Kadian Package Deals

   Those Thralls who have had time for advanced training (or, in a few cases, have arrived with the equivalent) can have any of several different package deals. Those who haven’t had such training already are being rotated back through Kadia to get it as quickly as possible.

   For that matter, it’s perfectly possible for other visitors to study some of these package deals – although two of them – Familiar and Magician – will require that their users have some basic abilities (Rite of Chi to regain power for the Familiar and both Specialized Occult Ritual and a rather high constitution for the Magician) to build on.

   Similarly, a Thrall can have two package deals; they just have to spend their twelve customization points on buying the second one.

   Kadian Administrators primarily exist due to Mr Gelman, who pointed out the need to have some sort of management in place other than grabbing the nearest Thrall, pointing at a problem, and saying “get some guys together and deal with that!”. The first thing to develop was for all of them to get some basic administrative skills. Next up, we have some advanced training and the following package deal…

  • 3x Enthusiast, Specialized in Skills (3 CP).
  • Innate Enchantment: All enchantments Spell Level One, Caster Level One, Unlimited-Use Use-Activated, and Personal-Only, 6000 GP effective value (7 CP).
    • The Counselors Word: May use Aid Another by providing advice (2000 GP).
    • Rapid Assessment. May take a full minute to think about something or consult neurally-linked databases (but not to do anything else) as a move action (1400 GP).
    • Instant Learning: May switch a single point in Enthusiast with a mere minute of study, 3 Uses/Day, (1200 GP)
    • True Skill: +20 on a skill check, 3/Day (1200 GP).
  • Immunity/the normal XP cost of Innate Enchantments (Uncommon, Minor, Trivial [only covers first level effects at caster level one], Specialized/only to cover their Administrative abilities, 1 CP).
  • +3 Speciality in Profession/Administrator/Thrall Teams (1 CP).

   Kadian Bookies are – as yet – pretty rare. They’re the product of Martin’s efforts to train his kids to follow in his own, rather crooked, footsteps. As yet, they’re all very young – equivalent to seven or eight years old at the most. That doesn’t make them – whether as Thralls or as Gamblers – any less dangerous.

  • Broad Skills (all +Int Mod): Bluff (1 SP +Int Mod), Gamble (1 SP +Int Mod), Knowledge/The Underworld (1 SP +Int Mod),
  • Psychology (1 SP +Wis Mod), Sense Motive (1 SP +Wis Mod), Sleight of Hand (1 SP +Dex Mod), and Streetwise (1 SP +Wis Mod) (7 CP).
  • Skill Speciality: Bluff/Appear Innocent and Guileless (1 CP).
  • Innate Enchantment, Specialized/only half value. All at Caster Level One, Spell Level One, Unlimited-Use Use-Activated. 2500 GP effective value (3 CP): True Skill 3/Day (1200 GP), Undetectable Lie 2/Day (800 GP), Hypnotism 1/Day (400 GP).
  • Immunity/the normal XP cost of Innate Enchantments (Uncommon, Minor, Trivial [only covers first level effects at caster level one], Specialized/only to cover their Bookie abilities, 1 CP).

   Kadian Familiars are trained to improve their abilities as familiars and bodyguards. This is one of the more basic – and most common – training packages available to them.

  • Intensive Training: Augmented Bonus/May add Con Mod to Dex Mod for Skill Purposes (6 CP).
  • Deep Reserves: +2 Bonus Uses on their Rite of Chi, Specialized/only for Power, requires ten minutes of meditation to use (2 CP).
  • A +3 Speciality in Spot/ambushes, assailants, and hidden weapons (1 CP).
  • Power Words, Specialized/requires ten minutes of preparation to store a spell, must be able to gesture to release them (3 CP).

   Kadian Magicians can handle one truly major effect of their choice, and are tolerably skilled ritualists in general. They’re relatively uncommon, but they’re around because Kevin needs people who can handle the occasional emergency gate, or major magical request, while he’s not available to take care of it.

  • Grand Ritual: Inherent Spell: Specialized and Corrupted for Triple Effect (a level nine spell of some type)/requires a lengthy ritual, various minor ingredients, and draws on the power of Kadia – where caster level requirements are not an issue – and thus requires the expenditure of magic points anywhere else. Since magic points are a very limited resource, and this calls for five of them, any given 18-constitution Thrall can only use his or her ritual once every other day. Common rituals include Gate, Species-Changing (and other grand transformations – basically re-arranging a basic +1 to +2 ECL race), and various Greater Invocations (any Abjuration spell of level seven or less, any Conjuration spell of level seven or less, and so on) (6 CP).
  • Unspecialize their Occult Ritual ability to full use (+3 CP).
  • A +3 Speciality in Spellcraft/Ritual Magic (1 CP).
  • A +2 Skill Emphasis in Spellcraft, Specialized in Occult Rituals (1 CP).
  • +1 Skill Point in Knowledge/Arcana (1 CP).

   Kadian Werewolves exist mostly because Marty imported – and Kevin Enthralled for him – a number of young werewolves. Secondarily, Kevin rather likes werewolves (he thinks they’re cute and fuzzy), Marty thinks they’re fun to party with, and Limey thinks they make excellent pets.

  • Innate Enchantment. All enchantments Spell Level One, Caster Level One, Unlimited-Use Use-Activated, and Personal-Only. Specialized/comes with wolfish instincts (and the need to make occasional will checks to resist such impulses), pack loyalty, and the traditional signs of being a werewolf. 7000 GP inherent value (4 CP).
    • Wolf-Shift. A lesser, specific, variant on Alter Self that provides +2 Natural Armor Fur, d6 Claws/Fangs, and a wolfish or full-wolf appearance without other game-mechanic alterations (1400 GP).
    • Speak with Animals (1400 GP).
    • Enhance Attribute/+2 Wisdom (1400 GP).
    • Wrath. +2 Str, +2 Con, +1 Will, and -2 AC when in use (1400 GP).
    • Rugged Metabolism Package: Fast Healing I – for 18 Rounds – 2/Day, Relieve Illness 1/Day, Relieve Poison 1/Day, and Lesser Restoration 1/Day (from the Hedge Wizardry list on this site and The Practical Enchanter, 1400 GP).
  • Immunity/the normal XP cost of Innate Enchantments (Uncommon, Minor, Trivial [only covers first level effects at caster level one], Specialized/only to cover their Werewolf abilities, 1 CP).
  • Immunity to Dispelling, Antimagic, and Countermagic (Common/Minor/Great. Specialized in protecting innate enchantments only, Corrupted/only covers powers in this werewolf package (4 CP).
  • DR 2/-, Specialized versus physical attacks only, Corrupted not versus silver, both for Increased Effect. +6/Silver to base DR, if any (3 CP).

   Those aren’t especially powerful werewolves without the rest of the Thrall-powers – but this does cover most of the minimum hollywood package.