Mongoose vs. original equipment

Discuss Mongoose RPGs here, such as the OGL rulebooks, Jeremiah, Armageddon 2089 and Macho Women with Guns
andethir
Cub
Posts: 5
Joined: Mon Aug 17, 2009 11:24 am

Mongoose vs. original equipment

Postby andethir » Thu Jan 28, 2010 2:16 pm

Hi all.

Could anybody post here the starting equipment lists from new Mongoose books?

I've heard they are sometimes very different from the original ones.

Thank you very much.
SnowShadow
Banded Mongoose
Posts: 359
Joined: Mon Jun 18, 2007 10:23 am
Location: Plain of Rain, er Cornwall

Complete List of Starting Equipment, New Items/House Rules

Postby SnowShadow » Fri Jan 29, 2010 9:23 am

Funny thing is I was doing this and memory stick corrupted and had to start again, will give you list soon.

Okay so the following posts are:

1.Kai Starting Equipment (Books 1-5).
2.Magnakai Starting Equipment (Books 6-12).
3.Grand Master Starting Equipment (Books 13-20).
4.New Order Starting Equipment (Books 21+).
5.Alternative Kai Weapons.
6.Alternative Kai Name Generator.
7.Alternative Kai creation, no random numbers ensuring maximum CS/EP plus alternative Kai Discipline uses.
8.Buying and Selling Equipment, including book references.
9.Alternative Combat Rules & Extended Random Number Table Link.
10.Alternative Starting Equipment, more powerful but less items purchased with Kai Honour.
11.New Equipment.

I'll be tinkering with this over the next few days...weeks..hopefully not months/years so the order may change. Would be very interested in other ideas, after all it is a Forum. Have tried to stick to the rule that Joe is always right, so any new ideas mustn't contradict with him. Iam hoping these ideas won't just work with the books but the new RPG system too!
Last edited by SnowShadow on Tue Feb 02, 2010 10:52 pm, edited 3 times in total.
Lone Wolf House Rules here: viewtopic.php?f=14&t=42027

Korlinium Scabbard - think of it as Sommerswerd's Fair Usage Policy.

Galdron Kyturai, "Kitty", Vakeros Bladerunner in Sidetracked-in-the-Stornlands
SnowShadow
Banded Mongoose
Posts: 359
Joined: Mon Jun 18, 2007 10:23 am
Location: Plain of Rain, er Cornwall

Postby SnowShadow » Sat Jan 30, 2010 12:46 am

1.Kai Starting Equipment (Books 1-5).

Every cloud has a silver, er Korlinium lining. Okay so there have been some printing issues and some copies have omitted Starting Equipment so it makes sense to have it all in one place. I also thought it would be a good idea to have price lists for equipment that you could use anytime you enter civilisation or between adventures. This with new items and new house rules for Kai Disciplines should make it possible for anyone to complete the books, no matter what thier initial Combat Skill & Endurance Points.

Book 1 Flight from the Dark.
Backpack (Holds 8 Backpack Items and Meals)
Belt Pouch <Random Number> Gold Crowns (Holds 50 Gold Crowns)
Map of Lastlands (Inside Cover Maps do not need to be recorded)

{N.B. Originally1st Edition had...
Axe (Weapons)
Backpack containing 1 Meal (Meals)
Leather Belt Pouch containing <Random Number> Gold Crowns
Map of Sommerlund (Special Items)
And one of the following <Random Number>:
[1] Sword (Weapons)
[2] Helmet +2 Initial EP (Special Items)
[3] Two Meals (Meals)
[4] Chainmail Waistcoat +4 Initial EP (Special Items)
[5] Mace (Weapons)
[6] Healing Potion +4EP after combat – one dose (Backpack Items) {Laumspur?}
[7] Quarterstaff (Weapons)
[8] Spear (Weapons)
[9] 12 Gold Crowns (Belt Pouch)
[0] Broadsword (Weapons)}

Book 2 Fire on the Water. {You originally possess a Map of Sommerlund (Special Items) from 1st Edition Book1}
10 + <Random Number> Gold Crowns
Seal of Hammerdal (Special Items)
Two of the following...
Sword (Weapons)
Short Sword (Weapons)
Two Meals (Meals)
Chainmail Waistcoat, +4 Initial Endurance Points (Special Items)
Mace (Weapons)
Healing Potion, restores +4 Endurance Points after combat - one dose (Backpack Items) {Laumspur?}
Quarterstaff (Weapons)
Spear (Weapons)
Shield, +2 COMBAT SKILL (Special Items)
Broadsword (Werapons)

Book 3 The Caverns of Kalte.
Map of Kalte
10 + <Random Number> Gold Crowns
Two of the following...
Sword (Weapons)
Short Sword (Weapons)
Padded Leather Waistcoat, +2 Initial Endurance Points (Special Items)
Spear (Weapons)
Mace (Weapons)
Warhammer (Weapons)
Axe (Weapons)
Potion of Laumspur, restores +4 Endurance Points after combat - one dose (Backpack Items)
Quarterstaff (Weapons)
Special Rations (Meal)
Broadsword (Weapons)

Book 4 The Chasm of Doom.
Map of Southern Sommerlund
10 + <Random Number> Gold Crowns {My copy says just <Random Number> Gold Crowns}
Six of the following...
Warhammer (Weapons)
Dagger (Weapons)
2 Potions of Laumspur, restores +4 Endurance Points after combat - one dose each (Backpack Items)
Sword (Weapons)
Spear (Weapons)
5 Special Rations (Meals)
Mace (Weapons)
Chainmail Waistcoat, +4 Initial Endurance Points (Special Items)
Shield, +2 COMBAT SKILL (Special Items)

Book 5 Shadow on the Sand.
Map of Vassagonia
10 + <Random Number> Gold Crowns {My copy says just <Random Number> Gold Crowns}
Four of the following...
Dagger (Weapons)
Potion of Laumspur, restores +4 Endurance Points after combat - one dose (Backpack Items)
Sword (Weapons)
Spear (Weapons)
2 Special Rations (Meals)
Mace (Weapons)
Shield, +2 COMBAT SKILL (Special Items)
Last edited by SnowShadow on Mon Feb 01, 2010 12:47 pm, edited 1 time in total.
Lone Wolf House Rules here: viewtopic.php?f=14&t=42027

Korlinium Scabbard - think of it as Sommerswerd's Fair Usage Policy.

Galdron Kyturai, "Kitty", Vakeros Bladerunner in Sidetracked-in-the-Stornlands
SnowShadow
Banded Mongoose
Posts: 359
Joined: Mon Jun 18, 2007 10:23 am
Location: Plain of Rain, er Cornwall

Postby SnowShadow » Sat Jan 30, 2010 12:47 am

2.Magnakai Starting Equipment (Books 6-12).

Book 6 The Kingdoms of Terror.
Map of the Stornlands
10 + <Random Number> Gold Crowns
Five of the following...
Sword (Weapons)
Potion of Laumspur, restores +4 Endurance Points after combat - one dose (Backpack Items)
Warhammer (Wapons)
Bow (Weapons)
Quiver & 6 Arrows (Special Items)
4 Special Rations (Meals)
Quarterstaff (Weapons)
Padded Leather Waistcoat, +2 Initial Endurance Points (Special Items)
Rope (Backpack Items)
Dagger (Weapons)
Tinderbox (Backpack Items)
Axe (Weapons)

Book 7 Castle Death. {My copy has Book 6 Equipment List reprinted}
Map of the Magiocracy of Dessi
10 + <Random Number> Gold Crowns
Power-key (Special Items)
Five of the following...
Sword (Weapons)
Bow (Weapons)
Quiver & 6 Arrows (Special Items)
Rope (Backpack Items)
Potion of Laumspur, restores +4 Endurance Points after combat - one dose (Backpack Items)
Lantern (Backpack Items)
Mace (Weapons)
3 Meals (Meals)
Dagger (Weapons)
3 Fireseeds (Special Items) {3 Fireseeds = 1 Special Item space }

Book 8 The Jungle of Horrors.
Map of the Danarg Swamp
10 + <Random Number> Gold Crowns
Adamas’ Pass (Special Items)
Five of the following...
Sword (Weapons)
Bow (Weapons)
Quiver & 6 Arrows (Special Items)
Rope (Backpack Items)
Potion of Laumspur, restores +4 Endurance Points after combat - one dose (Backpack Items)
Lantern (Backpack Items)
Mace (Weapons)
3 Meals (Meals)
Dagger (Weapons)
3 Fireseeds (Special Items) {3 Fireseeds = 1 Special Item space }

Book 9 The Cauldron of Fear.
Map of the Republic of Anari
10 + <Random Number> Gold Crowns
Five of the following...
Sword (Weapons)
Bow (Weapons)
Quiver & 6 Arrows (Special Items)
Rope (Backpack Items)
Potion of Laumspur, restores +4 Endurance Points after combat - one dose (Backpack Items)
Lantern (Backpack Items)
Mace (Weapons)
3 Meals (Meals)
Dagger (Weapons)
3 Fireseeds (Special Items) {3 Fireseeds = 1 Special Item space }

