The Readers' Handbook
This handbook is designed to help newer players become familiar with the rules for the gamebooks available on the Project Aon website, and also to clarify potentially obscure or complex rules in the various sub-systems of the Lone Wolf ruleset. For more information, see the Introduction section.
Contents
- Introduction
- The Kai Game Rules
- The Magnakai Game Rules
- The Grand Master Game Rules
- The New Order Game Rules
- The World of Lone Wolf Game Rules
- The Freeway Warrior Rules
- Topical Guide
- Appendix A. Example Random Number Table
- Appendix B. Example Combat Results table
- Appendix C. Example Combat
- Appendix D. Lone Wolf Club Newsletter Excerpts
- Appendix E. Rules-based FAQ
Introduction
In writing the Lone Wolf series, Joe Dever created a system of rules that is both simple and satisfying in its completeness. The rules seek to find a balance between being simple enough to learn in one sitting and being able to deal with situations encountered by the player in a reasonable, realistic and predictable way.
However, the rules for the Lone Wolf books are not perfect, nor are they perfectly understandable to the first time reader. Many new readers are intimidated by the rules' level of complexity, skip over them and try to forget they ever existed. Although the Lone Wolf books can be enjoyed without following the rules, the reader will find greater enjoyment if the rules are understood and applied. For readers who understand the basic rules, there are inconsistencies and situations not covered by the rules. These inconsistencies and omissions can be frustrating for the conscientious.
This Readers' Handbook* is intended to help both groups: new readers encountering the rules for the first time, and experienced readers encountering confusion about how to apply the rules in a particular situation. It is organized with the intention of helping you find the information you need when you need it.
This area of the site is divided up into sections based on the different series of gamebooks written and edited by Joe Dever: the Lone Wolf Kai series (books 1-5), the Lone Wolf Magnakai series (books 6-12), the Lone Wolf Grand Master series (books 13-20), the Lone Wolf New Order series (books 21-28), the World of Lone Wolf series and the Freeway Warrior series. Each section goes through the rules sequentially as presented in the books.
A composite version of the rules for each series is written from beginning to end in its section. This composite appears without indentation. Where comment is necessary, it is inserted in indented text and italic typeface. For example:
You keep a record of your adventure on the Action Chart.
Links to helpful information are also provided in the Topical Guide. For the first time reader, as you read through the rules, you can refer to this Handbook to find explanations of the things you read in the order which you read them.
In areas where there is more than one reasonable way to interpret rules, we will present justifications for the most reasonable interpretations and let you decide for yourself. The Readers' Handbook is not here to dictate the One True Way. Find what you are comfortable with and follow it.
The Topical Guide which follows the several rules composites is an alphabetical listing of topics in need of clarification.
We hope that you find this handbook helpful in better understanding the rules and finding greater enjoyment in Joe Dever's gamebooks. If this handbook doesn't answer all your questions, please contact us with your question.
The Project Aon Team
* This document was formerly known as the Rules Handbook, but due to time constraints, that project had been largely neglected for almost four years. In translating the Handbook to a wiki format, it is hoped that it will now be kept up to date.
The [Kai] Game Rules
You keep a record of your adventure on the Action Chart.
During your training as a Kai Lord you have developed fighting prowess--COMBAT SKILL and physical stamina--ENDURANCE. Before you set off on your adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point with the blunt end of it on to the Random Number Table. If you pick 0 it counts as zero.
The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 10 to the number you picked and write the total in the COMBAT SKILL section of your Action Chart (i.e. if your pencil fell on the number 4 in the Random Number Table you would write in a COMBAT SKILL of 14). When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore very desirable.
The second number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 20 to this number and write the total in the ENDURANCE section of your Action Chart (i.e. if your pencil fell on the number 6 on the Random Number Table you would have 26 ENDURANCE points).
If you are wounded in combat you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero or below, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure, but your number of ENDURANCE points can never go above the number with which you start your adventure.
If you have successfully completed any previous book of the Lone Wolf series, you will already have your COMBAT SKILL, ENDURANCE points and Kai Disciplines which you can now carry over with you to this book. You may also carry over any Weapons and Special Items that you held at the end of the previous book and these should be entered on your new Action Chart (you are still limited to two Weapons and eight Backpack Items).
You may choose one bonus Kai Discipline to add to your Action Chart for every Lone Wolf adventure you have successfully completed; then read the section on equipment for this book carefully.
Kai Disciplines
Over the centuries, the Kai monks have mastered the skills of the warrior. These skills are known as the Kai Disciplines, and they are taught to all Kai Lords. You are a Kai initiate which means that you have learnt only five of the skills listed below. The choice of which five skills these are, is for you to make. As all of the Disciplines will be of use to you at some point on your adventure, pick your five with care. The correct use of a Discipline at the right time can save your life.
When you have chosen your five Disciplines, enter them in the Kai Discipline section of your Action Chart.
Camouflage
This Discipline enables a Kai Lord to blend in with his surroundings. In the countryside, he can hide undetected among trees and rocks and pass close to an enemy without being seen. In a town or city, it enables him to look and sound like a native of that area, and can help him to find shelter or a safe hiding place.
If you choose this skill, write 'Camouflage' on your Action Chart.
Hunting
This skill ensures that a Kai Lord 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 skill is very useful for it also enables a Kai Lord to move with great speed and dexterity.
If you choose this skill, write 'Hunting: no need for a Meal when instructed to eat' on your Action Chart.
Sixth Sense
This skill may warn a Kai Lord of imminent danger. It may also reveal the true purpose of a stranger or strange object encountered in your adventure.
If you choose this skill, write 'Sixth Sense' on your Action Chart.
Tracking
This skill enables a Kai Lord to make the correct choice of a path in the wild, to discover the location of a person or object in a town or city and to read the secrets of footprints or tracks.
If you choose this skill, write 'Tracking' on your Action Chart.
Healing
This Discipline can be used to restore ENDURANCE points lost in combat. If you possess this skill you may restore 1 ENDURANCE point to your total for every numbered section of the book you pass through in which you are not involved in combat. (This is only to be used after your ENDURANCE has fallen below its original level.) Remember that your ENDURANCE cannot rise above its original level.
If you choose this skill write 'Healing. + 1 ENDURANCE point for each section without combat' on your Action Chart.
Weaponskill
Upon entering the Kai monastery, each initiate is taught to master one type of weapon. If Weaponskill is to be one of your Kai Disciplines, pick a number in the usual way from the Random Number Table on the last page of the book, and then find the corresponding Weapon from the list below. This is the Weapon in which you have skill. When you enter combat carrying this Weapon, you add 2 points to your COMBAT SKILL.
- 0 = Dagger
- 1 = Spear
- 2 = Mace
- 3 = Short Sword
- 4 = Warhammer
- 5 = Sword
- 6 = Axe
- 7 = Sword
- 8 = Quarterstaff
- 9 = Broadsword
The fact that you are skilled with a Weapon does not mean you set out on the adventure carrying that particular Weapon. However, you will have opportunities to acquire Weapons in the course of your adventures. You cannot carry more than 2 Weapons.
You cannot carry more than 2 Weapons. If you choose this skill, write 'Weaponskill in _______ + 2 COMBAT SKILL points if this Weapon carried' on your Action Chart.
Mindshield
The Darklords and many of the evil creatures in their command have the ability to attack you using their Mindforce. The Kai Discipline of Mindshield prevents you from losing any ENDURANCE points when subjected to this form of attack.
If you choose this skill, write 'Mindshield: no points lost when attacked by Mindblast' on your Action Chart.
Mindblast
This enables a Kai Lord to attack an enemy using the force of his mind. It can be used at the same time as normal combat Weapons and adds two extra points to your COMBAT SKILL. Not all the creatures encountered on this adventure will be harmed by Mindblast. You will be told if a creature is immune.
If you choose this skill, write 'Mindblast: + 2 COMBAT SKILL points' on your Action Chart.
Animal Kinship
This skill enables a Kai Lord to communicate with some animals and to be able to guess the intentions of others.
If you choose this skill, write 'Animal Kinship' on your Action Chart.
Mind Over Matter
Mastery of this Discipline enables a Kai Lord to move small objects with his powers of concentration.
If you choose this skill, write 'Mind Over Matter' on your Action Chart.
If you successfully complete the mission as set in this book of Lone Wolf, you may add a further Kai Discipline of your choice to your Action Chart in the next book. This additional skill, together with your other skills and any Special Items that you have found, may then be used in the next adventure in the Lone Wolf series.
[Kai] Equipment
Before leaving on your journey, you are given a map of the area and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table. Now add 10 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you may now enter this number in the 'Gold Crowns' section of your Action Chart. (If you have successfully completed previous Lone Wolf adventures, you may add this sum to the total of any Crowns you may already possess. Remember you can only carry a maximum of fifty Crowns.)
You may take your pick of the following items (in addition to those you already possess, but remember you may only carry two Weapons). You may take up to three of the following:
List the three items you choose on your Action Chart, under the heading given in brackets, and make a note of any effect it may have on your ENDURANCE points or COMBAT SKILL.
How to carry equipment
Now that you have your equipment, the following list shows you how it is carried. You don't need to make notes but you can refer back to this list in the course of your adventure.
How much can you carry?
Weapons
The maximum number of Weapons that you may carry is two.
Backpack Items
These must be stored in your Backpack. Because space is limited, you may only keep a maximum of eight articles, including Meals, in your Backpack at any one time.
Special Items
Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it.
Gold Crowns
These are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns.
Food
Food is carried in your Backpack. Each Meal counts as one item.
Any item that may be of use and can be picked up on your adventure and entered on your Action Chart is given capital letters in the text. Unless you are told it is a Special Item, carry it in your Backpack.
How to use your equipment
Weapons
Weapons aid you in combat. If you have the Kai Discipline of Weaponskill and the correct Weapon, it adds 2 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 you can only carry two Weapons at once.)
Backpack Items
During your travels you will discover various useful items which you may wish to keep. (Remember you can only carry eight items in your Backpack at once.) You may exchange or discard them at any point when you are not involved in combat.
Special Items
Each Special Item has a particular purpose or effect. You may be told this when the item is discovered, or it may be revealed to you as the adventure progresses. Special Items are not usually 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.
Gold Crowns
The local currency is the Crown, which is a small gold coin. Gold Crowns can be used on your adventure to pay for transport, food or even as a bribe! Many of the creatures that you will encounter possess Gold Crowns, or have them hidden in their lairs. Whenever you kill a creature, you may take any Gold Crowns that it has and put them in your Belt Pouch.
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 Kai Discipline of Hunting as one of your five skills, you will not need to tick off a Meal when instructed to eat unless you are in an area of wasteland or desert.
Healing Potion
This can restore 4 ENDURANCE points to your total when swallowed after combat. There is only enough for one dose. If you discover any other potions during the adventure, you will be told then of their effect. All Healing Potions are Backpack Items.
[Kai] Rules for Combat
There will be occasions on 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 or below 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.
- Add any extra points gained through your Kai Disciplines to your current COMBAT SKILL total.
You also add to this total any bonuses conferred by Special Items.
- Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.
ExampleLone Wolf (COMBAT SKILL 15) is ambushed by a Winged Devil (COMBAT SKILL 20). He is not given the opportunity to evade combat, but must stand and fight as the creature swoops down on him. Lone Wolf has the Kai Discipline of Mindblast, so he adds 2 points to his COMBAT SKILL, giving a total COMBAT SKILL of 17.He subtracts the Winged Devil's COMBAT SKILL from his own, giving a Combat Ratio of -3 (17 - 20 = -3). -3 is noted on the Action Chart as the Combat Ratio.
- When you have your Combat Ratio, pick a number from the Random Number Table.
- 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.)
ExampleThe Combat Ratio between Lone Wolf and Winged Devil 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: - On the Action Chart, mark the changes in ENDURANCE points to the participants in the combat.
- Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.
- 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 the one with the zero score 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 Kai Training
The following table is a guide to the rank and titles that are bestowed upon Kai Lords at each stage of their training. As you successfully complete each adventure in the Lone Wolf series, you will gain an additional Kai Discipline and gradually progress towards mastery of the ten basic Kai Disciplines.
- Novice
- Intuite
- Doan
- Acolyte
- Initiate--You begin the Lone Wolf adventures with this level of Kai training
- Aspirant
- Guardian
- Warmarn or Journeyman
- Savant
- Master
Beyond the ten basic skills of the Kai Master await the secrets of the higher Kai Disciplines or 'Magnakai'. By acquiring the wisdom of the Magnakai, a Kai Lord can progress towards the ultimate achievement and become a Kai Grand Master.
The [Magnakai] Game Rules
You keep a record of your adventure on the Action Chart.
During your training as a Kai Master you have developed fighting prowess--COMBAT SKILL and physical stamina--ENDURANCE. Before you set off on your adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point with the blunt end of it on to the Random Number Table. If you pick 0 it counts as zero.
The first number that you pick from the Random Number Table in this way represents your CCOMBAT SKILL. Add 10 to the number you picked and write the total in the COMBAT SKILL section of your Action Chart (i.e. if your pencil fell on the number 4 in the Random Number Table you would write in a COMBAT SKILL of 14). When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore very desirable.
The second number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 20 to this number and write the total in the ENDURANCE section of your Action Chart (i.e. if your pencil fell on the number 6 on the Random Number Table you would have 26 ENDURANCE points).
If you are wounded in combat you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero or below, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure, but your number of ENDURANCE points can never rise above the number you started with.
If you have successfully completed any of the previous adventures in the Lone Wolf series, you can carry your current scores of COMBAT SKILL and ENDURANCE points over to this book. You may also carry over any Weapons and Special Items you have in your possession at the end of your last adventure, and these should be entered on your new Action Chart (you are still limited to two Weapons and eight Backpack Items).
You many choose one bonus Magnakai Discipline to add to your Action Chart for every Lone Wolf Magnakai adventure you successfully complete (Books 6-12).
Magnakai Disciplines
During your training as a Kai Lord, and in the course of the adventures that led to the discovery of The Book of the Magnakai, you have mastered all ten of the basic warrior skills known as the Kai Disciplines.
- Hunting--may be used to automatically find food in fertile areas, but still doesn't function in areas of wasteland or desert.
- Healing--may be used to heal 1 ENDURANCE point while not in combat.
- Weaponskill--adds 2 points to your #CombatSkill#COMBAT SKILL if using the Weapon with which you are skilled.
- Mindblast--adds 2 #CombatSkill#COMBAT SKILL points to your total when used against an opponent who isn't immune.
After studying The Book of the Magnakai, you have also reached the rank of Kai Master Superior, which means that you have learnt three of the Magnakai Disciplines listed below. It is up to you to choose which three skills these are. As all of the Magnakai Disciplines will be of use to you at some point on your adventure, pick your three with care. The correct use of a Magnakai Discipline at the right time can save your life.
The Magnakai skills are divided into groups, each of which is governed by a separate school of training. These groups are called 'Lore-circles'. By mastering all of the Magnakai Disciplines in a particular Lore-circle, you can gain an increase in your #CombatSkill#COMBAT SKILL and ENDURANCE points score. (See the section 'Lore-circles of the Magnakai' for details of these bonuses.)
When you have chosen your three Magnakai Disciplines, enter them in the Magnakai Disciplines section of your Action Chart.
Weaponmastery
This Magnakai Discipline enables a Kai Master to become proficient in the use of all types of Weapon. When you enter combat with a Weapon you have mastered, you add 3 points to your COMBAT SKILL. The rank of Kai Master Superior, with which you begin the Magnakai series, means you are skilled in three of the Weapons in the list below.
The fact that you are skilled with three Weapons does not mean that you begin the adventure carrying any of them. However, you will have opportunities to acquire Weapons during your adventure. For every Lone Wolf book that you complete in the Magnakai series, you may add an additional Weapon to your Weapons Checklist.
If you choose this skill, write 'Weaponmastery: + 3 COMBAT SKILL points' on your Action Chart, and tick your chosen Weapons on the Weapons list. You cannot carry more than two Weapons.
Animal Control
This Magnakai Discipline enables a Kai Master to communicate with most animals and to determine their purpose and intentions. It also enables a Kai Master to fight from the saddle with great advantage.
If you choose this skill, write 'Animal Control' on your Action Chart.
Curing
The possessor of this skill can restore 1 lost ENDURANCE point to his total for every numbered section of the book through which he passes, provided he is not involved in combat. (This can only be done after his ENDURANCE has fallen below its original level.) This Magnakai Discipline also enables a Kai Master to cure disease, blindness and any combat wounds sustained by others, as well as himself. Using the knowledge mastery of this skill provides will also allow a Kai Master to identify the properties of any herbs, roots and potions that may be encountered during the adventure.
If you choose this skill, write 'Curing: + 1 ENDURANCE point for each section without combat' on your Action Chart.
Invisibility
This Magnakai skill allows a Kai Master to blend in with his surroundings, even in the most exposed terrain. It will enable him to mask his body heat and scent, and to adopt the dialect and mannerisms of any town or city that he visits.
If you choose this skill, write 'Invisibility' on your Action Chart.
Huntmastery
This skill ensures that a Kai Master will never starve in the wild; he will always be able to hunt for food, even in areas of wasteland and desert. It also enables a Kai Master to move with great speed and dexterity and will allow him to ignore any extra loss of #CombatSkill#COMBAT SKILL points due to a surprise attack or ambush.
If you choose this skill, write 'Huntmastery' on your Action Chart.
Pathsmanship
In addition to the basic skill of being able to recognize the correct path in unknown territory, the Magnakai skill of Pathsmanship will enable a Kai Master to read foreign languages, decipher symbols, read footprints and tracks (even if they have been disturbed), and detect the presence of most traps. It also grants him the gift of always knowing intuitively the position of north.
If you choose this skill, write 'Pathsmanship' on your Action Chart.
Psi-surge
This psychic skill enables a Kai Master to attack an enemy using the force of his mind. It can be used as well as normal combat Weapons and adds 4 extra points to your COMBAT SKILL.
It is a powerful Discipline, but it is also a costly one. For every round of combat in which you use Psi-surge, you must deduct 2 ENDURANCE points. A weaker form of Psi-surge called Mindblast can be used against an enemy without losing any ENDURANCE points, but it will add only 2 extra points to your COMBAT SKILL. Psi-surge cannot be used if your ENDURANCE falls to 6 points or below, and not all of the creatures encountered on your adventure will be affected by it; you will be told if a creature is immune.
If you choose this skill, write 'Psi-surge: +4 COMBAT SKILL points but -2 ENDURANCE points per round' and 'Mindblast: +2 COMBAT SKILL points' on your Action Chart.
Psi-screen
Many of the hostile creatures that inhabit Magnamund have the ability to attack you using their Mindforce. The Magnakai Discipline of Psi-screen prevents you from losing any ENDURANCE points when subjected to this form of attack and greatly increases your defence against supernatural illusions and hypnosis.
If you choose this skill, write 'Psi-screen: no points lost when attacked by Mindforce' on your Action Chart.
Nexus
Mastery of this Magnakai skill will enable you to withstand extremes of heat and cold without losing ENDURANCE points and to move items by your powers of concentration alone.
If you choose this skill, write 'Nexus' on your Action Chart.
Divination
This skill may warn a Kai Master of imminent or unseen danger or enable him to detect an invisible or hidden enemy. It may also reveal the true purpose or intent of a stranger or strange object encountered in your adventure. Divination may enable you to communicate telepathically with another person and to sense if a creature possesses psychic abilities.
If you choose this skill, write 'Divination' on your Action Chart.
If you successfully complete the mission as set in this book of the Lone Wolf series, you may add a further Magnakai Discipline of your choice to your Action Chart in the next book. This additional skill, together with your other Magnakai skills and any Special Items that you have found and been able to keep during your adventures may then be used in the next adventure in the Lone Wolf Magnakai series.
[Magnakai] Equipment
Before leaving on your journey, you are given a map of the area, and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table. Add 10 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you should now enter this number in the 'Gold Crowns' section of your Action Chart. If you have successfully completed previous Lone Wolf adventures, you may add this sum to the total sum of Crowns you already possess. You can carry a maximum of only fifty Crowns, but additional Crowns can be left in safekeeping at your Kai Monastery.
You are offered a choice of equipment to aid you on your perilous mission. You can take three items from the list below, again adding to these, if necessary, any you may already possess. However, remember that you can carry a maximum of two Weapons and eight Backpack Items.
List the three items that you choose on your Action Chart, under the heading given in brackets, and make a note of any effect they may have on your ENDURANCE points or COMBAT SKILL.
How to Carry Equipment
Now that you have your equipment, the following list shows you how it is carried. You do not need to make notes, but you should refer back to this list in the course of your adventure.
How Much Can You Carry?
Weapons
The maximum number of Weapons that you may carry is two.
Backpack Items
These must be stored in your Backpack. Because space is limited, you may keep a maximum of only eight articles, including Meals, in your Backpack at any one time.
