Build yourself a Kai Lord

Discuss Mongoose RPGs here, such as the OGL rulebooks, Jeremiah, Armageddon 2089 and Macho Women with Guns
Winter Wolf
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Postby Winter Wolf » Thu Aug 05, 2004 7:24 am

Welcome Hida,

A very nice character driven selection. :)
raethryn
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Postby raethryn » Thu Aug 05, 2004 7:31 am

I like building different Kai Lords with this system. We did a quick and dirty campaign to test the system about with 5 people playing kai lords and they worked to compliment each other with a well rounded group.

I also saw that a Kai Lord really has to go epic before he masters all the Magnakai Tiers of his last 4 Magnakai skills becoming level 25 before he masters the last tier of the last power chosen. So does this mean when you create a Kai Supreme Master in the later era's you;d have to be level 35 before you masters all the kai supreme powers? Heh that's a pretty long campaign to put on.

It's nice to have some variety with the tier system instead of one power does it all at once.
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Postby simjimm » Thu Aug 05, 2004 10:25 am

It would be level 24 to master all the Magnakai, in the same way its level 14 to master all the Kai, but yes...
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raethryn
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Postby raethryn » Thu Aug 05, 2004 11:43 am

Ah good point.. must have been the massive amounts of coffee i had in doing that basic math wrong. So then level 34 for a Kai Supreme Master.
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Postby Methos » Thu Aug 05, 2004 12:26 pm

so there will be a very long campaign :-)

or maybe the supreme powers will have only 3 tiers and not 5

just like the brotherhood spells which of course a kai supreme master would master fairly easily
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Postby North Star » Thu Aug 05, 2004 1:02 pm

Getting back to the original post... :)

Kai Disciplines (my order): Weaponskill, Hunting, Healing, Sixth Sense, Mind Shield, Mind over Matter, Mind Blast, Camouflague, Tracking, Animal Kinship. Then again, this was at first based on the books (fighting, healing and eating sounded good) and then I realised just how useful this combination was!

Magnakai Disciplines: Weaponmastery, Huntmastery, Curing, Divination, Psi-Screen, Nexus, Psi-Surge, Invisibility, Pathmanship, Animal Control. Again, this just the same list upgraded to Magnakai.

Incidentally, like I said, this is my book combination. I haven't worked out the perfect RPG list yet!

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Methos
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Postby Methos » Thu Aug 05, 2004 1:15 pm

my choice

Sixth Sense (i love this discipl. but Divination is not so great)
Mind Blast
Hunting
Healing
Wepon Skill
Animal Kinship
Mind over Matter
Mind Shield
Camouflage
Tracking (least useful imho)

same for Magnakai just change Divination into Weaponmastery and the other way around
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parvatiquinta
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Postby parvatiquinta » Fri Aug 20, 2004 10:29 am

Well, I have thought about making different choices when playing it again, but it seems I can't help it - I always choose the same Disciplines.

Sixth Sense
Camouflage
Tracking
This trio, or rather the Magnakai Divination, Invisibility and Pathsmanship, led me through LW#12 when I played it, and it was my first LW gamebook. Of course, I wouldn't have made it through if I had actually picked random numbers... :wink: But, considering I didn't have tons of useful equipment (including a certain Sommerswerd), nor Lore-circles, I can still say that I have beaten it, and this trio of Disciplines remains my favourite choice.

Healing
Mind over Matter
Animal Kinship
Mind Shield (useful, sometimes I get this one earlier)
Hunting
Mind Blast (never liked it much)
Wepon Skill (nor this one, my Lone Wolf has never been much of a warrior, and that's perhaps why I hated the Lone Wolf of the Legends series).

If I get a chance to ever play the RPG as a player (pity it's not likely in the near future), I'm not sure if I'd keep that order, except for the first trio, some Disciplines seem to have a whole different feel than in the gamebooks, where the choices were limited to the text.
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Winter Wolf
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Postby Winter Wolf » Tue Aug 24, 2004 8:07 am

I think for my first three disciplines I would choose from the Solaris lore circle.

Hunting, Camouflage, Tracking.

When these skills hit second tier you get the ability to move through dense terrain at a forty foot base speed without any penalty to your stealth checks, potentially leaving no tracks.

A Kai Lords scouting skill would be unprecedented, add psi combat to the mix and you have a character that can hunt down Giak warbands without ever being seen. A shadowy wraith in the wilderness.

The interplay between these three Solaris disciplines is one of the most pleasing parts of the whole book to me.
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Smiling Fox
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Postby Smiling Fox » Tue Aug 24, 2004 12:59 pm

My choice of Kai-skills usually was in the following order:

1. Camouflage
Very useful in book 1
2. Sixth Sense
For the same reason as Camouflage
3. Tracking
See above
4. Healing
Feels safe and nice
5. Weaponskill
Just had the right feel. Always hoped for weaponskill in sword
6. Usually Animal Kinship or Mindshield
Depends if I want to fight the helghast or not
7. Mind over Matter or Hunting
Both are useful.
8. Mindblast
Together with a shield, the silver Helmet, the Sommerswerd it made my CS score complete.
9. Depends on what I have left to choose. I usually disliked Animal Kinship and if I could I never chose it at all.