Book 10 The Dungeons of Torgar.
Map of Ghatan and surrounding territories.
10 + <Random Number> Gold Crowns
Five of the following...
Sword (Weapons)
Bow (Weapons)
Quiver & 6 Arrows (Special Items)
Rope (Backpack Items)
Potion of Laumspur, restores +4 Endurance Points after combat - one dose (Backpack Items)
Lantern (Backpack Items)
Mace (Weapons)
3 Meals (Meals)
Dagger (Weapons)
Potion of Alether, +2 COMBAT SKILL prior to combat – one dose (Backpack Items)

Book 11 The Prisoners of Time.
No Starting Equipment unless this is your first adventure.
Eruan Pathfinder Tunic
Backpack with 2 Meals (Meals)
Leather Pouch containing 10 + <Random Number> Gold Crowns
Six of the following...
Sword (Weapons)
Bow (Weapons)
Quiver & 6 Arrows (Special Items)
Rope (Backpack Items)
Potion of Laumspur, restores +4 Endurance Points after combat - one dose (Backpack Items)
Lantern (Backpack Items)
Mace (Weapons)
2 Meals (Meals) In addition to your other 2 Meals.
Dagger (Weapons)

Book 12 The Masters of Darkness.
Map of the Darklands
10 + <Random Number> Gold Crowns
Six of the following...
Sword (Weapons)
Bow (Weapons)
Quiver & 6 Arrows (Special Items)
Rope (Backpack Items)
Potion of Laumspur, restores +4 Endurance Points after combat - one dose (Backpack Items)
Lantern (Backpack Items)
Mace (Weapons)
4 Meals (Meals)
Dagger (Weapons)
Quarterstaff (Weapons)
Axe (Weapons)
Last edited by SnowShadow on Mon Feb 01, 2010 12:47 pm, edited 1 time in total.
Lone Wolf House Rules here: viewtopic.php?f=14&t=42027

Korlinium Scabbard - think of it as Sommerswerd's Fair Usage Policy.

Galdron Kyturai, "Kitty", Vakeros Bladerunner in Sidetracked-in-the-Stornlands
SnowShadow
Banded Mongoose
Posts: 359
Joined: Mon Jun 18, 2007 10:23 am
Location: Plain of Rain, er Cornwall

Postby SnowShadow » Sat Jan 30, 2010 12:48 am

3.Grand Master Starting Equipment (Books 13-20).

Books 13+.
Backpack now holds 10 Items.
Lone Wolf may only take the following Special Items:
Crystal Star Pendant
Sommerswerd
Jewelled Mace
Silver Bow of Duadon
Silver Helm
Kagonite Chainmail
Korlinium Scabbard
Silver Bracers
Dagger of Vashna (Books 13-16 only)
Helshezag (Books 13-16 only)

{Personally I'd say you can take any Special Items but a Grand Master, needing to be flexible, cannot take any Armour from the Ranger/Knight equipment list except Magnakai quality. It isn't that they can't wear it, they just don't get the bonus so it could still be a disguise, etc.}

Book 13 The Plague Lords of Ruel.
Map of the Dark Realm of Ruel
20 + <Random Number> Gold Crowns
Five of the following...
Sword (Weapons)
Bow (Weapons)
Quiver & 6 Arrows (Special Items)
Axe (Weapons)
4 Meals (Meals)
Rope (Backpack Items)
Potion of Laumspur, restores +4 Endurance Points after combat - one dose (Backpack Items)
Spear (Weapons)
Dagger (Weapons)

Book 14 The Captives of Kaag.
Map of the Darklands
20 + <Random Number> Gold Crowns
Five of the following...
Sword (Weapons)
Bow (Weapons)
Quiver & 6 Arrows (Special Items)
Axe (Weapons)
4 Meals (Meals)
Rope (Backpack Items)
Potion of Laumspur, restores +4 Endurance Points after combat - one dose (Backpack Items)
Spear (Weapons)
Dagger (Weapons)

Book 15 The Darke Crusade.
Map of the lands and territories of Western Lencia
20 + <Random Number> Gold Crowns
Five of the following...
Sword (Weapons)
Bow (Weapons)
Quiver & 6 Arrows (Special Items)
Axe (Weapons)
4 Meals (Meals)
Rope (Backpack Items)
Potion of Laumspur, restores +4 Endurance Points after combat - one dose (Backpack Items)
Spear (Weapons)
Dagger (Weapons)

Book 16 The Legacy of Vashna.
Map of the Maakengorge and surrounding territories
20 + <Random Number> Gold Crowns
Four of the following...
Sword (Weapons)
Bow (Weapons)
Quiver & 6 Arrows (Special Items)
Axe (Weapons)
2 Meals (Meals)
Rope (Backpack Items)
Potion of Laumspur, restores +4 Endurance Points after combat - one dose (Backpack Items)
Quarterstaff (Weapons)
Dagger (Weapons)

Book 17 The Deathlord of Ixia.
Map of Ixia and the Hardlands
20 + <Random Number> Gold Crowns
Five of the following... {Previously Four}
Sword (Weapons)
Bow (Weapons)
Quiver & 6 Arrows (Special Items)
Axe (Weapons)
4 Meals (Meals) {Previously 2}
Rope (Backpack Items)
Potion of Laumspur, restores +4 Endurance Points after combat - one dose (Backpack Items)
Spear (Weapons) {Previously Broadsword}
Dagger (Weapons)

Book 18 Dawn of the Dragons.
Map of Northern Magnamund
20 + <Random Number> Gold Crowns
Four of the following...
Quarterstaff (Weapons)
Bow (Weapons)
Quiver & 6 Arrows (Special Items)
Dagger (Weapons)
Sword (Weapons)
2 Meals (Meals)
Rope (Backpack Items)
Potion of Laumspur, restores +4 Endurance Points after combat - one dose (Backpack Items)
Axe (Weapons)

Book 19 Wolf's Bane.
Map of Northern Magnamund (Sommerlund and the Wildlands)
20 + <Random Number> Gold Crowns
Four of the following...
Broadsword (Weapons)
Bow (Weapons)
Quiver & 6 Arrows (Special Items)
Dagger (Weapons)
Sword (Weapons)
2 Meals (Meals)
Rope (Backpack Items)
Potion of Laumspur, restores +4 Endurance Points after combat - one dose (Backpack Items)
Axe (Weapons)

Book 20 The Curse of Naar.
Map of Magnamund (The Known Planes of Existence)
20 + <Random Number> Gold Crowns
Four of the following...
Quarterstaff (Weapons)
Broadsword (Weapons)
Bow (Weapons)
Quiver & 6 Arrows (Special Items)
Dagger (Weapons)
Sword (Weapons)
2 Meals (Meals)
Rope (Backpack Items)
Potion of Laumspur, restores +4 Endurance Points after combat - one dose (Backpack Items)
Axe (Weapons)
Last edited by SnowShadow on Fri Mar 16, 2012 9:58 am, edited 3 times in total.
Lone Wolf House Rules here: viewtopic.php?f=14&t=42027

Korlinium Scabbard - think of it as Sommerswerd's Fair Usage Policy.

Galdron Kyturai, "Kitty", Vakeros Bladerunner in Sidetracked-in-the-Stornlands
SnowShadow
Banded Mongoose
Posts: 359
Joined: Mon Jun 18, 2007 10:23 am
Location: Plain of Rain, er Cornwall

Postby SnowShadow » Sat Jan 30, 2010 12:48 am

4.New Order Starting Equipment (Books 21+).

Books 21+. Kai Name & Kai Weapon
Kai Name
Table A Kai Name Prefix
0 = Swift
1 = Sun
2 = True
3 = Bold
4 = Moon
5 = Sword
6 = Wise
7 = Storm
8 = Rune
9 = Brave

Table B Kai Name Suffix
0 = Blade
1 = Fire
2 = Hawk
3 = Heart
4 = Friend
5 = Star
6 = Dancer
7 = Helm
8 = Strider
9 = Shield

Kai Weapon
[0.] Spawnsmite (Axe) +5CS, +6CS vs. Reptilian enemies.
[1.] Alema (Axe) +5CS, +7CS vs. Undead enemies.
[2.] Magnara (Axe) +5CS, +8CS vs. Rock or Stone.
[3.] Sunstrike (Sword) +5CS, +6CS when used in Daylight.
[4.] Kaistar (Sword) +5CS, +7CS when used at Night.
[5.] Valiance (Sword) +5CS, +8CS vs Magicians.
[6.] Ulnarias (Sword) +5CS, +9CS when used Underwater.
[7.] Raumas (Broadsword) +5CS, +6CS vs. Winged enemies.
[8.] Illuminatus (Broadsword) +5CS, +7CS when used Underground.
[9.] Firefall (Broadsword) +5Cs, +8CS vs Fire-emitting enemies.