Special Items
Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it.
The maximum number of Special Items that can be carried on any adventure is twelve. Surplus Special Items may be left for safekeeping at your Kai Monastery.
Gold Crowns
These are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns.
Food
Food is carried in your Backpack. Each Meal counts as one item.
Any item that may be of use and can be picked up on your adventure and entered on your Action Chart is given initial capitals (e.g. Gold Dagger, Magic Pendant) in the text. Unless you are told it is a Special Item, carry it in your Backpack.
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.)
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 have the Magnakai Discipline of Weaponmastery with a Bow, you may add 3 to any number that you choose from the Random Number Table, when using the Bow. 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|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.
Gold Crowns
The currency of Anari is the Lune, but Gold Crowns are readily accepted at an exchange rate of four Lune for every 1 Gold Crown.
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.
[Magnakai] 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:
- Add any extra points gained through your Magnakai Disciplines and Special Items to your current COMBAT SKILL total.
- Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.
ExampleLone 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.
- When you have your Combat Ratio, pick a number from the Random Number Table.
- Turn to the Combat Results Table on the inside back cover of the book. 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.)
ExampleThe 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: - On the Action Chart, mark the changes in ENDURANCE points to the participants in the combat.
- Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.
- 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 the one with the zero score 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 rank 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.
- Kai Master
- Kai Master Senior
- Kai Master Superior--You begin the Lone Wolf Magnakai adventures with this level of training.
- Primate
- Tutelary
- Principalin
- Mentora
- Scion-kai
- Archmaster
- 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
Circle of Light
Circle of Solaris
Circle of the Spirit
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
Circle of Light
Circle of Solaris
Circle of the Spirit
All bonus points that you acquire by completing a Lore-circle are additions to your basic COMBAT SKILL and ENDURANCE scores.
Improved [Magnakai] 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 be 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 be 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 defence 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 only lose 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 combat. 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 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 Grand Mastership.
The [Grand Master] Game Rules
You keep a record of your adventure on the Action Chart.
During your training as a Kai Master you have developed fighting prowess--COMBAT SKILL and physical stamina--ENDURANCE. Before you set off on your adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point with the blunt end of it on to the Random Number Table. If you pick 0 it counts as zero.
The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 25 to the number you picked and write the total in the COMBAT SKILL section of your Action Chart (i.e. if your pencil fell on the number 6 in the Random Number Table you would write in a COMBAT SKILL of 31). When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore very desirable.
The second number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 30 to this number and write the total in the ENDURANCE section of your Action Chart (i.e. if your pencil fell on the number 7 on the Random Number Table you would have 37 ENDURANCE points).
If you are wounded in combat you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero or below, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure, but your number of ENDURANCE points can never rise above the number you started with.
If you have successfully completed any of the previous adventures in the Lone Wolf series, you can carry your current scores of COMBAT SKILL and ENDURANCE points over to this book. You may also carry over any Weapons and Special Items you have in your possession at the end of your last adventure, and these should be entered on your new Action Chart (you are still limited to two Weapons, but you may now carry up to ten Backpack Items).
However, only the following Special Items may be carried over to the Lone Wolf Grand Master series (Book 13 onwards):
- Crystal Star Pendant
- Sommerswerd
- Silver Helm
- Dagger of Vashna
- Silver Bracers
- Jewelled Mace
- Silver Bow of Duadon
- Helshezag
- Kagonite Chainmail
- Korlinium Scabbard
You many choose one bonus Grand Master Discipline to add to your Action Chart for every Lone Wolf Grand Master adventure you successfully complete (Books 13-20).
Grand Master Disciplines
Kai and Magnakai Disciplines
During your distinguished rise to the rank of Kai Grand Master you have become proficient in all of the basic Kai and Magnakai Disciplines. These Disciplines have provided you with a formidable arsenal of natural abilities which have served you well in the fight against the agents and champions of Naar, King of the Darkness. A brief summary of your skills is given below.
Weaponmastery
Proficiency with all close combat and missile weapons. Master of unarmed combat; no COMBAT SKILL loss when fighting bare-handed. Add an additional 2 points to any number picked from the Random Number Table for missile or thrown Weapons (e.g. Bows or thrown Daggers).
Animal Control
Communication with most animals; limited control over hostile creatures. Can use woodland animals as guides and can block a non-sentient creature's sense of taste and smell.
Curing
Steady restoration of lost ENDURANCE points (to self and others) as a result of combat wounds. Neutralization of poisons, venoms and toxins. Repair of serious battle wounds.
Invisibility
Mask body heat and scent; hide effectively; mask sounds during movement; minor alterations of physical appearance.
Huntmastery
Effective hunting of food in the wild; increased agility; intensified vision, hearing, smell and night vision.
Pathsmanship
Read languages, decipher symbols, read footprints and tracks. Intuitive knowledge of compass points; detection of enemy ambush up to 500 yards; ability to cross terrain without leaving tracks; converse with sentient creatures; mask self from psychic spells of detection.
Psi-surge
Attack enemies using the powers of the mind; set up disruptive vibrations in objects; confuse enemies.
Psi-screen
Defence against hypnosis, supernatural illusions, charms, hostile telepathy, and evil spirits. Ability to divert and re-channel hostile psychic energy.
Nexus
Move small items by projection of mind power; withstand extremes of temperature; extinguish fire by force of will; limited immunity to flames, toxic gases, corrosive liquids.
Divination
Sense imminent danger; detect invisible or hidden enemy; telepathic communication; recognize magic-using and/or magical creatures; detect psychic residues; limited ability to leave body and spirit-walk.
- Huntmastery--may be used to automatically find food (unless the text explicitly notes otherwise)
- Curing--may be used to heal 1 ENDURANCE point (per numbered section of the book) while not in combat.
- Weaponmastery--adds 3 points to your COMBAT SKILL (4 if you reached the Magnakai rank of Scion-Kai) if using the Weapon with which you are skilled. Bonus of +2 to any Random Number picks with missile or thrown Weapons.
- Psi-surge--adds 4 COMBAT SKILL points to your total when used against an opponent who isn't immune, at the cost of 2 ENDURANCE points per round of combat. Mindblast can still be used to add two points to your COMBAT SKILL without loss of ENDURANCE points. (If you reached the Magnakai rank of Archmaster, Psi-surge will add 6 points to COMBAT SKILL at the cost of 1 ENDURANCE point per round of combat and Mindblast will add 3 COMBAT SKILL points at no ENDURANCE penalty.)
Now, through the pursuit of your new skills and the further development of your innate Kai abilities, you have set out upon a path of discovery that no other Kai Grand Master has ever attempted with success. Your determination to become the first Kai Supreme Master, by acquiring total proficiency in all twelve of the Grand Master Disciplines, is an awe-inspiring challenge. You will be venturing into the unknown, pushing back the boundaries of human limitation in the pursuit of greatness and the cause of Good. May the blessings of the gods Kai and Ishir go with you as you begin your brave and noble quest.
In the years following the demise of the Darklords you have reached the rank of Kai Grand Defender, which means that you have mastered four of the Grand Master Disciplines listed below. It is up to you to choose which four Disciplines these are. As all of the Grand Master Disciplines will be of use to you at some point during your adventure, pick your four skills with care. The correct use of a Grand Master Discipline at the right time could save your life.
When you have chosen your four Disciplines, enter them in the Grand Master Disciplines section of your Action Chart.
Grand Weaponmastery
This Discipline enables a Grand Master to become supremely efficient in the use of all weapons. When you enter combat with one of your Grand Master weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Grand Master series, means you are skilled in two of the weapons listed overleaf.
The fact that you are skilled with two Weapons does not mean that you begin the adventure carrying any of them. However, you will have opportunities to acquire Weapons during your adventure. For every Lone Wolf book that you complete in the Grand Master series, you may add an additional Weapon to your list.
Animal Mastery
Grand Masters have considerable control over hostile, non-sentient creatures. Also, they have the ability to converse with birds and fishes, and use them as guides.
Deliverance (Advanced Curing)
Grand Masters are able to use their healing power to repair serious battle wounds. If, whilst in combat, their ENDURANCE is reduced to 8 points or less, they can draw upon their mastery to restore 20 ENDURANCE points. This ability can only be used once every 20 days.
Assimilance (Advanced Invisibility)
Grand Masters are able to effect striking changes to their physical appearance, and maintain these changes over a period of a few days. They have also mastered advanced camouflage techniques that make them virtually undetectable in an open landscape.
Grand Huntmastery
Grand Masters are able to see in total darkness, and have greatly heightened senses of touch and taste.
Grand Pathsmanship
Grand Masters are able to resist entrapment by hostile plants, and have a super-awareness of ambush, or the threat of ambush, in woods and dense forests.
Kai-surge
When using their psychic ability to attack an enemy, Grand Masters may add 8 points to their COMBAT SKILL. For every round in which Kai-surge is used, Grand Masters need only deduct 1 ENDURANCE point. When using the weaker psychic attack--Mindblast--they may add 4 points without loss of ENDURANCE points. (Kai-surge, Psi-surge, and Mindblast cannot be used simultaneously.)
Grand Masters cannot use Kai-surge if their ENDURANCE score falls to 6 points or below.
Kai-screen
In psychic combat, Grand Masters are able to construct mind fortresses capable of protecting themselves and others. The strength and capacity of these fortresses increases as a Grand Master advances in rank.
Grand Nexus
Grand Masters are able to withstand contact with harmful elements, such as flames and acids, for upwards of an hour in duration. This ability increases as a Grand Master advances in rank.
Telegnosis (Advanced Divination)
This skill may warn a Kai Master of imminent or unseen danger or enable him to detect an invisible or hidden enemy. It may also reveal the true purpose or intent of a stranger or strange object encountered in your adventure. Divination may enable you to communicate telepathically with another person and to sense if a creature possesses psychic abilities.
Magi-magic
Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle magic, as taught to the Vakeros--the native warriors of Dessi. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.
- Splinter -- This causes breakable items such as bottles, jugs, mirrors, windows, etc., to shatter to pieces. The range of this spell increases as a Grand Master rises in rank.
- Flameshaft -- This causes the tip of any arrow, or arrow-like missile, to burn fiercely with a magical flame which cannot readily be extinguished by normal means.
- Penetrate -- This increases the penetrative energy of any arrow, or arrow-like missile, launched by a Sun Lord.
- Energy Grasp -- This spell enables a Sun Lord to discharge a powerful electrical force into anything he or she touches. It is similar in effect to the Brotherhood spell 'Lightning Hand', but differs in that it is easier to control and channel the resulting energy. It also requires the actual touching of an object or an enemy to effect the spell.
- Power Glyph -- By inscribing this ancient glyph (a secret magical symbol) upon a door, an archway, or even upon the lid of a closed box, a Kai Grand Thane is able to protect items or portals from being opened. Any creature attempting to open a portal protected in such a way will release the power of the glyph and suffer its deadly effects.
- Hold Enemy -- Using this spell, a Kai Grand Thane is able to immobilize a single hostile creature anywhere within twenty feet of themselves. The duration of the spell is dependent upon the size and strength of the targetted creature. The range and duration of effect of this spell increases as a Grand Master rises in rank.
Kai-alchemy
Under the tutelage of Guildmaster Banedon, you have mastered the elementary spells of left-handed magic, as practised by the Brotherhood of the Crystal Star. As you advance in rank, so will your knowledge and mastery of left-handed magic increase, enabling you to craft new Kai weapons and artifacts.
- Halt Missile -- This causes any projected or hurled missile (i.e. arrows, axes, crossbow bolts, etc.) which may pose an immediate threat to the life of a Sun Knight, to cease its flight and remain stationary in mid-air. The effect of the spell lasts for 2-3 seconds, allowing the Sun Knight sufficient time to move away from its line of flight. Initially only one missile can be affected by this spell, but the number lncreases as a Grand Master rises in rank.
- Strength -- By casting this spell, a Sun Knight is able to greatly increase his or her physical strength for a short duration. It can be used to lift or move heavy objects, or to effect a temporary increase in COMBAT SKILL and ENDURANCE scores whilst fighting an enemy in unarmed combat.
- Slow Fall -- By casting this spell, Kai Sun Thanes are able to slow their rate of free-falling to three feet per second, thereby avoiding damage upon landing while the spell is in effect. The duration of the spell is limited at first, but it steadily increases as a Grand Master rises in rank.
- Breathe Water -- Using this spell, a Kai Sun Thane is able to breathe underwater for ten minutes. The duration of effect increases as a Grand Master rises in rank.
- Teleport -- By casting this spell, Kai Grand Crowns can transport themselves physically to any place which they can see with their own eyes. The spell will carry the caster, his equipment and clothing to his chosen sighted destination. It cannot be used on any other living creature and it will not transport any other living creature along with the caster. Use of this spell will cost the caster between 1 and 5 ENDURANCE points every time it is used. This cost reduces as a Kai Grand Master increases in rank.
- See Illusion -- Using this spell, a Kai Grand Crown is able to detect an illusion and know immediately its true identity or purpose.
If you successfully complete the mission as set in this, the first of the Lone Wolf Grand Master series, you may add a further Grand Master Discipline of your choice to your Action Chart in Book 14.
For every Grand Master Discipline you possess, in excess of the original four disciplines you begin with, you may add 1 point to your basic COMBAT SKILL score and 2 points to your basic ENDURANCE points score. These bonus points, together with your extra Grand Master Discipline, your original four Grand Master Disciplines, and any Special Items that you have found and been able to keep during your adventures, may then be carried over and used in the next Grand Master adventure.
[Grand Master] Equipment
Before leaving on your journey, you are given a map of the area, and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table. Add 10 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you should now enter this number in the 'Gold Crowns' section of your Action Chart. If you have successfully completed previous Lone Wolf adventures, you may add this sum to the total sum of Crowns you already possess. You can carry a maximum of only fifty Crowns, but additional Crowns can be left in safekeeping at your Kai Monastery.
You are offered a choice of equipment to aid you on your perilous mission. You can take three items from the list below, again adding to these, if necessary, any you may already possess. However, remember that you can carry a maximum of two Weapons and ten Backpack Items.
List the three items that you choose on your Action Chart, under the heading given in brackets, and make a note of any effect they may have on your ENDURANCE points or COMBAT SKILL.
How to Carry Equipment
Now that you have your equipment, the following list shows you how it is carried. You do not need to make notes, but you should refer back to this list in the course of your adventure.
How Much Can You Carry?
Weapons
The maximum number of Weapons that you may carry is two.
Backpack Items
These must be stored in your Backpack. Because space is limited, you may keep a maximum of only ten articles, including Meals, in your Backpack at any one time.
Special Items
Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it.
The maximum number of Special Items that can be carried on any adventure is twelve. Surplus Special Items may be left for safekeeping at your Kai Monastery.
Gold Crowns
These are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns.
Food
Food is carried in your Backpack. Each Meal counts as one item.
Any item that may be of use and can be picked up on your adventure and entered on your Action Chart is given initial capitals (e.g. Gold Dagger, Magic Pendant) in the text. Unless you are told it is a Special Item, carry it in your Backpack.
How to Use Your Equipment
Weapons
Weapons aid you in combat. If you have the Grand Master Discipline of Grand Weaponmastery and a correct Weapon, it adds 5 points to your COMBAT SKILL. 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.)
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 have the Grand Master Discipline of Grand Weaponmastery with a Bow, you may add 3 to any number that you choose from the Random Number Table, when using the Bow.
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 ten 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.
Gold Crowns
The currency of Anari is the Lune, but Gold Crowns are readily accepted at an exchange rate of four Lune for every 1 Gold Crown.
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 Grand Master Discipline of Grand 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.
[Grand Master] 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:
- Add any extra points gained through your Grand Master Disciplines and Special Items to your current COMBAT SKILL total.
- Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.
ExampleLone Wolf (COMBAT SKILL 28) is attacked by a pack of Doomwolves (COMBAT SKILL 30). He is taken by surprise and is not given the opportunity of evading their attack. Lone Wolf has the Grand Master Discipline of Kai-surge to which the Doomwolves are not immune, so Lone Wolf adds 8 points to his COMBAT SKILL, giving him a total COMBAT SKILL of 36.He subtracts the Doomwolf pack's COMBAT SKILL from his own, giving a Combat Ratio of +6. (36-30 = +6). +6 is noted on the Action Chart as the Combat Ratio.
- When you have your Combat Ratio, pick a number from the Random Number Table.
- Turn to the Combat Results Table on the inside back cover of this book. 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.)
ExampleThe Combat Ratio between Lone Wolf and the Doomwolf Pack has been established as +6. If the number picked from the Random Number Table is a 2, then the result of the first round of combat is: - On the Action Chart, mark the changes in ENDURANCE points to the participants in the combat.
- Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.
- Repeat the sequence from Stage 3.
This process of combat continues until ENDURANCE points of either the enemy or Lone Wolf are reduced to zero or below, at which point the one with the zero score 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 on the page after the Random Number Table.
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 evade only if the text of the particular section allows you to do so.
Levels of Grand Mastership
The following table is a guide to the rank and titles you can achieve at each stage of your journey along the road of Kai Grand Mastership. As you successfully complete each adventure in the Lone Wolf Grand Master series, you will gain an additional Grand Master Discipline and progress towards the pinnacle of Kai perfection--to become a Kai Supreme Master.
- Kai Grand Master Senior
- Kai Grand Master Superior
- Kai Grand Sentinel
- Kai Grand Defender--You begin the Lone Wolf Grand Master adventures at this level of Mastery
- Kai Grand Guardian
- Sun Knight
- Sun Lord
- Sun Thane
- Grand Thane
- Grand Crown
- Sun Prince
- Kai Supreme Master
Improved [Grand Master] Disciplines
As you rise through the higher levels of Kai Grand Mastery, you will find that your Disciplines will steadily improve. For example, If you possess the Discipline of Grand Nexus when you reach the Grand Master rank of Grand Thane, you will be able to pass freely through Shadow Gates and explore the nether realms of Aon and the Daziarn Plane.
Kai Grand Guardian
If you are a Grand Master who has reached the rank of Kai Grand Guardian (5 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:
Animal Mastery
Kai Grand Guardians with this discipline are able to summon a limited number of forest animals to their location. The creatures so summoned will become loyal and willing allies, willing to do the Kai Grand Guardian's bidding. This ability can only be used in an outdoor setting.
Assimilance
Kai Grand Guardians who possess this skill are able to create a cloud of fog-like vapour within 15 yards of their location. This fog will obscure both normal and infra-vision. The duration of the fog increases as a Grand Master rises in rank.
Grand Huntmastery
Kai Grand Guardians with this skill enjoy increased mobility when travelling across all types of terrain, whether on foot or on horseback. This improved ability is very useful when used to outdistance a pursuing enemy.
Kai-surge
Kai Grand Guardians who possess mastery of this Discipline are able to attack up to three enemies in psychic combat simultaneously.
Kai-screen
Kai Grand Guardians who possess this Discipline are able to exercise a defensive psychic skill known as Mindblend. This cloaking ability enables them to both protect and hide their minds from being detected by a hostile psychic probe.
Magi-Magic
Grand Masters who have reached the rank of Kai Grand Guardian are able to use the following battle-spells of the Elder Magi:
- Splinter -- This causes breakable items such as bottles, jugs, mirrors, windows, etc., to shatter to pieces. The range of this spell increases as a Grand Master rises in rank.
- Flameshaft -- This causes the tip of any arrow, or arrow-like missile, to burn fiercely with a magical flame which cannot readily be extinguished by normal means.
Sun Knight
If you are a Grand Master who has reached the rank of Sun Knight (6 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:
Grand Weaponmastery
Sun Knights with this discipline are able to wield two-handed weapons (i.e. Broadsword, Quarterstaff, Spear) with full effect, using only one hand.
Deliverance
Sun Knights who possess this skill are able to repair serious wounds sustained by creatures other than themselves. By the laying of hands upon the affected creature's body, a Sun Knight can cause an open wound (or other serious injury) to mend itself. The speed at which this healing takes place increases as a Grand Master rises in rank.
Grand Pathsmanship
Kai Sun Knights with this skill are able to repel at will all normal-sized insects within a radius of three yards. The range and numbers of insects so affected increases considerably as a Grand Master rises in rank.
Grand Nexus
Sun Knights who possess Mastery of this Discipline are able to feign death. By placing themselves into a state of suspended animation, outwardly they are able to achieve all semblance of being truly dead. However, whilst in this state the only sense that a Sun Knight retains is the ability to hear.
Telegnosis
Sun Knights who possess this Discipline are able to communicate telepathically over great distances. Initially the range of this ability is approximately 100 miles, but this distance increases as a Grand Master rises in rank.
