"Evil" Heroes of Magnamund?

Probably the right handed sorcerer, it is a good antagonist class, and one you are personally playtesting right now.
 
Here is my Dark Disciple of Torgar, which is yet to be submitted (and might never be, given the current state of affairs with S&P)

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Dark Disciple of Torgar
Torgar. A fortress-city of the Darklords, straddling the thin line that separates the Darklands from the Drakkarim Lands. A city of slaves, fed by the Agna-kor-kuzim – the Road of Slaves – and standing a grim and unbroken vigil over the lands that the Darklords control. A city of magic, where the Drakkarim elite are inducted in the ways of Right-hand Magic – and become the feared Dark Disciples of Torgar.

The Dark Disciples of Torgar have never been numerous, and given their history, it is of no surprise. Drawn from the ranks of the few Drakkarim that manifest an aptitude for magic, these spell-casters have studied under the tutelage of Darklord Gnaag and his Nadziranim servants, and present a force of magic that know few rivals. Combining the destructive power of Right-hand Magic with the natural bloodlust of the Drakkarim, the Dark Disciples live and fight – and die – amongst the fiercest warriors on Magnamund, and their limited numbers are testament to the value that the Darklords place in them.

Today, Dark Disciples can be found in the presence of any great Drakkarim warlord, advising, protecting, and fighting with the most elite of Drakkarim warriors. Their presence in battle will easily turn the tide in their favour, and the destructive magics they unleash on their foes – flaming blades, choking fog, vicious lightning and roaring gales of wind – will strike terror in the hearts of foes that outnumber them many times over. The Right-hand path of magic is a destructive path – and none tread it in as war-like a fashion as the Dark Disciples of Torgar.

Being a Dark Disciple of Torgar
Trained from a young age to wield the dark magics of the Nadziranim, the Dark Disciple will spend his life in service to one Darklord or the other, doing their will and aiding their armies in the field. They will rarely be deployed in great numbers, and will instead rely on their foul magics to influence the warriors around them to greater feats of destruction. In the Drakkarim courts, their voices would carry the will of the Darklords, and in the Drakkarim armies, their voices – and actions – will reinforce the will of their warlord.

Other opportunities also present themselves for Dark Disciples to travel. Trained not only as mages but also as fighters, the Dark Disciple will be sent out to aid Darkland missions that require both brain and brawn in equal measure. As emissaries, they will travel between lands to deliver the words of their masters, and as executioners – and assassins – they will deliver not only the words of their masters, but also their actions. Their Drakkarim blood also allows them to survive rigours outside of the Darklands which few of the Darklords’ minions could, turning them into the perfect eyes, ears and hands of their shadowy masters in Helgedad.

A Dark Disciple will start his training at a very young age, similar to the Death Knights – but in a completely different direction. Identified and chosen for their magical aptitude, their training in Torgar will focus intensely on the destructive abilities of the Right-hand Magic, and they will be able to incinerate a man at a hundred yards at the same time that their Death Knight brethren learn to skewer a man with a crossbow at the same distance. Interspersed with this training will be combat training with their martial brothers, and the Dark Disciple will soon learn a proficiency with blades which will make him the equivalent of any other Drakkar, if not in body then at least in arm.


COMBAT SKILL and ENDURANCE
To find out what your Dark Disciple’s COMBAT SKILL is, go to page 112 at the back of the Lone Wolf Multiplayer Gamebook and pick a random number. Add 10 to this number and the result will be your COMBAT SKILL (so, COMBAT SKILL will always be numbered between 10 and 19).
For ENDURANCE, you do exactly the same thing, except that you add 16 to the random number you select (so, your starting ENDURANCE is always numbered between 16 and 25).
For WILLPOWER, you do exactly the same thing, except that you add 15 to the random number you select (so, your starting WILLPOWER is always numbered between 15 and 24).
Once you have determined what your COMBAT SKILL, ENDURANCE and WILLPOWER scores are, enter them on your Action Chart.

