapons. If you choose this skill, write Weaponskill in 2 COMBAT SKILL points if this Weapon carried on your Action Chart.

@@ -269,7 +269,7 @@

This enables a Kai Lord to attack an enemy using the force of his mind. It can be used at the same time as normal combat Weapons and adds two extra points to your COMBAT SKILL. Not all the creatures encountered on this adventure will be harmed by Mindblast. You will be told if a creature is immune.

-

If you choose this skill, write Mindblast: + 2 COMBAT SKILL points on your Action Chart.

+

If you choose this skill, write Mindblast: 2 COMBAT SKILL points on your Action Chart.

@@ -480,7 +480,7 @@
  • Weaponskilladds 2 points to your COMBAT SKILL if using the Weapon with which you are skilled.
  • Mindblastadds 2 COMBAT SKILL points to your total when used against an opponent who isnt immune.
  • -

    These bonuses are replaced by their Magnakai Discipline equivalent (e.g. acquiring Weaponmastery in your Weaponskill Weapon gives you a +3 COMBAT SKILL bonusnot +5).

    +

    These bonuses are replaced by their Magnakai Discipline equivalent (e.g. acquiring Weaponmastery in your Weaponskill Weapon gives you a 3 COMBAT SKILL bonusnot 5).

    After studying The Book of the Magnakai, you have also reached the rank of Kai Master Superior, which means that you have learnt three of the Magnakai Disciplines listed below. It is up to you to choose which three skills these are. As all of the Magnakai Disciplines will be of use to you at some point on your adventure, pick your three with care. The correct use of a Magnakai Discipline at the right time can save your life.

    @@ -512,7 +512,7 @@

    Possessing Weaponmastery doesnt necessarily mean that you start out with that Weapon, but you might.

    -

    If you choose this skill, write Weaponmastery: + 3 COMBAT SKILL points on your Action Chart, and tick your chosen Weapons on the Weapons list. You cannot carry more than two Weapons.

    +

    If you choose this skill, write Weaponmastery: 3 COMBAT SKILL points on your Action Chart, and tick your chosen Weapons on the Weapons list. You cannot carry more than two Weapons.

    Improvements: (see Improved Magnakai Disciplines and Levels of Magnakai Training) These improvements and those for subsequent Magnakai Disciplines are listed here for your convenience.

    @@ -550,7 +550,7 @@ Curing

    The possessor of this skill can restore 1 lost ENDURANCE point to his total for every numbered section of the book through which he passes, provided he is not involved in combat. (This can only be done after his ENDURANCE has fallen below its original level.) This Magnakai Discipline also enables a Kai Master to cure disease, blindness, and any combat wounds sustained by others, as well as himself. Using the knowledge mastery of this skill provides will also allow a Kai Master to identify the properties of any herbs, roots, and potions that may be encountered during the adventure.

    -

    If you choose this skill, write Curing: + 1 ENDURANCE point for each section without combat on your Action Chart.

    +

    If you choose this skill, write Curing: 1 ENDURANCE point for each section without combat on your Action Chart.

    (see the Healing entry in the Topical Guide)

    Improvements: (see Improved Magnakai Disciplines and Levels of Magnakai Training)

    @@ -628,7 +628,7 @@

    This psychic skill enables a Kai Master to attack an enemy using the force of his mind. It can be used as well as normal combat Weapons and adds 4 extra points to your COMBAT SKILL.

    It is a powerful Discipline, but it is also a costly one. For every round of combat in which you use Psi-surge, you must deduct 2 ENDURANCE points. A weaker form of Psi-surge called Mindblast can be used against an enemy without losing any ENDURANCE points, but it will add only 2 extra points to your COMBAT SKILL. Psi-surge cannot be used if your ENDURANCE falls to 6 points or below, and not all of the creatures encountered on your adventure will be affected by it; you will be told if a creature is immune.

    -

    If you choose this skill, write Psi-surge: +4 COMBAT SKILL points but 2 ENDURANCE points per round and Mindblast: +2 COMBAT SKILL points on your Action Chart.

    +

    If you choose this skill, write Psi-surge: 4 COMBAT SKILL points but 2 ENDURANCE points per round and Mindblast: 2 COMBAT SKILL points on your Action Chart.