Kai-alchemy
Grand Masters who have reached the rank of Sun Knight are able to use the following Brotherhood spells:
- Halt Missile -- This causes any projected or hurled missile (e.g. arrows, axes, crossbow bolts) which may pose an immediate threat to the life of a Sun Knight, to cease its flight and remain stationary in mid-air. The effect of the spell lasts for 2-3 seconds, allowing the Sun Knight sufficient time to move away from its line of flight. Initially only one missile can be affected by this spell, but the number lncreases as a Grand Master rises in rank.
- Strength -- By casting this spell, a Sun Knight is able to greatly increase his or her physical strength for a short duration. It can be used to lift or move heavy objects, or to effect a temporary increase in COMBAT SKILL and ENDURANCE scores whilst fighting an enemy in unarmed combat.
Sun Lord
If you are a Grand Master who has reached the rank of Sun Lord (7 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:
Grand Weaponmastery
Sun Lords with this Discipline are able to cause the metal edge of any non-magical weapon to ignite and burn fiercely. When a weapon thus affected is used in combat, it inflicts an additional 1 ENDURANCE point loss upon an enemy in every successful round of combat. This ability cannot be used with a wholly wooden weapon such as a quarterstaff.
Assimilance
Sun Lords who possess this skill are able to cause the outline of their bodies to become blurred and indistinct. By so doing, they can greatly increase their chances of avoiding magical and/or non-magical missiles directed at them.
Grand Huntmastery
Kai Sun Lords with this skill are able to see, with acute accuracy, light in the infrared spectrum, i.e. they can see complex patterns generated by heat in near or total darkness. They can also see light in the ultraviolet spectrum.
Kai-surge
Sun Lords who possess mastery of this Discipline are able to launch a Kai-blast--a pulse of intense psychic energy which is capable of affecting both psychically active and inactive enemies. This form of psychic attack is very effective, more so than a usual Kai-surge, Psi-surge or Mindblast. It can cause an enemy to lose between 2 and 18 ENDURANCE points in one attack. A Kai Sun Lord using Kai-blast determines the damage inflicted on an enemy by picking two numbers from the Random Number Table. These numbers should be added together (a '0' = 1) and the resultant total equals the damage inflicted. However, use of a Kai-Blast will reduce a Sun Lord's ENDURANCE points total by 4. It cannot be used in conjunction with any other form of psychic attack.
Telegnosis
Sun Lords who possess this Discipline are able to alter their body-weight in order to walk successfully upon different kinds of surface, eg: water, mud, lava and quicksand. Time duration and degree of surface difficulty increases as a Grand Master rises in rank.
Magi-magic
Grand Masters who have reached the rank of Sun Lord are able to use the following battle-spells of the Elder Magi:
- Penetrate -- This increases the penetrative energy of any arrow, or arrow-like missile, launched by a Sun Lord.
- Energy Grasp -- This spell enables a Sun Lord to discharge a powerful electrical force into anything he or she touches. It is similar in effect to the Brotherhood spell 'Lightning Hand', but differs in that it is easier to control and channel the resulting energy. It also requires the actual touching of an object or an enemy to effect the spell.
Sun Thane
If you are a Grand Master who has reached the rank of Sun Thane (8 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:
Animal Mastery
Sun Thanes with this Discipline are able to command an animal to fall asleep at will. Some hostile animals may be able to resist this command, but most will be affected by it in some way. The duration of effect and the number of animals which can be affected at one time will increase as a Grand Master rises in rank.
Deliverance
Sun Thanes who possess this skill are able to conduct a Kai Exorcism. This ritual will banish any evil supernatural force that has taken possession of any goodly creature or object.
Grand Huntmastery
Kai Sun Thanes with this skill are able to protect themselves from the effects of being struck by natural electrical discharges, e.g. lightning.
Grand Pathsmanship
Sun Thanes who possess mastery of this Discipline are able to alter the temperature of water by touch. By using this skill they are able to transform water into ice and vice versa. The volume of water affected, and the duration of effect, both increase as a Grand Master rises in rank.
Kai-screen
Sun Thanes who possess this Discipline are able to erect a special psychic defence called Mindfort. A Mindfort defence greatly reduces the effects of any psychic shock that would normally paralyse or weaken a lesser mortal.
Kai-alchemy
Grand Masters who have reached the rank of Sun Thane we able to use the following Brotherhood spells:
- Slow Fall -- By casting this spell, Kai Sun Thanes are able to slow their rate of free-falling to three feet per second, thereby avoiding damage upon landing while the spell is in effect. The duration of the spell is limited at first, but it steadily increases as a Grand Master rises in rank.
- Breathe Water -- Using this spell, a Kai Sun Thane is able to breathe underwater for ten minutes. The duration of effect increases as a Grand Master rises in rank.
Grand Thane
If you are a Kai Grand Master who has reached the rank of Grand Thane (9 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:
Deliverance
Grand Thanes with this Discipline are able to call upon the God Kai for divine assistance should a situation warrant it. Kai cannot intervene to save a Grand Thane from physical danger, but he can give signs which may help a Grand Thane chose the best course of action. A Grand Thane can call upon the God Kai for assistance no more than once every month. The frequency of divine audiences will increase as a Grand Master rises in rank.
Assimilance
Grand Thanes who possess this skill are able to protect themselves from detection by creatures using infra-vision (the ability to see the heat radiating from a person or thing), or ultra-vision (the ability to detect objects or movement in the ultra-violet spectrum of light).
Kai-surge
Grand Thanes with this skill are able to focus their mind-power upon inanimate breakable objects, e.g. bottles, windows, all ceramics, urns, jugs, and cause them to explode violently. Any person or creature in close proximity to such an explosion risks injury from flying shrapnel.
Grand Nexus
Grand Thanes who possess mastery of this Discipline can pass freely through the Shadow Gates. These phenomena are special portals which enable one to access other dimensions and planes of existence outside of Magnamund. Kai Grand Thanes are able to detect the location of Shadow Gates and pass through them without suffering any physical ill effects. The range of their detection increases as a Kai Grand Master rises in rank.
Telegnosis
Grand Thanes who possess this Discipline are able to detect the exact location of precious gems, and valuable metals such as gold, platinum and silver. These minerals and metals may occur naturally in the ground or they could be part of a hidden treasure hoard. The range of this ability is limited at first, but increases steadily as a Kai Grand Master rises in rank.
Magi-magic
Grand Masters who have reached the rank of Grand Thane are able to use the following Old Kingdom battle-spells:
- Power Glyph -- By inscribing this ancient glyph (a secret magical symbol) upon a door, an archway, or even upon the lid of a closed box, a Kai Grand Thane is able to protect items or portals from being opened. Any creature attempting to open a portal protected in such a way will release the power of the glyph and suffer its deadly effects.
- Hold Enemy -- Using this spell, a Kai Grand Thane is able to immobilize a single hostile creature anywhere within twenty feet of themselves. The duration of the spell is dependent upon the size and strength of the targetted creature. The range and duration of effect of this spell increases as a Grand Master rises in rank.
Grand Crown
If you are a Grand Master who has reached the rank of Grand Crown (10 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:
Grand Weaponmastery
Kai Grand Crowns with this discipline are consummate masters of unarmed combat. When fighting bare-handed i.e. without any weapons, they may add 3 points to their COMBAT SKILL.
Animal Mastery
Grand Crowns with this ability are able to plant in the mind of any animal the image of their most-feared predator or adversary. Under the influence of this illusion the animal will believe, with all of its senses, that it is being confronted by such a creature instead of a Kai Grand Crown.
Grand Pathsmanship
Grand Crowns with this skill are able to create a clear passageway through dense undergrowth, forest, or jungle. Once having passed through this passageway, the plant material will revert to its normal state. This skill can also be employed by a Kai Grand Crown against magical foliage, or to counter any plant material ranged against him by an enemy.
Kai-screen
Grand Crowns who possess mastery of this Discipline are able to mask the goodly aura which radiates naturally from their minds and bodies. Additionally, Grand Crowns can deliberately alter these auras to give a false impression of themselves to creatures who are sensitive to such psychic auras.
Grand Nexus
Grand Crowns who possess this Discipline are able to speak a Kai Power Word--a holy utterance which will cause physical and psychic damage to any single creature within a radius of thirty feet. The degree of damage so caused, and the resultant drain upon a Grand Crown's reserves of ENDURANCE, are dependent upon individual circumstances. The power and range of this skill increases as a Grand Master rises in rank.
Kai-alchemy
Grand Masters who have reached the rank of Grand Crown are able to use the following Brotherhood spells:
- Teleport -- By casting this spell, Kai Grand Crowns can transport themselves physically to any place which they can see with their own eyes. The spell will carry the caster, his equipment and clothing to his chosen sighted destination. It cannot be used on any other living creature and it will not transport any other living creature along with the caster. Use of this spell will cost the caster between 1 and 5 ENDURANCE points every time it is used. This cost reduces as a Kai Grand Master increases in rank.
- See Illusion -- Using this spell, a Kai Grand Crown is able to detect an illusion and know immediately its true identity or purpose.
Sun Prince
If you are a Grand Master who has reached the rank of Sun Prince (11 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:
Animal Mastery
Kai Sun Princes with this Discipline are able to alter their appearance, including clothing and equipment, to take on the guise of any animal that they may come into contact with. This physical change will only be witnessed by the animal in question.
Deliverance
Sun Princes with this ability are able to cause the regeneration of lost body parts, i.e. hands, feet, arms, legs, bones and internal organs. This improved Discipline can be used to repair a Sun Prince's own body, or that of another person or creature. The time required to effect regeneration depends on the size and relative importance of the body part affected.
Assimilance
Kai Sun Princes who possess this Discipline are able to create an illusory double of themselves and project this image up to a range of thirty feet. The Sun Prince must remain in visual contact with his/her image in order to maintain the illusion. Physical, magical, and psychic attacks upon the illusory image will cause no injury. The range of this ability increases substantially when a Sun Prince attains the rank of Kai Supreme Master.
Kai-surge
Sun Princes who possess mastery of this Discipline are able to focus their psychic power into a Kai-ray: a laser-like beam of mental energy capable of penetrating the strongest of psychic defences. This ability can be used once during a combat to reduce an enemy's ENDURANCE score by 15 points. However, use of this Kai-Ray will also reduce a Sun Prince's ENDURANCE score by 4 points. It cannot be used if a Sun Prince's ENDURANCE score is 10 or less and it cannot be used in conjunction with any other form of psychic attack.
Kai-screen
Sun Princes who possess this Discipline are able to create a mental sanctuary in which to keep safe their minds from psychic assault. Creation of this sanctuary does not require thought or concentration; it occurs instantly whenever a Kai Sun Prince is subjected to psychic attack. The defensive strength of this sanctuary further increases when a Sun Prince attains the rank of Kai Supreme Master.
Grand Huntmastery
Grand Masters who have reached the rank of Sun Prince are able to control their direction and rate of movement when subjected to strong currents of air or water, or when venturing through non-material planes of existence, e.g. Shadow Gates.
The [New Order] Game Rules
You keep a record of your adventure on the Action Chart.
During your training as a Kai Master you have devoted yourself to further developing your fighting prowess (COMBAT SKILL) and physical stamina (ENDURANCE). Before you begin your first New Order adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point the blunt end of it on to the Random Number Table on the last page of the book. If you pick a 0 it counts as zero.
The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 25 to the number you picked and write the total in the COMBAT SKILL section of your Action Chart (i.e. if your pencil fell on the number 7 in the Random Number Table you would write in a COMBAT SKILL of 32). When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore desirable.
The second number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 30 to this number and write the total in the ENDURANCE section of your Action Chart (i.e. if your pencil fell on the number 8 on the Random Number Table you would have 38 ENDURANCE points).
If you are wounded in combat you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure, but your number of ENDURANCE points can not rise above the number you have when you start an adventure.
If you have successfully completed any of the previous adventures in the Lone Wolf series, you can carry your current scores of COMBAT SKILL and ENDURANCE points over to this book. You may also carry over any Weapons and Special Items you have in your possession at the end of your last adventure, and these should be entered on your new Action Chart (you are still limited to two Weapons, but you may now carry up to ten Backpack Items).
Playing Tip: You may use a 10-sided die instead of the Random Number Table if you find it more convenient.
Your Kai Name
It has long been the tradition of your élite warrior caste to bestow a new name upon each young novice when they complete their first year's training at the Kai Monastery. Kai names are chosen by senior Kai Masters with the aim of reflecting the individual strengths and qualities of each novice.
You may create your own Kai name for yourself, or you can generate a Kai name at random using the name tables below. To generate a Kai name, pick a number from the Random Number Table and consult Table A. The name which corresponds to the number you have picked is the first part, or prefix, of your Kai name. Now pick a second number from the Random Number Table and consult Table B. The name which corresponds to the number you have picked is the second part, or suffix, of your Kai name. Put the prefix and the suffix together and you have your own personal Kai name.
TABLE A
(Kai name prefix)
0 = Swift
1 = Sun
2 = True
3 = Bold
4 = Moon
5 = Sword
6 = Wise
7 = Storm
8 = Rune
9 = Brave
TABLE B
(Kai name suffix)
0 = Blade
1 = Fire
2 = Hawk
3 = Heart
4 = Friend
5 = Star
6 = Dancer
7 = Helm
8 = Strider
9 = Shield
New Order Kai Grand Master Disciplines
Kai and Magnakai Disciplines
During your distinguished rise to the ranks of the New Order of Kai Grand Masters, you have become proficient in all of the basic Kai and Magnakai Disciplines. These Disciplines provide you with a formidable arsenal of natural abilities which will serve you well. A brief summary of your skills is given below:
Weaponmastery
You are proficient with all close combat and missile weapons. You are a master of unarmed combat and suffer no COMBAT SKILL loss when fighting bare-handed.
Animal Control
You are able to communicate with most animals and have limited control over hostile creatures. You can use woodland animals as guides and you are able to block a non-sentient creature's sense of taste and smell.
Curing
You are able to restore ENDURANCE points lost as a direct result of combat. You may restore 1 ENDURANCE point for every numbered section of the book you pass through in which you are not involved in further combat. The maximum number of ENDURANCE points that can be restored in this way is limited to 10 per adventure.
You also possess the ability to heal the wounds of others, and you can neutralize the harmful effects of most poisons, venoms and toxins.
Invisibility
You can hide effectively in most environments, mask any sounds made during movement, and you can cause minor alterations of your own physical appearance. Also you are able to mask your own body heat and scent.
Huntmastery
You are an expert hunter of food in the wild. You possess great physical agility and a keen sense of vision (day and night). Your senses of hearing and smell are especially acute.
Pathsmanship
You are able to understand most languages, magical symbols and hieroglyphics. You are expert at reading footprints and tracks. You have an intuitive knowledge of the compass points and can detect the threat of an enemy ambush up to a distance of 500 yards. You possess an ability to cross terrain without leaving tracks. You can converse with sentient creatures and mask yourself from psychic spells of detection.
Psi-surge
You are able to attack enemies using the powers of your mind. Also you can set up disruptive vibrations in inanimate objects and cause confusion in the minds of unsophisticated enemies.
Psi-screen
You possess strong mental defences against hypnosis, supernatural illusions, charms, hostile telepathy, and evil spirits. You are able to divert and re-channel some hostile psychic energy to your own ends.
Nexus
You can move small items by projection of your mind power. You can withstand extremes of temperature and you are able to extinguish fire by force of your will alone. You have a limited immunity to flames, toxic gases, and corrosive liquids.
Divination
Your famous Kai sixth sense can warn you of imminent danger. You can detect invisible or hidden enemies, and you are able to communicate telepathically. You can recognize magic-using and/or magical creatures, detect psychic residues, and you have a limited ability to leave your corporeal body ('spirit-walk') for short periods.
New Order Kai Grand Master Disciplines
After years of martial training and study at the Kai Monastery, and by the rigorous practice of the teachings of your illustrious mentor--Kai Supreme Master Lone Wolf--you have achieved the noble rank of Kai Grand Master Senior. Following in the footsteps of Lone Wolf himself, you have vowed that one day you will become totally proficient in all sixteen of the New Order Kai Grand Master Disciplines. By doing so successfully you will share with Lone Wolf the responsibility, the honour, and the future glory of leading the New Order Kai as a Supreme Master.
If this is the first New Order adventure you have undertaken then your present rank is that of Kai Grand Master Senior. This means that you have mastered four of the New Order Grand Master Disciplines listed below. It is for you to decide which four Disciplines these are. As all of the New Order Grand Master Disciplines will be of use to you at some point during your mission, pick these four skills with care. The correct use of a New Order Grand Master Discipline at the right time could save your life. When you have chosen your four Disciplines, enter them in the Grand Master Disciplines section of your Action Chart.
Grand Weaponmastery
This Discipline enables a New Order Grand Master to become supremely efficient in the use of all weapons. When you enter combat armed with one of your Grand Master weapons, you may add 5 points to your COMBAT SKILL. The rank of Kai Grand Master Senior, with which you begin the New Order series, means that you are skilled in the use of one of the weapons listed in the Equipment section. For every adventure that you complete successfully in the New Order series while possessing the Discipline of Grand Weaponmastery, you will gain proficiency with one additional weapon.
Animal Mastery
New Order Grand Masters have considerable control over hostile, non-sentient creatures. Also, they have the ability to converse with birds and fishes, and use them as guides.
Deliverance (Advanced Curing)
New Order Grand Masters are able to use their healing power to repair serious battle wounds. If, while in combat, their ENDURANCE is reduced to 8 points or less, they can draw upon their mastery to restore 20 ENDURANCE points. This emergency ability can only be used once every 20 days.
Assimilance (Advanced Invisibility)
New Order Grand Masters are able to effect striking changes to their physical appearance, and maintain these changes over a period of 1 to 3 days. They also have mastered advanced camouflage techniques which make them virtually undetectable in an open landscape.
Grand Huntmastery
New Order Grand Masters are able to see in total darkness and they possess great natural speed and agility. They also have a superb sense of touch and taste.
Grand Pathsmanship
New Order Grand Masters are able to resist entrapment by hostile plants. Also they have a super-awareness of ambush, or the threat of ambush, in woods and dense forests.
Kai-surge
When using their psychic ability to attack an enemy, New Order Grand Masters may add 8 points to their COMBAT SKILL. For every round in which Kai-surge is used, they need only deduct 1 ENDURANCE point. Grand Masters have the option of using a weaker form of psychic attack called Mindblast. When using this lesser attack, they may add 4 points to their COMBAT SKILL without loss Of ENDURANCE points. (Kai-surge and Mindblast cannot be used simultaneously). New Order Grand Masters cannot use Kai-surge if their ENDURANCE score falls to 6 points or below.
Kai-screen
During psychic combat, New Order Grand Masters are able to construct mind fortresses capable of protecting themselves and others. The strength and capacity of these fortresses increases as a New Order Grand Master advances in rank.
Grand Nexus
New Order Grand Masters are able to withstand contact with harmful elements, such as flames and acids, for upwards of an hour in duration. This ability increases as a New Order Grand Master advances in rank.
NOTelegnosis (Advanced Divination)
This Discipline enables a New Order Grand Master to spirit-walk for far greater lengths of time, and with far fewer ill effects. Duration of the spirit-walk, and the protection afforded to his inanimate body, increases as a New Order Grand Master advances in rank.
Magi-Magic (Old Kingdom Magic)
Under the tutelage of Lone Wolf, you have been able to master the rudimentary skills of Old Kingdom battle magic. These arcane skills include the use of basic magi-magic spells, such as Shield, Power Word, and Invisible Fist. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.
- Splinter -- This causes breakable items such as bottles, jugs, mirrors, windows, etc, to shatter to pieces. The range of this spell increases as a Grand Master rises in rank.
- Flameshaft -- This causes the tip of any arrow, or arrow-like missile, to burn fiercely with a magical flame which cannot readily be extinguished by normal means.
- Penetrate -- This increases the penetrative energy of any arrow, or arrow-like missile, launched by a Sun Lord.
- Energy Grasp -- This spell enables a Sun Lord to discharge a powerful electrical force into anything he or she touches. It is similar in effect to the Brotherhood spell Lightning Hand. It differs in that it is easier to control and channel the resulting energy. It also requires the actual touching of an object or enemy to effect the spell.
Kai-alchemy (Brotherhood Magic)
Under the tutelage of Lone Wolf and Guildmaster Banedon (the leader of Sommerlund's guild of magicians), you have mastered the elementary spells of the Brotherhood of the Crystal Star. These spells include Lightning Hand, Levitation, and Mind Charm. As you advance in rank, so will your knowledge and mastery of Brotherhood magic increase.
- Halt Missile -- This causes any projected or hurled missile (e.g arrows, axes, crossbow bolts) which may pose an immediate threat to the life of a Sun Knight, to cease its flight and remain stationary in mid-air. The effect of the spell lasts for 2-3 seconds, allowing the Sun Knight time in which to move away from the missile's line of flight. Initially only one missile can be affected by this spell, but the number increases as a Grand Master rises in rank.