Dark Disciple of Torgar Disciplines
You begin the game as a Bloodweaver. While you have a long way to go before you can consider yourself to be a Ziranim, you are not an absolute beginner either, as your five Dark Disciple Disciplines show. The ranks of the Dark Disciple of Torgar and the titles they are granted at each level of their progress are as follows:

Rank / Number of Assault Trooper Disciplines, Assault Trooper Title
1. Novice
2. Bloodhands
3. Inflamist
4. Darkener
5. Bloodweaver (you begin at this level)
6. Bloodweaver Scion
7. Pyroblade
8. Darkblade
9. Mageblade
10. Ziranim

Special Starting Item: Powerstave
Each Dark Disciple begins the game with a Powerstave. The Powerstave is a foot-long stave of black iron, and is recorded on your character’s Action Chart as a Special Item. The Powerstave may be used as a Weapon in combat, and is considered a Mace for weapon proficiency purposes.

Imbued with the dark blood magics of Torgar, the Powerstave allows the Dark Disciple to cast the same spell twice in rapid succession – at the cost of draining ENDURANCE instead of WILLPOWER on the second casting. Whenever the Dark Disciple chooses to cast a spell while wielding the Powerstave, he may cast the spell twice as a single action or attack. The first casting of the spell will drain WILLPOWER in the normal way, while the second casting will drain ENDURANCE at the rate of 1 point of ENDURANCE drained for every 1 point of WILLPOWER that the spell requires.

Pick your Disciplines from the following list.

Counter-cast
(Same as Crystal Star Brother’s ‘Counterspell’)

If you choose this skill, write ‘Counter-cast’ on your Action Chart.

Battle Training
While a Dark Disciple will spend much of his time training with the Nadziranim and other magicians of his enclave, he will spend an equal amount of time training with the Drakkarim assault legions in order to toughen his body and to learn valuable battlefield skills. This practice also encourages greater cooperation between the Dark Disciples and their more martial brothers, which is of great importance when the Dark Disciples support them in combat. A Dark Disciple with this Discipline may pick any Discipline from the Drakkarim Assault Trooper class and use that Discipline as if he were of the Drakkarim Assault Trooper class.

If you choose this skill, write ‘Battle Training: _________’ on your Action Chart.

Iron Regime
With their extensive training focusing on magic instead of brawn, the Dark Disciple of Torgar will not always be the physical equivalent of other Drakkarim warriors. While the Assault Troopers and the Zukanozod Lancers will ceaselessly work to improve their physical powers of strength and stamina, a Dark Disciple will have to spend extra time training to achieve the same levels of endurance. A Dark Disciple with this Discipline may immediately increase his current and maximum ENDURANCE by 4 points. Once picked as Discipline, the effects of Iron Regime can never be removed from the Dark Disciple.

If you choose this skill, write ‘Iron Regime’ on your Action Chart.

Blood Magic
Combining the Right-hand Magics of the Nadziranim with the inherent blood magics of the Drakkarim, the Dark Disciple of Torgar can increase his capacity for casting spells and enchantments – at expense of his own health. Infused with dark magics, the Dark Disciple can draw on his very blood – the essence of his life – in order to sustain him during strenuous magical combat, gaining mental fortitude in exchange for physical weakness. A Dark Disciple with this Discipline may spend any number of ENDURANCE points to restore his own WILLPOWER. This happens at a rate of 1 point of WILLPOWER restored for every 1 point of ENDURANCE sacrificed. This Discipline cannot be used to increase the Dark Disciple’s WILLPOWER above its maximum level.

If you choose this skill, write ‘Blood Magic’ on your Action Chart.

Flaming Blade
One of the most basic spells in the repertoire of the Dark Disciple, Flaming Blade is a short incantation that engulfs the weapon of the Dark Disciple – or that of a nearby ally – in magical flames of a deep red. Burning hot enough to melt metal, these flames will spill and flash from the weapon with each strike, dealing extra damage to the unfortunate soul that is at the receiving end. A Dark Disciple with this Discipline may spend 1 point of WILLPOWER at the start of combat to cast Flaming Blade either on his own weapon, or that of a nearby ally. For the duration of that round of combat, any attacks made with the enchanted weapon will deal 2 additional points of ENDURANCE damage. Any flammable material that comes in contact with the magical flames will also be likely to catch fire.

If you choose this skill, write ‘Flaming Blade’ on your Action Chart.

