From 75fe27c7dd4409e077a559fec512e69364918086 Mon Sep 17 00:00:00 2001 From: =?utf8?q?Ingo=20Kl=C3=B6cker?= Date: Sun, 29 Jul 2007 11:52:43 +0000 Subject: [PATCH] - Started with adding the Game Rules section. The subsections Grand Master Disciplines and Equipment are (mostly) done; some changes from 17tdoi have already been applied to the original text. Some text is marked as FIXME because it does not appear in the transcribed text (resp. in the HTML text found in the comment before the numbered sections). - Added FIXME's for the still-to-be-added Backmatter sections. - Started the Errata section and noted the changes already applied to the Game Rules sections. git-svn-id: https://projectaon.org/data/en/xml@372 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- 20tcon.xml | 596 ++++++++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 595 insertions(+), 1 deletion(-) diff --git a/20tcon.xml b/20tcon.xml index 27ae0a9..2e5eacf 100644 --- a/20tcon.xml +++ b/20tcon.xml @@ -155,6 +155,542 @@ +
+ + The Game Rules + + + + + + +

The Discipline bonuses mentioned do not affect your permanent scores. If you have completed previous adventures, the Disciplines that you have mastered may still be beneficial. See the Grand Master Rules section of the Readers Handbook for details.

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The rules of the books in the Magnakai series (612) and the fact that the rank of Kai Grand Defender means you are skilled in two weapons imply that for each book that you complete of the Grand Master series (1320), you will gain mastery of an additional Weapon. For example, if you complete The Plague Lords of Ruel and have the Grand Master Discipline of Grand Weaponmastery at the beginning of the next book, you can choose an additional Weapon from the list to have mastery of.

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During your distinguished rise to the rank of Kai Grand Master you have become proficient in all of the basic Kai and Magnakai Disciplines. These Disciplines have provided you with a formidable arsenal of natural abilities which have served you well in the fight against the agents and champions of Naar, King of the Darkness. A brief summary of your skills is given below:

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Weaponmastery
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Proficiency with all close combat and missile weapons. Master of unarmed combat; no COMBAT SKILL loss when fighting bare-handed.
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Animal Control
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Communication with most animals; limited control over hostile creatures. Can use woodland animals as guides and can block a non-sentient creatures sense of taste and smell.
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Curing
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Steady restoration of lost ENDURANCE points (to self and others) as a result of combat wounds. Neutralization of poisons, venoms & toxins. Repair of serious battle wounds.
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Invisibility
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Mask body heat and scent; hide effectively; mask sounds during movement; minor alterations of physical appearance.
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Huntmastery
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Effective hunting of food in the wild; increased agility; intensified vision, hearing, smell & night vision.
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Pathsmanship
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Read languages, decipher symbols, read footprints & tracks. Intuitive knowledge of compass points; detection of enemy ambush up to 500 yds; ability to cross terrain without leaving tracks; converse with sentient creatures; mask self from psychic spells of detection.
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Psi-surge
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Attack enemies using the powers of the mind; set up disruptive vibrations in objects; confuse enemies.
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Psi-screen
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Defence against: hypnosis, supernatural illusions, charms, hostile telepathy, & evil spirits. Ability to divert and re-channel hostile psychic energy.
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Nexus
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Move small items by projection of mind power; withstand extremes of temperature; extinguish fire by force of will; limited immunity to flames, toxic gases, corrosive liquids.
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Divination
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Sense imminent danger; detect invisible or hidden enemy; telepathic communication; recognize magic-using and/or magical creatures; detect psychic residues; limited ability to leave body and spirit-walk.
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Now, through the pursuit of 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 on your brave and noble quest.

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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 quest, pick your four skills with care. The correct use of a Grand Master Discipline at the right time could save your life. When you have chosen your four Disciplines, enter them in the Grand Master Disciplines section of your Action Chart.

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+ Grand Weaponmastery + +

This Discipline enables a Grand Master to become supremely efficient in the use of all weapons. When you enter combat with one of your Grand Master weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Grand Master series, means you are skilled in two of the weapons listed below.

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  • Sword
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  • Bow
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  • Quarterstaff
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  • Broadsword
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  • Axe
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  • Mace
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  • Warhammer
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  • Dagger
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  • Shortsword
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Grand Masters have considerable control over hostile, non-sentient creatures. Also, they have the ability to converse with birds and fishes, and use them as guides.

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Grand Masters are able to use their healing power to repair serious battle wounds. If, whilst in combat, their ENDURANCE is reduced to 8 points or less, they can draw upon their mastery to restore 20 ENDURANCE points. This ability can only be used once every 20 days.

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

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

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

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When using their psychic ability to attack an enemy, Grand Masters may add 8 points to their COMBAT SKILL. For every round in which Kai-surge is used, they need only deduct 1 ENDURANCE point. Grand Masters have the option of using a weaker form of psychic attack called Mindblast. When using this lesser attack, they may add 4 points to their COMBAT SKILL without loss of ENDURANCE points. (Kai-surge, Psi-surge, and Mindblast cannot be used simultaneously.)

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Grand Masters cannot use Kai-surge if their ENDURANCE score falls to 6 points or below.