- Strength -- By casting this spell, a Sun Knight is able to greatly increase his or her physical strength for a short duration. It can be used to lift or move heavy objects, or to effect a temporary increase in COMBAT SKILL and ENDURANCE scores whilst fighting an enemy in unarmed combat.
- Slow Fall -- By casting this spell, Kai Sun Thanes are able to slow their rate of freefalling to 1 metre per second, thereby avoiding damage upon landing while the spell is in effect. The duration of the spell is limited at first, but it steadily increases as a Grand Master rises in rank.
- Breathe Water -- Using this spell, a Kai Sun Thane is able to breathe underwater for ten minutes. The duration of effect increases as a Grand Master rises in rank.
Astrology
The celestial bodies which occupy the skies above Magnamund have long been known to affect the lives of its inhabitants. Mastery of this Discipline enables a New Order Grand Master to predict and shape the future by studying the relative positions of the Sun, the Moon, and the myriad planets and stars. The number and accuracy of these predictions increases as a New Order Grand Master advances in rank.
Herbmastery
Mastery of this New Order Discipline enables a Grand Master to identify readily any substance derived from living or growing organic material. He is aware of any secret uses to which an organic material may be put, and he is skilled in effecting the release of a substance's medicinal and/or magical properties.
Elementalism
This Discipline enables a New Order Grand Master to manipulate the four basic elements: Earth, Air, Fire, and Water. By drawing upon individual (or combinations of) elements that are available, he is able to detach, affix, increase, concentrate, intensify, remove or accelerate this matter to fulfil a specific purpose, e.g. create a wall, hurl a rock, spray sand, remove air, intensify fire. The versatility of this Discipline increases as a New Order Grand Master advances in rank.
Bardsmanship
Through mastery of this Discipline a Grand Master of the New Order becomes a multi-talented performer, proficient in the use of any musical instrument. He is able to sing or chant, recite or compose tales of legend, mimic speech or dialect and stimulate a wide range of emotions among sentient creatures. The effect and power of his bardic abilities will steadily increase as he advances through the Grand Master ranks.
If you successfully complete the mission as set in Book 21 of the Lone Wolf (New Order) series, you may add a further Discipline of your choice to your Action Chart in Book 22. For every Grand Master Discipline you possess, in excess of the original four Disciplines you begin with, you may add 1 point to your COMBAT SKILL score and 2 points to your ENDURANCE points score. These bonus points, together with your extra Discipline, your original four Disciplines, your Kai Weapon and any other Special Items that you have found and been able to keep during your adventures, may be carried over and used in the next New Order adventure.
Equipment
Before you leave Holmgard on the first stage of your journey to Elzian, you take with you a map of your sea route and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table and add 20 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you should now enter this number in the 'Gold Crowns' section of your Action Chart.
If you have successfully completed previous New Order adventures (Books 21+), you may add this sum to the total sum of Crowns you already possess. Fifty is the maximum number of Gold Crowns you can carry in your pouch at any time.
You may select five items from the list below, only two of which may be weapons.
List the five items you have chosen on your Action Chart, under the appropriate headings, and make a note of any effect that they may have to your ENDURANCE points and/or COMBAT SKILL.
Kai Weapon
Upon reaching the ultimate rank of Kai Supreme Master, Lone Wolf received as a reward from the God Kai many new skills and abilities. One of these skills was Kai Weaponcraft. Using his new-found mastery, Lone Wolf forged ten weapons of magical power in the armoury furnaces of the monastery. These magical weapons are reserved for the élite of the New Order who attain the rank of Grand Master.
In recognition of your rank and achievement, you may choose your own Kai Weapon from the table below or, if you prefer, you can generate one at random. To generate a Kai Weapon, pick a number from the Random Number Table and consult the first column. The magical axe, sword, or broadsword which corresponds to the number you have picked will be your own personal Kai Weapon. Record this magical weapon and its unique properties in the Kai Weapon section of the Special Items List on your Action Chart.
Example
If you choose the number 8 from the Random Number Table, your Kai Weapon will be the broadsword Illuminatus.
When using this Kai Weapon in normal combat you may add 5 points to your COMBAT SKILL. Each Kai Weapon has a unique property. When you use your Kai Weapon in combat against the type of enemy that matches its unique property, or use it at the best time or location, then you may add the higher bonus to your COMBAT SKILL.
Example
If you were to use Illuminatus in combat against an enemy in an underground cavern, cave or tunnel, you could add the higher bonus of 7 to your COMBAT SKILL. If you were to fight this enemy in any other location, the bonus to your COMBAT SKILL would remain at 5.
Kai Weapon Table
Random Number | Weapon Type | Name | COMBAT SKILL | Unique Properties |
0 | Axe | Spawnsmite | +5 | vs. reptilian enemies +6 |
1 | Axe | Alema | +5 | vs. undead enemies +7 |
2 | Axe | Magnara | +5 | vs. rock or stone +8 |
3 | Sword | Sunstrike | +5 | when used in daylight +6 |
4 | Sword | Kaistar | +5 | when used at night +7 |
5 | Sword | Valiance | +5 | vs. magicians +8 |
6 | Sword | Ulnarias | +5 | when used underwater +9 |
7 | Broadsword | Raumas | +5 | vs. winged enemies +6 |
8 | Broadsword | Illuminatus | +5 | when used underground +7 |
9 | Broadsword | Firefall | +5 | vs. fire-emitting enemies +8 |
Equipment - How to use it
Weapons
The maximum number of Weapons that you can carry is two. Weapons aid you in combat. If you have the Discipline of Grand Weaponmastery and a correct Weapon, it adds 5 points to your COMBAT SKILL. If you find a Weapon during your adventure, you may pick it up and use it.
Bows 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 best to equip yourself also with a close combat Weapon, such as a Sword or an Axe.
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 mission for you to replenish your stock of Arrows.
If you have the Discipline of Grand Weaponmastery with Bow , you may add 3 points to any number you pick from the Random Number Table, when using the Bow.
Backpack Items
These must be stored in your Backpack. Because space is limited, you may keep a maximum of ten articles, including Meals, in your Backpack at any one time. You may only carry one Backpack at a time. During your travels you will discover various useful items which you may decide to keep. You may exchange or discard them at any point when you are not involved in combat.
Any item that may be of use, and can be picked up on your adventure and entered on your Action Chart, is given either initial capitals (e.g. Silver Mirror, Gold Key), or is clearly identified as a Backpack Item. Unless you are told that it is a Special Item, carry it in your Backpack.
Special Items
Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how or where to carry it. The maximum number of Special Items that can be carried on any adventure is twelve.
Kai Weapon
Your Kai Weapon is a Special Item and it can be carried and used in addition to two normal Weapons. If you possess the Discipline of Grand Weaponmastery for a weapon type which is the same as your unique Kai Weapon, you may add the Grand Weaponmastery bonus of 5 to your COMBAT SKILL. This is in addition to the bonus gained when you use your Kai Weapon in combat.
Food
Food is carried in your Backpack. Each Meal counts as one item. 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. However, if you have chosen Grand Huntmastery as one of your four Disciplines then 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.
Rules For Combat
There will be occasions during your adventure when you will have to fight an enemy. The enemy's COMBAT SKILL and ENDURANCE points are given in the text. Your aim in the combat is to kill the enemy by reducing his ENDURANCE points to zero while losing as few ENDURANCE points as possible yourself.
At the start of a combat, enter your own 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:
- Add any extra points gained through your Disciplines and Special Items to your current COMBAT SKILL total.
- Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.
You now subtract the Wild Dogs' COMBAT SKILL from your own, giving a Combat Ratio of + 14 (45-31 = + 14). + 14 is noted on your Action Chart as the Combat Ratio.ExampleYou, Grand Master (COMBAT SKILL 32), are attacked in a forest by a pack of Wild Dogs (COMBAT SKILL 31). You are taken by surprise and are not given the opportunity of evading their attack. You possess the Discipline of Kai- surge to which the Wild, Dogs are not immune, so you add 8 points to your COMBAT SKILL. You also possess the Kai Weapon Ulnarias, so you add an additional 5 points to your COMBAT SKILL. This gives you a total COMBAT SKILL of 45. - When you have your Combat Ratio, pick a number from the Random Number Table.
- 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 yourself and your enemy in this round of combat. (E represents points lost by the enemy; GM represents points lost by yourself - Grand Master.)
ExampleThe Combat Ratio between you and the Wild Dogs has been established as +14. If the number picked from the Random Number Table is a 1, then the result of the first round of combat is:
You (GM) lose 3 ENDURANCE points (plus an additional 1 point for using Kai-surge. This loss is in addition to the loss suffered as a result of combat).
Wild Dogs lose 9 ENDURANCE points. - On the Action Chart, mark the changes to ENDURANCE points of the participants in the combat.
- Unless otherwise instructed, or unless you have an option to evade, begin the next round of combat.
- Repeat the sequence from Stage 3.
This process of combat continues until the ENDURANCE points of either your enemy or yourself are reduced to zero or below, at which point the one with the zero score is declared dead. If you are declared dead, the adventure is over. If the enemy is dead, you can proceed but with your 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 you may lose ENDURANCE points during that round (such is the risk of turning tail and running away during combat!) You may only evade if the text allows you to do so.
Levels of New Order Grand Mastership
The following table is a guide to the rank and titles you can achieve at each stage of your journey along the road to Grand Mastership. As you successfully complete each adventure in the New Order series, you will gain an additional Grand master Discipline and progress towards the pinnacle of Kai perfection--to become a Kai Supreme Master.
Number of Grand Master Disciplines acquired | Grand Master Rank |
4 | Grand Master Senior--You begin the New Order adventures at this level of Grand Mastery |
5 | Grand Master Superior |
6 | Grand Sentinel |
7 | Grand Defender |
8 | Grand Guardian |
9 | Sun Knight |
10 | Sun Lord |
11 | Sun Thane |
12 | Grand Thane |
13 | Grand Crown |
14 | Sun Prince |
15 | Kai Supreme Master |
Improved [New Order] Grand Master Disciplines
As you rise through the higher levels of Kai Grand Mastery you will find that your Disciplines will steadily improve.
Kai Grand Master Superior
If you are a New Order Kai who has attained the rank of Kai Grand Master Superior [5 Disciplines], you will now benefit from improvements to the following Grand Master Disciplines:
Animal Mastery
Kai Grand Master Superiors who possess this Discipline are able to deter predatory animals in the wild by exuding a scent which is repellent to them. In order for this improved Discipline to work effectively, a Grand Master Superior must be aware of the species of predatory animal he/she wishes to deter. The scent can only be detected by the targeted animal.
Assimilance
Kai Grand Master Superiors who possess this skill are able to create a noise and project it up to 15 yards away from their location. The noise is akin to the rumbling sound of thunder and it can be used to distract or divert an enemy's attention. This improved Discipline requires a degree of preparation and therefore it cannot be used during combat.
Astrology
Kai Grand Master Superiors who possess this Discipline are skilled in the use of all mechanical devices designed to measure and/or observe the cosmology of Magnamund. Such devices include sextants, astrolabes, and orreries.
Herbmastery
Kai Grand Master Superiors who have this Discipline are able to purify water, thereby making contaminated or briny water suitable for consumption. Roughly two pints of water per day can be purified using this skill alone. This daily total steadily increases as a Grand Master advances in rank.
Elementalism
Kai Grand Master Superiors who possess this skill are able to condense pure water out of the surrounding air. This water can be made to fall as a fine spray or as a sudden deluge. It can also be made to fill any suitable container or receptacle. Using this skill, Grand Master Superiors can create the equivalent of one large bucketful of fresh water.
Bardsmanship
Kai Grand Master Superiors who possess this Discipline are able to utilize their musical skills to pacify an excited or hostile animal.
Grand Master Sentinel
If you are a New Order Kai who has attained the rank of Kai Grand Master Sentinel [6 Disciplines], you will now benefit from improvements to the following Grand Master Disciplines:
Grand Weaponmastery
Kai Grand Master Sentinels who possess this Discipline are, when physically parted from their Kai Weapon, able to detect its location. This power of detection will pass through solid objects, with the notable exception of lead. Accuracy and range of detection steadily increases as a Grand Master rises in rank.
Grand Pathsmanship
Kai Grand Master Sentinels who possess this skill are able to predict the weather accurately for the forthcoming three hours. The range of this ability is an area ten square miles around the Grand Master Sentinel. Duration and range steadily increase as a Kai Grand Master rises in rank.
Astrology
Kai Grand Master Sentinels who possess this Discipline are able to detect psychic residues left on an object by its owner. The more valuable the object is to its owner, the stronger will be the lingering psychic attachment. The majority of everyday or shared objects do not retain such residues.
Herbmastery
Through their knowledge and use of common plants, Kai Grand Master Sentinels who have this Discipline are able to make contaminated or rotten food fit for human consumption.
Elementalism
Kai Grand Master Sentinels who possess this skill are able to charge particles of air electrically around any man-sized or smaller object. The particles will automatically discharge and cause damage should the affected object be touched or opened. Kai Grand Master Sentinels are able to handle a charged object without discharging it.
Bardsmanship
Kai Grand Master Sentinels who possess this Discipline are able to use their singing or playing to counter a hostile sonic attack. The effective use and range of this sonic defence steadily increases as a Grand Master rises in rank.
Kai Grand Defender
If you are a New Order Kai who has attained the rank of Kai Grand Defender [7 Disciplines], you will now benefit from improvements to the following Grand Master Disciplines:
Deliverance
Kai Grand Defenders who possess this Discipline have the ability to repair the effects of natural decay in materials such as wood, stone, cloth, metal, etc. By touching the decaying object, a Kai Grand Defender is able to reverse damage caused by rot, rust, or mould.
Telegnosis
By use of this Discipline, a Kai Grand Defender is able to locate a known or familiar material object. Initially the range of this ability is limited to a 15 foot radius, however this distance steadily increases as a Kai Grand Master advances in rank.
Astrology
Kai Grand Defenders who possess this Discipline are skilled in the use of all common astrological devices used to predict future events. Such devices include cards, dice, and crystal spheres.
Herbmastery
Kai Grand Defenders who possess this Discipline are able to neutralize any poisonous toxins that may be present in organic materials such as plants, berries, and fruits. Through the use of this skill, the transformation of toxins can sometimes result in an increase in ENDURANCE and/or COMBAT SKILL when the previously poisonous matter is swallowed.
Elementalism
By using this Discipline, Kai Grand Defenders are able to summon up a dense, misty vapour to obscure themselves from both normal and infravision (night sight). This mist will occur within 5 feet of the Kai Grand Defender and will last for three to five minutes. Range and duration increase as a Grand Master rises in rank.
Bardsmanship
Kai Grand Defenders who possess this Discipline are able to use their musical skills to pacify (and/or implant a suggestion) into the mind of an intelligent creature within audible range. This improved Discipline is similar in effect to the Brotherhood spell Mind Charm (Kai-alchemy).
Kai Grand Guardian
If you are a New Order Kai who has attained the rank of Kai Grand Guardian [8 Disciplines], you will now benefit from improvements to the following Grand Master Disciplines:
Assimilance
Kai Grand Guardians who possess this skill are able to summon a cloud of fog-like vapour within 15 yards of their location. This fog will obscure both normal and infra-vision. The duration of the fog increases as a Grand Master rises in rank.
Herbmastery
Kai Grand Guardians who possess this Discipline are able to use their advanced knowledge of herbmastery to produce explosive compounds from simple organic materials.
Elementalism
Through the use of this Discipline Kai Grand Guardians are able to protect themselves from the effects of storm-force winds by creating a sphere of calm air around their bodies. Initially this protective bubble lasts for one minute, but duration steadily increases as a Grand Master ascends in Kai rank.
Grand Huntmastery
Kai Grand Guardians with this skill enjoy increased mobility when travelling across all types of terrain, whether on foot or on horseback. This improved ability can be very useful when used to outdistance a pursuing enemy.
Kai-surge
Kai Grand Guardians who possess mastery of this Discipline are able to attack up to three enemies in psychic combat simultaneously.
Kai-screen
Kai Grand Guardians who possess this Discipline are able to exercise a defensive psychic skill known as Mindblend. This cloaking ability enables a Grand Guardian to protect their mind and also prevent it from being detected by a hostile psychic probe.
Magi-Magic
Grand Masters who have reached the rank of Kai Grand Guardian are able to use the following battle-spells of the Elder Magi:
- Splinter -- This causes breakable items such as bottles, jugs, mirrors, windows, etc, to shatter to pieces. The range of this spell increases as a Grand Master rises in rank.
- Flameshaft -- This causes the tip of any arrow, or arrow-like missile, to burn fiercely with a magical flame which cannot readily be extinguished by normal means.
Sun Knight
If you are a New Order Kai who has attained the rank of Sun Knight [9 Disciplines], you will now benefit from improvements to the following Grand Master Disciplines:
Grand Weaponmastery
Sun Knights with this Discipline are able to wield two-handed weapons (i.e. Broadsword, Quarterstaff, Spear) with full effect, using only one hand.
Grand Pathsmanship
Kai Sun Knights with this skill are able to repel at will all normal-sized insects within a radius of 3 yards. The range and numbers of insects so affected increases considerably as a Grand Master rises in rank.
Deliverance
Sun Knights who possess this skill are able to repair serious wounds sustained by creatures other than themselves. By the laying of hands upon the affected creature's body, a Sun Knight can cause an open wound (or other serious injury) to mend itself. The speed at which this healing process takes place increases as a Grand Master rises in rank.
Telegnosis
Sun Knights who possess this Discipline are able to communicate telepathically over great distances. Initially the range of this ability is approximately 100 miles, but this distance increases as a Grand Master rises in rank.
Grand Nexus
Sun Knights who possess mastery of this Discipline are able to feign death. By placing themselves into a state of suspended animation, outwardly they are able to achieve all semblance of being truly dead. However, whilst in this state, the only sense that a Sun Knight retains is the ability to hear.
Astrology
Sun Knights who have this Discipline are skilled in the art of chiromancy--the ability to tell fortunes from the skin creases and patterns found on the palms of hands.
Bardsmanship
Sun Knights who possess mastery of this Discipline are able to use their musical skills to launch sonic attacks against any individual within audible range. The effect of a sonic attack is dependent upon the target creature's sensitivity to sound (i.e. a deaf creature would be unaffected by such an attack).
Kai-alchemy
Grand Masters who have reached the rank of Sun Knight are able to use the following Brotherhood spells:
- Halt Missile -- This causes any projected or hurled missile (e.g arrows, axes, crossbow bolts) which may pose an immediate threat to the life of a Sun Knight, to cease its flight and remain stationary in mid-air. The effect of the spell lasts for 2-3 seconds, allowing the Sun Knight time in which to move away from the missile's line of flight. Initially only one missile can be affected by this spell, but the number increases as a Grand Master rises in rank.
- Strength -- By casting this spell, a Sun Knight is able to greatly increase his or her physical strength for a short duration. It can be used to lift or move heavy objects, or to effect a temporary increase in COMBAT SKILL and ENDURANCE scores whilst fighting an enemy in unarmed combat.
Sun Lord
If you are a New Order Kai who has attained the rank of Sun Lord [10 Disciplines], you will now benefit from improvements to the following Grand Master Disciplines:
Grand Weaponmastery
Sun Lords with this Discipline are able to cause the metal edge of any non-magical weapon to ignite and burn fiercely. When a weapon thus affected is used in combat, it inflicts an additional 1 ENDURANCE point loss upon an enemy in every successful round of combat. This ability cannot be used with a wholly wooden weapon such as a Quarterstaff.
Herbmastery
Sun Lords who possess this Discipline are able to cause living plants, e.g. grasses, bushes, flowers, weeds, rushes, to entwine themselves around the limbs of hostile creatures, thereby hampering their free movement. Sun Lords are able to target only one creature in this way. An additional creature can be affected for every level a Grand Master rises above the rank of Sun Lord.
Assimilance
Sun Lords who possess this skill are able to cause the outline of their bodies to become blurred and indistinct. By so doing, they can greatly increase their chances of avoiding magical and/or non-magical missiles directed at them.
Grand Huntmastery
Kai Sun Lords with this skill are able to see, with acute accuracy, light in the infrared spectrum, i.e. they can see the complex patterns generated by heat in near or total darkness. They can also see light in the ultraviolet spectrum.
Kai-surge
Sun Lords who possess mastery of this Discipline are able to launch a Kai-blast--a pulse of intense psychic energy which is capable of affecting both psychically active and inactive enemies. This form of psychic attack is very effective, more so than a usual Kai-surge, Psi-surge or Mindblast. It can cause an enemy to lose between 2 and 18 ENDURANCE points in one attack. However, use of a Kai-blast will reduce a Sun Lord's ENDURANCE total by 4. It cannot be used in conjunction with any other form of psychic attack.
Telegnosis
Sun Lords who possess this Discipline are able to alter their body weight in order to walk successfully upon different kinds of surface, eg, water, mud, lava and quicksand. Time duration and degree of surface difficulty increases as a Grand Master rises in rank.