Fog of War
Taking advantage of the confusion of combat, a Dark Disciple can cause a thick, impenetrable bank of grey fog to appear around him, which usually has the effect of throwing everyone around him into confusion. Swirling around the Dark Disciple in thick tendrils, the fog will reduce visibility around the caster almost to nil, and will effectively hide the immediate vicinity from sight. A Dark Disciple with this Discipline may spend WILLPOWER to create a bank of fog around him, at a rate of 2 points of WILLPOWER for every round of combat that the fog must last. The fog will spread out to a radius of 10 yards from the caster, and any being caught within it will have their visibility reduced to less than 1 foot. Furthermore, any combatant fighting within the Fog of War will suffer a -8 COMBAT SKILL penalty due to the low visibility. The Fog of War will be stationary once cast, and will not trail after the caster. Finally, the Dark Disciple that summoned the Fog of War will be completely unaffected by it, and will be able to banish the Fog of War at will.

If you choose this skill, write ‘Fog of War’ on your Action Chart.

Blood Frenzy
While the armoured might of the Drakkarim legions is rightly feared, it is the ability of the Drakkarim to descend into a fearsome berserker frenzy that will drive most enemies to flight – a berserker frenzy brought on by the blood magics of the Dark Disciples. Putting fire in the blood of his fellow warriors, the Dark Disciple’s spells will give the enchanted warrior the strength of ten and the caution of a man with nothing to lose – at a price. A Dark Disciple with this Discipline may cast Blood Frenzy on himself or any nearby ally at the start of a combat round. The spell costs 2 WILLPOWER to cast, and will increase the COMBAT SKILL of the affected character by 3 points for the duration of one round of combat. However, at the end of that round of combat, the affected character will lose an additional 2 points of ENDURANCE due to the taxing effect of the spell.

If you choose this skill, write ‘Blood Frenzy’ on your Action Chart.

Arc Lightning
Trained in the wilderness lands that form the Drakkarim Nations and the peripheries of the Darklands, where storms and their angry thunder will race over the lands at frequent intervals, the Dark Disciple will learn to harness the wild powers of lightning to aid him in combat. Capricious and deadly, these bolts of lightning will strike out with terrible strength from the hands of the Dark Disciple, leaping from target to target before burning itself out. A Dark Disciple with this Discipline may spend 4 WILLPOWER to make a ranged lightning attack as per the normal rules. If the intended target is hit – i.e. it takes at least 1 point of ENDURANCE damage from the attack – the Dark Disciple can perform a Test of Difficulty 10, using his full rank and adding a random number from the Random Number Table. If the Dark Disciple succeeds at the Test, the Arc Lightning will jump from the first target and hit a second nearby target as well. The attack against the first target will deal double the normal ENDURANCE damage, while the attack against the second target is calculated as if the Dark Disciple had targeted that character directly, and deals normal damage.

If you choose this skill, write ‘Arc Lightning’ on your Action Chart.

Gale Shield
Clad in armour and advancing upon their foes, the Drakkarim legions are often at their most vulnerable when enemy archers are being fielded against them. Arrows can slip in through visors and chinks in armour – and it is here that the Dark Disciple’s defensive skills come to a fore. Capable of calling down terrible winds from the skies above, the Dark Disciple will channel this Gale Shield to saturate the immediate area with fearsome gusts of air, capable of diverting even the fastest crossbow bolt from its path and of raising the smallest waves into mountains of water. A Dark Disciple with this Discipline may spend any number of WILLPOWER points at the start of the combat round to summon winds that will scour through an area of roughly 100 yards around the Dark Disciple. Not only will these winds throw loose grit and sand into the air to bombard nearby characters, but it will disrupt any non-magic ranged attacks. For every 1 point of WILLPOWER spent on Gale Shield, any non-magic ranged attacks that pass through or into the Gale Shield will take a COMBAT SKILL penalty of 1 point. The Gale Shield will last only one round of combat before it dissipates.

If you choose this skill, write ‘Gale Shield’ on your Action Chart.