    Improvements: (see Improved Magnakai Disciplines and Levels of Magnakai Training)

    @@ -896,13 +896,13 @@
    Circle of Fire
    -
    +1 CS +2 EP
    +
    1 CS 2 EP
    Circle of Light
    -
    0 CS +3 EP
    +
    0 CS 3 EP
    Circle of Solaris
    -
    +1 CS +3 EP
    +
    1 CS 3 EP
    Circle of the Spirit
    -
    +3 CS +3 EP
    +
    3 CS 3 EP

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

    @@ -1135,7 +1135,7 @@
  • Weaponmasteryadds 3 points to your COMBAT SKILL (4 if you reached the Kai rank of Scion-Kai) if using the Weapon with which you are skilled.
  • Psi-surgeadds 4 COMBAT SKILL points to your total when used against an opponent who isnt immune, at the cost of 2 ENDURANCE points per round of combat. Mindblast can still be used to add two points to your COMBAT SKILL without loss of endurance points. (If you reached the Kai rank of Archmaster, Psi-surge will add 6 points to COMBAT SKILL at the cost of 1 ENDURANCE point per round of combat and Mindblast will add 3 COMBAT SKILL points at no ENDURANCE penalty.)
  • -

    These bonuses are replaced by their Grand Master Discipline equivalent (e.g. acquiring Grand Weaponmastery in a Weapon with which you have Weaponmastery gives you a +5 COMBAT SKILL bonusnot +8).

    +

    These bonuses are replaced by their Grand Master Discipline equivalent (e.g. acquiring Grand Weaponmastery in a Weapon with which you have Weaponmastery gives you a 5 COMBAT SKILL bonusnot 8).

    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.

    In the years following the demise of the Darklords you have reached the rank of Kai Grand Defender, which means that you have mastered four of the Grand Master Disciplines listed below. It is up to you to choose which four Disciplines these are. As all of the Grand Master Disciplines will be of use to you at some point during your adventure, pick your four skills with care. The correct use of a Grand Master Discipline at the right time could save your life.

    @@ -1553,13 +1553,13 @@

    Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

    Example

    Lone Wolf (COMBAT SKILL 28) is attacked by a pack of Doomwolves (COMBAT SKILL 30). He is taken by surprise and is not given the opportunity of evading their attack. Lone Wolf has the Grand Master Discipline of Kai-surge to which the Doomwolves are not immune, so Lone Wolf adds 8 points to his COMBAT SKILL, giving him a total COMBAT SKILL of 36.

    -

    He subtracts the Doomwolf packs COMBAT SKILL from his own, giving a Combat Ratio of +6. (36-30 = +6). +6 is noted on the Action Chart as the Combat Ratio.

    +

    He subtracts the Doomwolf packs COMBAT SKILL from his own, giving a Combat Ratio of 6. (36-30 = 6). 6 is noted on the Action Chart as the Combat Ratio.

  • When you have your Combat Ratio, pick a number from the Random Number Table.

  • Turn to the Combat Results Table on the inside back cover of this book. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)

    Example

    -

    The Combat Ratio between Lone Wolf and the Doomwolf Pack has been established as +6. If the number picked from the Random Number Table is a 2, then the result of the first round of combat is:

    +

    The Combat Ratio between Lone Wolf and the Doomwolf Pack has been established as 6. If the number picked from the Random Number Table is a 2, then the result of the first round of combat is:

    • Lone Wolf loses 3 ENDURANCE points (plus an additional 1 point for using Kai-surge).
    • Doomwolf Pack loses 7 ENDURANCE points.
    • @@ -2116,11 +2116,11 @@
      Adgana

      (Backpack Item) The leaves of the Adgana plant are a potent narcotic popular among the warriors of Magnamund. When dried, crushed, and eaten, they provide a potent enhancement to COMBAT SKILL for the duration of a fight, but at a high potential cost.

      -

      Use of Adgana will grant a bonus of +6 COMBAT SKILL for the duration of a fight when first used (i.e. all combats listed in a single numbered section). Immediately upon completing the combat, you must pick a number from the Random Number Table. If that number is either a 0 or a 1, you have become addicted to Adgana, and must reduce your ENDURANCE score permanently by 4 points.

      -

      Regardless of whether addiction is suffered on the first use or not, future doses of Adgana will provide a bonus of only +3 COMBAT SKILL. Addiction must still be checked for at the end of a combat, but now occurs on a pick of 0, 1, 2, or 3 from the Random Number Table.

      +

      Use of Adgana will grant a bonus of 6 COMBAT SKILL for the duration of a fight when first used (i.e. all combats listed in a single numbered section). Immediately upon completing the combat, you must pick a number from the Random Number Table. If that number is either a 0 or a 1, you have become addicted to Adgana, and must reduce your ENDURANCE score permanently by 4 points.