Magi-magic
Grand Masters who have reached the rank of Sun Lord are able to use the following battle-spells of the Elder Magi:
- Penetrate -- This increases the penetrative energy of any arrow, or arrow-like missile, launched by a Sun Lord.
- Energy Grasp -- This spell enables a Sun Lord to discharge a powerful electrical force into anything he or she touches. It is similar in effect to the Brotherhood spell Lightning Hand. It differs in that it is easier to control and channel the resulting energy. It also requires the actual touching of an object or enemy to effect the spell.
Bardsmanship
Kai Sun Lords with this skill are able to direct their musical abilities to disrupt the structure of inanimate breakable objects, e.g. glass, ceramics, urns, flasks, causing them to explode violently. Any person or creature in close proximity to the destroyed object risks injury from flying fragments.
Sun Thane
If you are a New Order Kai who has attained the rank of Sun Thane [11 Disciplines], you will now benefit from improvements to the following Grand Master Disciplines:
Astrology
Sun Thanes who possess this Discipline are expert in the art of hypnotism. By the use of a hypnotic stare, they are able to cause susceptible creatures (up to three individuals at any one time) willingly to carry out their orders. The number of creatures so affected, and the duration of the effect, increases steadily as a Sun Thane advances in Kai rank.
Animal Mastery
Sun Thanes with this Discipline are able to command an animal to fall asleep at will. Some hostile animals may be able to resist this command; however most will be affected by it in some way. The duration of effect and the number of animals which can be affected at one time will increase as a Grand Master rises in rank.
Grand Huntmastery
Kai Sun Thanes with this skill are able to protect themselves from the effects of being struck by natural electrical discharges, i.e. lightning.
Deliverance
Sun Thanes who possess this skill are able to conduct a Kai Exorcism. This ritual will banish any evil supernatural force that has taken possession of any goodly creature or object.
Elementalism
Sun Thanes who possess this Discipline are able to accelerate greatly the oxidation (rusting) of ferrous metals simply by touch alone. The longer the metallic item is touched by a Sun Thane, the more damaging will be the effect.
Grand Pathsmanship
Sun Thanes who possess mastery of this Discipline are able to alter the temperature of water by touch. By using this skill they are able to transform water into ice and vice versa. The volume of water affected, and the duration of effect, both increase as a Grand Master rises in rank.
Kai-screen
Sun Thanes who possess this Discipline are able to erect a special psychic defence called Mindfort. A Mindfort defence greatly reduces the effects of any psychic shock that would normally paralyse or weaken a lesser mortal.
Kai-alchemy
Grand Masters who have reached the rank of Sun Thane are able to use the following Brotherhood spells:
- Slow Fall -- By casting this spell, Kai Sun Thanes are able to slow their rate of freefalling to 1 metre per second, thereby avoiding damage upon landing while the spell is in effect. The duration of the spell is limited at first, but it steadily increases as a Grand Master rises in rank.
- Breathe Water -- Using this spell, a Kai Sun Thane is able to breathe underwater for ten minutes. The duration of effect increases as a Grand Master rises in rank.
The Game Rules
If you have already completed Grey Star the Wizard (Book 1 of the World of Lone Wolf series), you already have your COMBAT SKILL, ENDURANCE and WILLPOWER points and your Magical Powers. In the course of your adventure your powers of wizardry have grown and so you may add 10 to your WILLPOWER total and choose one more Magical Power. All weapons and Special Items that you held at the end of Book 1 should be entered on a fresh Action Chart. You are now ready to begin this adventure.
If this is your first adventure, read on . . .
To keep a record of your adventure, use the Action Chart.
Before you set off on your adventure, you must discover how well your Shianti masters have prepared you for your quest by determining your fighting prowess--COMBAT SKILL--your state of mind--WILLPOWER--and your physical stamina--ENDURANCE. To do this take a pencil and, with eyes closed, point with the blunt end of it on to the Random Number Table. If you pick 0 it counts as zero.
The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 10 to the number you picked and write the total in the COMBAT SKILL section of your Action Chart (e.g. if your pencil fell on the number 4 in the Random Number Table you would write in a COMBAT SKILL of 14). When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore very desirable.
The second number that you pick from the Random Number Table represents your WILLPOWER. Add 20 to this number and write the total in the WILLPOWER section of your Action Chart (e.g. if your pencil fell on the number 6 in the Random Number Table you would have a WILLPOWER of 26). If you decide to use a spell or utilize the power of your Wizard's Staff, then you will lose WILLPOWER points. If at any time your WILLPOWER falls to zero, you may not use any of your spells or your Wizard's Staff. Lost WILLPOWER points can be regained during the course of the adventure, and it is possible for your WILLPOWER points to rise above the total with which you start your adventure.
The third number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 20 to this number and write the total in the ENDURANCE section of your Action Chart (e.g. if your pencil fell on the number 6 on the Random Number Table you would have 26 ENDURANCE points). If you are wounded in combat, you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero or below, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure but can never rise above the number with which you start your adventure.
Magical Powers
There are thirteen Magical Powers, the first seven of which are called the Lesser Magicks. Possession of the Moonstone reveals to you the secret of the Magical Powers known as the Higher Magicks, of which there are six. If this is your first Grey Star adventure, you may choose five Lesser Magicks and four Higher Magicks. If you have successfully completed any of the previous Grey Star adventures, you may choose six Lesser Magicks and five Higher Magicks.
The Magical Powers available to you are listed below. When you have chosen your powers enter them in the Magical Powers section of your Action Chart.
The Lesser Magicks
Sorcery
This Power allows a wizard to transform his thoughts or desires into magical energy. By concentration of the will it is possible to create magical shields of force to bar doors or move objects. Sorcery drains more WILLPOWER points than any other Magical Power, and is most effective when your WILLPOWER points are high.
If you choose this Power, write 'Sorcery' on your Action Chart.
Enchantment
The Power of Enchantment enables a wizard to charm or beguile other creatures, and create illusions in the minds of others. He will be able to extract information from others, place thoughts and compulsions into another's mind or cause them to believe that imaginary events are actually taking place. Some magical or highly intelligent beings may be immune to the powers of Enchantment.
If you choose this Power, write 'Enchantment' on your Action Chart.
Elementalism
The Power of elemental magic allows a wizard some control over the natural elements of Air, Fire, Earth and Water. By entering a trance and chanting incantations, you may summon aid from the spirits of the Elemental Plane. Elementals have very little understanding of man, and for this reason a wizard can never be sure of the nature of the aid the Elementals may send.
If you choose this Power, write 'Elementalism' on your Action Chart.
Alchemy
A wizard who possesses the Power of Alchemy is able, through the mixing of various substances, to create magical potions. Given the correct ingredients, a potion may restore lost energy (i.e. ENDURANCE points, WILLPOWER), or temporarily improve various abilities (e.g. COMBAT SKILL). The use of Alchemy may also allow a wizard to alter the nature of substances (e.g. change lead into gold), but the necessary ingredients and the correct equipment (e.g. a pestle and mortar) must be at hand. The use of the Power of Alchemy drains no WILLPOWER.
If you choose this Power write 'Alchemy' on your Action Chart.
Prophecy
The Power of Prophecy allows a wizard to foretell the future through meditation. A meditative state will allow a wizard to make the correct decision when facing conflicting choices or difficult actions; to discover the whereabouts of a person he has once met, or an object he has once seen. It may also allow him to determine the true nature of a stranger or a strange object. Magical beings or objects are sometimes hidden from the Power of Prophecy.
If you choose this Power, write 'Prophecy' on your Action Chart.
Psychomancy
This Power bestows upon a wizard the ability to deduce facts about events by touching objects connected to them. Through deep concentration, a wizard may lay his hands upon any inanimate object and visualize scenes that have affected it. Visions brought about through the use of Psychomancy are often cryptic, taking the form of a riddle or puzzle. Some magic items are resistant to the use of Psychomancy and may, sometimes, impart misleading information.
If you choose this Power, write 'Psychomancy' on your Action Chart.
Evocation
Mastery of this Power permits contact with the spirit realm. A wizard wishing to speak with the dead, or to call up a form from the spirit world, must draw a magic pentacle and enter a trance, when the use of the correct spell-chant will reach out to the Spiritual Plane. Standing within the protection of a magic pentacle, a wizard may consider himself to be relatively safe from harm. If he wishes to speak with a corpse, especially one whose former life was good and righteous, then a wizard can expect help and advice. However, contact with those whose former lives were evil or selfish can be a perilous, and often fatal, experience. Evil spirits are reluctant to return to the realm of the dead and may try to trick a wizard into freeing them into the world of the living. All spirits, good and evil, will require some service of the wizard in return for their aid. Any failure to perform this task, however difficult may result in the wizard losing his life.
If you choose this Power, write 'Evocation' on your Action Chart.
The Higher Magicks
Thaumaturgy
This Higher Magick is an advanced form of Sorcery, the craft of magical energy. Where Sorcery allows a wizard to affect external things, Thaumaturgy affects the wizard himself. The Power of Thaumaturgy can bestow upon a wizard the power of levitation, a limited form of flying; invulnerability and increased strength; the ability to bend metal or warp wood by disturbing their molecules; and, perhaps the most useful of all, teleportation, that is, the ability to travel great distances in seconds by simply visualizing the destination.
If you choose this Power, write 'Thaumaturgy' on your Action Chart.
Telergy
An advanced form of Enchantment, Telergy is the Power of mind control, telepathy and autosuggestion. It enhances the tangibility of the illusions of Enchantment and allows you to control the minds of others. However, like Enchantment, some magical beings will be able to resist this Power.
If you choose this Power, write 'Telergy' on your Action Chart.
Physiurgy
Where Elementalism allows a wizard to summon the aid of the elemental spirits, the Higher Magick of Physiurgy grants the wizard mastery over the elements. It allows him to command winds, open cracks in the earth, cause earthquakes, raise storms and create other weather effects.
If you choose this Power, write 'Physiurgy' on your Action Chart.
Theurgy
Theurgy is an advanced form of Alchemy. Possession of the Moonstone of the Shianti makes the casting of a larger number of spells possible. It unlocks the knowledge of more ingredients for mixing potions and reveals some of the special times, or ways, that they must be mixed. The power of the Moonstone acts as a charm for these potions. No WILLPOWER points are required to make use of the Power of Theurgy but you are dependent on discovering the necessary ingredients for your potions during the course of your adventure.
If you choose this Power, write 'Theurgy' on your Action Chart.
Visionary
With the aid of the Moonstone, you may use the skill of a Visionary to look upon events that are taking place elsewhere. The Power of a Visionary is generally concerned with visual images of the present.
If you choose this Power, write 'Visionary' on your Action Chart.
Necromancy
Necromancy is a higher form of Evocation. Where Evocation allows contact with the spirit world, Necromancy allows a wizard to command the dead, though this is forbidden by Shianti law. It also allows him to make an incantation that will imbue the Moonstone with a protective aura of light to keep away all creatures of evil, dead or alive.
If you choose this Power, write 'Necromancy' on your Action Chart.
Wizard's Staff
Your Staff is your most valuable possession. It looks and feels like an ordinary quarterstaff, yet it is stronger than any known metal. This is your main combat weapon, for you are untrained in the use of any other form of armed combat. It contains a potent force that is unleashed at will by the power of your mind, and causes a beam of destructive power to hurtle from its tip. Every time you unleash this power you must deduct 1 WILLPOWER point.
In the event that your enemy survives such an attack or should you fall victim to a surprise attack, you will be forced to engage in close combat and must attempt to strike your enemy with the Staff. If your attack is successful, a bolt of energy will be released from the Staff that is capable of inflicting great physical harm. If you wish to increase the amount of damage that you inflict in this way, you must use more WILLPOWER points and multiply the number of ENDURANCE points lost by the enemy, accordingly. For example, if you chose to expend 3 WILLPOWER points on your attack, all enemy ENDURANCE point losses would be multiplied by three.
The Moonstone
The Moonstone has many attributes, some of which are described in the Higher Magicks section and some of which you will discover during the course of your adventure. The Shianti have also given it the power to teleport you to Shasarak once during the course of your adventure. You will be told of that opportunity when the time is right.
[Grey Star] Equipment
You wear the grey robe and hooded cloak of a Shianti Wizard. Your only weapon is your Wizard's Staff (note this on your Action Chart under Weapons). You wear a Backpack containing 4 Meals (note under Meals on your Action Chart), and you have been given a map of the Shadakine Empire (note under Special Items on your Action Chart) which you place inside your robe.
If you have chosen Alchemy or Theurgy as one of your Magical Powers, then you will have a leather pouch for herbs and potions hanging from your belt. The Herb Pouch contains the following:
- 2 empty Vials for carrying potions
- 1 Vial containing Saltpetre
- 1 Vial containing Sulphur
Mark these 4 items in your Action Chart.
Your Herb Pouch will carry a maximum of eight items.
On your last day on the Isle of Lorn, your Shianti Masters offer you the following gifts to aid you in your quest. According to Shianti custom, you may choose one of them. They are:
- Jewelled Dagger (Special Item) This adds 1 point to your COMBAT SKILL when used in combat.
This Special Item can be used in combat as if it were a normal Weapon. The Jewelled Dagger's bonus to your COMBAT SKILL should only be applied when the Jewelled Dagger is used in combat. You should not use your Wizard's Staff at the same time. This would incur the normal -6 penalty to your COMBAT SKILL for not using your Wizard's Staff.Alternatively, you may decide that the Jewelled Dagger may be wielded together with your Wizard's Staff, and thus confers its bonus in all close combats. This makes the Jewelled Dagger a much more useful item.- Magic Talisman (Special Item) This adds 2 points to your WILLPOWER total.
The bonus to your WILLPOWER score provided by the Magic Talisman is added to your WILLPOWER score only once and does not prevent your score from falling to zero.- Vial of Laumspur (Backpack Item) This restores 4 ENDURANCE points to your total when swallowed after combat. There is enough for one dose.
When you have made your choice, mark the item on your Action Chart under the headings given in brackets, and make a note of any effect it may have on your ENDURANCE, WILLPOWER or COMBAT SKILL totals.
How to Carry Equipment
Now that you have your equipment, the following list shows you how it is carried. You do not need to make notes, but you should refer back to this list in the course of your adventure.
- Wizard's Staff--Carried in the hand.
- Backpack--slung over the shoulder.
- Meals--carried in the Backpack.
- Jewelled Dagger--tucked into your belt.
- Magic Talisman--worn on a chain around your neck
- Vial of Laumspur--carried in the Backpack.
How Much Can You Carry?
Weapons
The maximum number of weapons that you may carry is two. Your Wizard's Staff counts as one Weapon.
Backpack Items
These must be stored in your Backpack. Because space is limited, you may only keep a maximum of eight articles, including Meals, in your Backpack at any one time.
Special Items
Special Items are not carried in the Backpack, When you discover a Special Item, you will be told how to carry it.
Nobles (Shadakine currency)
These are carried in your the pocket of your robe.
Food
Food is carried in your Backpack. Each Meal counts as one item.
Any item that may be of use and can be picked up on your adventure and entered on your Action Chart is given capital letters in the text. Unless you are told it is a Special Item, carry it in your Backpack.
How to Use Your Equipment
Weapons
Your COMBAT SKILL depends on your Wizard's Staff. If you do not possess your Staff when you enter combat you must deduct 6 points from your COMBAT SKILL. If you enter a combat without a weapon, deduct 8 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.)
Backpack Items
During your travels you will discover various useful items which you may wish to keep. (Remember that you can only carry a maximum of eight items in your Backpack at any one time.) You may exchange or discard them at any point when you are not involved in combat.
Special Items
Each Special Item has a particular purpose or effect. You may be told this when the item is discovered, or it may be revealed to you as the adventure progresses.
Currency
The currency of the Shadakine Empire is the Noble, which is a small jade stone. The system of money is alien to the Shianti, and for this reason you begin your adventure with no money. Whenever you kill an enemy, you may take any Nobles belonging to him and keep them in the pocket of your robe.
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.
[Grey Star] 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. Grey Star's aim during the combat is to kill the enemy by reducing his ENDURANCE points to zero while at the same time losing as few ENDURANCE points as possible himself.
At the start of a combat, enter Grey Star's ENDURANCE and WILLPOWER points 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:
- Calculate your current COMBAT SKILL total, based on the Weapon you are using. (Remember, if you enter combat without your Staff, you must deduct 6 points from your COMBAT SKILL. If you have no weapon at all, you must deduct 8 points.)
- Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.
- If you are using your Wizard's Staff, decide how many WILLPOWER points you wish to use. (Remember, you must expend at least 1 point.) Enter this number on your Combat Record in the box marked WILLPOWER.
ExampleGrey Star (COMBAT SKILL 15, WILLPOWER 23) is ambushed by a Deathgaunt (COMBAT SKILL 20). He is not given the opportunity to evade combat, but he can use his Wizard's Staff against the creature as it swoops down on him. He subtracts the Deathgaunt's COMBAT SKILL from his own, giving a Combat Ratio of -5 (15 - 20 = -5). -5 is noted on the Action Chart as the Combat Ratio. Grey Star decides to use 2 WILLPOWER points, which is noted on the WILLPOWER box of the Combat Record.
- When you have decided upon the number of WILLPOWER points you wish to use, and have determined your Combat Ratio, pick a number from the Random Number Table.
You only need to expend WILLPOWER points in combat if you are using your Wizard's Staff. If your WILLPOWER falls to zero or below, you will not be able to use the magical properties of your Wizard's Staff until your score is again above zero. You can still use your Wizard's Staff in combat as a normal weapon, but you must deduct 6 points from your COMBAT SKILL.
- Turn to the Combat Results Table on the inside back cover of the book. 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 Grey Star. To calculate the number lost by the enemy, multiply this by the number of WILLPOWER points that Grey Star elected to use. Now you have the final number of ENDURANCE points lost by both Grey Star and his enemy in this round of combat. (E represents points lost by the enemy; GS represents points lost by Grey Star.)
ExampleThe Combat Ratio between Grey Star and the Deathgaunt has been established as -5, and Grey Star's WILLPOWER points used as 2. If the number taken from the Random Number Table is a 6, then the result of the first round of combat is: - On the Action Chart, mark the changes in ENDURANCE points to the participants in the combat, and Grey Star's amended WILLPOWER points total.
- Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.
- Repeat the sequence from Stage 3.
This process of combat continues until the ENDURANCE points of either the enemy or Grey Star are reduced to zero or below, at which point the one with the zero score is declared dead. If Grey Star is dead, the adventure is over. If the enemy is dead, Grey Star proceeds but with his ENDURANCE and WILLPOWER 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 Grey Star 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.
The [Freeway Warrior] Game Rules
Before embarking on your adventure, you must first determine your personal characteristics and the weapons and provisions with which you are equipped. An Action Chart has been supplied on which to record and amend these details as the adventure unfolds.
Your personal characteristics comprise two basic attributes: CLOSE COMBAT SKILL and ENDURANCE. To discover your initial CLOSE COMBAT SKILL, take a pencil and, with your eyes closed, point the blunt end of it on to the Random Number Table. If you pick a 0 it counts as zero. Add 10 to the number you have picked and write the total in the CLOSE COMBAT SKILL section of your Action Chart (for example, if your pencil falls on the number 5 in the Random Number Table, you have a CLOSE COMBAT SKILL total of 15). When you fight an enemy in hand-to-hand combat, your CLOSE COMBAT SKILL will be measured against that of your enemy, so a high score in this section is desirable.
To discover your ENDURANCE level, repeat the process, but this time add 20 to the number you have picked from the Random Number Table. Write the total in the ENDURANCE section of your Action Chart (for example, if your pencil falls on the number 8 on the Random Number Table, you have a total ENDURANCE score of 28). If you are wounded in combat, or injured at any other time during your adventure you will lose ENDURANCE points. If, at any time, your ENDURANCE points total falls to zero or below, you are dead and the adventure is over. You can regain lost ENDURANCE points during the course of the adventure, but your ENDURANCE level can never rise above your initial score.
Survival Skills
Ever since the day you returned to the surface, you have endeavoured to develop your skills and natural instincts fully in order to best defend yourself and your colony.
Listed on your Action Chart are your five basic Survival Skills:
Driving
Your ability to control powered vehicles, such as cars, motorcycles and trucks.
Shooting
Your familiarity and experience in the use of missile weapons, such as pistols, machine pistols, shotguns and rifles.
Field craft
Your knowledge and experience of all aspects of outdoor survival.
Stealth
Your physical fitness, the speed of your reflexes and your dexterity.
Perception
Your intelligence, your ability to evaluate information, your education and your mental alertness.
Your ability in each of these five individual skills is measured in skill points. You begin with 3 points per skill. Before starting the adventure, you may allocate an additional 4 skill points to your list of five Survival Skills. These 4 extra points can be used to improve one or more of your five skills. During your adventure, all five skills will be severely tested, therefore the higher the individual skill level, the better your chances of survival. You may allocate your 4 additional points entirely how you like.
