This idea borrows heavily from the d20 lonewolf rpg. In this version, a characters rank is not used to determine bonuses from their disciplines. Instead, each discipline has a rank, which denotes the power of its effect.
Everytime your character gains a new rank, you may select a new Discipine, which has a rank of 1. You also add 1 to the rank of all other disciplines you possess, up to a maximum value of 10. A starting Rank 5 character, therefore, has one Discipline at Rank 1, another at Rank 2, a third at Rank 3, a fourth at Rank 4, and their fifth Discipline at Rank 5.
The idea behind this is too create more flexibility when designing a character. It becomes important in what order the disciplines are chosen, and so you can create characters who are better at somethings, while poorer at others. So if you have three rank 10 Kai Lords, for example, they wont be mechanically the same, regarding their disciplines. They will actually be poles apart:
Cunning Fox prefers the more acrobatic, action based disciplines. She also has a great understanding of the natural world.
Animal Kinship 8, Weaponskill (Sword) 7, Hunting 10, Tracking 9, Camouflage 6, Healing 5, Sixth Sense 4, Mindshield 3, Mindblast 2, Mind Over Matter 1
Rune Watcher, as a quiet contemplative Kai Lord, prefers more scholarly disciplines. He also favours those with a psychic quality.
Animal Kinship 5, Camouflage 1, Healing 6, Hunting 2, Mindshield 8, Mindblast 7, Mind Over Matter 9, Sixth Sense 10, Tracking 3, Weaponskill (Staff) 4
Silent Bear, towering over his fellow Kai Lords, excels at physical disciplines, and those involving defence and healing.
Animal Kinship 4, Camouflage 5, Healing 10, Hunting 7, Mindshield 9, Mindblast 1, Mind Over Matter 2, Sixth Sense 3, Tracking 6, Weaponskill (Axe) 8
Kai Disciplines Notes
Typically, whenever a discipline is used, you may add your discipline rank to any test. However, some Disciplines need clarifying:
Add the Rank to all attempts to control an animals instincts or actions. The Gm should determine a difficulty based on the animals size and aggression. When just communicating, the GM may require a roll, with a difficulty based on the animals intelligence - reptiles and insects would have a high difficulty, while noodnics and intelligent animals would have a low rating. Alternatively, the Gm could use the discipline rank to determine how long the interaction may be used for, multiplying the Discipline rank by 10 minutes, for example.
Mind Over Matter
The Gm can use the Discipline rank to determine the range and how far an object can be moved each round (5 feet per rank), in addition to adding it to tests involving using the discipline
The Gm could allow a roll, adding the characters Discipline Rank, to recognize a medicinal herb, disease or potion (setting the difficulty based on the potions obscureness). Also the Gm may use the Discipline rank to determine the strength of the healing ability. Perhaps the Discipline rank determines the maximum number of Endurance points that may be healed each hour, while in the healing trance
Although a mindblast attack adds a straight +2 to CS, the Gm can use the Discipline rank to determine if it is powerful enough to overcome an enemies mental defences (each assigned a suitable rank). See Mindshield for how this may work. Alternatively, the GM could use the Discipline rank to determine the range (say 5 feet per Discipline rank) or allow a roll, adding the Discipline rank, to perform a mental assault on a target - enough to knock them unconscious. (this happens in Fire on the Water). However, this must be carried out outside of combat since it takes several seconds to achieve of complete concentration.
Compare the Rank of this Discipline against the Mindforce rank (measured 1-10 or possibly more). If the Mindshield equals or exceeds this value, the mindforce attack has no effect. Some more powerful mindforce attacks require the Psi Screen discipline to fully negate their effects
Although this discipline provides a straight +2CS in combat with a chosen weapon, a character may add their Discipline rank to know about a particular weapon make, determine a weakness in a weapon, or even demonstrate a skillful use of weaponplay. Gms could give a Kai Lord with this discipline a roll, adding their rank, to say disarm a foe (with a difficulty equal to the attackers CS -10) or perform a similarly deft maneuver.
Border Ranger Discipline Notes
Typically, you may add your Discipline Rank to any test using the discipline. In addition, the following disciplines have modified effects:
Mark of the Archer
Add the Discipline rank to any damage inflicted with a bow or longbow
Mark of the Marksman
In addition to adding your Discipline Rank to your CS when using a longbow or bow, the gm may allow you to pull off a fancy shot, such as disarming a foe at range, or hitting a very small object such as an apple etc. This requires a roll, adding the Discipline rank, with a difficulty set by the Gm.
Brother of the Crystal Star Discipline Notes
Since Brotherhood Disciplines dont require a roll to activate, the characters discipline rank determines the raw power of the magical effect. Generally, it determines the maximum number of Willpower points that may be spent each round while using the Brotherhood disciplines. There are also other effects based on the discipline:
The gm can use the Discipline rank to determine the strength of this spell - 1 would be a mild friendliness, while 10 would be adoration. Additionally, the Gm can use this rank to determine duration, with this effect lasting 24 seconds (approximately 2 combat rounds) per rank.
The Discipline rank can determine how sticky the net is and how large. The Net causes a target to lose a number of attacks equal to the Discipline rank/2, rounding up. Alternatively, the net, as used in the Magnamund Companion, may be used to climb with. In this case, the Brotherhood Magician may add their Net Discipline rank, to all climbing attempts.
The Discipline rank can be used for range, such as 10 feet per Discipline rank, so long as the target can be seen.
The discipline rank can be used to determine the duration of this spell - 12 seconds (approx 1 round) for each rank.
Dwarven Gunner Discipline Notes
When making an attack with a Bor Musket, if the roll is equal to or less than your Discipline rank, you may reroll and use the higher of both rolls.
You may add your Discipline rank to all tests involving laying and planting explosives. The higher the result, the more effective the placement, and more damage may be inflicted. Against large structures, the Gm could allow the total, reduced by a value denoting the structures defence, to represent the Endurance loss (or Structural damage). The Discipline rank could also be used when making a test to create explosive materials, given the correct ingredients and an alchemical lab.
The Fire Shot causes an additional amount of damage equal to the Discipline rank/3, rounding up. So Ranks 1-3 inflict +1 damage, Ranks 4-6 inflict +2 damage, Ranks 7-9 inflict +3 damage, and Rank 10 inflicts +4 damage
You may add your Discipline rank/3 (round up) to your CS when using your Bor Musket as a close combat weapon. As an improvised weapon, this starts at -2, so at ranks 1-3, this is just at -1, at 4-6, it is negated completely, 7-9 you may add +1 CS, and +2 CS with rank 10.
The Discipline rank is used to determine what missiles may be destroyed using this discipline. At Rank 1-3, thrown weapons may be deflected. At Rank 4-6, Arrows may also be destroyed. At Rank 7-9, Crossbow bolts may be destroyed. At Rank 10, any non-magic missile, including other firearm shots, may be destroyed.
Add the Discipline rank to attempts to fire a second time.
Add the Discipline rank to CS when using a Bor Musket.
Add the Discipline rank to damage inflicted, when using a Bor Musket.
Add the Discipline rank to the test to stun the target.
When armed with two loaded Bor Pistols, if the random number result is equal to or less than twice the Discipline rank, the Bor Gunner may fire twice in the round. If the result is equal to or less than the Discipline rank, then the attack is fast enough for the attacker to reload one of the pistols for next round.
To be continued