Using Dragon Warriors for Lonewolf?

Not being terribly impressed by the release schedule for the new lonewolf rpg, or its initial scope, my thoughts turn to an idea I had knockering around a few years ago. With the new Dragon warriors release, it may make a pretty good system to run Lonewolf in.
The professions look like they may need a bit of tweaking, but could work:
Knights - pretty much as is. Would do for any particular order across
Magnamund
Barbarians - Covers Ice Barbarians, telchos warriors, Sadi Nomads etc.
Their initial equipment may need adjusting based on the culture
though.
Mystics- Mystics are mentioned in the gamebooks, so would be fine for
seers, psychics, Monks of the sword, priests etc.
Sorcerers- Probably need the most work here. Personally, i would break
the spells down into two separate lists, representing Lefthanded
and Righthanded spells. Lefthanded sorcerers are basically
Brotherhood Magicians, while righthanded Sorcerers are
Necromancers and Nadziranim
Warlocks- Use for Vakaros and other warrior mage types
Assassin - perfect for Tianese Ninja or Assassins of Rem
Elementalists - probably ok for independant spellcasters

New Professions:

Kai Monk - Mixture of mystic and warrior
Buccaneer- swashbuckling roguish pirate
Tower Gunner -

I dont have the new rpg, but it could work. Hell, they even have Gold Crowns!
 
phantomdoodler said:
Barbarians - Covers Ice Barbarians, telchos warriors, Sadi Nomads etc.

This could also cover the Shadaki Bucaneers to a large extent.

phantomdoodler said:
Mystics- Mystics are mentioned in the gamebooks, so would be fine for seers, psychics, Monks of the sword, priests etc.

Mystics are Kai Monks. Honest, check out their abilities. They have some combat ability and their spells cover most of the Kai special abilities.

phantomdoodler said:
Sorcerers- Probably need the most work here.

In an effort to keep it simple, I think Sorcerers are decent as written to cover most wizard types in Lone Wolf.

phantomdoodler said:
Elementalists - probably ok for independant spellcasters

This would include Shamans like the Kudlini (sp?).

phantomdoodler said:
New Professions:

Kai Monk - Mixture of mystic and warrior
Buccaneer- swashbuckling roguish pirate

I think the Mystic and Barbarian adequately cover these two concepts.
 
I prefer to use Castles and Crusades for Lone Wolf, but DW will work fine.

Kai-Lord: I would use the Assassin and replace some abilities with Mystic powers.

Buccaneer: I would use the thief class I built which toned down the Assassin

Valkeros: Warlock

Knight: Knight

Telos Amazon: Barbarian with some mystic abilities and stealth

Dessi Magician: Sorcerer with its own spell list drawing from elementalist and Mystic

Brotherhood of the Cystal Star: Sorcerer with its own spell list

Dwarf Gunner: Knight and the listed Dwarf abilities in the bestiary


Joe
 
lobocastle said:
Kai-Lord: I would use the Assassin and replace some abilities with Mystic powers.

I still struggle to see why you wouldn't just use the Mystic. An Assassin almost has none of the Kai Monks 10 abilities from the game book and many others which are not appropriate. Assassins are about equal if not a alittle worse in combat than Mystics. Mystics on the other hand have almost of the Kai Monks abilities covered.
 
Thanks for your input guys. Ok, after some thought, heres a list of professions I would like to tackle for a Lonewolf Dragon Warriors game:

Knight (as is- Includes variant of Tower-Gunner with alchemical techniques replacing Knights special abilities)
Barbarian (as is. Includes variant of Amazon, using more spiritual techniques, and Pirate)
Assassin (as is) Covers Assassins of Rhem
Mystic (as is)
Sorcerer (as is - includes variant of Magician, replacing certain spells for curse etc. )
Warlock (as is- includes a Vakaros variant, replacing certain spells with Invisible fist etc)
Elementalist (as is. Includes two variants- Druid, and Herbwarden, each with their own spell lists)
Kai Lord
Ranger
Gladiator
 
THE KAI LORD

Part knight, part mystic, part ranger, a Kai Lord of Sommerlund possess powerful disciplines of the mind and body.