When you have decided where to allocate your 4 additional skill points, make a note of the totals in the Survival Skills section of your Action Chart. (In your first adventure, your total number of skill points should be 19: five skills x 3 points each = 15, plus 4 additional skill points = 19 points.)
If you complete successfully the mission set in this book of the Freeway Warrior series, you may add an additional 4 points to your Survival Skills in the next book. These additional points, together with any equipment and provisions that you possess at the end of this book, may then be used in the next Freeway Warrior adventure.
Equipment
Apart from your clothing, a number of useful items form your basic equipment. These comprise a Backpack, and a belt on which hangs your Ammo Pouch, Medi-kit, Water Canteen and Hunting Knife. In addition to these items, you possess a Map of Central Texas, which you carry tucked inside your leather jacket.
Backpack
Up to ten separate items may be stored and carried in your Backpack at any time. However, if more than three items are carried, your Stealth level will be reduced by 1 point. If more than six items are carried, your Stealth level will be reduced by 2 points; and if you carry a full Backpack (containing ten items) your Stealth level will be reduced by 3 points.
In order to equip yourself for the task ahead, you may choose up to four items from the following list:
- Solar Torch
- HE (High Explosive) Grenade
- Binoculars
- Compass
- CB Radio
- Signal Flare
- Three Meals (each Meal takes up one space in your Backpack)
- Flexible Saw
- Geiger Counter
List the items you have chosen on your Action Chart. If you have picked four items, adjust your current Stealth level accordingly.
Opportunities may arise during your adventure for you to pick up useful items. These items will appear in the text in bold print and, unless you are instructed otherwise, they can be stored and carried in your Backpack.
You will need to eat regularly. If you do not possess any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points.
Ammo Pouch
Your Ammo Pouch is where you store any spare ammunition for firearms. It can hold a maximum of the following:
40 rounds of 9mm calibre Pistol/Machine Pistol ammunition or 20 rounds of 7.62mm calibre Rifle ammunition or 10 rounds of 12-gauge calibre Shotgun ammunition
When carrying mixed calibres of ammunition, use this equation to check how much space you have left in your Ammo Pouch:
4 x 9mm rounds = 2 x 7.62 rounds = 1 x 12 gauge round
Additional ammunition can be carried in your Backpack. Ammunition occupies one space for each quantity that is equal to (or less than) the maximum that can be carried in one Ammo Pouch.
Medi-kit
A well-stocked Medi-kit can make all the difference to your chances of survival should you suffer injury in the field or as a result of combat. It contains useful first aid supplies, such as dressings, antiseptics, antibiotics, water purification tablets, sulphonamides, pain killers, potassium iodide tablets (to delay absorption of radioactivity) and sutures.
For convenience, these medical supplies are grouped into units. To find how many units you have in your Medi-kit, pick a number from the Random Number Table (0 equals 10) and add 2. Your total score equals the number of units with which you begin your adventure. To keep a record of them, circle the appropriate number of unit symbols in the Medi-kit section of your Action Chart. The maximum number of units you can carry in your Medi-kit is twelve.
You may use your Medi-kit units to restore lost ENDURANCE points; each unit used in this way restores 3 points. Units cannot be used to restore ENDURANCE points in lieu of a Meal or Water when instructed to eat or drink.
Water Canteen
Water is essential to life, and your life will depend on having a sufficient, uncontaminated supply. You will need to drink regularly during your adventure. One drink is equivalent to half a pint and your canteen holds exactly two pints of water: enough for one day's needs. When instructed to drink, be sure to tick off one box in the Water section of your Action Chart.
If you do not have any Water when instructed to drink, you must lose 3 ENDURANCE points.
Weapons
Close Combat Weapons
These weapons aid you in hand-to-hand fighting. You begin your adventure armed with a Hunting Knife which, when used in close combat, adds 2 points to your CLOSE COMBAT SKILL. Note this Hunting Knife in the Close Combat Weapons section of your Action Chart.
If you find a close combat weapon during your adventure, you may pick it up and use it. Close combat weapons will appear in the text with a close combat skill number, for example, Machete (3). This number indicates how many points this weapon will add to your CLOSE COMBAT SKILL when used in a hand-to-hand fight.
The maximum number of close combat weapons you may carry is two.
Missile Weapons
There are four types of missile weapon:
- PISTOL
- MACHINE PISTOL
- SHOTGUN
- RIFLE
You begin your adventure armed with only one of these weapons. Make your choice and then record the weapon you have chosen, together with its calibre and rate of fire details, in the Missile Weapons section of your Action Chart.
In order to be able to use a missile weapon, you must have sufficient ammunition of the correct calibre. The following list shows the calibre of each weapon, the amount that is used every time the weapon is fired, and the number of rounds that you possess at the start of your adventure:
Calibre | Rate of Fire | Initial No. of Rounds | |
PISTOL | 9mm | 1 | 8 |
MACHINE PISTOL | 9mm | 6 | 30 |
SHOTGUN | 12-gauge | 1 | 4 |
RIFLE | 7.62mm | 1 | 4 |
The initial number of rounds should be noted in the Ammo Pouch section of your Action Chart. Missile weapons cannot be used if you run out of ammunition or possess rounds of the wrong calibre. However, the opportunity may arise for you to replenish your supply of ammunition and/or discover a weapon of the correct calibre.
You may carry a maximum of three missile weapons. However, for every missile weapon that you carry (excluding your initial choice), you must reduce your Stealth level by 1 point.
Rules for Close Combat
There will be occasions when you will have to fight an enemy in hand-to-hand combat. The enemy's CLOSE COMBAT SKILL and ENDURANCE level will both be given in the text. Your aim in close combat is to kill the enemy by reducing his ENDURANCE points to zero while losing as few of your own ENDURANCE points as possible.
At the start of a close combat, enter both your own and your enemy's ENDURANCE points in the appropriate boxes on the Close Combat Record section of your Action Chart. The sequence for close combat is as follows:
- Add any extra points gained through the use of close combat weapons to your current CLOSE COMBAT SKILL total.
- Subtract the CLOSE COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.
ExampleCal Phoenix (CLOSE COMBAT SKILL 17) is attacked by a Renegade Clansman (CLOSE COMBAT SKILL 18). He is not given the opportunity to evade close combat, but must stand and fight his adversary. Cal Phoenix is armed with a Hunting Knife, so he adds 2 points to his CLOSE COMBAT SKILL, giving a total CLOSE COMBAT SKILL of 19.He subtracts the Renegade Clansman's CLOSE COMBAT SKILL from his own, giving a Combat Ratio of +1 (19 - 18 = +1). He notes this +1 on his Action Chart as the Combat Ratio.
- After working out your Combat Ratio, pick a number from the Random Number Table.
- Turn to the Close Combat Results Table. Along the top of the chart are the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the number that you have picked (the random numbers appear down the side of the chart). You now have the ENDURANCE points lost by both Cal Phoenix and his enemy in this round of close combat. (E represents points lost by the enemy; CP represents points lost by Cal Phoenix.)
ExampleThe Combat Ratio between Cal Phoenix and the Renegade Clansman has been established as +1. If the number picked from the Random Number Table is a 4, then the result of the first round of close combat is:
- On the Action Chart, mark the changes in ENDURANCE points to the participants in the close combat.
- Unless otherwise instructed, or unless you have an option to evade, start the next round of close combat.
- Repeat the sequence from stage 3.
This procedure continues until the ENDURANCEpoints of either the enemy or Cal Phoenix are reduced to zero or below, at which point the one whose score is zero is declared dead. If Cal Phoenix is dead, the adventure is over. If the enemy is dead, Cal Phoenix proceeds but possibly with a reduced ENDURANCE point score.
- It is not necessarily true that Cal Phoenix will lose any ENDURANCE in combat. He may go unscathed.
A summary of the Close Combat Rules appears on the page after the Random Number Table.
Evasion of Combat
During your adventure you may be given the chance to evade close combat. If you have already engaged in a round of close combat and decide to evade, calculate the combat for that round in the usual manner. All ENDURANCE points lost by the enemy as a result of that round are ignored; only Cal Phoenix may lose ENDURANCE points during that round, but that is the risk of running away! You may evade combat only if the text of the particular section allows you to do so.
Topical Guide
The Topical Guide attempts to provide answers, or at least insight, into some of the inconsistencies and blind spots in the rules. It is organized alphabetically by topic. If you are looking for guidance on a particular subject, this is intended to be a quick reference.
Be aware that the Topical Guide may contain mild spoilers for the later books, so be sure to read only those headings that you intend to.
[ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z ]
A
Action Chart
The Action Chart is a set of tables which contain all information about your character such as items carried, skills possessed, etc. The Action Chart can take many forms. You may use a specialized program to help you keep track of character statistics. You may use a spreadsheet document. You may print out the Action Chart that appears in the Internet Editions of the books and fill in the blanks. As you become familiar with the rules, you may want to create your own by hand on paper. The method you choose doesn't matter as long as you're comfortable with it.
Adgana
(Backpack Item) The leaves of the Adgana plant are a potent narcotic popular among the warriors of Magnamund. When dried, crushed, and eaten, they provide a potent enhancement to COMBAT SKILL for the duration of a fight, but at a high potential cost.
Use of Adgana will grant a bonus of +6 COMBAT SKILL for the duration of a fight when first used (i.e. all combats listed in a single numbered section). Immediately upon completing the combat, you must pick a number from the Random Number Table. If that number is either a 0 or a 1, you have become addicted to Adgana, and must reduce your ENDURANCE score permanently by 4 points.
Regardless of whether addiction is suffered on the first use or not, future doses of Adgana will provide a bonus of only +3 COMBAT SKILL. Addiction must still be checked for at the end of a combat, but now occurs on a pick of 0, 1, 2, or 3 from the Random Number Table.
Alether
(Backpack Item) This plant is common throughout much of Magnamund. Its orange berries are renowned for their ability to improve combat prowess either when eaten whole or when the juice of the crushed berries is drunk. Alether potions or berries typically provide a bonus of +2 COMBAT SKILL for the duration of a single fight, but the amount of the bonus is always specified when you find the item. Very rarely, Alether might be found in a concentrated or distilled form, which provides a +4 COMBAT SKILL bonus. It is uncertain whether or not Alether's effects should last for a single enemy or for all enemies in one numbered section.
Ammo Pouch
In Freeway Warrior your Ammo Pouch is used to carry the spare ammunition for use in your ranged weapons. This ammo is in addition to that currently loaded in your ranged weapons. The maximum quantity of spare ammo you can carry depends upon the type, your ammo pouch contains 40 "slots"; 9mm rounds occupy 1 slot, 7.62mm rounds take up 2, 12-gauge rounds use 4. This effectively means a maximum of 40 pistol rounds can be carried, OR 20 rifle rounds, OR 10 shotgun rounds. While it is possible to mix ammunition types, you can never exceed these 40 "slots".
Armour
There is an interesting blind spot in the rules regarding armour which increases your ENDURANCE (e.g. Chainmail Waistcoats and Padded Leather Waistcoats). For example, if you are wearing a piece of armour that gives you a 4 ENDURANCE point bonus and your current ENDURANCE point score is less than or equal to 4, what happens if you lose or discard the armour? Your ENDURANCE score has fallen to zero or below, so strictly speaking, you should be dead. This doesn't mesh well with reality, so use your best judgement.
Other types of armour found in the books are the Bronin Vest, the Kagonite Chainmail, and the Silver Bracers.
The following table shows which types of armour can be worn in conjunction with other types. O indicates an acceptable combination; X indicates an unacceptable combination.
BV | CW | KC | PL | SB | |
Bronin Vest | \ | X | O | O | O |
Chainmail Waistcoat | X | \ | O | O | O |
Kagonite Chainmail | O | O | \ | O | O |
Padded Leather | O | O | O | \ | O |
Silver Bracers | O | O | O | O | \ |
Axe
(Weapon carried in the hand)
Arrow
(Special Item carried in a Quiver) This item is carried in a Quiver and so doesn't take up any more space as a Weapon or Special Item than the Quiver required to carry it. You must possess an Arrow in order to use a Bow.
B
Backpack
Your Backpack is used to carry various items. The maximum number of items that can be carried in your Backpack in the Kai, Magnakai, and Grey Star series is eight; for the Grand Master and New Order series it is ten. If you lose your Backpack, you cannot keep any Backpack Items until you find a Backpack in which to keep them. If you have lost your Backpack in an adventure and haven't yet found one before beginning the next adventure, you will be given a new one when you choose your equipment.
Lone Wolf Club Newsletter #12 clarifies: "Realistically, you can only wear one Backpack at a time, and carry a maximum of eight Backpack Items (Special Items not included)."
Backpack Items may also be kept in Safekeeping.
Backpack (Freeway Warrior)
Your Backpack is used to carry various items. The maximum number of items that can be carried in your Backpack is ten. However, the more items you carry in your Backpack, the more your Stealth score is penalised. This "Encumbrance" rule was devised by Joe Dever because of the number of items Lone Wolf can carry without it impacting upon his speed and maneuverability.
Belt Pouch
Your Belt Pouch stores 50 Gold Crowns or an equivalent amount of another currency.
Bow
(Weapon carried in the hand) You must have at least one Arrow (usually carried in a Quiver) to use a Bow--more if the text requires it. You cannot use a Bow in combat, but will be told in the text when you have an opportunity to use it. If you enter combat armed only with a Bow, it is the same as if you were unarmed. The Magnakai Discipline of Weaponmastery and the Grand Master Discipline of Grand Weaponmastery both afford bonuses to use of a Bow.
Broadsword
(Weapon carried in the hand) This Weapon requires the use of two hands in combat.
Bronin Vest
(Special Item worn on the body) The Bronin Vest is a type of armour that adds 3 COMBAT SKILL points and 1 ENDURANCE point to your total. It may be used in conjunction with a Padded Leather Waistcoat for a cumulative 3 ENDURANCE point bonus (see Lone Wolf Club Newsletter Summer Special 1985), but may not be worn in conjunction with a Chainmail Waistcoat.
C
CCS
Abbreviation for CLOSE COMBAT SKILL.
Chainmail Waistcoat
(Special Item worn on the body) The Chainmail Waistcoat is a type of armour that adds 4 ENDURANCE points to your total. It may be used in conjunction with a Padded Leather Waistcoat for a cumulative 6 ENDURANCE point bonus (see Lone Wolf Club Newsletter Summer Special 1985) and/or the Kagonite Chainmail for a further +1 bonus to your ENDURANCE point and 3 COMBAT SKILL points, but may not be worn in conjunction with a Bronin Vest.
Close Combat Skill
(Freeway Warrior only) This is a measurement of your hand-to-hand fighting prowess which can be effected by many things such as equipment carried, how surprised you are by an attack, your skills, etc. When in combat, your CLOSE COMBAT SKILL is compared to your enemy's--the higher your CLOSE COMBAT SKILL score the better.
Combat Ratio
The Combat Ratio is not a true ratio in the mathematical sense. It is the difference between your character's Combat Ratio and that of his opponent's. For example, if your character's COMBAT SKILL (or CLOSE COMBAT SKILL) is 21 and his opponent's is 22, the Combat Ratio is -1 (21 - 20 = -1). A Negative Combat Ratio is valid.
Combat Results Table
The Combat Results Table is used to determine your character's ENDURANCE points loss and that of his opponent during a single round of combat. You cross-reference the Combat Ratio with the number chosen from the Random Number Table (see Appendix B: Example Combat Results Table). For example, if the Combat Ratio is -4 and the random number is 7, you would find the column that has -4 at the top (note that most columns have two or more Combat Ratios) and the row that 7 on the side. Where that row and that column intersect, the opponents' ENDURANCE point loss is found (see the example).

Combat Skill
This is a measurement of your overall fighting prowess which can be affected by many things such as equipment carried, how surprised you are by an attack, your skills, etc. When in combat, your COMBAT SKILL is compared to your enemy's--the higher your COMBAT SKILL score the better. During the course of his adventures, Lone Wolf may come across armour or Weapons that enhance his COMBAT SKILL.
CS
Abbreviation for COMBAT SKILL.
Currency
There are various forms of currency in use throughout Magnamund. The most commonly used in Lone Wolf's adventures is the Gold Crown. Other currencies include the Lune, the Kika, and the Noble. All forms of currency are stored in the Belt Pouch (with the exception of the Grey Star adventures, where the rules state that currency is kept in the pocket of your Shianti robe).
This table shows the exchange rates of the various currencies of Magnamund:
Ain | Gold Crown | Kika | Lune | Noble | Ren | |
---|---|---|---|---|---|---|
Ain | 1 | 1 | 10 | 4 | 1 | 10 |
Gold Crown | 1 | 1 | 10 | 4 | 1 | 10 |
Kika | 0.1 | 0.1 | 1 | 0.25 | 0.1 | 1 |
Lune | 0.25 | 0.25 | 2.5 | 1 | 0.25 | 2.5 |
Noble | 1 | 1 | 10 | 4 | 1 | 10 |
Ren | 0.25 | 0.25 | 2.5 | 1 | 0.25 | 2.5 |
D
Dagger
(Weapon carried in the hand)
Dagger of Vashna
This cursed blade is a Special Item carried tucked into your belt. Although a potent Weapon which may be useful on Lone Wolf's adventures, it doesn't carry a bonus to your COMBAT SKILL or ENDURANCE except when used in combat against a Darklord. It may be used in combat as a normal Dagger (see Lone Wolf Club Newsletter #7).
Dual Wielding
Many Lone Wolf fans argue that the difficulty of the later books means that Joe always had dual-wielding in mind. They also point to the fact that Lone Wolf has two Weapon slots, meaning one for each hand. This evidence is somewhat specious at best, considering that it is possible to be carrying two two-handed Weapons, and also the fact that Weapon-like Special Items do not count toward your Weapons limit, meaning Lone Wolf can be carrying more than two Weapons. There is no evidence for any official dual-wielding rules in the books or the Lone Wolf Club Newsletters.
The most recent edition of Flight from the Dark, published by Mongoose Publishing contains the following sentence in the How to Carry and Use Your Equipment section: "You may only use one weapon at a time in combat."
E
Endurance
This is a measurement of your overall health and stamina. If your ENDURANCE score ever falls to zero or below, your character is dead. Lone Wolf Club Newsletter Summer Special 1987 also clarifies: "All lost ENDURANCE points are regained at the end of an adventure." Wearing Armour increases Lone Wolf's ENDURANCE points.
EP
Abbreviation for ENDURANCE points
F
Fireseeds
(Special Item carried in your pocket) Small, explosive items that burn fiercely when thrown against a hard surface. The total of all the Fireseeds you are carrying always takes up the space of exactly one Special Item, no matter how many you carry (see Lone Wolf Club Newsletter: Summer Special 1987).
Firesphere
See Kalte Firesphere.
G
Gold Crowns
Gold Crowns (GC for short) are a common form of currency used in Magnamund which you carry in your Belt Pouch.
H
Healing
Healing provides the ability to cure minor diseases, heal injuries and wounds, and provide a steady restoration of ENDURANCE when not involved in combat. There is some uncertainty as to what kind of ENDURANCE losses can be restored by this Discipline and its enhancements. The Kai series described Healing as effective against 'ENDURANCE points lost in combat.' This implies that losses due to missed Meals and other non-combat losses are not curable using Healing. The description of Curing in the Magnakai series does not contain this restriction. The descriptions of Curing in the Grand Master and New Order series do contain this restriction however. Curing is described in these series as being effective against ENDURANCE points lost as a result of combat.
Strict adherence to the rules would dictate that only ENDURANCE lost in combat can be restored using Healing and its improved derivatives: Curing and Deliverance. Common sense says that wounds similar to those sustained in combat can also be healed, but ENDURANCE lost due to hunger, fatigue, etc. cannot.
Lone Wolf Club Newsletter Summer Special 1987 clarifies: "If you have completed all five of the Basic [Kai] series books you can [continue to] add +1 ENDURANCE as per the rules of Healing [even without selecting the Discipline of Curing]. This advantage will benefit all those Kai Masters who have completed the Basic series books prior to tackling the Magnakai series."
Lone Wolf Club Newsletter #8 further clarifies: "Kai mastery of Curing gives the same +1 ENDURANCE point back (for every section through which you pass without combat) as does the basic Kai Discipline of Healing. The mastery advantage comes with the ability to cure disease, blindness and combat wounds, as well as being able to identify the properties of herbs, roots and potions. Additional advantages are gained at higher rank as the Magnakai Discipline improves." Therefore, Healing/Curing bonuses do not stack. Lone Wolf cannot use Healing and Curing to get +2 ENDURANCE points back per section without combat.