Book 21 The Voyage of the Moonstone.
Map of the Coastel Route between Sommerlund and Dessi.
20 + <Random Number> Gold Crowns
Kai Weapon (Special Items)
Moonstone (Special Items)
Five of the following...
Quarterstaff (Weapons)
Bow (Weapons)
Quiver & 6 Arrows (Special Items)
Flute (Backpack Item)
Dagger (Weapons)
Sword (Weapons)
2 Meals (Meals)
Rope (Backpack Items)
Potion of Laumspur, restores +4 Endurance Points after combat - one dose (Backpack Items)
Axe (Weapons)

Book 22 The Buccaneers of Shadaki.
Map of Shadaki & the Lands of the Free Alliance of Southern Magnamund.
20 + <Random Number> Gold Crowns
Kai Weapon (Special Items)
Moonstone (Special Items)
Five of the following...
Quarterstaff (Weapons)
Bow (Weapons)
Quiver & 6 Arrows (Special Items)
Flute (Backpack Item)
Dagger (Weapons)
Sword (Weapons)
2 Meals (Meals)
Rope (Backpack Items)
Potion of Laumspur, restores +4 Endurance Points after combat - one dose (Backpack Items)
Axe (Weapons)

Book 23 Mydnight's Hero.
Map of Central Southern Magnamund.
20 + <Random Number> Gold Crowns
Kai Weapon (Special Items)
Five of the following...
Quarterstaff (Weapons)
Bow (Weapons)
Quiver & 6 Arrows (Special Items)
Flute (Backpack Item)
Dagger (Weapons)
Sword (Weapons)
2 Meals (Meals)
Rope (Backpack Items)
Potion of Laumspur, restores +4 Endurance Points after combat - one dose (Backpack Items)
Axe (Weapons)

Book 24 Rune War.
Map of the Central Stornlands.
20 + <Random Number> Gold Crowns
Kai Weapon (Special Items)
Five of the following...
Axe (Weapons)
Sword (Weapons)
Quiver & 6 Arrows (Special Items)
Lute (Backpack Items)
Dagger (Weapons)
Bow (Weapons)
2 Meals (Meals)
Rope (Backpack Items)
Potion of Laumspur, restores +4 Endurance Points after combat - one dose (Backpack Items)
Broadsword (Weapons)

Book 25 Trail of the Wolf.
Map of Gazad Helkona and Surrounding Territories.
20 + <Random Number> Gold Crowns
Kai Weapon (Special Items)
Platinum Amulet (Special Items, no need to discard one if maximum carried)
Five of the following...
Axe (Weapons)
Sword (Weapons)
Quiver & 6 Arrows (Special Items)
Flute (Backpack Items)
Dagger (Weapons)
Bow (Weapons)
2 Meals (Meals)
Rope (Backpack Items)
Potion of Laumspur, restores +4 Endurance Points after combat - one dose (Backpack Items)
Broadsword (Weapons)

Book 26 The Fall of Blood Mountain.
Map of Bor and Surrounding Territories.
20 + <Random Number> Gold Crowns
Kai Weapon (Special Items)
Sun Crystal (Special Items)
Five of the following...
Broadsword (Weapons)
Sword (Weapons)
Quiver & 6 Arrows (Special Items)
Flute (Backpack Items)
Dagger (Weapons)
Axe (Weapons)
Bow (Weapons)
2 Meals (Meals)
Rope (Backpack Items)
Potion of Laumspur, restores +4 Endurance Points after combat - one dose (Backpack Items)

Book 27 Vampirium.
Map of Bhanar and Chai Borderlands.
20 + <Random Number> Gold Crowns
Kai Weapon (Special Items)
Five of the following...
Broadsword (Weapons)
Sword (Weapons)
Quiver & 6 Arrows (Special Items)
Flute (Backpack Items)
Dagger (Weapons)
Axe (Weapons)
Bow (Weapons)
2 Meals (Meals)
Rope (Backpack Items)
Potion of Laumspur, restores +4 Endurance Points after combat - one dose (Backpack Items)

Book 28 The Hunger of Sejanoz.
Map of Great Lissan Plain and Surrounding Territories.
20 + <Random Number> Gold Crowns
Kai Weapon (Special Items)
Five of the following...
Broadsword (Weapons)
Sword (Weapons)
Quiver & 6 Arrows (Special Items)
Flute (Backpack Items)
Dagger (Weapons)
Axe (Weapons)
Bow (Weapons)
2 Meals (Meals)
Rope (Backpack Items)
Potion of Laumspur, restores +4 Endurance Points after combat - one dose (Backpack Items)
Last edited by SnowShadow on Mon Feb 01, 2010 12:49 pm, edited 2 times in total.
Lone Wolf House Rules here: viewtopic.php?f=14&t=42027

Korlinium Scabbard - think of it as Sommerswerd's Fair Usage Policy.

Galdron Kyturai, "Kitty", Vakeros Bladerunner in Sidetracked-in-the-Stornlands
SnowShadow
Banded Mongoose
Posts: 359
Joined: Mon Jun 18, 2007 10:23 am
Location: Plain of Rain, er Cornwall

Postby SnowShadow » Sat Jan 30, 2010 12:51 am

5.Alternative Kai Weapons.

Making New Order Kai Weapons
Alternative Kai Weapons (Ra.No. - Odd use book versions, Even use these).
Pick another Ra.No:
[0.] Gnasher (Axe) +5CS, +6CS vs. Naturally armed foes (Teeth, claws, unarmed, etc. includes Doors).
[1.] Venom (Axe) +5CS, +7CS vs. Swarm Creatures & Vermin - Single or multiple Spiders, Snakes, Rats, etc.
[2.] Ezeran (Axe) +5CS, +8CS vs. Metals - Automatons or Death Knight Armour, etc.
[3.] Loyalty (Sword) +5CS, +6CS when Attacked (i.e. you did not 'choose' to attack).
[4.] Trust (Sword) +5CS, +7CS when Aided - fighting with an Ally or Mounted.
[5.] Heretic (Sword) +5CS, +8CS vs Evil Religious Cultists - Acolytes, Druids, etc.
[6.] Nemesis (Sword) +5CS, +9CS vs Leaders - Rulers and Champions, i.e. not mere Death Knight Sergeants but hundreds of followers or fans... Sadanzo or Dromodon, etc.
[7.] Renegade (Broadsword) +5CS, +6CS when Outnumbered.
[8.] Hammerdal (Broadsword) +5CS, +7CS vs Lawbreakers & Liars, such as Pirates, Bandits, Thieves, etc. A tribute to the Durenese White Knights.
[9.] Amida (Broadsword) +5Cs, +8CS vs Formless foes - Ghosts, Vortexi, Illusions and Gases (including Zhorkaan) and Shapeshifters such as Polymorphed Nadziranim or Deathstalkers.

(Snow Shadow's Kai Weapon is Maesmakai - Winter Sun - Sword +5CS, +8CS in Arctic conditions. Even the palest and weakest light can still bring comfort and guidance.)

+1 extra = Regular event. Something practically guarenteed several times an adventure - Worldwide or Co-inhabitants (On Magnamund or Airbreathers)
+2 extra = Comman event. Something which will usually occur during an adventure - Empire or Race (Lastlands or Humans)
+3 extra = Uncomman event. Something which will occur at least once every few adventures - Kingdom or Culture (Sommerlund or Wizards)
+4 extra = Rare event. Something which will occur few times in a 'series' of adventures (Bks 1-5, 6-12, 13-20 or 21+) - Province or Sect (Fryelund or Brotherhood Wizards)
+5 extra= Unique event. Something which occurs few times in a lifetime of adventures (all the books) - Site or Individual (Kai Monastery or Vonotar)
Last edited by SnowShadow on Fri Mar 16, 2012 9:41 am, edited 4 times in total.
Lone Wolf House Rules here: viewtopic.php?f=14&t=42027

Korlinium Scabbard - think of it as Sommerswerd's Fair Usage Policy.

Galdron Kyturai, "Kitty", Vakeros Bladerunner in Sidetracked-in-the-Stornlands
SnowShadow
Banded Mongoose
Posts: 359
Joined: Mon Jun 18, 2007 10:23 am
Location: Plain of Rain, er Cornwall

Postby SnowShadow » Sat Jan 30, 2010 12:52 am

6.Alternative Kai Name Generator.

Alternative Kai Name Generator
Pick 2 <Random Numbers>. These two numbers dictate the Prefix and Suffix list which the name eventually shall come from, e.g. you pick a 5 and 2 which is shown as 5/2 Ph/Aq, this means your Prefix is from the Physical (Ph) list and the Suffix comes from the Aquatic (Aq) List; where you need to pick a <Random Number> again for both Prefix and Suffix and compare it to the corresponding list. Sometimes two options are given, seperated by an oblique "/". Either select the most appropriate or if you want it totally random pick another <Random Number> Odd = before "/", Even = after "/". It might seem complicated but certain words just work better together than others, that said feel free to reverse the name, add "'s" or select your own. Have a play, maybe you can come up with a better method. I have put an example at the end.