Death and Glory
One of the most insidious spells available to the Dark Disciple is a spell that turns the recipient into a veritable vampire. Riled up by the chaos of battle, the warrior that is so enchanted will actually regain some of his lost vitality whenever he defeats a foe, growing stronger with each body that falls beneath his blade. A Dark Disciple with this Discipline may spend between 1 and 5 points of WILLPOWER to cast Death and Glory on a target character, including themselves. This spell will last for the duration of the combat encounter, and the enchanted character will regain lost ENDURANCE points whenever they kill an enemy that they have engaged. The number of ENDURANCE points restored to the enchanted character per kill is equal to the number of WILLPOWER points spent to cast Death and Glory on that character. A character may exceed their maximum ENDURANCE score in this way, but any excess ENDURANCE will be lost at the end of combat when the Death and Glory spell expires.

If you choose this skill, write ‘Death and Glory’ on your Action Chart.

STARTING EQUIPMENT
The Dark Disciple of Torgar starts with the following equipment.

Your basic possessions comprise of a black battle dress and a pair of leather boots. You also possess a Chainmail Waistcoat (Special Item, increases current and maximum ENDURANCE by 4 points when worn). You also have a backpack, a belt and a leather pouch in which you keep your money (Kika). To find out how much money you start with, pick a number from the Random Number Table and add 15, then multiply the result by 10. This number equals the number of Kika you possess (Note this number in the Belt Pouch section of your Action Chart). For purpose of conversion, 10 Kika = 1 Gold Crown. 10 Kika also takes up the same space in your Belt Pouch as 1 Gold Crown.

If you have ‘Flaming Blade’, you will start with an Axe (Weapon).

You may also choose four items from the following list:
Sword (Weapon)
Axe (Weapon)
Dagger (Weapon)
Meal (Backpack Item, restores 3 ENDURANCE points when consumed)
Shield (Special Item, increases your COMBAT SKILL by 2 points when used in combat)
Helmet (Special Item, increases current and maximum ENDURANCE by 2 points when worn)
Rope (Backpack Item)
Tortwich Salt (Backpack Item, restores an additional 3 ENDURANCE points if consumed with a Meal, one dose)
Potion of Laumspur (Backpack Item, restores 4 ENDURANCE when consumed, one dose)
 
I think you have great ideas Zager. Keep them coming. Unfortunately I don't have a steady group to play test your builds, but I think that the background and detail you provide is awesome. Why isn't anyone at S&P snatching this stuff up? I can understand that some people will never play a campaign were the players are champions of evil, but couldn't they be used to create formidable antagonists at least? If nothing else, this stuff gets my imagination going and generally leads to a variety of ideas and adventure threads. Thanks for the effort in designing; and thanks for sharing.
 
Another class I sent to Mr. Robinson.
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Zukanozod Lancer
From the forests of Nyvoz to the dust-swept hills of Skaror, the Drakkarim nations that serve the Darklords of Helgedad cover a vast and inhospitable stretch of land – a region beset by both man and beast, and where the might of the sword is the only law. Miles of road echo to the tramp of countless feet marching to war, and the thunder of hooves resound in vale and forest alike. Forging ahead of these warriors, riding massive chargers and carrying the black banners of their liege lords, the Zukanozod Lancers are often the first to be spotted on the field of battle – and the first to descend upon their foes in a wall of steel.

Recruited from the finest riders in the Drakkarim military, the Zukanozod Lancers are trained to wield spear and shield alike while mounted, and form some of the finest cavalry units in all of Magnamund. With a name that translates roughly as ‘spear cavalry’ from the Giak tongue, the Zukanozod Lancers form the core of most Drakkarim medium cavalry units, and it is from their ranks that the armoured Zagganozod and the feared Helkluzim are drawn.

Today, Zukanozod Lancers can be found in any military excursion of the Drakkarim nations – and given the war-like nature of the Drakkarim, there are few of their excursions that do not involve bloodshed and carnage. Many border garrisons have cavalry detachments of Zukanozod Lancers stationed there for raids and counter-partisan duty against the Free Nations, and the inner roads of most of the Drakkarim states will be patrolled by squadrons of these formidable riders. To the Zukanozod, there is only one maxim: ‘Fight as hard as you ride’.