The Improved Disciplines section of Book 12: The Masters of Darkness states: "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." The easiest way to apply this is to assume it is flavour text meaning "once per adventure". The Grand Master Discipline of Deliverance supercedes this, dropping the time limit down to once every 20 days. Some might therefore argue that this Magnakai Curing ability can only be used once during Book 17: The Deathlord of Ixia and Book 18: Dawn of the Dragons, since one occurs immediately after the other. The time between the other Grand Master books is more vague, and it can easily be assumed that 100 days passes between the adventures. On the other hand, because 20 days is not a lot of game-time, a Grand Master with the Discipline of Deliverance would be able to use their advanced ability in any adventure, but still only once. There is no official ruling on this.
Furthermore, Lone Wolf Club Newsletter #28 adds: "The +1 EP bonus gained when passing through combatless sections does still apply [in the Grand Master books], but only if you have played and survived the Magnakai series books. Joe Dever intended this as a "hidden loyalty bonus" for readers who had played the earlier books, which is why it was omitted from the Grand Master rules."
Helmet
(Special Item worn on the head) This Special Item is a type of armour. It will give you a 2 point ENDURANCE bonus. It may be worn in conjunction with all other types of armour except for, obviously, any other Helmets.
Helshezag
(Special Item)
This Weapon is the sword of Darklord Kraagenskûl, fashioned in the fiery furnaces of Helgedad. It is a wholly black sword, a black so dense that looking at it is akin to looking at the void. When used in combat the black sword is set ablaze with tongues of black fire and adds 5 points to your COMBAT SKILL, 7 points when used against a Darklord of Helgedad, and 12 points if used in Helgedad itself. However, the blade will instill the need to kill in its user's mind. Prolonged use of this evil blade will weaken your ENDURANCE score. In the second and subsequent rounds of every combat in which you use the sword, you must reduce your ENDURANCE level by 1 point.
Since it is a Special Item and not a Weapon, Helshezag does not count towards your limit of two Weapons (see Lone Wolf Club Newsletter Summer Special 1985). Helshezag was an homage to Moorcock's Stormbringer (see Lone Wolf Club Newsletter #27).
Herb Pouch
Carried by those skilled in the Wizard's Power of Alchemy (or the Higher Magick of Theurgy), it is used to carry the raw materials necessary to use this power. Contrary to what is stated in Grey Star the Wizard, the Herb Pouch can carry eight items (see Lone Wolf Club Newsletter: Summer Special 1986). You automatically receive a Herb Pouch at the start of your adventure when selecting Alchemy (or Theurgy) as a new Magical Power. You may choose to keep potions, vials, or ingredients in either the Herb Pouch or your Backpack. All other Backpack Items must be kept in your Backpack.
Hunting / Huntmastery
The Kai Discipline allows Lone Wolf to avoid penalties for requiring food during an adventure. In practise, Hunting may not be used in lieu of a Meal in the Wildlands (parts of Book 2: Fire on the Water), anywhere in Kalte (Book 3: The Caverns of Kalte), along Raider's Road or in the Maaken mines (Book 4: The Chasm of Doom), or anywhere in The Dry Main (Book 5: Shadow on the Sand). The Improved Magnakai Discipline of Huntmastery allows Lone Wolf to avoid the penalties of missing a meal in any setting presented in the Magnakai series unless specifically stated. Similarly, Grand Huntmastery can be used in lieu of eating a Meal in the Grand Master or New Order series except where the text specifically says otherwise.
Lone Wolf Club Newsletter #10 also says: "All Kai Masters who have completed one or more of the Lone Wolf 'Basic' [Kai] Books (1–5) can benefit from their experience [in using Hunting in lieu of a Meal during the Magnakai books without taking Huntmastery]. This will give them a real advantage over those who have tried only one or more of the Magnakai series books (6–12)."
Additionally, Lone Wolf Club Newsletter Summer Special 1985 confirms: "As regards to Meals, you can by-pass eating a Meal during a journey by vehicle if you have Hunting. We assume that the coach must stop at some time to allow for 'calls of nature', if nothing else!"
I
J
Jewelled Dagger
(Weapon carried in the hand) This Special Item can be used in combat as if it were a normal Weapon. The Jewelled Dagger's bonus to your COMBAT SKILL should only be applied when the Jewelled Dagger is used in combat. You should not use your Wizard's Staff at the same time. This would incur the normal -6 penalty to your COMBAT SKILL for not using your Wizard's Staff.
Alternatively, you may decide that the Jewelled Dagger may be wielded together with your Wizard's Staff, and thus confers its bonus in all close combats. This makes the Jewelled Dagger a much more useful item.
K
Kagonite Chainmail
(Special Item worn on the body) The Kagonite Chainmail is a type of armour that adds 3 COMBAT SKILL points and 1 ENDURANCE point to your total. According to the wording of The Masters of Darkness Section 63, this armour may be used in conjunction with all other types of armour.
Kalte Firesphere
(Special Item carried in your pocket) This small metal sphere from the icy wastes of Kalte contains a perpetually-burning flame. An extremely useful item, it can be used to illuminate darkness or heat food. Once Lone Wolf becomes a Grand Master, his inherent ability to see in the dark negates the value of this item, thus its exclusion from the list of Special Items you are permitted to take into the Grand Master series.
Karmo Potion
After taking the Karmo potion and fighting your opponent, halve your ENDURANCE and WILLPOWER scores. It is at your discretion whether you should apply the penalty to your ENDURANCE from the Random Number Table before or after halving your score. The former option is the most beneficial.
Kika
The Kika is the form of currency used by the Darklords' minions. This small iron coin is worth one-tenth of a Gold Crown and ten of them take up as much space in your Belt Pouch as a single Gold Crown.
L
Lantern
This item can be used as a source of light similar to a Torch and Tinderbox except this is the only item that you need.
Laumspur
(Backpack Item) This prolific herb is well-known for the curative properties possessed by its red flowers. While they can occasionally be eaten whole, they are more typically crushed and extracted to form a red-coloured potion. Laumspur potions typically restore 4 ENDURANCE points per dose, but the amount is always specified when you find the item. Laumspur also has curative powers over some diseases. Occasionally, the Laumspur found may be in a concentrated or distilled form, which restores more ENDURANCE points per dose, or has enough Laumspur for multiple doses.
Laumwort
(Backpack Item) This uncommon herb provides similar curative properties to Laumpsur.
Laumwort leaves typically restore 2 ENDURANCE points per meal. Laumwort can also counteract some poisons.
Lore-circles
The Lore-circles of the Magnakai represent groups of Disciplines that, when possessed together, have a synergistic effect. Every time you complete a Lore-circle by acquiring the appropriate Disciplines, you add the appropriate COMBAT SKILL and ENDURANCE point bonuses immediately and permanently to your basic scores. Lore-circles that you have completed may give you other advantages throughout your adventure, as indicated in the text. These advantages are always related to the Disciplines that make up the Lore-circle. For example, if you have the Lore-circle of Solaris, you may have an advantage in a situation that requires excellent awareness. Note that the Discipline of Huntmastery counts towards two different Lore-circles.
Lone Wolf Club Newsletter Summer Special 1987 also clarifies: "All lost ENDURANCE points are regained at the end of an adventure. If you have completed any new Lore-circles by finishing an adventure successfully, the bonuses you gain to your COMBAT SKILL and ENDURANCE are [then] added to this basic score prior to the next adventure."
Lune
A currency used in Magnamund. The silver coin is equivalent in weight and value to one quarter of a Gold Crown. Four Lune therefore take up the same space as one Gold Crown in your Belt Pouch.
M
Mace
(Weapon carried in the hand)
Magic Talisman
(Special Item) This Special Item adds 2 points to your WILLPOWER total. This bonus is added to your WILLPOWER score only once and does not prevent your score from falling to zero.
Money
(See currency)
N
Negative Numbers
Negative numbers are used throughout the books. They are the numbers below zero. For example, if we have 1 and subtract 1 from it, we have 0. If we subtract 1 again, we have the next number below zero: -1 (we call this negative 1). The minus sign before the one tells us that it is a negative number. If we subtract 1 yet again, we have -2, and so on.
If we count from -5 to 5, it looks like this: -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5. If we subtract 5 from 3, we get -2. To see that this is true, start at 3 and count back 5 numbers.
To add a negative number to a normal (positive) number, we can think of it like subtraction. For example, if we add 3 and -2 we get 1. This is because 3 + -2 is the same as 3 - 2, which is 1.
As a practical example of how negative numbers are used, during combat the opponent's score is subtracted from Lone Wolf's to find the Combat Ratio. If, for example, Lone Wolf has a COMBAT SKILL of 16 and his opponent has one of 18, the Combat Ratio is -2 (16 - 18 = -2).
Noble
The Noble is a small jade stone, and is the currency of the Shadakine Empire. One Noble has the equivalent value to one Gold Crown.
O
Oede
(Backpack Item) This highly effective curative can be used to combat all but the most lethal of diseases. Accoring to Shadow on the Sand Section 2 each dose can also be used to restore up to 10 ENDURANCE points.
P
Padded Leather Waistcoat
(Special Item worn on the body) The Padded Leather Waistcoat armour adds 2 ENDURANCE points as long as it is worn. It may be worn with a Chainmail Waistcoat which would add the two ENDURANCE point bonuses together for a total of 6 ENDURANCE points (see Lone Wolf Club Newsletter Summer Special 1985) It may alternately be worn in conjunction with the Bronin Vest or the Kagonite Chainmail for a cumulative bonus 3 ENDURANCE points and 3 COMBAT SKILL points if two of these armours are worn, or 4 ENDURANCE points and 6 COMBAT SKILL points if all three are worn in this way.
Potion of Laumspur
(see Laumspur)
Q
Quarterstaff
(Weapon carried in the hand) This Weapon requires the use of two hands in combat.
Quiver
(Special Item worn slung over your shoulder) You must possess this Special Item in order to carry Arrows. A Quiver will hold a maximum of six Arrows. The Jungle of Horrors Section 168 indicates that you may carry multiple Quivers.
R
Random Number Table
The Random Number Table is a ten-by-ten grid of random numbers that was printed in the back of the original series (see Appendix A: Example Random Number Table). It was intended to allow you to play the books with minimal equipment. However, blindly stabbing a pencil at a page can be clumsy and not very random. You may also choose to use any method that gives you a random number between 0 and 9 (e.g. ten-sided die or computer random number generator).
Rope
(Backpack Item) Some Ropes are larger than others and require two spaces in your Backpack.
S
Sabito
(Backpack Item) The Sabito plant is found in the Boari Jungle, but rare in other parts of Magnamund. Its roots, when crushed, can be used to enable the human body to extract oxygen from water by absorbing it through the skin. Anyone that swallows the Sabito root will be able to breathe underwater.
Safekeeping
You may store any item you chose in safekeeping at the Kai Monastery* beginning with Book 5 Shadow on the Sand (see Lone Wolf Club Newsletter #7). There is no limit to the number of items you may store at the monastery, but be sure to note which items you keep there and what kind of item it is (e.g. Backpack, Special Item). Items in safekeeping may be reclaimed at the beginning of a book during the equipment selection process. You cannot access these items during the adventure.
Optionally, you may feel that items left in safekeeping in Book 9: The Cauldron of Fear are not accessable again until the beginning of Book 12: The Masters of Darkness, and that you may not access safekeeping in any way from the end of Book 10: The Dungeons of Torgar until the beginning of Book 12: The Masters of Darkness. A similar case could be made for items left in safekeeping at the end of Book 16: The Legacy of Vashna not being accessable again until the beginning of Book 19: Wolf's Bane.
Lone Wolf Club Newsletter #7 clarifies: "Purely for the sake of accuracy, the term 'safekeeping at the Kai Monastery' in fact means leaving some items with the Elder Magi in Elzian, which features as Lone Wolf's base of operations during the Magnakai Quest."
Shield
(Special Item normally worn slung over the shoulder but carried in the hand during combat). The Shield gives you a 2 point COMBAT SKILL bonus. Optionally, may not be used with two-handed weapons.
Short Sword
(Weapon carried in the hand)
Silver Bow of Duadon
(Special Item) This is a Special Item not a Weapon (see Book 8: The Jungle of Horrors Section 87). It adds +3 to every number you pick from the Random Number Table when using this Bow to make a shot.
Silver Bracers
(Special Item worn on the body) This Special Item is a type of armour worn on the forearms for protection during combat. The Bracers give you a 2 point COMBAT SKILL and 1 point ENDURANCE bonus. They may be worn in conjunction with all other types of armour.
Silver Helm
(Special Item worn on the head) This Special Item is a type of armour. It is a magical item
which will give you a 2 point COMBAT SKILL bonus. It may be worn in conjunction with all other types of armour except for, obviously, any other Helmets.
Sommerswerd
(Special Item) This legendary Weapon forged by a god-like race and given to the Sommlending is a powerful bane against evil. It grants a +8 COMBAT SKILL bonus when used in combat (see Lone Wolf Club Newsletter Summer Special 1985). Any Discipline bonus due to Weaponskill, Weaponmastery, or Grand Weaponmastery with Swords, Short Swords, or Broadswords is applicable when using the Sommerswerd. The Sommerswerd also absorbs hostile magic used against its bearer, sometimes channeling this energy into a restoration of Lone Wolf's ENDURANCE points, and doubles all damage done to an undead opponent. It enhances the Disciplines of Sixth Sense, Divination, and Telegnosis (see Sections 97 and 242 of Fire on the Water).
Since it is a Special Item and not a Weapon, the Sommerswerd does not count towards your limit of two Weapons (see Lone Wolf Club Newsletter Summer Special 1985).
Spear
(Weapon carried in the hand) This Weapon requires the use of two hands in combat.
Special Items
Special Items are any items which are not Backpack Items, Weapons or currency (e.g. Gold Crowns). In Books 1-7 of the Lone Wolf series, there is no stated maximum on how many Special Items you may carry. From Book 8 onwards, the maximum number you may carry is twelve. You may, if you wish, follow this rule prior to Book 8.
The restricted list of Special Items that can be taken over from the Kai/Magnakai books into the Grand Master series can be found in The Game Rules section of the Grand Master books.
Sword
(Weapon carried in the hand)
T
Tarama
(Special Item) The seeds of this plant are highly sought after by those trained in the magical arts. Swallowing a single seed prior to the working of a spell will allow it to be cast without loss of WILLPOWER. These benefits do not apply to the use of WILLPOWER to charge a Wizard's Staff in combat although they do help when making long distance attacks.
Tinderbox
(Backpack Item) You must possess this item to light a Torch. A Tinderbox may be used any number of times; it does not ever "run out".
Torch
(Backpack Item) You must possess a Tinderbox in order to light a Torch.
Two-handed Weapons
An off-handed reference in The Dungeons of Torgar: Section 304 lists Weapons which can be used in combat with one hand. Those not on the list (i.e. Broadsword, Quarterstaff, and Spear) require the use of two hands during combat. Optionally, you may decide that this means that you cannot also use a Shield at the same time as these two-handed Weapons. There is no official ruling for this.
U
V
W
Warhammer
(Weapon carried in the hand)
Weapon
You carry Weapons in your hands, therefore you may only carry two. The Weapons in which the Kai Lords specialize are the Dagger, Spear, Mace, Short Sword, Warhammer, Sword, Axe, Quarterstaff, Broadsword and Bow (see Weapon-like Special Items). You may drop (i.e. discard) a Weapon at any point in the adventure (see Lone Wolf Club Newsletter Summer Special 1985).
Weapon-like Special Item
This is a class of Special Items that may be used as a Weapon. They aren't counted toward your maximum of two Weapons carried but rather count as a Special Item (see Lone Wolf Club Newsletter Summer Special 1987). A weapon-like Special Item is used as a Weapon of its same type (e.g. the Dagger of Vashna is used like a Dagger).
Weaponmastery
A Magnakai Discipline, and an advanced form of Weaponskill. A Kai Lord choosing Weaponmastery is proficient in the use of three weapons. The main difference between Weaponskill and Weaponmastery is that each adventure completed with Weaponmastery as a chosen Discipline, the Kai Lord may choose a further weapon with which he is proficient in subsequent adventures. For example, A Kai Lord who chooses Weaponmastery in Book 6 The Kingdoms of Terror may choose a further weapon with which to be proficient at the start of Book 7 Castle Death. If Weaponmastery is not chosen until a later book, a Kai Lord still only begins proficient in three weapons, and gains only one further proficiency per Magnakai adventure.
Lone Wolf Club Newsletter New Year's Special Special 1987 clarifies: "For every adventure you complete in the Magnakai series, assuming you have the Discipline of Weaponmastery, you gain proficiency in the use of one new weapon."
Willpower
WILLPOWER is an attribute used to cast Shianti magic, and is only found in the Grey Star books. It differs from COMBAT SKILL and ENDURANCE in the following two ways:
- It is possible for your WILLPOWER points to rise above the total with which you start your adventure.
- It is possible for your WILLPOWER to fall below zero. For example, if you are the victim of an attack that drains your WILLPOWER, your score may be forced below zero. If your WILLPOWER falls to zero or below, you will not be able to cast spells or use the magical properties of your Wizard's Staff until your score is again above zero.
There are a number of issues related to WILLPOWER that require clarification.
Enforced WILLPOWER Use
There are sections in the Grey Star books that describe how you use a Magical Power and how many WILLPOWER points you spend, without giving you a choice and without taking into account that you may not have the required number of WILLPOWER points left. You may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative.
Alternatively, you may may wish to use a method given in Section 175 of War of the Wizards, which contains one such case of mandated use of magic: If you do not have enough WILLPOWER points, then you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point you lack (i.e. 2 ENDURANCE points = 1 WILLPOWER point). If your ENDURANCE score falls to zero, you are dead and the adventure is over.
Note that you may never choose to use a Magical Power or your Wizard's Staff if you do not have sufficient WILLPOWER points. This method also cannot be used in cases where you lose WILLPOWER points for a reason other than using magic, for instance as a result of mental or magical attacks. In these cases, you may end up with a negative WILLPOWER score.
Carrying Over A Character
According to The Game Rules for The Forbidden City, you add 10 to your previous WILLPOWER score. However, if you have completed Grey Star the Wizard, your WILLPOWER score will be zero before you begin this book. It doesn't seem fair to start this book with only 10 WILLPOWER points, so you may choose to:
- create a new WILLPOWER score by choosing a number from the Random Number Table and adding 20. You may also choose to add the 10 WILLPOWER point bonus to this new score.
- or use your original WILLPOWER score from the beginning of Grey Star the Wizard, and add 10 bonus points to this.
According to The Game Rules for Beyond the Nightmare Gate, you must re-pick your WILLPOWER score regardless of what it was at the end of the previous book. You then add to this new score the relevant bonus stated in the The Game Rules section for that book.
Additionally, if you have completed book two but not book one, it seems reasonable to add 25 to the number you picked.
According to The Game Rules for War of the Wizards, every character starts with 50 WILLPOWER points. The original intent of the author was most likely that the player should add 50 to their final WILLPOWER score from the end of their last successfully completed Grey Star adventure.
Wizard's Staff
(Weapon) Grey Star's Staff looks and feels like an ordinary quarterstaff, yet it is stronger than any known metal. This is his main combat weapon. It contains a potent force that is unleashed at will by the power of his mind, and causes a beam of destructive power to hurtle from its tip. Every time you unleash this power you must deduct 1 WILLPOWER point. If your WILLPOWER falls to zero or below, you will not be able to use the magical properties of your Wizard's Staff until your score is again above zero. You can still use your Wizard's Staff in combat as a normal weapon, but you must deduct 6 points from your COMBAT SKILL.
X
Y
Z
Appendix A: Example Random Number Table

Appendix B: Example Combat Results Table


Appendix C: Example Combat
The following is an example of a simple combat to show how it works in general and to supplement the example given in the Rules for Combat section of the books. This example is taken from Flight from the Dark: Section 229.
Lone Wolf has a base COMBAT SKILL score of 15. He has an ENDURANCE score of 23. He has the Discipline of Mindblast which adds 2 COMBAT SKILL points to his base score (as long as his enemy isn't immune to Mindblast). He has mastered the Discipline of Weaponskill with the Quarterstaff. He is carrying an Axe and a Mace.
He is in combat with a Kraan who isn't immune to Mindblast, so he adds 2 COMBAT SKILL points to his score (15 + 2 = 17). He isn't carrying a Quarterstaff (the weapon in which he has Weaponskill) so he doesn't benefit from his Weaponskill mastery. He must reduce his COMBAT SKILL by 1 due to dust mentioned in the book (17 - 1 = 16).
Lone Wolf's opponent--a Kraan--has a COMBAT SKILL of 16 so the Combat Ratio is 0 (16 - 16 = 0). The Kraan has an ENDURANCE of 25.