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

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

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

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Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle magic, as taught to the Vakerosthe native warriors of Dessi. These skills include the use of basic magi-magic spells such as Shield, Power Word, and Invisible Fist. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.

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

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Before you begin your perilous quest for the Moonstone, you take with you a map of Magnamund and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table and add 20 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you should now enter this number in the Gold Crowns section of your Action Chart.

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If you have successfully completed any of the previous Lone Wolf adventures (Books 119), you may add this sum to the total sum of Crowns you already possess. Fifty Crowns is the maximum you can carry, but additional Crowns can be left in safekeeping at your monastery.

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You can take four items from the list below, again adding to these, if necessary, any you may already possess from previous adventures (remember, you are still limited to two Weapons, but you may now carry a maximum of ten Backpack Items).

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  • Quarterstaff (Weapons)

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  • Broadsword (Weapons)

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  • Bow (Weapons)

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  • Quiver (Special Items) This contains six Arrows; record them on your Weapons List.

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  • Dagger (Weapons)

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  • Sword (Weapons)

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  • 2 Meals (Meals) Each Meal takes up one space in your Backpack.

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  • Rope (Backpack Item)

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  • Potion of Laumspur (Backpack Item) This potion restores 4 ENDURANCE points to your total when swallowed after combat. There is enough for only one dose.

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  • Axe (Weapons)

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List the four items that you choose on your Action Chart, under the appropriate headings, and make a note of any effect that may have on your ENDURANCE points or COMBAT SKILL.

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+ + Equipment <ch.endash/> How to use it + + + +
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Weapons
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The maximum number of weapons that you can carry is two. Weapons aid you in combat. If you have the Grand Master Discipline of Grand Weaponmastery and a correct weapon, it adds 5 points to your COMBAT SKILL. If you find a weapon during your adventure, you may pick it up and use it.

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Bows and Arrows
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During your adventure there will be opportunities to use a Bow and Arrow. If you equip yourself with this weapon, and you possess at least one Arrow, you may use it when the text of a particular section allows you to do so. The Bow is a useful weapon, for it enables you to hit an enemy at a distance. However, a Bow cannot be used in hand-to-hand combat, therefore it is recommended that you also equip yourself with a close combat weapon, such as a sword or an axe.

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In order to use a Bow you must possess a Quiver and at least one Arrow. Each time the Bow is used, erase an Arrow from your Action Chart. A Bow cannot, of course, be used if you exhaust your supply of Arrows, but the opportunity may arise during your adventure for you to replenish your stock of Arrows.

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If you have the Discipline of Grand Weaponmastery with a Bow, you may add 3 points to any number you choose from the Random Number Table, when using the Bow.

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Backpack Items
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These must be stored in your Backpack. Because space is limited, you may keep a maximum of ten articles, including Meals, in your Backpack at any one time. You may only carry one Backpack at a time. During your travels you will discover various useful items which you may decide to keep. You may exchange or discard them at any point when you are not involved in combat.

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Any item that may be of use, and which can be picked up on your adventure and entered on your Action Chart, is given either initial capitals (e.g. Gold Dagger; Magic Pendant), or is clearly labelled as a Backpack Item. Unless you are told that it is a Special Item, carry it in your Backpack.

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Special Items
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Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how or where to carry it. The maximum number of Special Items that can be carried on any adventure is twelve.

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Food
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Food is carried in your Backpack. Each Meal counts as one item. You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points. However, if you have chosen the Discipline of Grand Huntmastery, you will not need to tick off a Meal when instructed to eat.

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Potion of Laumspur
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This is a healing potion that can restore 4 ENDURANCE points to your total when swallowed after combat. There is enough for one dose only. If you discover any other potion during the adventure, you will be informed of its effect. All potions are Backpack Items.

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+ Errata + + + +
+ Introduction + +

We have taken our unique opportunity to correct errors and to enforce a standard of English usage. We list our changes here. If you see anything that needs correction, please contact the Project Aon Staff.

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+ Errata + + +

(The Story So Far)

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(The Game Rules) Replaced fall to zero with fall to zero or below.

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(Grand Master Disciplines) Replaced opposite and overleaf with below. Replaced COMBAT SKILL is reduced to 8 points or less with ENDURANCE is reduced to 8 points or less as clarified in Lone Wolf Club Newsletter No.24. Replaced Magi-Magic with Magi-magic. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series.

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(Equipment) Removed (see the inside front cover of this book). Replaced safe-keeping with safekeeping, QUARTERSTAFF with Quarterstaff, BROADSWORD with Broadsword, BOW with Bow, QUIVER with Quiver, DAGGER with Dagger, SWORD with Sword, MEALS with Meals, ROPE with Rope, POTION OF LAUMSPUR with Potion of Laumspur, AXE with Axe, all occurrences of arrow with Arrow, all occurrences of arrows with Arrows, all occurrences of bow with Bow, all occurrences of quiver with Quiver, and (eg Gold Dagger with (e.g. Gold Dagger

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(Rules for Combat)

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(Levels of Kai Grand Mastership)

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(Improved Grand Master Disciplines)

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+ + + + &inclusion.project.aon.license; -- 2.34.1