1/1 Cl/An 1/2 Cl/Av 1/3 Cl/En 1/4 Cl/He 1/5 Cl/Pl 1/6 Cl/Se 1/7 Cl/St 1/8 Cl/Wp 1/9 Cl/Wr 1/0 Cl/Wo
2/1 Cn/An 2/2 Cn/Av 2/3 Cn/Cy 2/4Cn/Cr 2/5 Cn/He 2/6 Cn/Le 2/7 Cn/St 2/8 Cn/Vo 2/9 Cn/Wp 2/0 Cn/Wo
3/1 El/An 3/2 El/Av 3/3 El/Cr 3/4 El/En 3/5 El/He 3/6 El/Pl 3/7 El/Sm 3/8 El/St 3/9 El/Vo 3/0 El/Wr
4/1 He/Cy 4/2 He/El 4/3 He/En 4/4 He/Le 4/5 He/Pl 4/6 He/Se 4/7 He/Sm 4/8 He/St 4/9 He/Vo 4/0 He/Wp
5/1 Ph/An 5/2 Ph/Aq 5/3 Ph/Av 5/4 Ph/Cr 5/5 Ph/El 5/6 Ph/He 5/7 Ph/Pl 5/8 Ph/Se 5/9 Ph/Wp 5/0 Ph/Wo
6/1 Ra/An 6/2 Ra/Av 6/3 Ra/Cr 6/4 Ra/He 6/5 Ra/Pl 6/6 Ra/Sm 6/7 Ra/St 6/8 Ra/Vo 6/9 Ra/Wr 6/0 Ra/Wo
7/1 Se/An 7/2 Se/Aq 7/3 Se/Av 7/4 Se/El 7/5 Se/En 7/6 Se/He 7/7 Se/Le 7/8 Se/Pl 7/9 Se/Vo 7/0 Se/Wr
8/1 Sm/Av 8/2 Sm/Cy 8/3 Sm/En 8/4 Sm/He 8/5 Sm/Le 8/6 Sm/Pl 8/7 Sm/St 8/8 Sm/Vo 8/9 Sm/Wp 8/0 Sm/Wr
9/1 St/An 9/2 St/Aq 9/3 St/Av 9/4 St/Cr 9/5 St/En 9/6 St/He 9/7 St/Le 9/8 St/Sm 9/9 St/Vo 9/0 St/Wo
0/1 Wr/Aq 0/2 Wr/Av 0/3 Wr/El 0/4 Wr/En 0/5 Wr/He 0/6 Wr/Le 0/7 Wr/Pl 0/8 Wr/St 0/9 Wr/Vo 0/0 Wr/Wo

An = ANIMAL
1 Beard/Hair 2 Bull 3 Cat/Kitten 4 Cougar 5 Dog/Hound 6 Hyena 7 Leopard/Cheetah 8 Lynx 9 Mane/Tail 0 Panther

Aq = AQUATIC
1 Crab/Turtle 2 Dolphin/Swimmer 3 Frog/Toad 4 Otter 5 Pike/Storgh 6 Salmon/Trout 7 Shark/Scale 8 Sailor/Fish 9 Tide/Mark 0 Wave/Wake

Av = AVIAN
1 Bird/Wing 2 Buzzard/Raven 3 Crow/Gull 4 Dove/Lark 5 Eagle/Eerie 6 Fly/Flight 7 Hawk/Falcon 8 Owl/Crest 9 Skua/Feather 0 Swan/Vulture

Cl = COLOURS
1 Black/Raven 2 Blue/Sapphire 3 Bronin/Bronze 4 Brown/Tree 5 Green/Emerald 6 Grey/Cream 7 Jade/Jadin 8 Red/Scarlet 9 Striped/Spotted 0 White/Snow

Cn = CONTRASTS
1 Ancient/Young 2 Bold/Brave 3 Dark/Forgotten 4 Great/First 5 High/Fallen 6 Laughing/Smiling 7 Loyal/Royal 8 Sharp/Crooked 9 Proud/Singing 0 True/Last

Cy = COURTLY
1 Bond 2 Eyes/Smile 3 Friend 4 Glow/Shine 5 Grace 6 Hope 7 Justice 8 Knight/Warden 9 Virtue 0 Vision

Cr = CREATURE
1 Bat 2 Bear 3 Boar 4 Horse/Stallion 5 Lizard 6 Scorpion 7 Snake/Venom 8 Spider 9 Stag/Faun 0 Wasp

El = ELEMENTAL
1 Air/Smoke 2 Blood/Death 3 Desert/Sand 4 Earth/Crystal 5 Fire/Flame 6 Flood/Mint 7 Rust/Dust 8 Sea/Ocean 9 Sky/Mountain 0 Water/River

En = ENVOY
1 Dancer/Flicker 2 Hunter/Scavenger 3 Maker/Weaver 4 Messenger/Bearer 5 Protector 6 Reaver 7 Rider 8 Strider 9 Traveller 0 Walker/Runner

He = HERALDRY
1 Dragon/Wyrm 2 Fox 3 Griffen 4 Lion 5 Oak 6 Phoenix 7 Rose 8 Tiger 9 Unicorn/Pegasus 0 Wolf

Le = LEGACY
1 Born/Child 2 Comet/Eclipse 3 Cub/Council 4 Fate/Path 5 Harvest/Destiny 6 Nemesis/Bane 7 Omen/Prophecy 8 Peace/Freedom 9 Promise/Luck 0 Reaper/Choice

Ph = PHYSICAL
1 Blazing/Cool 2Diving/Towering 3 Fast/Slow 4 Leaping/Kicking 5 Sleeping/Patient 6 Soft/Smooth 7 Strong/Slender 8 Swift/Quick 9 Tall/Broad 0 Tiny/Little

Pl = PLANT
1 Ash 2 Brook/Stream 3 Fruit/Seed 4 Glade 5 Leaf/Hood 6 Lilly/Lotus 7 Orchid/Flower 8 Pine 9 Ray/Mote 0 Breeze

Ra = RANGER
1 Arctic/Forest 2 Bright/Wise 3 Creeping/Cunning 4 Gentle/Watching 5 Guarding/Guiding 6 Hidden/Deep 7 Hunting/Wild 8 Savage/Roving 9 Silent/Lone 0 Wandering/Lost

Se = SEASON
1 Autumn 2 Dawn/Dusk 3 Midnight/Noon 4 Moon/Night 5 Spring 6 Star 7 Summer 8 Sun 9 Twilight 0 Winter

Sm = SMITHY
1 Blade 2 Bone/Horn(ed) 3 Glass 4 Gold(en) 5 Rune/Ring 6 Sabre 7 Silver 8 Steel 9 Stone/Rock 0 Sword

St = STATUS
1 Heart/Gypsy 2 King/Queen 3 Lord/Lady 4 Mother/Father 5 Rogue/Angel 6 Scar/Flash 7 Secret/Dream 8 Sister/Brother 9 Soul/Shadow 0 Spirit/Ghost

Vo = VOCAL
1 Call 2 Chant 3 Cry 4 Roar 5 Sigh/Breath 6 Silence 7 Song/Music 8 Tongue 9 Voice 0 Whisper

Wp = WEAPON
1 Bow/Arrow 2 Claw/Finger 3 Cloak/Mask 4 Forge(d)/Hand 5 Helm/Crown 6 Knife/Dart 7 Lance/Shield 8 Sceptre/Orb 9 Strike/Fury 0 Tooth/Tusk

Wr = WEATHER
1 Cloud 2 Cold 3 Frost/Ice 4 Light 5 Lightning 6 Mist/Fog 7 Rain 8 Rainbow 9 Storm 0 Thunder/Wind

Wo = WOODS
1 Badger 2 Butterfly 3 Hare/Rabbit 4 Mole/Coney 5 Monkey 6 Moth 7 Mouse 8 Rat 9 Squirrel 0 Weasel/Stoat

Example. Joe picks two <Random Numbers>, 6 & 4: 6/4 Ra/He. The Prefix comes from the RANGER (Ra) list, the Suffix comes from the HERALDRY (He) list. Joe picks a 9, looking under RANGER this makes his Prefix 'Silent/Lone'. Then Joe picks a 0, looking under HERALDRY this makes his Suffix 'Wolf'. So his Kai name is Silent/Lone Wolf - he'll need to decide which Prefix to keep..
Last edited by SnowShadow on Mon Feb 01, 2010 12:50 pm, edited 1 time in total.
Lone Wolf House Rules here: viewtopic.php?f=14&t=42027

Korlinium Scabbard - think of it as Sommerswerd's Fair Usage Policy.

Galdron Kyturai, "Kitty", Vakeros Bladerunner in Sidetracked-in-the-Stornlands
SnowShadow
Banded Mongoose
Posts: 359
Joined: Mon Jun 18, 2007 10:23 am
Location: Plain of Rain, er Cornwall

Postby SnowShadow » Sat Jan 30, 2010 12:53 am

7.Alternative Kai creation, no random numbers ensuring maximum CS/EP plus alternative Kai Discipline uses.