Combat begins by picking a random number which is traditionally done using the Random Number Table, but there a other ways available. The first random number picked is 6. We look that up on the Combat Results Table by finding the Combat Ratio (0) at the top and cross-referencing it with the random number (6) along the side. In this case, we find that Lone Wolf has lost 2 ENDURANCE points and the Kraan has lost 8. Now Lone Wolf has 21 ENDURANCE points (23 - 2 = 21) and the Kraan has 17 (25 - 8 = 17). Lone Wolf and his opponent continue with these new, reduced ENDURANCE point scores.
Combat continues by picking another random number: 5. During this round, Lone Wolf loses another 2 ENDURANCE points while the Kraan loses 7. Lone Wolf now has an ENDURANCE score of 19 (21 - 2 = 19) and the Kraan has 10 (17 - 7 = 10). The situation looks good for Lone Wolf.
The random number picked for the next round is 1--not a great round for Lone Wolf. He loses 4 ENDURANCE points while the Kraan loses only 3. Lone Wolf is left with 15 ENDURANCE points (19 - 4 = 15) and the Kraan has 7 (10 - 3 = 7).
Another random number is picked: 7. This time Lone Wolf loses 2 ENDURANCE points leaving him with 13 (15 - 2 = 13) and the Kraan loses 9 ENDURANCE points leaving him with -2 (7 - 9 = -2). Since the Kraan has an ENDURANCE score that is less than or equal to 0, it is dead and Lone Wolf wins the combat and can continue his quest. If Lone Wolf's score had been reduced to 0 or below, his quest would now be over.
Appendix D: Lone Wolf Club Newsletter Excerpts
Presented here are selected passages from the Lone Wolf Club Newsletters which shed light on questions about the rules.
Newsletter No. 2
[Q:] Is the Seal of Hammerdal a Special Item?
[A:] The Seal of Hammerdal is a Special Item that you wear on your finger.
Newsletter No. 3
[Q:] Do I learn a new Weaponskill in each book I read, so that it increases the range of Weapons I can use (and get a bonus to my COMBAT SKILL)?
[A:] This point was considered when the rules for Weaponskill were written, but it was decided against having an extra weapon per completed book, for two main reasons:
- When you start the Lone Wolf series, you are already at the rank of Initiate, which would mean that you should have mastered at least 5 Weapons by then.
- Mastery of more than one Weapon had already been written in to the Magnakai rules, under the Magnakai Discipline of WEAPONMASTERY. Kai Masters learn to become proficient in more than one Weapon and they get a larger bonus to their COMBAT SKILL as a result.
Summer Special 1985
[Q:] Can the Padded Waistcoat also be worn with a Chainmail Waistcoat?
[A:] The Padded Waistcoat can be worn in addition to the Chainmail Waistcoat; indeed, during the Middle Ages it was very common for soldiers to wear a padded waistcoat under their chainmail to increase its protection and make it more comfortable to wear.
[Q:] Does a 'Weapon-like Special Item' count towards your 2 Weapons limit? Would it be permissible, for example, to be carrying the Sommerswerd, the Magic Spear, and an Axe?
[A:] [Y]ou are allowed to carry all three of the items mentioned. The Magic Spear and the Sommerswerd are both Special Items, and do not count as Weapons so far as the rule for carrying only 2 Weapons is concerned.
Summer Special 1986
[Q:] On page 26 of Grey Star Book 2, it says you 'carry a maximum of eight items in your Herb Pouch'--should it be six?
[A:] Actually, the rule which first appeared in Grey Star Book 1 regarding the herb Pouch was incorrect. It should be able to hold up to eight items, hence the changed rule in later books.
[Q:] Does the retrieval of the Lorestones change Lone Wolf's COMBAT SKILL, ENDURANCE or Disciplines in any way?
[A:] Yes, only by rediscovering the Lorestones can Lone Wolf acquire the Disciplines of the Magnakai beyond the three he has mastered by study alone. By acquiring the additional Disciplines, he will be able to complete Lore-circles and thereby increase his COMBAT SKILL and ENDURANCE. Also, increased rank status also brings with it an improvement of existing Magnakai Disciplines, as detailed in the 'Improved Disciplines' section of Lone Wolf books 7+.
Newsletter No. 6
[Q:] In the sewers beneath Tekaro, I lost my weapon to the grasp of a certain killer organism--that weapon was the Sommerswerd! . . .
[A:] Strictly speaking, the Sommerswerd is a Special Item--not a weapon. When facing the organism ([Section] 4) you should erase a weapon from your Action Chart. If you do not possess a weapon, only then do you lose the Sommerswerd.
Newsletter No. 7
[Q:] Is the 'Dagger of Vashna' taken from the Bandit Leader Barraka at the Maakengorge, usable as a weapon? . . .
[A:] Yes, if you possess this Special Item you may use it as an ordinary dagger in combat. Kai Masters may find it interesting to note for future use that the Dagger of Vashna could prove to be a valuable piece of equipment to take with them on the quest for the Lorestone of Tahou in Lone Wolf Book 9--'The Cauldron of Fear' . . .you have been warned!
[Q:] Can you keep Backpack Items in [safekeeping] at the Kai Monastery? . . .
[A:] Yes if you wish to leave any surviving Backpack Items in [safekeeping] at the end of an adventure, you can do so. When beginning the next quest, you are given a selection of new equipment which you may then supplement with any of the items you previously held. Many readers have written to point out that they now have a huge selection of Special Items discovered during the course of their adventures and that carrying all these goodies seems a little unrealistic. In response to this valid point, a new rule comes into effect in Lone Wolf 8, limiting the number of Special Items you can carry. The new limit is 12 Special Items; all others you may have must be left in safe keeping. A tip to all Kai Masters--don't take you full quota of 12 items with you when you begin the adventure; leave enough room for any you may find en route otherwise you will have to sacrifice some in favour of others. The recommended number to start with is eight. Also, purely for the sake of accuracy, the term 'safe keeping at the Kai Monastery' in fact means leaving some items with the Elder Magi in Elzian, which features as Lone Wolf's base of operations during the Magnakai Quest.
1987 New Year's Special
[Q:] Is there a ranking system for Shianti Wizards, like there is for Kai Lords and Masters? . . .
[A:] No, unlike the ranking system that marks the rise of Kai Lords, the Shianti do not have set levels of advancement.
[Q:] On reaching the rank of Primate and having mastered Weaponmastery, would this enable you to be skilled in four weapons and increase the points added to your COMBAT SKILL to +4 when entering combat with a weapon you have mastered? . . .
[A:] For every adventure you complete in the Magnakai series, assuming you have the mastery of Weaponmastery, you gain proficiency in the use of one new weapon. The bonus to your [COMBAT SKILL] rating for use of this weapon is combat always remains at +3.
[Q:] Are you allowed to drop a weapon, or must you wait until the end of the book? . . .
[A:] You can drop ([i.e.] discard) a weapon at any time during your adventure, you need not wait until the end of the book. If you find a weapon during the adventure (it will be marked in the text with a capital letter, like a Backpack Item) you may pick it up and use it. You can only carry two weapons at any time.
Newsletter No. 8
[Q:] If Lone Wolf has Weaponskill & Weaponmastery with the same weapon, does this give him +3 or +5 extra COMBAT SKILL points in battle? Also, if he has Healing as well as Curing, does this give him +2 ENDURANCE points back for every section through which he passes without combat? . . .
[A:] The correct weapon bonus is +3, one higher than the basic Kai Discipline bonus for having Weaponskill. Kai Mastery of Curing gives the same +1 ENDURANCE point back (for every section though which you pass without combat) as does the basic Kai Discipline of Healing. The mastery advantage comes with the ability to cure disease, blindness and combat wounds, as well as being able to identify the properties of herbs, roots, and potions. Additional advantages are gained at higher rank as the Magnakai [Discipline] improves.
Summer Special 1987
[Q:] In Lone Wolf Book 8, ref. no. 169, you 'lose a grip of your weapon'. Can you retrieve it or must it be erased from you Action Chart? . . .
[A:] If you win the combat against the Vordak you are able to retrieve the weapon and keep it noted on your Action Chart.
[Q:] When you complete a Lone Wolf adventure, do you renew your ENDURANCE points to their original total for the next adventure? . . .
[A:] All lost [ENDURANCE] points are regained at the end of an adventure. If you have completed any new Lore-circles by finishing an adventure successfully, the bonuses you gain to your [COMBAT SKILL] and [ENDURANCE] are added to this basic score prior to the next adventure.
[Q:] In the basic series (Books 1-5) I possessed the Kai Discipline of Healing and was able to restore 1 ENDURANCE point for every section I passed through in which I was not involved in combat. Now that I am a Kai Master with the Magnakai Discipline of Curing I can no longer benefit from my basic healing skills . . . or can I? . . .
[A:] If you have completed all five of the Basic series books you can add +1 [ENDURANCE] as per the rules of Healing. This advantage will benefit all those Kai Masters who have completed the basic series books prior to tackling the Magnakai Series.
[Q:] When I was captured in Book 9, All my weapons were taken from me. Can I retrieve them at the end of the book? . . .
[A:] Yes. The South Gate Guard would definitely allow the 'Saviour of Tahou' to have his weapons back!
[Q:] In some books you can choose Fireseeds at the start. It says 3 Fireseeds--if you take all three does this mean you have taken 3 [separate] items from the 5 you are allowed to pick? . . .
[A:] The Fireseeds are Special Items which count only as 1 item no matter how many of them you possess. However, when you use them be sure to note how many you have left. Also, for the purpose of determining your maximum number of Special Items (12), all Fireseeds count as 1 item.
Newsletter No. 10
[Q:] If, in a Magnakai adventure, we are instructed to eat a Meal (or lose 3 ENDURANCE points) and we do not have the Magnakai skill of Huntmastery, can we still use the basic skill of Hunting (assuming we're not in a desert or wilderness), [e.g.] Book 8; ref. 129? . . .
[A:] Basically, yes you can. All [Kai Masters] who have completed one or more of the Lone Wolf 'basic' books (1-5) can benefit from their experience in this way. This will give them a real advantage over those who have tried only one or more of the Magnakai series books (6-12).
Newsletter No. 12
[Q:] If you find a new Backpack in one of the adventures, can you use it to hold an additional 8 items as well as those you already have? . . .
[A:] Realistically, you can only wear one [Backpack] at a time, and carry a maximum of eight [Backpack] items ([Special Items] not included). Carrying two [Backpacks], and 16 [Backpack Items], would make close combat very difficult indeed, even for a Kai Master. (Note: This aspect of the Lone Wolf rules influenced the progressive [encumbrance] rule of the Freeway Warrior series.)
Newsletter No. 24
In Lone Wolf 16, the Improved Discipline of Kai-surge (at rank of Sun Lord) is not fully explained (a sentence is missing from the paragraph). A Kai Sun Lord using Kai Blast [sic] determines the damage inflicted on an enemy by picking two numbers from the Random Number Table. These numbers should be added together (a '0' = 1) and the resultant total equals the damage inflicted.
Newsletter No. 27
[Q:] Lone Wolf absorbs the power of the Lorestones in the Magnakai series, leaving behind glass spheres, but in the Grand Master series he made a room for the seven Lorestones under the monastery. How come?
[A:] Lone Wolf absorbed the power of the Lorestones upon first touching them. He kept the korlinium shells and later "recharged" them once he had attained the rank and abilities of a Kai Grand Master and was physically able to do so. This took three years to accomplish. The 'recharged' Lorestones now hold the key to Lone Wolf's powers and are a safeguard for the future of the Kai in the event of Lone Wolf's sudden demise.
Nb. The time required to 'recharge' the Lorestones (approximately three years) makes it impractical for each member of the New Order to individually acquire their Magnakai Disciplines by simply touching the Lorestones. They have to acquire their skills the hard way--through training, study, and journey-maning.
Newsletter No. 28
[Q:] Can you clarify what happens to the +1EP bonus when you progress from Kai Master to Grand Master? . . .
[A:] The [+1EP] bonus gained when passing through combatless sections does still apply, but only if you have played and survived the Magnakai series books. Joe Dever intended this as a 'hidden loyalty bonus' for readers who had played the earlier books, which is why it was omitted from the Grand Master rules.
[Q:] If a person keeps the +4CS Weaponmastery ability from one series to the next, does that mean that when he gets Grand Weaponmastery he has +9CS with the weapons he has proficiency in? . . .
[A:] The +4CS Weaponmastery bonus is not added to Grand Weaponmastery--it simply rises by 1 to +5.
[Q:] Is the Dagger of Vashna taken from the bandit leader Barraka at the Maakengorge usable as a Weapon? . . .
[A:] Yes, if you possess this Special Item you may use it as an ordinary [Dagger] in combat. It could also prove especially useful during the quest for the Lorestone of Tahou (Lone Wolf 9).
Appendix E: Rules-based FAQ
Here are some questions pertaining to ambiguities in the Lone Wolf rules. Unless otherwise stated, all answers are quoted or paraphrased directly from the official Lone Wolf Club Newsletters. For ease of use, they have been listed by subject rather than chronologically.
Statistics
[Q:] When you complete a Lone Wolf adventure, do you renew your ENDURANCE points to their original total for the next adventure?
[A:] Lone Wolf Club Newsletter Summer Special 1987. See also the Topical Guide entry for Healing.
[Q:] In the Basic series (Books 1–5) I possessed the Kai Discipline of Healing and was able to restore 1 ENDURANCE point for every section I passed through in which I was not involved in combat. Now that I am a Kai Master with the Magnakai Discipline of Curing I can no longer benefit from my basic Healing skills . . . or can I?
[A:] Lone Wolf Club Newsletter Summer Special 1987. See also the Topical Guide entry for Healing.
[Q:] Does the retrieval of the Lorestones change Lone Wolf's COMBAT SKILL, ENDURANCE or Disciplines in any way?
[A:] Lone Wolf Club Newsletter Summer Special 1986.
Equipment
Backpack
[Q:] If you find a new Backpack in one of the adventures, can you use it to hold an additional eight items as well as those you already have?
[A:] Lone Wolf Club Newsletter #12.
[Q:] Is it permissible to keep Backpack Items in safekeeping at the Kai Monastery?
[A:] Lone Wolf Club Newsletter #7.
Special Items
[Q:] At what point in the series did Joe introduce the '12 Special Items' limit?
[A:] Lone Wolf Club Newsletter #7. See also Topical Guide entry for Special Items.
[Q:] In Flight from the Dark, Section 181, does this loss of equipment also include loss of money and Helmet?
[A:] See the Footnotes of Flight from the Dark, Section 205. Also see the Footnotes of Flight from the Dark, Section 181, as this loss of equipment may not apply.
[Q:] Is the Seal of Hammerdal a Special Item?
[A:] Lone Wolf Club Newsletter #2.
[Q:] Can the I use a Shield with any Weapon?
[A:] See the Topical Guide entry for Two-handed Weapons.
[Q:] Can the Padded Waistcoat also be worn with a Chainmail Waistcoat?
[A:] Lone Wolf Club Newsletter Summer Special 1985.
[Q:] In some books you can choose Fireseeds at the start. It says '3 Fireseeds'--if you take all three does this mean you have taken three separate items from the five you are allowed to pick?
[A:] Lone Wolf Club Newsletter Summer Special 1987.
[Q:] Is the 'Dagger of Vashna', taken from the Bandit Leader Barraka at the Maakengorge, usable as a weapon
[A:] Lone Wolf Club Newsletter #7.
[Q:] Does a 'Weapon-like Special Item' count towards your 2 Weapons limit? Would it be permissible, for example, to be carrying the Sommerswerd, the Magic Spear, and an Axe?
[A:] Lone Wolf Club Newsletter Summer Special 1985.
Quivers
[Q:] How many Arrows can a Quiver carry?
[A:] The Jungle of Horrors Section 168.
[Q:] Can I carry multiple Quivers?
[A:] The Jungle of Horrors Section 168.
The Sommerswerd
[Q:] Is the CS bonus for the Sommerswerd permanent, or does it only count vs. the undead?
[A:] Lone Wolf Club Newsletter Summer Special 1985.
[Q:] What weapon type do I need to possess Weaponskill with to get the extra CS bonus when using the Sommerswerd?
[A:] Lone Wolf Club Newsletter Summer Special 1985. See also the Topical Guide entry for the Sommerswerd.
[Q:] Does the Sommerswerd count towards your 2 Weapons limit?
[A:] Lone Wolf Club Newsletter Summer Special 1985. See also the Topical Guide entry for Weapon-like Special Items.
Weapons
[Q:] Are you allowed to drop a Weapon, or must you wait until the end of the book?
[A:] Lone Wolf Club Newsletter New Year's Special 1987.
[Q:] Can I dual-wield (that is, enter combat using two Weapons) for a bonus to my COMBAT SKILL?
[A:] See the Topical Guide entry for Dual-wielding.
[Q:] Does a 'Weapon-like Special Item' count towards your 2 Weapons limit?
[A:] Lone Wolf Club Newsletter Summer Special 1985.
[Q:] Is the 'Dagger of Vashna', taken from the Bandit Leader Barraka at the Maakengorge, usable as a weapon?
[A:] Lone Wolf Club Newsletter #7.
[Q:] In the sewers beneath Tekaro in The Kingdoms of Terror, I lost my weapon to the grasp of a certain killer organism--that weapon was the Sommerswerd! Is this a mistake?
[A:] Lone Wolf Club Newsletter #6.
Safekeeping
[Q:] Can I keep Backpack Items in safekeeping?
[A:] Lone Wolf Club Newsletter #7. See also the Topical Guide entry for .
[Q:] Is it permissable to leave items in safekeeping even if Lone Wolf is not at the Monastery?
[A:] Lone Wolf Club Newsletter #7. See also the Topical Guide entry for .
Kai Disciplines
[Q:] If you are instructed to eat Meals whilst in moving vehicles, and you have the Kai Discipline of Hunting, can you bypass this instruction or must you eat a Meal?
[A:] Lone Wolf Club Newsletter Summer Special 1985.
[Q:] In the Basic series (Books 1–5) I possessed the Kai Discipline of Healing and was able to restore 1 ENDURANCE point for every section I passed through in which I was not involved in combat. Now that I am a Kai Master with the Magnakai Discipline of Curing I can no longer benefit from my basic Healing skills . . . or can I?
[A:] Lone Wolf Club Newsletter Summer Special 1987. See also the Topical Guide entry for .
[Q:] Do I learn a new Weaponskill in each book I read, so that it increases the range of Weapons I can use (and get a bonus to my COMBAT SKILL)?
[A:] Lone Wolf Club Newsletter #3.
Magnakai Disciplines
[Q:] In the Basic series (Books 1–5) I possessed the Kai Discipline of Healing and was able to restore 1 ENDURANCE point for every section I passed through in
which I was not involved in combat. Now that I am a Kai Master with the Magnakai Discipline of Curing I can no longer benefit from my basic Healing skills . . . or can I?
[A:] Lone Wolf Club Newsletter Summer Special 1987. See also the Topical Guide entry for .
[Q:] If Lone Wolf has Healing as well as Curing, does this give him +2 ENDURANCE points back for every section through which he passes without combat?
[A:] Lone Wolf Club Newsletter #8. See also the Topical Guide entry for .
[Q:] What does the Improved Discipline of Curing at Archmaster level mean in real terms?
[A:] See the Topical Guide entry for .
[Q:] If Lone Wolf has Weaponskill & Weaponmastery with the same weapon, does this give him +3 or +5 extra COMBAT SKILL points in battle?
[A:] Lone Wolf Club Newsletter #8.
[Q:] On reaching the rank of Primate, and having mastered Weaponmastery, would you be skilled in four weapons and increase the points added to your COMBAT SKILL to +4 when entering combat with a Weapon you have mastered?
[A:] .
[Q:] If, in a Magnakai adventure, we are instructed to eat a Meal (or lose 3 ENDURANCE points) and we do not have the Magnakai skill of Huntmastery, can we still use the basic skill of Hunting (assuming we're not in a desert or wilderness), e.g. The Jungle of Horrors, Section 129?
[A:] Lone Wolf Club Newsletter #8. See also the Topical Guide entry for Hunting.
Grand Master Disciplines
[Q:] What happens to the +1 EP bonus when you progress from Kai Master to Grand Master?
[A:] Lone Wolf Club Newsletter #28.
[Q:] How are we to implement the time-limit rule about Deliverance?
[A:] See the Topical Guide entry for Healing.
[Q:] If a person keeps the +4 CS Weaponmastery ability from one series to the next, does that mean that when he gets Grand Weaponmastery he has +9 CS with the weapons he has proficiency in?
[A:] Lone Wolf Club Newsletter #28.
[Q:] Lone Wolf absorbs the power of the Lorestones in the Magnakai series, leaving behind glass spheres, but in the Grand Master series he made a room for the seven Lorestones under the monastery. How come?
[A:] Lone Wolf Club Newsletter #27.
Grey Star
[Q:] Is there a ranking system for Shianti Wizards, like there is for Kai Lords and Masters?
[A:] Lone Wolf Club Newsletter New Year's Special Special 1987.