      +

      Regardless of whether addiction is suffered on the first use or not, future doses of Adgana will provide a bonus of only 3 COMBAT SKILL. Addiction must still be checked for at the end of a combat, but now occurs on a pick of 0, 1, 2, or 3 from the Random Number Table.

      Alether
      -

      (Backpack Item) This plant is common throughout much of Magnamund. Its orange berries are renowned for their ability to improve combat prowess either when eaten whole or when the juice of the crushed berries is drunk. Alether potions or berries typically provide a bonus of +2 COMBAT SKILL for the duration of a single fight, but the amount of the bonus is always specified when you find the item. It is uncertain whether or not Alethers effects should last for a single enemy or for all enemies in one numbered section.

      +

      (Backpack Item) This plant is common throughout much of Magnamund. Its orange berries are renowned for their ability to improve combat prowess either when eaten whole or when the juice of the crushed berries is drunk. Alether potions or berries typically provide a bonus of 2 COMBAT SKILL for the duration of a single fight, but the amount of the bonus is always specified when you find the item. It is uncertain whether or not Alethers effects should last for a single enemy or for all enemies in one numbered section.

      Armour

      There is an interesting blind spot in the rules regarding armour which increases your ENDURANCE (e.g. Chainmail Waistcoats and Padded Leather Waistcoats). For example, if you are wearing a piece of armour that gives you a 4 ENDURANCE point bonus and your current ENDURANCE point score is less than or equal to 4, what happens if you lose or discard the armour? Your ENDURANCE score has fallen to zero or below, so strictly speaking, you should be dead. This doesnt mesh well with reality, so use your best judgement.

      Axe
      @@ -2353,7 +2353,7 @@

      Negative numbers are used throughout the books. They are the numbers below zero. For example, if we have 1 and subtract 1 from it, we have 0. If we subtract 1 again, we have the next number below zero: 1 (we call this negative 1). The minus sign before the one tells us that it is a negative number. If we subtract 1 yet again, we have 2, and so on.

      If we count from 5 to 5, it looks like this: 5, 4, 3, 2, 1, 0, 1, 2, 3, 4, 5. If we subtract 5 from 3, we get 2. To see that this is true, start at 3 and count back 5 numbers.

      -

      To add a negative number to a normal (positive) number, we can think of it like subtraction. For example, if we add 3 and 2 we get 1. 3+2 is the same as 32, which is 1.

      +

      To add a negative number to a normal (positive) number, we can think of it like subtraction. For example, if we add 3 and 2 we get 1. 32 is the same as 32, which is 1.

      As a practical example of how negative numbers are used, during combat the opponents score is subtracted from Lone Wolfs to find the Combat Ratio. If, for example, Lone Wolf has a COMBAT SKILL of 16 and his opponent has one of 18, the Combat Ratio is 2 (1618=2).

      Nobles
      @@ -2432,9 +2432,9 @@
      Short Sword

      (Weapon carried in the hand)

      Silver Bow of Duadon
      -

      (Special Item) This is a Special Item not a Weapon (see ???). It adds +3 to every number you pick from the Random Number Table when using this Bow to make a shot.

      +

      (Special Item) This is a Special Item not a Weapon (see ???). It adds 3 to every number you pick from the Random Number Table when using this Bow to make a shot.

      Sommerswerd
      -

      (Special Item) This legendary Weapon forged by a god-like race and given to the Sommlending is a powerful bane against evil. It grants a +8 COMBAT SKILL bonus when used in combat. Any Discipline bonus due to Weaponskill, Weaponmastery, or Grand Weaponmastery with Swords, Short Swords, or Broadswords is applicable when using the Sommerswerd. The Sommerswerd also absorbs hostile magic used against its bearer, and doubles all damage done to an undead opponent. It enhances the Disciplines of Sixth Sense, Divination, and Telegnosis (see Sections 97 and 242 of Fire on the Water).

      +

      (Special Item) This legendary Weapon forged by a god-like race and given to the Sommlending is a powerful bane against evil. It grants a 8 COMBAT SKILL bonus when used in combat. Any Discipline bonus due to Weaponskill, Weaponmastery, or Grand Weaponmastery with Swords, Short Swords, or Broadswords is applicable when using the Sommerswerd. The Sommerswerd also absorbs hostile magic used against its bearer, and doubles all damage done to an undead opponent. It enhances the Disciplines of Sixth Sense, Divination, and Telegnosis (see Sections 97 and 242 of Fire on the Water).

