The Legacy of Vashna

The Legacy of Vashna Read Free

Book: The Legacy of Vashna Read Free
Author: Joe Dever
Tags: Fiction, Fantasy, lone wolf, Magnamund
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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 have when you start an adventure.
    If you have successfully completed any of the previous adventures in the
Lone Wolf
series (Books 1–15), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 16. These scores may include Weaponmastery, Curing, and Psi-surge bonuses obtained upon completion of
Lone Wolf Kai
(Books 1–5) or
Magnakai
(Books 6–12) adventures. 1 Only if you have completed these previous adventures will you benefit from the appropriate bonuses in the course of the
Lone Wolf Grand Master
series. 2 You may also carry over any Weapons and Backpack Items you had in your possession at the end of your last adventure, and these should be entered on your new Grand Master 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 from the
Lone Wolf Kai
(Books 1–5) and
Magnakai
(Books 6–12) series to the
Lone Wolf Grand Master
series (Books 13-onwards):
Crystal Star Pendant
Sommerswerd
Silver Helm
Dagger of Vashna
Silver Bracers
Jewelled Mace
Silver Bow of Duadon
Helshezag
Kagonite Chainmail
Korlinium Scabbard
    The nature of any additional improvements and how they affect your Grand Master Disciplines will be noted in the Improved Grand Master Disciplines section of future
Lone Wolf
books.
    [1] The Discipline bonuses mentioned do not affect your permanent scores. If you have completed previous adventures, the Disciplines that you have mastered may still be beneficial. See the Grand Master Rules section of the Readers' Handbook for details.
    [2] If you have completed any previous
Lone Wolf Grand Master
adventures, remember to choose an additional Grand Master Discipline and add +1 to your basic COMBAT SKILL and +2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines ).

Grand Master Disciplines
Kai & 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.
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,

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