Being a Zukanozod Lancer
While most Zukanozod Lancers will spend their entire lives in the saddle, moving from one battlefield to the next, there are some that will also spend time patrolling the Drakkarim – and conquered – territories, acting as the law, judge and executioner when the need arises. Whether charging an enemy formation or hunting down bandits in the hills and forests of the Drakkarim lands, the Zukanozod are known for their ferocious attacks and relentless pursuit of any perceived weakness in their enemy – and their commanders will use them in roles that best suit this reputation.

Other opportunities for travel also exist for the Zukanozod Lancer, and most will involve situations where the need for both speed and strength has arisen. A general or warlord, moving from region to region, will often surround himself with a squadron of Zukanozod Lancers on his travels, and any Zukanozod with knowledge of the local lands where he is stationed – usually obtained through peace-time patrols of the surrounds – could be called upon to assist when situations arise that require rapid intervention from Drakkarim troops. The Zukanozod will also see duty as convoy guards from time to time, protecting valuable shipments of goods and taxes, and riding down any escaped slaves.

A Zukanozod Lancer will begin his training in the cavalry regiments the moment he has proven his riding abilities in battle, and will then be subjected to the various teachings and techniques of his Drakkarim instructors. Horse and armour, spear and shield – all will be drilled into the recruit from his first day, and much of his training will take place in the field itself, usually at the misfortune of any bandits or slaves in the area. Upon proving his worth, the recruit will be transferred to a combat regiment, where his final training will start to blend in with the experience of his daily duties. After that, it is only a matter of time before a hardened veteran emerges, a horseman and dark knight second to none.


COMBAT SKILL and ENDURANCE
To find out what your Zukanozod Lancer’s COMBAT SKILL is, go to page 112 at the back of the Lone Wolf Multiplayer Gamebook and pick a random number. Add 10 to this number and the result will be your COMBAT SKILL (so, COMBAT SKILL will always be numbered between 10 and 19).
For ENDURANCE, you do exactly the same thing, except that you add 25 to the random number you select (so, your starting ENDURANCE is always numbered between 25 and 34).
Once you have determined what your COMBAT SKILL and ENDURANCE scores are, enter them on your Action Chart.

Zukanozod Lancer Disciplines
You begin the game as a Cavalier. While you have a long way to go before you can consider yourself to be a Zagganozod Cavalier, you are not an absolute beginner either, as your five Zukanozod Lancer Disciplines show. The ranks of the Zukanozod Lancer and the titles they are granted at each level of their progress are as follows:

Rank / Number of Assault Trooper Disciplines, Assault Trooper Title
1. Conscript
2. Outrider
3. Patroller
4. Roughrider
5. Cavalier (you begin at this level)
6. Cavalier Veteran
7. Cavalier Sergeant
8. Cavalier Bannerman
9. Cavalier Champion
10. Zagganozod Cavalier

Pick your Disciplines from the following list.

Horsemanship
While the Zukanozod serve many purposes in the Drakkarim armies, they are cavalry units first and foremost – and it is as cavalry units that they are most feared. Trained to fight and live from the saddle since their first day of training, they exhibit a riding skill which few in Magnamund can surpass. A Zukanozod Lancer with this Discipline may add his full character level to any Test that involves controlling or riding a horse, or may add half his character level, rounded down, to any Test to control or ride any other type of mount. The Zukanozod Lancer will also be able to increase his COMBAT SKILL by 2 points in any combat as long as he is mounted.

If you choose this skill, write ‘Horsemanship’ on your Action Chart.

Combat Mount
When training to fight from the saddle, the Zukanozod Lancers are also taught the less refined art of goading their mount into fighting in tandem with the rider, striking out with hooves, claws, or whatever limbs the mount may possess. A Zukanozod Lancer with this Discipline may, as long as he is mounted, use his mount at the end of every second combat round to make an additional attack against the same target as the Zukanozod had engaged that round. This attack is executed using the COMBAT SKILL of the mount, or the base COMBAT SKILL of the Zukanozod, whichever is higher. The attack is resolved as per the normal rules, except that all damage dealt by the mount is doubled. If the target of the mount’s attack is prone, the mount’s attack will deal triple damage instead.

If you choose this skill, write ‘Combat Mount’ on your Action Chart.