CHARACTER CREATION SUMMARY

KAI LORD
A. Strength, Reflexes, Intelligence, Psychic Talent and Looks: Roll 3d6 for
each. (Reflexes, Intelligence and Psychic Talent must be at least 9 for
the character to qualify as a Kai Lord
B. Health Points: roll 1d6+5
C. Basic ATTACK 12, DEFENCE 5
D. Basic MAGICAL ATTACK 12, MAGICAL DEFENCE 4
E. Basic EVASION 4
F. Basic STEALTH 14, PERCEPTION 6
G. Basic Abilities at 1st Rank: Kai Discipline (choose four).
H. Initially equipped with rations, flint and tinder, backpack, padded armour and shield or mail hauberk, 2-20 florins, Kai cloak and tunic, and one melee weapon of choice.

Kai Lords and armour


Although armour doesn't impede a Kai Lord`s special abilities, they prefer to fight in an acrobatic fashion which is hampered by heavier armours. Like Mystics and Assassins, Kai Lords suffer -2 ATTACK and DEFENCE while wearing mail armour, and -4 for plate armour.


Increasing in Rank


+1 to ATTACK each time the character increases in rank.
+1 to DEFENCE when the character reaches 3rd rank, the +1 at 5th rank, +1 at 7th rank etc.
+1 to the character`s normal Health point score each time he increases in
rank.
+1 to the character`s MAGICAL ATTACK when the character reaches 3rd
rank, the +1 at 5th rank, +1 at 7th rank etc.
+1 to the character`s MAGICAL DEFENCE each time he increases in rank.
+1 to the character`s EVASION upon reaching 5th rank, then another +1
upon reaching 9th rank.
+1 to the character`s STEALTH when the character reaches 3rd rank, then
+1 at 5th rank, +1 at 7th rank etc.
+1 to the character`s PERCEPTION each time the character increases in
rank.

The Special Abilities of the Kai

Kai Disciplines

The Kai Lords possess an arsenal of skills, mental powers and combat techniques, honed to perfection within the Kai Monastery. Collectively, these abilities are known as Kai Disciplines, and as the Kai lord develops, The learn to master each Discipline. A Kai Lord begins with four Kai Disciplines at 1st rank, choosing another Kai Discipline at 2nd rank, 3rd rank, 4th rank, 5th rank, 6th rank, and 7th rank.

Although many Kai Disciplines resemble spells, they require no Psychic Fatigue roll or Magic points to use. They may be used freely, and often indefinitely, although they require the Kai Lord`s full concentration when doing so. This makes Kai Lord powerful when using certain Disciplines, but they lack the versality of Warlocks, Elementalists, Sorcerers or Mystics.


Animal Kinship

This Discipline enables a Kai Lord to communicate with some animals, and to be able to guess the intentions of others. To use this ability, the Kai Lord must match their MAGICAL ATTACK against the creatures MAGICAL DEFENCE. If this roll is successful, an animal will regard the Kai Lord as a friend, as if affected by Enthrall (page 91). This Discipline will last for as long as the Kai Lord concentrates, requiring one round to activate, whether successful or not, and affects any animal with a Rank equal to or less than the Kai Lord`s.

The Kai Lord may also communicate with the animal, although the GM should be aware of the limits of the animal affected. Highly intelligent creatures, such as Noodnics or Kakarmi, may be conversed with fluently, where less intelligence beasts may only be able to convey basic emotions such as fear or hunger.

Camouflage

This Discipline enables a Kai Lord to blend in with their surroundings, adding +2 to their STEALTH score. In the countryside, he can hide undetected among trees or rocks and pass close to an enemy without being seen, gaining a further +2 to his STEALTH score, provided there is natural cover present.

In addition, this Discipline also enables the Kai Lord to look and sound like a native of foreign lands they travel. They gain the use of Disguise (see page 47) at the first level of proficiency.

