[Flag] Issue 2: August 1999
Rising Sun
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GURPS Lone Wolf Notes (cont')


Magnakai disciplines

For the most part, these appear to be improvements on the existing Kai abilities, although some disciplines go beyond sheer skill:

DisciplineGURPS equivalents
WeaponmasterySkill should be about 16, and some non-cinematic maneuvers from GURPS Martial Arts could be added at the player's option
Animal ControlControl Animal (GURPS Supers), power 5+
CuringRaise existing Healing power to about 10, and maybe add Regrowth (GURPS Supers)
InvisibilityAt this level, your PC is able to hide practically anywhere, and blend in with a crowd. Treat this as a variant on the Alter Visage knack. 25 points
HuntmasteryA reduced need to eat (5 points) and some points in Move or Running
PathsmanshipTracking 18+ and an advanced Danger sense (treat as the Sense Danger knack in GURPS Magic, 25 points). Also, add linguistics skill and 3 to 5 levels of language talent.
Psi-surgeMental Blow to power 12-15, limit extra levels with costs 2 fatigue per use.
Psi-screenMindshield, power 12-15.
NexusAdd Temperature Tolerance (10 pts)
DivinationAdd more levels in Precognition, and about 6 to 8 levels in Telerecieve and Telesend.

Improved Disciplines.

Starting with the Magnakai series, it is possible for a Kai Lord to receive "upgrades" to his existing abilities. The improvements are as follows:

DisciplineImprovement notes
WeaponmasteryExisting weaponskills can be raised to 18, and the character can take Karate to DX level.
Animal ControlCharacter can make himself look more fearsome to hostile animals, granting a +4 reaction when determining if an animal will fight or follow orders (10 point advantage)
CuringWith practise, a Magnakai can neutralize any poison (18 points) in himself or others. Also, he can induce massive amounts of healing in himself once per 100 days. In game terms, he can restore 1/2 his original HT when using this power. 10 point advantage
InvisibilityIn addition to the Alter Visage ability, a Magnakai can render himself invisible (25 points)
HuntmasteryDexterity can be raised by 1 at normal cost, without doubling (ie DX 12 to DX 13 is only 10 cp). Also gains Telescopic Vision (5 levels, 30 cp) and a further 5 levels of alertness (25 cp).
PathsmanshipCan detect an ambush automatically (10 cp), and can become invisible to spells or psychic detection (15 cp). In addition, They can converse with any sentient creature (replace linguistics with Gift of Tounges knack, 15 points), and can walk without leaving any tracks (10 cp).
Psi-surgeAdd Mental Stab, and Confuse at IQ-3 level. Also add the Explode knack (20 cp)
Psi-screenAdd +5 to any resistance rolls versus mind control (5 cp) and 4d6 of Absorption versus mental attacks (20 cp)
Nexus+5 to resist poison gasses (any type), add Neutralize Fire (5 levels, IQ skill), and Invulnerable to flames, toxic gasses, and corrosive liquids (30 cp)
DivinationAdd Psychometry (5 levels, IQ-1 skill), and the Mage Sense knack. Also add 5 levels of Astral projection at IQ+1 in skill.

Vakeros

The Vakeros, as described in various Lone Wolf books, are the native warrior-mages of Dessi, an ally of Sommerlund. They are distinguished by their specialized skill in battle magic, and by the blue-steel weapons that they carry.

As far as stats and advantages go, there is a minimum for DX (combat and skills like Throw Spell/Spell Jet) and IQ (for spells, natch). I suggest a minimum of 12 in each. They should definitely also have a level of Magery, at least.

Vakeros seem to have some level of Social Status; being trained by the Elder Magi, they should have a Social Status of at least 1, as well as a reputation (+1, skilled fighters and magic users, half the time outside of Dessi).

Spells

In the series, there have been spells from Elemental schools such as Fire and Air/Lightning(Flameshaft and Power Grasp), Making/Breaking (Splinter and Penetrate), and Body Control (Hold Enemy). A reasonable "permissible college layout" would be:

  • Body Control
  • Elemental (primarily Fire and Air)
  • Making and Breaking
  • Protection and Warning

Possible Colleges (GM permission):

  • Mind Control
  • Knowledge
  • Movement
  • Light/Dark

I didn't see any evidence of healing abilities from Jungle of Horrors (Paido never used any, anyway), and I think it's reasonable that no self respecting battlemage would know Necromancy. Enchantment spells would probably be left to the Elder Magi, as that group has little to do with combat, and the power required would exceed what is practical on the battlefield.

Typical equipment

Being trained by the Elder Magi, the Vakeros will typically have access to several useful enchanted items. The most prominent of these is their Blue Steel swords, which are strong enough to effect a Helghast. The basic stats for a Blue Steel weapon are: Sword (any type), +2 Accuracy and Pussiance, Staff (added to allow Vakeros to cast their spells along their blades, as seen in Jungle of Horrors).

The Elder Magi don't let the secret of making these swords get out, so getting one can only be done by either joining the order, or stealing one (rarely a good idea, especially with the powers that the Vakeros, and the Elder Magi have at their disposal). A generous GM might allow the PCs to receive one as a gift from the Magi, but this should only be done after a truly heroic adventure. 


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