Not so Random Kai - alternative set up for an average Joe (!) Based on averages it will ensure you can earn your maximum CS/EP, the downside is you will not be as strong to start with.

Gold Crowns - the <Random Number> will always be 5 or you could choose the minimum and have 2 Honour Points or 1 Kai Crystal (any) or 1 Comman Potion (Gallowbrush, Laumspur +4EP or Alether +2CS) instead.

Weaponskill - Sword (automatic).

Healing - 'Healing +1EP per section without combat' limited to +10EP Maximum each adventure.

Physical Movement <Random Number> tests & Alether - you can drink a Potion of Alether and claim it's bonus whenever you are required to make a test based on Strength or Physical Movement, e.g. Climbing, Swimming, Jumping, Running, etc.

Kai Lords have CS9 EP19 plus 1CS/EP per Kai Discipline, so...
Book 1 Initiate CS14 EP24
Book 2 Aspirant CS15 EP25
Book 3 Guardian CS16 EP26
Book 4 Warmarn CS17 EP 27
Book 5 Savant CS18 EP28
At the end of Book 5 gain your final Kai Discipline for +1CS/+1EP.
All Kai Masters have Healing +1 EP per section without combat (heal 10EP per adventure maximum), Mindblast +2CS, Weaponskill +2CS in... (one random standard melee Weapon).
Book 6-12 Kai Master CS19 EP29 - the initial maximum. Lore Circles +CS/EP as normal - at end of Book 12 Kai Grand Master CS24 EP40.
All Grand Masters have Curing +20EP if reduced to 6EP once every 100 days (replaced by Deliverence when learnt), Healing +1 EP per section without combat (heal 10EP per adventure maximum this way), Mindblast +4CS, Psi-Surge +6CS -1EP each Round (unless 4EP or less)*, Weaponmastery +4CS in ANY Weapon/-0CS Unarmed.
*Psi-Surge Bk21+, assume unnatural & mindless creatures immune to Mindblast are also immune to Psi-Surge.
Lone Wolf discovered, upon becoming a Kai Grand Master, that the once dormant Kai Seed had reached fruition with the completion of the Lore Circles. He was able to give this harvest back to the God Kai, who plants the Kai Seed in future generations of potential Kai Monks. As a reward, all Grand Masters who sacrifice their EP bonus from the Lore Circles (-11EP Permanently) become Grand Master Seniors and age only one year for every four.
Book 13+/21+ New Order Grand Masters CS24 EP29 gain +1CS/EP per Advanced Kai Discipline (i.e. not the Magical Skills) AND one Grand Weaponmastery slot. After all ten Advanced Disciplines learnt, a Grand Master will be CS34 EP39 - the initial maximum - this is in addition to the +1CS +2EP experience bonus for completing adventures, which still applies, and all other bonuses. Note it is possible to begin book 21 with below minimum initial CS/EP if you pick four Magical Skills.

Bardmanship - By singing a Kai Battle Hymn (Round Zero Passive Action) you can make a Crystal Weapon act as a Magic Weapon.

Grand Weaponmastery slots: Instead of two slots, have one slot per Advanced Kai Discipline; when all the slots are filled the Grand Master has +5CS with ANY Weapon.

Advanced Kai Disciplines (GM) - Animal Mastery, Assimilance, Deliverence, Grand Nexus, Grand Huntmastery, Grand Weaponmastery, Kai Screen, Kai-Surge, Telegnosis and Grand Pathsmanship.

Magical Skills (GM) - Magi-Magic, Kai Alchemy, Astrology, Bardmanship, Herbmastery or Elementalism.

A Wizard is someone with half the available Magical Skills: Lone Wolf 1, other Grand Masters 3.
A Sorcerer is someone with all the available Magical Skills: Lone Wolf 2, other Grand Masters 6.
It is far easier for Lone Wolf to be considered a Wizard/Sorcerer but that is because he has personally absorbed all seven Lorestones and had expert tutelage from Banedon and Rimoah. Wizards/Sorcerers will be able to gain advantages with New Equipment.
Last edited by SnowShadow on Thu May 20, 2010 12:09 pm, edited 16 times in total.
Lone Wolf House Rules here: viewtopic.php?f=14&t=42027

Korlinium Scabbard - think of it as Sommerswerd's Fair Usage Policy.

Galdron Kyturai, "Kitty", Vakeros Bladerunner in Sidetracked-in-the-Stornlands
SnowShadow
Banded Mongoose
Posts: 359
Joined: Mon Jun 18, 2007 10:23 am
Location: Plain of Rain, er Cornwall

Postby SnowShadow » Sat Jan 30, 2010 12:54 am

8.Buying and Selling Equipment, including book references.

Buying [ ] = Minor reference.

Flight from the Dark 414 (Mongoose edition, cheap armour due to war?)
Fire on the Water [55], 181, 266, 283
Shadow on the Sand [27], 154, 388
Kingdoms of Terror 2, 98, [123], [275]
Jungle of Horrors 168, [316]
Cauldren of Fear [331]
Legacy of Vashna 226
Dawn of the Dragons [75], 339
Voyage of the Moonstone 7, 62, [142 Second Hand], 151, [253]
SELL /WORTH 134/201/298, 155, [103/182/277]
Buccaneers of Shadaki [21/99], 57 (Cheap?), [61], [98/116], 156 (Cost?)
SELL 164, 278, 156
Mydnights Hero 166
SELL 120
Rune War 237
Vampirium [2, 181, 258, 343]
Hunger of Sejanoz [124], 192

Grey Star the Wizard [21], 183
Book 6 Gwynian Mini Adventure 41, 85, 155

Selling
Deduct 1 Gold Crown for every 6 Gold Crowns value from the buying price.
Bardmanship <Random Number> Odd as above, Even item sells for full value.
Items worth less than one Gold Crown are sold as two for one Gold Crown, etc.

Valuing. Some very rough averages.
1 Weapon/1 Special Item = 2 Backpack Items = 6 Gold Crowns. Backpack Item = 3GC
Normal Special Item = 6GC
Decorative Special Item = 12GC
Precious Metal Special Item = 24GC
Gems/Jewellery Special Item = 36GC
N.B. Some items like a Jewelled Mace are worth thousands to the right buyer but Kai are monks not merchants and the usual rules of commerce do not always apply.
Remember if you are selling knock off 1GC/6GC value, etc.

Repair
To calculate cost pick <Random Number> Odd = 1 Gold Crown/3 Gold Crowns value, Even = 1 Gold Crown/4 Gold Crowns value.
Bardmanship 1 Gold Crown/6 Gold Crowns value.

Healing
As a general rule 1GC/1EP to be healed. (2GC/1CS from maiming attacks.)

Backpack Items

Backpack/Beltpouch/Small Sack 1GC A Backpack can hold Special Items & Weapons; One space if one handed, two spaces if two handed. 6 Gold Crowns loose is One space. A full Belt Pouch/Small Sack holds 50 Gold Crowns but occupies Two spaces.
Blanket 2GC
Fur Blanket 3GC
Clothing 3GC (Plain Kai Robes 6GC, includes Cloak)
Musical Instrument (Hand): Flute/Lute/Drum 3GC (Available for Book 21/Voyage of the Moonstone onwards)
Hourglass 3GC
Lantern 3GC (Available for Book 7/Castle Death onwards)
Mirror 3GC
Pipe 2GC
Rope 3GC
Long Rope (2Spaces) 6GC
Coil of Oiled Rope 6GC
Spyglass 2GC
Tinderbox 2GC
Tool 2GC - Whip, Shovel, etc. Use in a fight if no Weapon. {No Unarmed Penalty but Weaponskill/Mastery bonus if applicable halved: Knife=Dagger, Spike=One Handed Spear, Machete=Short Sword, Hammer=Warhammer, Club/Cudgel=Mace, Staff=Quarterstaff, Hatchet=Axe, etc.} Use for poor Weapons - Jakan, Rusty Sword.

Backpack Items (Consumable) ( ) = Cost Book 13+: Blessing of Moonstone and end of Darklords War creates surplus potion supply and hence reduces some costs.)

