Discipline Rank idea

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
Cunning Fox prefers the more acrobatic, action based disciplines. She also has a great understanding of the natural world.

Disciplines
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
Rune Watcher, as a quiet contemplative Kai Lord, prefers more scholarly disciplines. He also favours those with a psychic quality.

Disciplines
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
Silent Bear, towering over his fellow Kai Lords, excels at physical disciplines, and those involving defence and healing.

Disciplines
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:

Animal Kinship
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

Healing
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

Mindblast
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.

Mindshield
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

Weaponskill
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:

Mind Charm
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.

Net
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.

Sense Evil
The Discipline rank can be used for range, such as 10 feet per Discipline rank, so long as the target can be seen.

Silence
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

Accuracy
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.

Explosives
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.

Fire Shot
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

Gunbutting
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.

Incoming Fire
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.

Rapid Reload
Add the Discipline rank to attempts to fire a second time.

Sharpshooting
Add the Discipline rank to CS when using a Bor Musket.

Snipers Eye
Add the Discipline rank to damage inflicted, when using a Bor Musket.

Thundershot
Add the Discipline rank to the test to stun the target.

Two-Gun Mastery
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
 
I can understand that concern but in play it flows pretty well. It's just a handful of numbers to keep track of and it still retains the simplicity of the base system. I like the idea; have to see how it plays.

-A
 
Cheers for that. Yes its a little more complicated - if you want a simple system, you cant go wrong with the system as is. I think though, for some gms like myself, we would like something that offers a little more variety in character generation - at the moment, aside from what you roll for CS and EP, rank 10 characters all like identical, from class to class. I think the system should be able to handle say, an all kai Lord adventure, without everyone being virtually the same. Unlike the d20 game which had different abilities at each rank, i dont think the ranks would be that hard to maintain - the players only need to worry about what order they choose disciplines. The Gm may just need to occasionally refer to what each rank means for each discipline, bust after playing with the same players, I am sure they would be able to keep track. It would be interesting to see any feedback from anyone trying it out though.
 
I think this is a sweet idea: brings variety without too much complexity. Now just need to find something that brings a liitle touch of variety to weapons use...
 
phantomdoodler, I usually don't care for your ideas as most seem to add layers of complexity that I think go against the spirit of LW, but I like this idea a lot.
 
Kai Disciplines Notes

Typically, whenever a discipline is used, you may add your discipline rank to any test. However, some Disciplines need clarifying:

Animal Kinship
Add the Rank to all attempts to control an animals instincts or actions, or to gleam knowledge concerning their habitats and behaviour. The Gm should determine a difficulty based on the animals size and aggression. When just communicating, the discipline rank determine how long the interaction may be used for, in hours.

Mind Over Matter
The Gm can use the Discipline rank to determine the range and how far an object can be moved each round (1 yard per rank), in addition to adding it to tests involving using the discipline to pick locks etc.

Healing
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- a maximum number of Endurance points equal to the Discipline rank may be healed each hour, while in the healing trance

Mindblast
The Discipline rank determines what CS bonus is gained:
1-3 : +1 CS
4-7: +2 CS
8-10: +3 CS

Mindshield
The Discipline rank is used to determine how much damage is negated from powerful Mindforce attacks, or to negate CS penalties:

1-3: 1 EP/-1 CS
4-6: 2 EP/-2 CS
7-10: 3 EP/-3 CS

Weaponskill
A character may add their Discipline rank to tests to know about a particular weapon make, determine a weakness in a weapon, or even demonstrate a skillful use of weaponplay. In addition, the Discipline rank determines what CS bonus is gained, when using that weapon:
1-3 : +1 CS
4-6: +2 CS
7-10: +3 CS

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:

Mind Charm
The rank to determines duration, with this effect lasting 30 seconds (approximately 3 combat rounds) per rank.

Net
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.

Sense Evil
The Discipline rank can be used for range (3 yards per Discipline rank), so long as the target can be seen.

Silence
The discipline rank can be used to determine the duration of this spell - 10 seconds (approx 1 round) for each rank.

Dwarven Gunner Discipline Notes

Accuracy
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.

Explosives
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.