Healing

This Discipline enables the Kai Lord to recover more easily from their wounds, and to resist the effects of poison and disease. A Kai Warrior begins to heal naturally after just one day, and may add half their rank (round down) to all Strength rolls to resist poisons and disease.

To a limited extent, a Kai Lord may also heal others, although this is extremely taxing. By laying hands on the wounded target, the Kai Lord may heal up to their Rank in Health points, although they must reduce their own Health Point score by an equal amount. This process may be repeated on separate targets, although it is likely to leave the Kai Lord severely weakened. A Kai Lord may never go below 1 Health point when using this ability.

Hunting

A Kai Lord with this Discipline will never starve in the wild. He will always be able to hunt for food for himself, except in areas of wasteland and desert. This requires a roll equal to or under their PERCEPTION, on 1d20, and takes an hour of hunting or foraging, producing a number of meals equal to the Kai Lords` rank. This roll may be repeated as necessary, although there is a cumulative 10% each hour that the Kai Lord will encounter a foe.

Additionally, this Discipline enables a Kai Lord to move with great speed and dexterity. They add +1 to their DEFENCE, EVASION and STEALTH scores and increase their Movement to 12m (25m running)

Mindblast

This Discipline enables a Kai Lord to attack an enemy using the force of his mind. This discipline can be use at the same time as a normal attack, and increases any melee damage inflicted by +1 point. A sword, therefore inflicts 5 damage, a battleaxe inflicts 7 damage etc. Not all creatures encountered, may be harmed by Mindblast. The Bestiary will indicate whether a creature possesses immunity to this form of psychic attack.

Mindblast may also be used to disarm a target up to 5m away, by focusing as stab of psychic pain. By spending a Combat Round concentrating on the target, the Kai Lord must match their MAGICAL ATTACK with the target`s MAGICAL DEFENCE. If successful, the target drops any carried items to the floor and may do nothing for 1-3 rounds, their body wracked in pain. During this time, they are unable to defend themselves, and so their DEFENCE is reduced to zero. However, the Kai Lord must lose 1 Health Point each time they use this ability, successful or not, and they cannot lower this to below 1 Health Point when doing so.

Mindshield


Some of the hostile creatures of Magnamund have the ability to attack you using their Mindforce. The Kai Discipline of Mindshield protects against such a psychic attack, adding +2 to a Kai Lord`s MAGICAL DEFENCE score.

Additionally, this discipline may be used to ward against psychic detection and scrying, gaining Mind Cloak (see page 91) for as long as the Kai Lord concentrates.

Mind Over Matter

Mastery of this discipline enables a Kai Lord to move small objects with his powers of concentration. The effects of this are identical to Telekinesis (see page 91), except that the Kai Lord must concentrate fully while this discipline is used.

Additionally, a Kai Lord may also use this discipline to pick locks, by focusing on the inner mechanism, and willing the lock to open. This requires a roll equal to under the Kai Lord`s Psychic Talent score plus their rank on percentile dice, and may be repeated each round. This is in effect the Pick Lock skill (see page 47), except that, given enough time, a Kai Lord will always be able to open any lock. A big advantage of this ability is that the Kai Lord does not actually touch the lock- even if it is trapped, it is unlikely the Kai Lord will be close enough to be affected.

Sixth Sense


This Discipline may warn a Kai Lord of imminent danger. This is identical to
the Mystic`s Premonition special ability (see page 34) except that the Kai Lord may also focus on an individual target. A successful roll will indicate whether the target harbors evil thoughts towards towards them, and if they are lying. This ability is particularly sensitive to powerful evil items, locations or creatures, such as unholy crypts or Helghasts. In the presence
of such things, a Kai Lords Sixth Sense will scream out, doubling the normal chance of success (a 3rd rank Kai Lord would need to roll 82 or less on percentile dice to be aware).

Additionally, Sixth Sense may be used to reveal the true purpose of a stranger or strange object encountered. By focusing for 2 Combat Rounds,
the Kai Lord must then roll equal to or under their Intelligence score on 1d20. On a successful roll, superficial details concerning the target is revealed, such as a strangers uniform, or where a specific sword was manufactured. This ability cannot determine any abilities of the target or whether it possesses magical or psychic properties, nor will it reveal specific details, such as a strangers name.