Adgana Herbs 8GC (6GC) +6 COMBAT SKILL prior to combat. Possible addiction, pick <Random Number>: 0, 1 = -4EP Permantly (After first use only +3CS and Addiction on 0-3).
Baknar Oil 4GC (3GC) No damage from Cold but -2 <Random Number> avoiding Physical Detection for rest of adventure.
Bottle of Holy Water 6GC (5GC) Makes a Weapon able to harm an evil invunerable foe (e.g. Helghast) however only lasts 1 Round + <Random Number> Rounds. Double Damage vs Undead, Triple with Sommerswerd or Dessi Stone. May not be used with Phinomel Oil or Dark Weapons - Dagger of Vashna, Helshezag or Helghast Dagger.
Bottle of Water/Wine 1GC (2GC)
Jar of Alether (5 Doses) N.A. (12GC) +2 COMBAT SKILL prior to combat.
Jar of Laumspur (5 Doses) N.A. (12GC) Restores +4 Endurance Points after combat.
Kai Crystal 5GC (4GC) Lore, Weapon, Grace, Battle, Sleep, Healing and Spirit.
Phinomel Oil (2 Doses) 4GC (3GC) +1 COMBAT SKILL when coated on a Weapon, +1 Random Number each when applied to Bow/Arrrow. May not be used with Holy Water, unlike which lasts duration of combat.
Potion of Alether 4GC (3GC) +2 COMBAT SKILL prior to combat.
Potion of Laumspur 4GC (3GC) Restores +4 Endurance Points after combat.
Oxydene/Laumwort/Larnuma Oil 3GC (2GC) Restores +2 Endurance Points before or after combat.
Other Potions 4GC (3GC) Gallowbrush, Graveweed, Ezeran, etc.
Rendalim's Elixir, Klorva 7GC (5GC) Restores +6 Endurance Points after combat.
Tinctures 2GC Graveweed (-2 EP & Sickness), Calacena (1-2 Hours Hallucinations).
Tobacco Pouch 2GC
Torch 1GC (2GC) - Use as a Club (Mace Tool) for one Combat then erase, +1EP extra Damage if lit {via Tinderbox, etc.}

Meals
Meal 1GC Lasts for current adventure then must be discarded.
Specal Rations 2GC A preserved Meal, may be carried onto next adventure.
Meal +2EP 4GC (3GC) e.g. Gnallia, lasts for current adventure then must be discarded.
Meal +3EP 5GC (4GC) e.g. Laumspur Leaf, lasts for current adventure then must be discarded.

Weapons ( ) = Cost Book 13+
Arrow 1GC=2 (1GC each) If unarmed, may be used as a Spike (see Backpack Items, Tools) for one round before being destroyed. Edged Weapon.
Axe 3GC (6GC) One handed Edged Weapon.
Bow 7GC (8GC) Two handed fires Arrows.
Broadsword 7GC (8GC) Two Handed Edged Weapon.
Dagger 2GC (3GC) One Handed Edged Weapon.
Mace 4GC (6GC) One Handed Non-Edged Weapon.
Quarterstaff 3GC (3GC) Two Handed Non-Edged Weapon.
Short Sword 3GC (4GC) One Handed Non-Edged Weapon.
Spear 5GC (6GC) Two Handed Edged Weapon.
Sword 4GC (5GC) One Handed Edged Weapon.
Warhammer 6GC (7GC) One Handed Non-Edged Weapon.

Special Items ( ) = Cost Book 13+
Flatpack/Scoundrel's Sack 10GC (12GC) Secret Backpack has 4 Spaces (GM 5 Spaces) if
robbed pick <Random Number> Odd lost, Even kept. May not hold Items requiring
2 Spaces.
Spare Belt Pouch 2GC (3GC) Holds 50 Gold Crowns.
Money Belt 10GC (12GC) Holds 50 GoldCrowns, if robbed pick <Random Number> Odd lost, Even kept.

Special Items (Weaponlike) ( ) = Cost Book 13+
Quiver & 6 Arrows 5GC (6GC) Empty costs 2GC (3GC).
Scabbard/Sheath 2GC (3GC) Holds One Weapon, both occupy 1 Special Item Space.
Special Scabbard/Sheath 10GC (12GC) e.g. Korlinium Scabbard, Scoundrel's Sheath - hides Dagger or Short Sword, if Weapons lost pick <Random Number> Odd lost, Even kept. Weapon and Sheath occupy 1 Special Item Space.

Ranger Armour (Books 1-12 only, no penalty) {Magnakai Armour suitable for Bk13+}
Bracers 3GC {5GC} +1 Initial Endurance Points.
Gauntlets 3GC {5GC} +1 COMBAT SKILL when Unarmed.
Greaves 3GC {5GC} +1 Initial Endurance Points.
Helmet 6GC {9GC} +2 Initial Endurance Points.
Padded Leather Waistcoat 6GC {9GC} +2 Initial Endurance Points, may be worn under one other Waistcoat/Vest.
Shield 12GC {18GC} +2 COMBAT SKILL; no penalty to two handed Weapons).

Knight Armour (Books 1-12 only, Chainmail Waiscoat penalties apply)
Breastplate 6GC +1 COMBAT SKILL, must be worn with a Waistcoat/Vest. Includes Pauldrons.
Bronin Vest 21GC +3 COMBAT SKILL +1 Initial Endurance Points.
Chainmail Waistcoat 12GC +4 Initial Endurance Points.
Gorget 6GC +1 COMBAT SKILL, must be worn with a Breastplate. Neck protection.
Helm 6GC +1 COMBAT SKILL.
Knight's Shield 18 GC +3 COMBAT SKILL; two handed Weapons used one handed (-3CS).
Steel Bracers 9GC +1 COMBAT SKILL +1 Initial Endurance Point.
Steel Gauntlets 6GC +1 COMBAT SKILL, whether Unarmed or not.
Steel Greaves 9GC +1 COMBAT SKILL +1 Initial Endurance Point.
Last edited by SnowShadow on Thu May 13, 2010 11:24 am, edited 3 times in total.
Lone Wolf House Rules here: viewtopic.php?f=14&t=42027

Korlinium Scabbard - think of it as Sommerswerd's Fair Usage Policy.

Galdron Kyturai, "Kitty", Vakeros Bladerunner in Sidetracked-in-the-Stornlands
SnowShadow
Banded Mongoose
Posts: 359
Joined: Mon Jun 18, 2007 10:23 am
Location: Plain of Rain, er Cornwall

Postby SnowShadow » Sat Jan 30, 2010 12:56 am

9.Alternative Combat Rules & Extended Random Number Table Link.

Extended Random Number Table Link: http://web.ncf.ca/as300/excrt.html

CS = Combat Skill
EP = ENDURANCE POINTS
WS/WM/GWM = Weaponskill/Weaponmastery/Grand Weaponmastery.
KA = Kai Alchemy
MM = Magi Magic
KGG = Kai Grand Guardian
SL = Sun Lord
GM = Grand Master
Wizard = Character with at least half of available Magic Skills.
Sorcerer = Character with all available Magic Skills.
Magic Skills = Astrology, Bardmanship, Elementalism, Herbmastery, Kai Alchemy, Magi Magic.
'Skill Potential' = The Combat Skill bonus a selectable skill or discipline permits, whether or not the warrior possesses it, not including increases due to rank. I.e. Novice Kai Lord-Kai Master +2CS (with/without Weaponskill), Kai Master-Grand Master +3CS (with at least one Magnakai Skill not necessarily Weaponmatery, does not change for melee weapons at Scion-Kai or thrown/fired at Mentora ranks), Grand Master Senior +5CS.

Allies (RPG):(You/PC's)
Pick the best applicable description to the current situation. Pick a random no. Odd use result before the oblique, even after. (Odd/Even):
+0/+1CS Disorganised Rabble/"Oi! Give us a hand!"/"I'm only in it for the money." Standard bonus, no time for any strategy, everyone fighting independently together, unsure of each others reactions to different situations.
+2/+3CS Trickster Comrades/"Just stick to the plan this time. If you fall back here, I'll come in from the side here..."/"Alright I'll do it but you owe me! No, Duadon doesn't count." A few tricks up each others sleeves, work well together, quite confident of the situation, will take a few risks to improve strengths/reduce weaknesses, provides very suitable spell/ability/equipment support.
+4CS/+5CS Bloodbrother Tacticians/"Let us face destiny side by side"/"I owe you my life". Unquestioning confidence in each other, almost instinctive knowledge of optimum tactics for any situation, risk life to maximise strengths/minimise weaknesss of fellows, provides perfect spell/ability/equipment support.
Alternatively when outnumbering a single foe you may inflict/receive +1EP/-1EP if CS bonus would be +2/+3 and inflict/receive double damage/half damage if CS bonus would be +4/+5.
(Foes/NPC's)
As above but each +1CS = +10%CS & +10%EP, added seperately for each ally. In other words if an opponent has CS20 EP30 and the bonus is +20%, if they have three allies it is CS32 EP48 (+4CS+4CS+4CS and +6EP+6EP+6EP) - not CS24 EP36 (+20%CS/EP).

