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Authors: Joe Dever

Tags: #Fiction, #Fantasy, #Lone Wolf, #Magnamund

The Masters of Darkness (3 page)

BOOK: The Masters of Darkness
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How to Use Your Equipment
Weapons
Weapons aid you in combat. If you have the Magnakai Discipline of Weaponmastery and a correct weapon, it adds 3 points to your
COMBAT SKILL
. If you enter a combat with no weapons, deduct 4 points from your
COMBAT SKILL
and fight with your bare hands. If you find a weapon during the adventure, you may pick it up and use it. (Remember that you can only carry two Weapons at once.) You may only use one Weapon at a time in combat.
Bow and Arrows
During your adventure there will be opportunities to use a Bow and Arrow. If you equip yourself with this weapon, and you possess at least one Arrow, you may use it when the text of a particular section allows you to do so. The Bow is a useful weapon, for it enables you to hit an enemy at a distance. However, a Bow cannot be used in hand-to-hand combat; therefore it is strongly recommended that you also equip yourself with a close combat weapon, like a Sword or Mace.
In order to use a Bow you must possess a Quiver and at least one Arrow. Each time the Bow is used, erase an Arrow from your
Action Chart
. A Bow cannot, of course, be used if you exhaust your supply of Arrows, but the opportunity may arise during your adventure for you to replenish your stock of Arrows.
If you enter combat armed only with a Bow, you must deduct 4 points from your
COMBAT SKILL
and fight with your bare hands.
Backpack Items
During your travels you will discover various useful items which you may wish to keep. (Remember you can only carry a maximum of eight items in your Backpack at anytime.) You may exchange or discard them at any point when you are not involved in combat.
Special Items
Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it. If you have successfully completed previous
Lone Wolf
books, you may already possess Special Items.
The maximum number of Special Items that a Kai Master can carry during an adventure is twelve. Surplus Special Items may be left in safekeeping at your Kai Monastery.
Food
You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3
ENDURANCE
points. If you have chosen the Magnakai Discipline of Huntmastery as one of your skills, you will not need to tick off a Meal when instructed to eat.
Potion of Laumspur
This is a healing potion that can restore 4
ENDURANCE
points to your total when swallowed after combat. There is enough for one dose only. If you discover any other potion during the adventure, you will be informed of its effect. All potions are Backpack Items.

[1] The Lantern is designed to be self-lighting. You will not need a Tinderbox or any other means of creating a flame to light it.

Rules for Combat

There will be occasions during your adventure when you have to fight an enemy. The enemy's
COMBAT SKILL
and
ENDURANCE
points are given in the text. Lone Wolf's aim in the combat is to kill the enemy by reducing his
ENDURANCE
points to zero while losing as few
ENDURANCE
points as possible himself.

At the start of a combat, enter Lone Wolf's and the enemy's
ENDURANCE
points in the appropriate boxes on the Combat Record section of your
Action Chart
.

The sequence for combat is as follows:

  1. Add any extra points gained through your Magnakai Disciplines and Special Items to your current
    COMBAT SKILL
    total.
  2. Subtract the
    COMBAT SKILL
    of your enemy from this total. The result is your Combat Ratio. Enter it on the
    Action Chart
    .
    Example
    Lone Wolf (
    COMBAT SKILL
    15) is attacked by a Nightstalker (
    COMBAT SKILL
    22). He is not given the opportunity to evade combat but must stand and fight as the creature leaps on him. Lone Wolf has the Magnakai Discipline of Psi-surge to which the Nightstalker is not immune, so Lone Wolf adds 4 points to his
    COMBAT SKILL
    , giving a total
    COMBAT SKILL
    of 19.
    He subtracts the Nightstalker's
    COMBAT SKILL
    from his own, giving a Combat Ratio of −3. (19 − 22 = −3). −3 is noted on the
    Action Chart
    as the Combat Ratio.
  3. When you have your Combat Ratio
    , pick a number from the
    Random Number Table
    .
  4. Turn to the
    Combat Results Table
    . Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of
    ENDURANCE
    points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)
    Example
    The Combat Ratio between Lone Wolf and the Nightstalker has been established as −3. If the number taken from the
    Random Number Table
    is a 6, then the result of the first round of combat is:
    • Lone Wolf loses 3
      ENDURANCE
      points (plus an additional 2 points for using Psi-surge)
    • Nightstalker loses 6
      ENDURANCE
      points
  5. On the
    Action Chart
    , mark the changes in
    ENDURANCE
    points to the participants in the combat.
  6. Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.
  7. Repeat the sequence from
    Stage 3
    .