Horsehunter
As cavalry units, the Zukanozod Lancers are especially well-equipped to deal with infantry units moving on foot – but they are even better at taking down other mounted targets. From his own time in the saddle, each Zukanozod know which blows will deal the most damage to a mounted target, and they employ this knowledge ruthlessly. A Zukanozod Lancer with this Discipline may increase his COMBAT SKILL by 1 point when on foot and facing a mounted target or by 2 points when he is mounted and facing a mounted target. Additionally, whenever the Zukanozod Lancer deals more damage to his opponent than he takes from that opponent in a single round of combat, he may choose to unhorse the target instead of dealing damage to them. A target that has been knocked from their mount in this manner will be stunned for at least one round, allowing the Zukanozod a greater advantage against them.

If you choose this skill, write ‘Horsehunter’ on your Action Chart.

Squad Formation
Aside from their training that focuses on fighting together with their mount, the Zukanozod are also taught the value of fighting together as a squadron, gaining strength through numbers and using the sheer mass of their armour and mounts to ride down any opponent foolish enough to stand in their way. A Zukanozod Lancer with this Discipline may, as long as he is mounted, increase his COMBAT SKILL by 1 point for every friendly mounted character that is also riding into combat with him, to a maximum of +4 per round. Additionally, each mounted character that contributes to this bonus of the Zukanozod Lancer will themselves gain 1 extra point of COMBAT SKILL as long as they are fighting alongside the Zukanozod Lancer.

If you choose this skill, write ‘Squad Formation’ on your Action Chart.

Trail Rigours
In the times when they are not fighting in military campaigns, the Zukanozod will often be seen patrolling the roads and trails of the Drakkarim lands, following mountain paths and forest tracks that few would have thought traversable by horse. Their main prey in these times are the numerous bandits and outlaw bands that roam those wild lands, and the dangers of these hunts – if they are survived – will make the Zukanozod even more efficient hunters and horseman. A Zukanozod Lancer with this Discipline may, upon taking the Discipline, pick a random number from the Random Number Table on page 112 of the Lone Wolf Multiplayer Gamebook. If an even number is picked, the Zukanozod Lancer may permanently increase his maximum ENDURANCE by 2 points; if an odd number is picked, he may permanently increase his COMBAT SKILL by 1 point. Additionally, the Zukanozod Lancer may pick one of the following terrain types: Hills, Mountains, Forests. When moving through the picked terrain type, the Zukanozod Lancer will be able to follow the tracks of any creature that has passed through the terrain, even while mounted.

If you choose this skill, write ‘Trail Rigours: Hills/ Mountains/ Forests’ on your Action Chart.

Patrol Stamina
Riding to and from battle, the Zukanozod often spend days in the saddle, rarely stopping to rest, sleep or resupply. On their patrols, they also often range far from friendly camps and supplies, and spend weeks living in the field. While this regiment may seem cruel and wasteful to outsiders, it results in a hardness of body and mind typical to many Drakkarim, and allows the Zukanozod to go for extended periods with little need of supplies or rest. A Zukanozod Lancer with this Discipline may reduce any penalties to COMBAT SKILL or ENDURANCE that result from exhaustion by half his character level, rounded down. Additionally, any ENDURANCE points that are lost due to lack of food may also be reduced by 1 point.

If you choose this skill, write ‘Patrol Stamina’ on your Action Chart.

Armoured Rider
As medium cavalry units, the Zukanozod rely on an equal combination of speed and armour in combat, and are consequently trained extensively in the arts of maximising the effectiveness of their armour when attacked. Whether to duck into a blow or to let other strikes hammer futilely against their armour, the Zukanozod know how to make their armour count at the right time. A Zukanozod Lancer with this Discipline may, when wearing any form of armour that covers his torso, increase the ENDURANCE bonus given by the armour by 1 point. Upon reaching rank 8, he may increase the ENDURANCE bonus of any torso armour by a total of 2 points. Any movement or agility penalties imposed on the Zukanozod Lancer due to the weight of his armour may also be reduced by a number of points equal to half his character level, rounded down.

If you choose this skill, write ‘Armoured Rider’ on your Action Chart.