Magna-Kaiskills
I usually choose skills so that when I reached book nine I had completed the Lorecircles of Fire and Spirit, thus making my CS high enough to beat zakhan Kimah with the Sommerswerd without too much trouble. Then I go for the Lore-circle of Solaris with Pathmanship chosen before Invisibility as ninth skill I always chose Curing.
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Postby Tarnak » Mon Sep 13, 2004 10:09 pm

For the Kai Disciplines, I just love Sixth Sense, Healing and Mindshield as early choices. Sixth Sense is amazing, far more useful than the Magnakai and Grand Master versions, in my opinion. I like to pick up some offensive ability early on, though, so Mindblast or Weaponskill probably comes next.

For Magnakai Disciplines, I like to complete lore circles fast, so either go straight for the Circle of Spirit or start off with Huntsmastery and probably Pathsmanship. I do like the two Psi disciplines.

For Grand Master, It's got to be Kai Screen right off the bat! I love the Plague Lords of Ruel and Kai Screen is an absolute lifesaver there. Shame you don't get the ability to resist psychic attack without being detected until later on, though. I like Kai Alchemy, too, its good for rounding out the initial choices. I tend to leave Telegnosis and Deliverance until later, but I dig Grand Nexus and even Animal Mastery.
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WinterHawk
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Postby WinterHawk » Mon Sep 20, 2004 4:52 am

I think roleplaying is the most important aspect in this decision. I detest powergamers in my game who do nothing but compare the statistical differences of a choice.

I have two Kai Novices in my campaign. At first level one chose Weaponskill as he wants to be a martially oriented Kai and the other choose Healing as she wished to use that Discipline in order to help others.

I think of it more as a roleplaying decision that a muchkinism one.
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Balgin Stondraeg
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Re: Build yourself a Kai Lord

Postby Balgin Stondraeg » Fri Aug 12, 2005 8:15 pm

When looking at the Kai Lord from a roleplayer's perspective this seems pretty close to how I'd chose them. The list may come across as being a bit powergamed but when I extend it through the magnakai disciplines then the order I'd advance in is anything but (not gaining the first lore circle 'till 17th level).
  • 1: Sixth Sense
  • 2: Healing
  • 3: Animal Kinship
  • 4: Tracking
  • 5: Mindshield
  • 6: Camouflage
  • 7: Hunting
  • 8: Mind Over Matter
  • 9: Mindblast
  • 10: Weaponskill
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columbob
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Postby columbob » Mon Aug 15, 2005 2:01 pm

I don't really see your list as power gaming at all. The strongest discipline to take at level 1 is probably Mind Blast, which lets you use Psychic Combat as early as level 2, which is lethal against non armoured opponents at that level (which is pretty much most enemies).
Up the Irons!
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Balgin Stondraeg
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Postby Balgin Stondraeg » Mon Aug 15, 2005 10:35 pm

columbob wrote:I don't really see your list as power gaming at all. The strongest discipline to take at level 1 is probably Mind Blast, which lets you use Psychic Combat as early as level 2, which is lethal against non armoured opponents at that level (which is pretty much most enemies).
Trust me, it is :). Glancing blow at 2nd level is incredible when you only get 1d10+10 gc at 1st level and can only wear light armour :).

To continue it:

11: Divination
12: Invisibility
13: Psi Screen
14: Curing
15:Nexus
16: Huntsmastery
17: Psi Surge Lore - Circle of Spirit
18: Pathsmanship - Solaris Lore Circle
19: Animal Control - Lore Circle of Light
20: Weaponmastery - Lore Circle of Fire

I'm currently playing through the Lone Wolf Books (just finished 6, heading into 7) and, having some teething problems (working out the archery tournament etc) have enjoyed myself. Human npc's are fun (tempting though it may be to stat them all as high level warriors it's easy to do a CS/EP comparation with Giaks and stuff and realise the human bandits and thugs are mostly all 1st-3rd level warrior types, averaging at 1st or 2nd). And the things 13 grave robbers can do to Lone Wolf are quite hideous :(.
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columbob
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Postby columbob » Tue Aug 16, 2005 1:49 pm

Balgin Stondraeg wrote:Glancing blow at 2nd level is incredible when you only get 1d10+10 gc at 1st level and can only wear light armour :).
It just saved the life of Sol Hawk, the Kai Lord in our game at LWRPGol hosted on Tower of the Sun. He's down to -4 EP instead of -14.
Up the Irons!
ironwolf56

Postby ironwolf56 » Sun Oct 30, 2005 11:17 am

Hmm am I the only one that likes Weaponskill 1st?

1. Weaponskill
2. Hunting
3. Tracking
4. Camouflage
5. Animal Kinship
6. Sixth Sense
7. Mind Over Matter
8. Mindblast
9. Mindshield
10. Healing

So mine would be much more a soldier than a psychic. Not bad though, I'm sure even the Kai need their "down and dirty" types once in a while.

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