This process of combat continues until the
ENDURANCE
points of either the enemy or Lone Wolf are reduced to zero or below, at which point that combatant is declared dead. If Lone Wolf is dead, the adventure is over. If the enemy is dead, Lone Wolf proceeds but with his
ENDURANCE
points possibly reduced.

A
summary of Combat Rules
appears in the back of this book.

Evasion of Combat

During your adventure you may be given the chance to evade combat. If you have already engaged in a round of combat and decide to evade, calculate the combat for that round in the usual manner. All points lost by the enemy as a result of that round are ignored, and you make your escape. Only Lone Wolf may lose
ENDURANCE
points during that round, but then that is the risk of running away! You may only evade if the text of the particular section allows you to do so.

Levels of Magnakai Training

The following table is a guide to the ranks and titles that are achieved by Kai Masters at each stage of their training. As you successfully complete each adventure in the
Lone Wolf Magnakai
series, you will gain an additional Magnakai Discipline and progress towards the ultimate distinction of a Kai Warrior — Kai Grand Mastership.

  1. Kai Master
  2. Kai Master Senior
  3. Kai Master Superior —
    You begin the
    Lone Wolf Magnakai
    adventures with this level of training
    .
  4. Primate
  5. Tutelary
  6. Principalin
  7. Mentora
  8. Scion-kai
  9. Archmaster
  10. Kai Grand Master
Lore-circles of the Magnakai

In the years before their massacre, the Kai Masters of Sommerlund devoted themselves to the study of the Magnakai. These skills were divided into four schools of training called ‘Lore-circles’. By mastering all of the Magnakai Disciplines of a Lore-circle, the Kai Masters developed their fighting prowess (
COMBAT SKILL
), and their physical and mental stamina (
ENDURANCE
) to a level far higher than any mortal warrior could otherwise attain.

Listed below are the four Lore-circles of the Magnakai and the skills that must be mastered in order to complete them.

Circle of Fire
Weaponmastery & Huntmastery
Circle of Light
Animal Control & Curing
Circle of Solaris
Invisibility, Huntmastery & Pathsmanship
Circle of the Spirit
Psi-surge, Psi-screen, Nexus & Divination

By completing a Lore-circle, you may add to your
COMBAT SKILL
and
ENDURANCE
the extra bonus points that are shown below.

Lore-circle Bonuses
Circle of Fire
+1
CS
+2
EP
Circle of Light
0
CS
+3
EP
Circle of Solaris
+1
CS
+3
EP
Circle of the Spirit
+3
CS
+3
EP

All bonus points that you acquire by completing a Lore-circle are additions to your basic
COMBAT SKILL
and
ENDURANCE
scores.

Improved Disciplines

As you rise through the higher levels of Magnakai training you will find that some of your skills will steadily improve. If you have reached the rank of Primate (four skills), Tutelary (five skills), Principalin (six skills), Mentora (seven skills), Scion-kai (eight skills) or Archmaster (nine skills), you will now benefit from improvements to the following Magnakai Disciplines:

Primate
Animal Control
Primates with this Magnakai Discipline are able to repel an animal that is intent on harming them by blocking its sense of taste and smell. The level of success is dependent on the size and ferocity of the animal.
Curing
Primates with this skill have the ability to delay the effects of poisons, including venoms, that they may come into contact with. Although a Kai Primate with this skill is not able to neutralize a poison he is able to slow its effect, giving him more time to find an antidote or cure.
Huntmastery
Primates with this skill have a greatly increased agility and are able to climb without the use of climbing aids, such as ropes, etc.
Psi-surge
Primates with the Magnakai Discipline of Psi-surge will, by concentrating their psychic powers upon an object, be able to set up vibrations that may lead to the disruption or destruction of the object.
Nexus
Primates with the skill of Nexus will be able to offer a far greater resistance than before to the effects of noxious gases and fumes.
Tutelary
Weaponmastery
Tutelaries are able to use defensive combat skills to great effect when fighting unarmed. When entering combat without a weapon, Tutelaries lose only 2 points from their
COMBAT SKILL
, instead of the usual 4 points.
Invisibility
Tutelaries are able to increase the effectiveness of their skill when hiding from an enemy by drawing the enemy's attention to a place other than that in which they are hiding. The effectiveness of this ability increases as a Kai Master rises in rank.
Pathsmanship
Tutelaries with this skill can detect an enemy ambush within 500 yards of their position unless their
ENDURANCE
score is low due to wounds sustained or lack of food.
Psi-screen
Tutelaries with this skill develop mental defences against magical charms and hostile telepathy. These defences increase in strength as a Kai Master rises in rank.
Divination
Tutelaries who possess this Magnakai Discipline are able to recognize objects or creatures with magical skills or abilities. However, this improved Discipline can be negated if the creature or object is shielded from detection.
Principalin
Animal Control
Principalins with this skill are able to call on a woodland animal (if nearby) to aid them, either in combat, or to act as a messenger or guide. The number of animals that can be summoned increases as a Kai Master rises in rank.
Invisibility
Principalins are able to mask any sounds made by their movements while using this skill.
Huntmastery
Principalins with this Magnakai Discipline are able to intensify their eyesight at will, giving them telescopic vision.
Psi-surge
Principalins using this skill in combat are able to confuse an enemy by planting seeds of doubt in its mind. The effectiveness of this ability increases as a Kai Master rises in rank.
Nexus
Principalins with this ability can extinguish fires by force of will alone. The size of the fire, and the number that can be extinguished using Nexus increases as a Kai Master rises in rank.
Mentora
Weaponmastery
Mentoras skilled in Weaponmastery are more accurate when using all missile weapons, whether fired (e.g. a bow) or thrown (e.g. a dagger). When using a bow or thrown weapon and instructed to pick a number from the
Random Number Table
, add 2 to the number picked if you are a Mentora with the Magnakai Discipline of Weaponmastery.
Curing
Mentoras with this skill are able to neutralize the effects of any poisons, venoms, or toxins with which they come into contact.
Pathsmanship
Mentoras who possess this Magnakai Discipline are able to cross any kind of terrain on foot without leaving any tracks, even if the ground is covered in snow.
Psi-screen
Mentoras with this ability can protect themselves from evil spirits and other non-corporeal beings that attack with psychic energy. The effectiveness of this ability increases as a Kai Master rises in rank.
Divination
Mentoras who possess this skill are able to detect psychic residues lingering in a place where a dramatic event, such as a battle, a murder, a ritual sacrifice, or a ritual ceremony, has taken place. By meditating at the scene of the incident, a Kai Mentora is able to visualize the event, even though it may have occurred in the distant past.
Scion-kai
Weaponmastery
When entering combat with a weapon they have mastered, Scion-kai may add 4 points (instead of the usual 3 points) to their
COMBAT SKILL
. Also, when in combat without a weapon they lose only 1 point from their
COMBAT SKILL
.
Invisibility
Scion-kai are able to alter their physical appearance at will in order to deceive an enemy. The duration and effectiveness of this deception increases as a Kai Master rises in rank.
Pathsmanship
Scion-kai with this ability are able to converse with any sentient creature. They are also able to make themselves invisible when subjected to any psychic or magical spells of detection.
Psi-screen
When engaging in psychic combat Scion-kai are able to absorb and control some of the energies directed at them. By deflecting or inducing the hostile energy they can either reduce the damage they sustain, or increase the power of their own psychic attacks.
Divination
Scion-kai are able to leave their body in a state of suspended animation and, in spirit form, explore their immediate surroundings unhindered by physical limitations. This ability is called ‘spirit walking’. The length of time a Kai Master can spirit walk increases as he rises in rank. When the spirit is separated from the body in this fashion, the body remains inanimate and vulnerable to attack. If a Kai Master's body is killed whilst he is spirit walking, his spiritual self will also cease to exist, and vice versa.
Archmaster
Animal Control
Archmasters with this skill are able to command most animals to do their bidding, although effectiveness is diminished when attempting to control a hostile creature.
Curing
Archmasters are able to use their healing power to repair serious wounds sustained in battle. If, whilst in combat, their
ENDURANCE
is reduced to 6 points or less, they can use their skill to restore 20
ENDURANCE
points. This ability can only be used once every 100 days.
Huntmastery
Archmasters who possess this ability benefit from greatly increased senses of hearing, smell, and night vision. These senses become even more acute upon attaining the rank of Kai Grand Master.
Psi-surge
When using their psychic ability to attack an enemy, Archmasters may add 6 points to their
COMBAT SKILL
instead of the usual 4 points. For every round in which Psi-surge is used, Archmasters need only deduct 1
ENDURANCE
point. When using the weaker psychic attack — Mindblast — they may add 3 points to their
COMBAT SKILL
without loss of
ENDURANCE
points. Archmasters cannot use Psi-surge if their
ENDURANCE
score falls to 4 points or below.
Nexus
Archmasters with the skill of Nexus are able to withstand extremes of heat and cold, and possess limited immunity to harmful elements, such as flames, toxic gases, and corrosive liquids. The duration of this immunity increases greatly upon attaining Kai Grand Mastership.
BOOK: The Masters of Darkness
7.63Mb size Format: txt, pdf, ePub
ads

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