Tracking

This discipline also enables a Kai Lord to read the secrets of footprints or tracks, as explained on page 63, and the Kai Lord gains +4 PERCEPTION when doing so.

Additionally Tracking enables a Kai Lord to make the correct choice in the wild, and to discover the location of a person or object in a town or city
. The Kai Lord focuses on a person, location or object which they either know, or have had described to them, or a general location, such as "safe shelter", for 2 Combat Rounds. The Kai Lord must then roll equal to or under their Psychic Talent score on 1d20. If successful, the Kai Lord will be aware of the approximate distance and direction of their target. If unsuccessful, this attempt may not be repeated for at least an hour, due to psychic fatigue.

Weaponskill

Upon entering the Kai Monastery, each Initiate is taught to master one type of melee weapon, be it a sword or morning star. When using their chosen weapon, the Kai Warrior adds +1 to ATTACK and to all Armour Bypass rolls.


As a Kai Lord masters more Kai Disciplines, they are given more responsibilities, both inside and outside the Kai Monastery.Once they have reached 8th rank, having mastered all 10 of the basic Kai Disciplines, they are known as Kai Masters, and begin to learn the more powerful Magnakai Disciplines, gaining one each rank, from 8th rank and onwards. At 18th Rank, a Kai Lord becomes a Kai Grandmaster, capable of using the extremely potent Grandmaster Disciplines, gaining one of these each rank, from 18th rank and onwards.

Rank Kai Title

1st Acolyte
2nd Initiate
3rd Aspirant
4th Guardian
5th Warmarn or Journeyman*
6th Savant
7th Kai Master Initiate
8th Kai Master
9th Kai Master Senior
10th Kai Master Superior
11th Primate
12th Tutelary
13th Principalin
14th Mentora
15th Scion-Kai
16th Archmaster
17th Kai Grand Master Initiate
18th Kai Grand Master
19th Kai Grand Master Senior
20th Kai Grand Master Superior
21st Kai Grand Sentinel
22nd Kai Grand Defender
23rd Kai Grand Guardian
24th Sun Knight
25th Sun Lord
26th Sun Thane
27th Grand Thane
28th Grand Crown
29th Sun Prince
30th Kai Supreme Master


* At 5th rank, a Kai Lord is either sent to command the Sommlending army in battle, or sent abroad to act as a spy and scout, gathering valuable knowledge of the lands bordering their realm. The Kai Lord gains one of the following special abilities, based on their assigned mission, but only after obtaining 6th rank:

Warmarn

The Kai Lord, having gained valuable experience leading troops under his command, has learned to instill confidence in others. Any troops or hirelings under his control may use the Kai Lord`s rank in place of their own, when making Morale or Fright checks. The Kai Lord must be within sight to gain this bonus.

Journeyman

The Kai Lord has honed his skills at information gathering and scouting. He adds +2 to his PERCEPTION score.



To be continued
 
New Weapons:

Broadsword

The Broadsword, or hand-and-a-half sword, features a longer and wider blade and hilt, than the common sword, enabling it to be wielded in both hands. If the character has 11 or more Strength, the Broadsword may be used in one hand.

Damage: (One handed: d8, 4, Two-handed d8, 5)
Warlock Weapon Group: IV
Cost: 60F
Availability: 80%/20%/05%


Warhammer


The warhammer is designed to puncture armour, with its short thrusting spike and pick head.

Damage: (d10, 3)
Warlock Weapon Group: I
Cost: 15F
Availability: 100%/50%/05%

Axe

While the Battleaxe is a fearsome weapon, to be used in two hands, the axe is a simple wooden shaft, topped with a single-headed axe blade, common amongst barbarians and dwarves across Magnamund. It may also be thrown with some accuracy.