One Handed Weapons Dual Wielding (No Shield bonus): +1CS for every +2CS or part thereof of the off hand weapon's total bonus. Off Hand Weapon is the one with the 'worst' total bonus:
E.g. Peasant with two Daggers = +0CS.
Thief with two +1CS Daggers = +2CS (+1CS Primary Hand, +1CS Off Hand).
Kai Lord Weaponskill +2CS (Dagger) with two Daggers = +3CS (Primary Hand +2CS & Offhand +1CS).
Kai Master with Weaponmastery +3CS (Sword) and two Durenese Swords +1CS ea. = +6CS (Primary Hand +4 CS {+3CS & +1CS} Off Hand +2 CS {+3CS & +1CS = +4CS = +2CS Offhand}).
Grand Master with Grand Weaponmastery (Sword) and Sommerswerd +8CS & Helshezag +5CS = +18CS. (Primary Hand +13CS {+8CS Sommerswerd & +5CS Grand Weaponmastery} Off Hand +5CS {+5CS Helshezag & +5 CS Grand Weaponmastery = +10CS = +5CS Offhand}).
If the Offhand Weapon is incapable of affecting the foe, calculate the damage to yourself including the Offhand CS bonus and the Damage to the enemy WITHOUT the Offhand bonus; only pick one Random Number but compare it to each Combat Ratio depending on the combatant: E.g. Helghast CS22 vs Kai Lord CS 19 with Weaponskill/Dagger, Kai Master Dagger +1CS & Magic Dagger: The Magic Dagger becomes the Primary Weapon because the Kai Master Dagger +1CS cannot harm the Helghast and is therefore considered worse:
Combat Ratio -1 to determine damage done to the Helghast (Dagger+1CS ignored so only Magic Dagger +0CS and Weaponskill +2CS bonus for Kai).
Combat Ratio +1 to determine damage done to the Kai (Off Hand +1CS Dagger & + 2CS Weaponskill = +3CS = +2CS Offhand bonus).
So if the Random Number picked is 7: -8EP Helghast (-1 CR), -1 EP Kai (+1 CR). Dual Wielding saves the Kai 1EP.

Two Handed Weapon used One Handed -3CS unless Sun Knight with Grand Weaponmastery (Bk13 "295").

Two Handed Weapons: 'Keep Foes at Bay'; WS/WM/GWM bonus doubled due to reach advantage though neither side able to deliver critical blows - all '1' and '0' results have no effect (E-0EP, Self-0EP). If attempting Awe as well your WS/WM/GWM bonus is tripled for the attempt (attempting Awe and Keeping at Bay add +100% each), but remember 1 or 0 means the attempt fails. Combat can be longer (with 0/1 no effect) this way, allowing time for reinforcements to turn up. Shield bonus can still be claimed.

Disarm: Only possible against Armed foes and may only be achieved successfully once. Must be chosen before the <Random Number> is picked. Calculate damage to yourself as normal. The enemy does not lose any EP; multiply the amount they would have lost by the <Random Number> (0=10), if this is greater than their current CS they are disarmed (-4CS for the rest of the fight). Do not modify the damage, e.g. Sommerswerd's Double Damage vs. Undead, Kai Sun Lord's -1EP extra Flame Weapon, etc. Example Combat Ratio +4, <Random Number> 3: You lose -3EP, Enemy Disarmed if they have CS21 or less (7 [EP] x 3 [Random Number] = 21).

Subdue: The idea of using your weapon to reduce your opponents prowess/Combat Skill rather than just standard fighting. Especially useful when the Combat Ratio is negative. You must decide at the begining of the Combat Round before picking the number if you will attempt to Stun or Neutralize, depending on whether you are appropriately equipped, or handle the Round as normal Combat. You may change tactics each round.
Stun Blows dealt to Knock your opponent out. For every 4EP the Enemy would have lost from the Combat Results Table they instead lose -1CS -1EP. Note if the Enemy would lose 3EP or less your attack does no damage. If your foe receives a "K", or their CS is reduced to 0, they have been knocked out. CS lost in this way returns after Combat, EP lost must be healed as normal. You may Stun if you are Unarmed, using any Psychic attack in Psychic Combat {Psychic Stun = Psychic Shock}, using a Shield (even with an Edged Weapon) or armed with a Mace, Warhammer, Quarterstaff or other Non-Edged Weapon. If using the Shield to Subdue an opponent only harmed by Magical Weapons, the Subduer's Weapon must be Magical. Often used in wargames & practise.
Neutralize Followers of Ishir and Kai must be careful they do not mutilate their opponent so this is only an option if the Combat Ratio is Negative. Cearmaine's hand was lost by a drakkar's Axe in this fashion. It is the idea of specific vulnerable points being targeted, it is therefore harder to achieve, but more effective, than stun. For every 6EP the enemy would lose they instead lose -2CS -2EP, hence -5EP or less results in no damage to them. "K" or CS0 indicates a messy death. CS lost in this fashion must be healed (2EP = 1CS) but every 10th point of CS lost is Permanent. Requires any Edged Weapon. Should a Kai use Neutralize when the Combat Ratio is 0 or higher they are overcome with guilt after combat and lose access to one Discipline for <Random Number> (0=10) Days; Rank and Lore Circles are unaffected by this loss - the ability is merely unavailable not unlearned.

Reclaiming Ammunition: Frugal warriors can try to reclaim fired ammunition. Pick a second <Random Number> after the initial shot, if this figure is Higher than the first then Arrow or Dart, etc. is reusable - provided you can reach the body to reclaim it! N.B. A Dart needs to be dipped in Gallowbrush to again be a Sleep Dart. So if a Bow test was a '0' - a miss in the text but a clean shot in Round Zero picking any second <Ra.No.> except '0' will mean that the Arrow may be used again. Conversely if the first number was a '9' the Arrow would be irretrievable whatever 2nd number was picked - buried up to the feathers!

"Round Zero": The time period for drinking a potion (e.g. Alether) prior to combat.
Unless there is the element of surprise Joe permits us the use of a few precious seconds before hand to hand combat during which time we can drink a potion. If we have more than one just how many can we drink or can we perform any other actions? Here are some ideas:
A Grand Master may perform two actions in Round Zero without penalty, any more means in Round One they may only parry (i.e. inflict -0EP Enemy).
Anyone else (e.g. Kai Lord/Master) may only perform one action without penalty, any more means they may also only parry in Round One.
No-one may make more than one Offensive Action in Round Zero.
Offensive Actions (Only one of) - Awe, Throw Weapon/Use Bow, Attack Spell.
Passive Action (No limit) - Use a Potion or other Backpack Item/Non-Weaponlike Special Item, Discipline use - Defensive Spell or Kai Splice - lashing an Amulet/Talisman to a Weapon to produce various effects.
Awe [Round Zero Offensive Action](Fire on the Water "255")
Requires Weaponskill,Weaponmastery or Grand Weaponmastery & appropriate Weapon.
The idea of a Kai giving such an impressive display it leaves an opponent demoralised.
Opponent must be capable of feeling fear. Does not work on Mindless foes such as doors but does work on intelligent Undead such as Helghast and Vordaks.
Preconditions...
If you only have Weaponskill in the Weapon you must not be outnumbered.
If you have Weaponmastery you may not be outnumbered by more than 2/1.
If you have Weaponmastery/Scion-Kai you may not be outnumbered by more than 3/1.
If you have Grand Weaponmastery you may attempt Awe no matter how many foes.
Don't forget to include allies such as Paido or your mount or aid from a Kai Spirit Crystal.
Calculate the Combat Ratio as normal except double your WS/WM/GWM bonus (just this Round, not the whole fight) - include normal factors such as Armour and Psychic Abilities, these make you more imposing. Then Pick a <Random Number> as if you were conducting a normal combat round (but neither side loses EP). If the result indicates that you would not take any damage but your opponent would, they are Awed!
E.g. Combat Ratio +1 a roll of 8,9 or 0 would make your opponent Awed.
Effects of Awe: For any normal combat round you are involved in with an Awed Foe you may reroll/pick a different <Random Number> if the first roll indicates you would suffer EP loss, however you must abide by the new result even if it is worse. As soon as the Combat Results Table indicates you should lose EP the opponent is no longer considered Awed: "If he bleeds we can kill him". Any Round Zero Offenive Action that would result in you receiving 0EP, whether you take damage or not, makes you Awed by that foe, e.g. Lightning Hand Spell, Thrown Axe.
Throw Weapon/Use Bow [Round Zero Offensive Action]
Calculate this as a normal attack including all bonuses except for armour. If throwing a Weapon or Shield, it becomes unavailable for the duration of combat and if you evade is lost. If using a bow all <Random Number> bonuses benefit CS instead, this counts as 'Fire Again' if you used your bow before melee (i.e. no time to reload Crossbow). A Shield may be thrown by anyone who has completed the Lore Circle of Fire (include Shield bonus, a Non-Edged Weapon attack if you attempt Subdue Stun). The following may be thrown:
Axe, Dagger, Discus, Mace, Shield, Short Sword, Spear, Warhammer.
Discilpline Use: [Round Zero Passive Action]
Bardmaship, makes a Crystal Weapon Magical by singing a Kai Battle Hymn.
Grand Nexus/Grand Crown, treat as Power Word/Invisible Fist Attack Spell.
Attack Spell:[Round Zero Offensive Action]
Invisible Fist/Power Word [MM] Treat as Non-Edged Thrown Weapon attack. -0EP to cast.
Lightning Hand [KA] Treat as an Edged Thrown Weapon attack but compare your current EP (not including Armour) instead of CS for Combat Ratio. -3EP to cast.
Net [KA] Treat as Non-Edged Thrown Weapon Subdue Stun attack but compare your current EP (not including Armour) instead of CS for Combat Ratio. No effect on Doors, Fire-Emitting and Non-Corporeal foes. -0EP to cast.
Hold Enemy [MM GT] Make a Disarm test without weapon/armour modifiers, if successful enemy may only parry for the same number of round as the <Random Number> picked. -0EP to cast.
Defensive Spell:[Round Zero Passive Action]
Elementalism Air - Buffeting Winds -1EP Damage received each round -2EP.
Elementalism Earth - Kazim Skin, +2CS. 2EP to cast.
Elementalism Fire - Firebolt, as Kai Battle Crystal. -2EP to cast.
Elementalism Water - Ice Blade, creates a fragile normal Weapon from thin air, destroyed if your enemy inflicts more damage than you. +1EP damage to Fire-emitting enemies. -2EP to cast.
Elementalism - Summon Sprite. An Elemental Ally who will not attack but will retaliate if you are attacked; in Melee every time an enemy wounds you they take -1EP damage, includes foes immune to normal weapons only if you are able to harm them. -1EP to cast.
Invisible Shield [KA]/Shield [MM] Creates a Shield +2CS (suitable for GM). -2EP to cast.
Mend [KA] +5EP or repairs one non magical item, must be cast in water. -0EP to cast.
Vigour [KA] +3CS for one combat, may not be used if EP below 10. -3EP to cast.
Energy Grasp [MM SL] +1EP damage inflicted when fighting Unarmed.
Strength [KA SK] +2CS +2EP when fighting Unarmed, (+3CS +3EP Wizard, +5CS +5EP Sorcerer) -0EP to cast.
Flameshaft [MM KGG] Arrow does +1EP damage (+50% Sorcerer). -0EP to cast.
Penetrate [MM SL] +1CS (+2CS Sorcerer) to one Arrow, may be cast with Flameshaft. -0EP to cast.
Kai Splice [Round Zero Passive Action]
Requires Weaponskill AND Sixth Sense. The Kai warrior monks have far greater knowledge in the use of weapons than the average wizard and as such are able to tap mystical energies from magical pendants and use them in an unintended fashion in hand to hand combat. A Kai lashes a magical Amulet, Medallion, Talisman or Pendant to the hilt of their weapon at the begining of combat and is able to produce a wide range of effects depending on the nature of the necklace. This is only possible on unmagical Weapons - it will not work on any Special Item Weapon or one with a Dessi Stone, etc. It may be used on Crystal Weapons including those created by a Kai Weapon Crystal. The weapon is treated as a Magic Weapon for the duration of combat in terms of what foes it may harm (treat as Sommerswerd, etc.) As it is not a proper Magic Weapon, however, a Sun Lord's Flame Weapon ability may still be used upon it. The amulet or talisman is not permanently grafted to the weapon and may be taken off and used normally after combat. Kai must aways spend one passive action each Round Zero to lash & create the effect, even if they did so in a previous combat. Effect:
Crystal Star Pendant - Both a Power/Blue Steel Weapon (+0CS, +2CS Wizard, +5CS Sorcerer) AND a Jewelled Weapon (Mindblast +1CS even on immune foes unless using other psychic attacks).
Blue Stone Triangle - Power/Blue Steel Weapon (+0CS, +2CS Wizard, +5CS Sorcerer).
Black Talisman/Amulet - Dark Weapon (+Skill Potential Bonus -1EP each round).
Andarin Bloodstone, Platinum/Gold Amulet - Arcane Weapon (+Skill Potential Bonus).
Jewelled Medallion (Onyx, Emerald, Jadin Amulet, etc.) - Jewelled Weapon (Mindblast +1CS even on immune foes unless using other psychic attacks).
Redeemer's Amulet/Talisman of Ishir - Holy Weapon (+0CS, -1EP damage received each round).
Last edited by SnowShadow on Wed May 19, 2010 12:49 pm, edited 21 times in total.
Lone Wolf House Rules here: viewtopic.php?f=14&t=42027