      Spear

      (Weapon carried in the hand) This Weapon requires the use of two hands in combat.

      Special Items
      @@ -2587,7 +2587,7 @@

      The following is an example of a simple combat to show how it works in general and to supplement the example given in the Rules for Combat section of the books. This example is taken from Flight from the Dark: Section 229.

      Lone Wolf has a base COMBAT SKILL score of 15. He has an ENDURANCE score of 23. He has the Discipline of Mindblast which adds 2 COMBAT SKILL points to his base score (as long as his enemy isnt immune to Mindblast). He has mastered the Discipline of Weaponskill with the Quarterstaff. He is carrying an Axe and a Mace.

      -

      He is in combat with a Kraan who isnt immune to Mindblast, so he adds 2 COMBAT SKILL points to his score (15+2=17). He isnt carrying a Quarterstaff (the weapon in which he has Weaponskill so he doesnt benefit his Weaponskill mastery. He must reduce his COMBAT SKILL by 1 due to dust mentioned in the book (171=16).

      +

      He is in combat with a Kraan who isnt immune to Mindblast, so he adds 2 COMBAT SKILL points to his score (152=17). He isnt carrying a Quarterstaff (the weapon in which he has Weaponskill so he doesnt benefit his Weaponskill mastery. He must reduce his COMBAT SKILL by 1 due to dust mentioned in the book (171=16).

      Lone Wolfs opponenta Kraanhas a COMBAT SKILL of 16 so the Combat Ratio is 0 (1616=0). The Kraan has an ENDURANCE of 25.

      Combat begins by picking a random number which is traditionally done using the Random Number Table, but there a other ways available. The first random number picked is 6. Looking that up on the Combat Results Table by finding the Combat Ratio (0) at the top and cross-referencing it with the random number (6) along the side. In this case, we find that Lone Wolf has lost 2 ENDURANCE points and the Kraan has lost 8. Now Lone Wolf has 21 ENDURANCE points (232=21) and the Kraan has 17 (258=17). Lone Wolf and his opponent continue with these new, reduced ENDURANCE point scores.

      Combat continues by picking another random number: 5. During this round, Lone Wolf loses another 2 ENDURANCE points while the Kraan loses 7. Lone Wolf now has an ENDURANCE score of 19 (212=19) and the Kraan has 10 (177=10). The situation looks good for Lone Wolf.

      @@ -2622,15 +2622,15 @@

      [Q:]Is there a ranking system for Shianti Wizards, like there is for Kai Lords and Masters?

      [A:] No, unlike the ranking system that marks the rise of Kai Lords, the Shianti do not have set levels of advancement.

      -

      [Q:] On reaching the rank of Primate and having mastered Weaponmastery, would this enable you to be skilled in four weapons and increase the points added to your COMBAT SKILL to +4 when entering combat with a wepon you have mastered?

      -

      [A:] For every adventure you complete in the Magnakai series, assuming you have the mastery of Weaponmastery, you gain proficiency in the use of one new weapon. The bonus to your [COMBAT SKILL] rating for use of this weapon is combat always remains at +3.

      +

      [Q:] On reaching the rank of Primate and having mastered Weaponmastery, would this enable you to be skilled in four weapons and increase the points added to your COMBAT SKILL to 4 when entering combat with a wepon you have mastered?

      +

      [A:] For every adventure you complete in the Magnakai series, assuming you have the mastery of Weaponmastery, you gain proficiency in the use of one new weapon. The bonus to your [COMBAT SKILL] rating for use of this weapon is combat always remains at 3.

      [Q:] Are you allowed to drop a weapon, or must you wait until the end of the book?

      [A:] You can drop ([i.e.] discard) a weapon at any time during your adventure, you need not wait until the end of the book. If you find a weapon during the adventure (it will be marked in the text with a capital letter, like a Backpack Item) you may pick it up and use it. You can only carry two weapons at any time.

      Newsletter No.8
      -

      [Q:] If Lone Wolf has Weaponskill Weaponmastery with the same weapon, does this give him +3 or +5 extra COMBAT SKILL points in battle? Also, if he has Healing as well as Curing, does this give him +2 ENDURANCE points back for every section through which he passes without combat?