Fire Shot
The Fire Shot causes an additional amount of damage based on the Rank:
1-3 : +1
4-6: +2
7-10: +3

Gunbutting
Your Discipline rank determines the CS bonus/Penalty when used:
1-3 : -2 CS
4-6: 0 CS
7-10: +2 CS

Incoming Fire
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 or Crossbow bolts may also be destroyed. At Rank 7-10, any non-magic missile, including other firearm shots, may be destroyed.

Rapid Reload
Add the Discipline rank to attempts to fire a second time.

Sharpshooting
Add the Discipline rank to CS when using a Bor Musket.

Snipers Eye
Add the Discipline rank to damage inflicted, when using a Bor Musket.

Thundershot
Add the Discipline rank to the test to stun the target.

Two-Gun Mastery
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.

Herbwarden Of Bautar Disciplines

Green Purge
The Discipline Rank Determines the Bonus when attacking:
1-3 : +2 CS
4-6: +4 CS
7-10: +6 CS

Healing Arts
The Discipline Rank Determines hoe much Endurance may be healed:
1-3 : 2 Eps
4-6: 4 Eps
7-10: 6 Eps



To be continued
 
Kai Disciplines Notes

Typically, whenever a discipline is used, you may add your discipline rank to any test. However, some Disciplines need clarifying:

Animal Kinship
Add the Rank to all attempts to control an animals instincts or actions, or to gleam knowledge concerning their habitats and behaviour. The Gm should determine a difficulty based on the animals size and aggression. When just communicating, the discipline rank determine how long the interaction may be used for, in hours.

Mind Over Matter
The Gm can use the Discipline rank to determine the range and how far an object can be moved each round (1 yard per rank), in addition to adding it to tests involving using the discipline to pick locks etc.

Healing
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- a maximum number of Endurance points equal to the Discipline rank may be healed each hour, while in the healing trance

Mindblast
The Discipline rank determines what CS bonus is gained:
1-3 : +1 CS
4-7: +2 CS
8-10: +3 CS

Mindshield
The Discipline rank is used to determine how much damage is negated from powerful Mindforce attacks, or to negate CS penalties:
1-3: 1 EP/-1 CS
4-6: 2 EP/-2 CS
7-10: 3 EP/-3 CS

Weaponskill
A character may add their Discipline rank to tests to know about a particular weapon make, determine a weakness in a weapon, or even demonstrate a skillful use of weaponplay. In addition, the Discipline rank determines what CS bonus is gained, when using that weapon:
1-3 : +1 CS
4-6: +2 CS
7-10: +3 CS

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:

Mind Charm
The rank to determines duration, with this effect lasting 30 seconds (approximately 3 combat rounds) per rank.

Net
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.

Sense Evil
The Discipline rank can be used for range (3 yards per Discipline rank), so long as the target can be seen.

Silence
The discipline rank can be used to determine the duration of this spell - 10 seconds (approx 1 round) for each rank.

Dwarven Gunner Discipline Notes

Accuracy
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.

Explosives
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.

Fire Shot
The Fire Shot causes an additional amount of damage based on the Rank:
1-3 : +1
4-6: +2
7-10: +3

Gunbutting
Your Discipline rank determines the CS bonus/Penalty when used:
1-3 : -2 CS
4-6: 0 CS
7-10: +2 CS

Incoming Fire
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 or Crossbow bolts may also be destroyed. At Rank 7-10, any non-magic missile, including other firearm shots, may be destroyed.

Rapid Reload
Add the Discipline rank to attempts to fire a second time.

Sharpshooting
Add the Discipline rank to CS when using a Bor Musket.

Snipers Eye
Add the Discipline rank to damage inflicted, when using a Bor Musket.

Thundershot
Add the Discipline rank to the test to stun the target.

Two-Gun Mastery
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.

Herbwarden Of Bautar Discipline Notes

Green Purge
The Discipline Rank Determines the Bonus when attacking:
1-3 : +2 CS
4-6: +4 CS
7-10: +6 CS

Healing Arts
The Discipline Rank Determines hoe much Endurance may be healed:
1-3 : 2 Eps
4-6: 4 Eps
7-10: 6 Eps



To be continued
 
Back
Top