Damage: (d6, 5)
Ranged Damage: (d6, 4)
Warlock Weapon Group: V
Cost: 12F
Availability: 100%/80%/80%
Range: 0-15m 16-25m 26-35m

Longbow

The longbow, such as the Vassagonian Jakan, is a more powerful version of the common bow, as tall as its wielder. Its great draw strength and range, make the Longbow a weapon of war, more so than its smaller cousins.

Damage: (d8, 4)
Range: 0-50m 51-150m 151-300m
Warlock Weapon Group: VI
Cost: 40F
Availability: 80%/20%/05%


Shortbow


Damage: (d6, 3)
Range: 0-25m 26-75m 76-125m
Warlock Weapon Group: VI
Cost: 20F
Availability: 80%/40%/75%
Shortbows, such as the bone hunting bows used by Ice Barbarians, are typically designed to be shot from a mount, and suffer half the normal penalties for moving and firing. Unfortunately, they are quite weak, compared with the larger bows

Bor Musket

Bor Pistol
 
phantomdoodler said:
Kai Lords and armour

Although armour doesn't impede a Kai Lord`s special abilities, they prefer to fight in an acrobatic fashion which is hampered by heavier armours. Like Mystics and Assassins, Kai Lords suffer -2 ATTACK and DEFENCE while wearing mail armour, and -4 for plate armour.

I'd say it's less to do with acrobatic ninja stuff and more to do with the need to hide or disguise ones' self in appropriate situations. Just how many beggars wear full plate armour? :p
 
The Magnakai Disciplines

As a Kai Lord reaches 7th Rank, they begin to learn far greater abilities, known as the Magnakai Disciplines. Each rank, a Kai Lord must choose a Discipline, which unlike the lesser Kai Disciplines, also grants additional benefits as the Kai Lord gains yet further ranks. Additionally, Magnakai Disciplines are grouped into four Lore Circles. By taking all of the Disciplines associated with a Lore Circle, the Kai Master gains bonuses to their attributes:

CIRCLE OF FIRE (Huntmastery & Weaponmastery)
+1 ATTACK, +1 Health

CIRCLE OF LIGHT (Animal Control & Curing)
+ 2 Health

CIRCLE OF SOLARIS (Invisibility, Huntmastery & Pathmanship)
+1 DEFENCE, +1 STEALTH, +1 Health

CIRCLE OF THE SPIRIT (Psi-surge, Psi-screen, Nexus & Divination)
+1 MAGICAL ATTACK, +1 MAGICAL DEFENCE, +1 PERCEPTION, +1 Health


MagnaKai Disciplines


Animal Control

This Magnakai Discipline enables a Kai Master to ride any animal, without risk, gaining the Ride Warhorse skill (page 26), although this may be applied to any beast encountered, provided it can support the Kai Lords weight.

Improved Abilities


11th Rank
At the rank of Primate, a Kai Master is able to repel an animal that is intent on harming them, by blocking its sense of taste and smell. To use this ability, a Kai Master must match their MAGICAL ATTACK against the creatures MAGICAL DEFENCE. If the roll is successful, the animal will be forced from the area, and will not return for at least one hour per Rank of the Kai Master. Each attempt, whether successful or not, takes one combat round.


13th Rank
At the rank of Principalin, a Kai Master is able to call on a woodland animal (if nearby) to aid them, either in combat or to act as a messenger or guide, with a combined rank equivalent to the half the Kai Lord`s Rank (round down). For example, Silent Fox, a 13th Rank Kai Lord, could summon a Bear (6th Rank), or a Wild Boar (3rd Rank) and 3 Wolves to come to his aid. Summoned animals take D6 rounds to arrive, and stay until the task has been performed. Kai Masters must obviously only use this ability in a woodland terrain, and the Gm must determine what creatures are present.

16th Rank
At the Kai Rank of Archmaster, a Kai Masters are able to command most animals to do their bidding. To use this Discipline, the Kai Master must match their MAGICAL ATTACK against the creatures MAGICAL DEFENCE. If the roll is successful, the animal will be effected as if using the Enthrall spell, except that it lasts a number of days equal to half the Kai Master`s rank (round down). Whether successful or not, each use of this Discipline takes a combat round.