      -

      [A:] The correct weapon bonus is +3, on higher than the basic Kai Discipline bonus for having Weaponskill. Kai Mastery of Curing gives the same +1 ENDURANCE point back (for every section though which you pass without combat) as does the basic Kai Discipline of Healing. The mastery advantage comes with the ability to cure disease, blindness, and combat wounds, as well as being able to identify the properties of herbs, roots, and potions. Additional advantages are gained at higher rank as the Magnakai [Discipline] improves.

      +

      [Q:] If Lone Wolf has Weaponskill Weaponmastery with the same weapon, does this give him 3 or 5 extra COMBAT SKILL points in battle? Also, if he has Healing as well as Curing, does this give him 2 ENDURANCE points back for every section through which he passes without combat?

      +

      [A:] The correct weapon bonus is 3, on higher than the basic Kai Discipline bonus for having Weaponskill. Kai Mastery of Curing gives the same 1 ENDURANCE point back (for every section though which you pass without combat) as does the basic Kai Discipline of Healing. The mastery advantage comes with the ability to cure disease, blindness, and combat wounds, as well as being able to identify the properties of herbs, roots, and potions. Additional advantages are gained at higher rank as the Magnakai [Discipline] improves.

      Summer Special 1987
      @@ -2639,7 +2639,7 @@

      [Q:] When you complete a Lone Wolf adventure, do you renew your ENDURANCE points to their original total for the next adventure?

      [A:] All lost [ENDURANCE] points are regained at the end of an adventure. If you have completed any new Lore-circles by finishing an adventure successfully, the bonuses you gain to your [COMBAT SKILL] and [ENDURANCE] are added to this basic score prior to the next adventure.

      [Q:] In the basic series (Books 15) I possessed the Kai Discipline of Healing and was able to restore 1 ENDURANCE point for every section I passed through in which I was not involved in combat. Now that I am a Kai Master with the Magnakai Discipline of Curing I can no longer benefit from my basic healing skillsor can I?

      -

      [A:] If you have completed all five of the Basic series books you can add +1 [ENDURANCE] as per the rules of Healing. This advantage will benefit all those Kai Masters who have completed the basic series books prior to tackling the Magnakai Series.

      +

      [A:] If you have completed all five of the Basic series books you can add 1 [ENDURANCE] as per the rules of Healing. This advantage will benefit all those Kai Masters who have completed the basic series books prior to tackling the Magnakai Series.

      [Q:] When I was captured in Book 9, All my weapons were taken from me. Can I retrieve them at the end of the book?

      [A:] Yes. The South Gate Guard would definately allow the Saviour of Tahou to have his weapons back!

      [Q:] In some books you can choose Fireseeds at the start. It says 3 Fireseedsif you take all three does this mean you have taken 3 [separate] items from the 5 you are allowed to pick?

      @@ -2657,10 +2657,10 @@
      Newsletter No.28
      -

      [Q:] Can you clarify what happens to the +1EP bonus when you progress from Kai Master to Grand Master?

      -

      [A:] The [+1EP] bonus gained when passing through combatless sections does still apply, but only if you have played and survived the Magnakai series books. Joe Dever intended this as a hidden loyalty bonus for readers who had played the earlier books, which is why it was ommitted from the Grand Master rules.

      -

      [Q:] If a person keeps the +4CS Weaponmastery ability from one series to the next, does that mean that when he gets Grand Weaponmastery he has +9CS with the weapons he has proficiency in?

      -

      [A:] The +4CS Weaponmastery bonus is not added to Grand Weaponmasteryit simply rises by 1 to +5.

      +

      [Q:] Can you clarify what happens to the 1EP bonus when you progress from Kai Master to Grand Master?

      +

      [A:] The [1EP] bonus gained when passing through combatless sections does still apply, but only if you have played and survived the Magnakai series books. Joe Dever intended this as a hidden loyalty bonus for readers who had played the earlier books, which is why it was ommitted from the Grand Master rules.

      +

      [Q:] If a person keeps the 4CS Weaponmastery ability from one series to the next, does that mean that when he gets Grand Weaponmastery he has 9CS with the weapons he has proficiency in?

      +

      [A:] The 4CS Weaponmastery bonus is not added to Grand Weaponmasteryit simply rises by 1 to 5.

      [Q:] Is the Dagger of Vashna taken from the bandit leader Barraka at the Maakengorge useable as a Weapon?

      [A:] Yes, if you possess this Special Item you may use it as an ordinary [Dagger] in combat. It could also prove especially usefull during the quest for the Lorestone of Tahou (Lone Wolf 9).