Korlinium Scabbard - think of it as Sommerswerd's Fair Usage Policy.

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SnowShadow
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Postby SnowShadow » Sat Jan 30, 2010 12:58 am

10.Alternative Starting Equipment, more powerful but less items purchased with Kai Honour.

I have an alternative Starting Equipment list I'll be posting here based on a Kai Honour points scheme, whereby you can purchase less but more powerful equipment by donating to the monastery.
Last edited by SnowShadow on Mon Feb 01, 2010 1:01 pm, edited 1 time in total.
Lone Wolf House Rules here: viewtopic.php?f=14&t=42027

Korlinium Scabbard - think of it as Sommerswerd's Fair Usage Policy.

Galdron Kyturai, "Kitty", Vakeros Bladerunner in Sidetracked-in-the-Stornlands
SnowShadow
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Postby SnowShadow » Sat Jan 30, 2010 1:00 am

11.New Equipment.

Finally I've got some ideas for new equipment - Kai Crystals with other effects, e.g. Lore gives one extra Discipline for one paragraph. Other items include Cynx Vest - like Nyxator's Hide Waistcoat and Darkling Shadowpouch for summoning items out of thin air, but not for free.
Lone Wolf House Rules here: viewtopic.php?f=14&t=42027

Korlinium Scabbard - think of it as Sommerswerd's Fair Usage Policy.

Galdron Kyturai, "Kitty", Vakeros Bladerunner in Sidetracked-in-the-Stornlands
SnowShadow
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Postby SnowShadow » Fri Mar 26, 2010 2:18 pm

Added Combat Rules.
Lone Wolf House Rules here: viewtopic.php?f=14&t=42027

Korlinium Scabbard - think of it as Sommerswerd's Fair Usage Policy.

Galdron Kyturai, "Kitty", Vakeros Bladerunner in Sidetracked-in-the-Stornlands
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Postby Nagisawa » Thu Apr 22, 2010 10:19 pm

Uhm. WOW! Nice list!
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Postby SnowShadow » Fri Apr 23, 2010 12:12 pm

Thanks - still working on it...! Redoing equipment based on purchase by Honour Points and I'll put in a few tricks and tips to help some of the hard parts. I.e. Helghast Bk1, Altan, Kimah, Chaos Master, Ixiataaga, etc. Will explain 7 Kai Crystals too. You will be able to 'buy' Kalte Firespheres, Skarn Ska (dual wield with Kai Weapon), Power Rings, Blue Steel Armour (GM), etc. or be rewarded for donating equipment back. Trying to do it so that it will be easy for anyone to work out what their cool new item they just made up would cost and how everyone else could 'pay' a reasonable price to get hold of it.

For example the Crystal Star Pendant is both a Lucky Charm (once per adventure reroll any UNMODIFIABLE Random Number - e.g. Green Sceptre avoiding mast Bk 2 or President Toltuda's Decision Bk 9, Balista Escaping Kaag on a Zlanbeast Bk 14, i.e. not any Combat because of Skills & Weapons bonuses or Climbing beacause Primate Huntmastery or Rope gives a bonus) AND holds one Spell (in Bk 1 Sense Evil) which can be cast for free by anyone but requires a Wizard's Aid (see Honour when it is done) to put another one in.

It does not work on the Bridge at the end of Bk13 but don't worry - your Kai Cloak Brooch (New Special Item) can help with that Random Number..
Lone Wolf House Rules here: viewtopic.php?f=14&t=42027

Korlinium Scabbard - think of it as Sommerswerd's Fair Usage Policy.

Galdron Kyturai, "Kitty", Vakeros Bladerunner in Sidetracked-in-the-Stornlands
RatedRWolf
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Re: Mongoose vs. original equipment

Postby RatedRWolf » Sun Oct 16, 2011 8:58 am

I just cannot understand the differences between original and Mongoose Equipment of the various books, can anyone help me?

Anyway, the alternative rules are quite intriguing, I'll try and use them next time I read the books. :)
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Re: Mongoose vs. original equipment

Postby SnowShadow » Wed Nov 02, 2011 11:15 am

RatedRWolf wrote:I just cannot understand the differences between original and Mongoose Equipment of the various books, can anyone help me?

Anyway, the alternative rules are quite intriguing, I'll try and use them next time I read the books. :)
Sorry for the delay only just saw this. Still working on rule variations, had a dozen revisions so far! I kid you not.


Most books there are no differences: I put the list up because some of the Collecter's Editions omitted the starting equipment, like Shadow on the Sand. I also added easily forgettable Special Items you begin with like Seal of Hammerdal (it is worth noting you have it because you can lose it). The original Flight from the Dark made you record the Map of Sommerlund under Special Items but that was before item limits, etc. and later books always say you begin with a Map of X tucked in your tunic or whatever - it isn't important to record that.

As far as I can tell there is only one difference between Mongoose and the original books' starting equipment and that is that Book 10 the Dungeons of Torgar now allows you to begin with a VERY handy Potion of Alether +2CS (especially if you use it against the Chaos Master book 11!).

Richard.
Lone Wolf House Rules here: viewtopic.php?f=14&t=42027

Korlinium Scabbard - think of it as Sommerswerd's Fair Usage Policy.

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