To be continued
 
Races of Magnamund

Characters may choose from a number of races, when creating a character:

Humans

This obviously represents the most varied and numerous race that inhabits Magnamund, although it does encompass a number of separate distinct nationalities. If you want some variety of human characters, then Gms may use the nationality bonuses below.
Movement: 10m (20m)
Vision: Normal

Dwarves
Dwarves are a Drodarin race of hardy, long lived and rather stubborn folk, standing around 1.4 meters tall. They are famed for their tales of bravery and endeavour, and their ingenuity (particularly in the fields of armour and weapon design). To play a Dwarf character, you must have a Strength of at least 12, and neither Psychic Talent, nor Looks greater than 11. At 7th/9th and 12th Rank, all Dwarf characters gain the Mystics ability to forge weapons and armour.
Movement: 10m (15m)
Vision: Gloomsight

Noodnics
Noodnics are a race of sentient rats, who inhabit the tunnels beneath the Hammerdal mountains of Durenor. Standing around 0.6 meters (although they can reach a meter tall), Noodnics survive by scavenging and thieving, both they excel at.
To play a Noodnic character, you must have a Reflexes of at least 12, a Strength of no more than 5, and neither Intelligence nor Looks greater than 11. Noodnic characters may only play Assassins, even though they may not meet the attribute requirements, but they do not gain access to any of the special Techniques - they must choose skills instead.
Movement: 10m (20 m)
Vision: Gloomsight

Ogrons
Ogrons are huge, blue-skinned creatures, distantly related to Dwarves, also being of Drodarin decent. Standing around a head taller than a man (2.2 meters), Drodarins are brutish, rather slow-witted and barbaric, and find themselves as mercenaries across the stornlands. To play an Ogron character, you need a Strength of at least 15, and neither Intelligence, Psychic Talent nor Looks greater than 11. Ogrons may only play Barbarians or Elementalists, and are too large to ride creatures. They are able to use two handed weapons in one hand, however, due to their immense size and strength.
Movement: 10m (15m)
Sight: Normal

Kloons
Another Drodarin race, the green-skinned Kloons are known for being scholarly and industrious. Rather short, Kloons stand around 1 meter tall. To play a Kloon, you must have an Intelligence of at least 12, a Strength of no more than 13, and neither Psychic Talent or Looks greater than 11.
Starting at 7th rank, all Kloons gain the Sorcerers Alchemical techniques.
Movement: 10m (15 m)
Vision: Gloomsight
 
Currency of Magnamund

To keep things easy, the currency of most of Magnamund comprises of the Gold Crown (GC), Silver Florin (F) and Copper Penny (d). In other areas of Magnamund the following coins may be encountered:

Kika (worth 1 F)
Orla (worth 5 F)
Ain (worth 1 GC), Brona (worth 1 F)
Noble (worth 1 GC), Talon (worth 1 F)
Lune (worth 2.5 F)

For convenience, all prices listed in the book are in Florins, although Crowns are still common, so a Crossbow would cost 10 GC, or 100 F.


Languages of Magnamund


Each language below has a difficulty rating, and they are grouped together if closely related:


Sommlending (Undemanding)
Ulnarian (Undemanding)

Ice Barbarian (Complex)

Dark Tongue (Abtruse)

Giak (Simple)
Szall (Undemanding)

Vassa (Undemanding) - Closely related to Shadakine, distantly related to Sadi
Wildlander (Undemanding), distantly related to Shadakine

Shadakine (Undemanding)
Sadi (Undemanding)

Nael (undemanding)- distantly related to Vaderish and Aluvian

Vaderish (undemanding)- distantly related to Nael and Aluvian

Aluvian - (undemanding) distantly related to Vaderish and Nael

Tianese (Complex) Distantly related to Mythenish

Mythenish (Complex) Distantly related to Tianese

Ancient Jazerin (Abtuse), Distantly related to Shadakine

Drakkarim (Undemanding)

Cenerese (Complex)

Drodarin (Complex)
 
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