Equipment Requisition
With their position as cavalry comes a certain level of privilege for the Zukanozod, and they often have access to some of the best equipment available to the Drakkarim military. They can also request fresh horses when needed, and have access to some of the finest armour from Kaag and the Black City of Helgedad. A Zukanozod Lancer with this Discipline may, at the start of each adventure, request one of the following from his superiors: a fresh warhorse, with saddle and needed gear; weaponry and equipment not exceeding the value of 50 Gold Crowns (500 Kika); a single piece of armour not exceeding the value of 100 Gold Crowns (1,000 Kika). Once his choice is made, the requested items will be delivered to him to be used for the duration of the adventure. At the end of every month thereafter, the Zukanozod Lancer may make another request, but not for the same items as he had requested the previous month. Abuse of this privilege is usually met with harsh disciplinary action, and the requesting of gear to be sold for personal gain is an offense punishable by death.

If you choose this skill, write ‘Equipment Requisition’ on your Action Chart.

Spear Wall
The Zukanozod Lancers take their name from the Giak word ‘zukanozod’, which translates directly as ‘spear cavalry’ – and it is a name earned on every battlefield they partake in. Favouring spears and lances for their superior reach, the Zukanozod can handle these bulky weapons with ease, and favour tactics that rely on their reach and the accompanying protection of a shield for defence. A Zukanozod Lancer with this Discipline may increase his COMBAT SKILL by 1 point whenever he uses a Spear, Lance, Pike or any other pole-arm in combat. If the Zukanozod Lancer is using any form of handheld shield in conjunction with the pole-arm, he may also increase his COMBAT SKILL by a further 1 point.

If you choose this skill, write ‘Spear Wall’ on your Action Chart.

Standard-bearer
Once they reach a certain level of seniority, a Zukanozod Lancer may be given the privilege of carrying the command banner of their squadron, making them a rallying point in any skirmish. This privilege is also associated with an intensified bloodlust and desire to prove their mettle in battle, and rivalry among standard-bearers can often lead to reckless charges against vastly superior foes – and victory. A Zukanozod Lancer needs to be at least rank 8 or higher before he can take this Discipline. Once taken, the Discipline allows the Zukanozod Lancer to spend two hours to make a Battle Standard (Special Item) based on either a Spear or Lance. The Battle Standard will still count as a Weapon for combat purposes, but will occupy a Special Item slot instead of a Weapon slot. When used in combat by the Zukanozod Lancer, the Battle Standard will have two effects: the Zukanozod Lancer wielding it will deal double damage on all melee attacks, and all nearby allies will gain a +1 bonus to their COMBAT SKILL as long as they are fighting within shouting distance of the Zukanozod Lancer. Only one Battle Standard may be carried into battle by a group at any one time, and if the Battle Standard is wielded by any other character, the double damage bonus will fall away.

If you choose this skill, write ‘Standard-bearer’ on your Action Chart.

STARTING EQUIPMENT
The Zukanozod Lancer starts with the following equipment.

Your basic possessions comprise of a black battle dress and a pair of leather boots. You also possess a Leather Cap (Special Item, increases current and maximum ENDURANCE by 1 point) and a Chainmail Vest (Special Item, increases current and maximum ENDURANCE by 4 points). You also have a backpack, a belt and a leather pouch in which you keep your money (Kika). To find out how much money you start with, pick a number from the Random Number Table and add 10, then multiply the result by 10. This number equals the number of Kika you possess (Note this number in the Belt Pouch section of your Action Chart). For purpose of conversion, 10 Kika = 1 Gold Crown. 10 Kika also takes up the same space in your Belt Pouch as 1 Gold Crown.

If you have ‘Spear Wall’, you will start with a Spear (Weapon) or Lance (Weapon).
If you have ‘Armoured Rider’, you will start with a Breastplate (Special Item, increases current and maximum ENDURANCE by 6 points) instead of a Chainmail Vest.

You may also choose two items from the following list:
Sword (Weapon)
Spear (Weapon)
Dagger (Weapon)
Meal (Backpack Item, restores 3 ENDURANCE points when consumed)
Shield (Special Item, increases your COMBAT SKILL by 2 points when used in combat)
Rope (Backpack Item)
Tortwich Salt (Backpack Item, restores an additional 3 ENDURANCE points if consumed with a Meal, one dose)
Bow (Weapon) and Quiver (Special Item) with 6 Arrows
 
Another un-submitted class.
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Kogadez Medic of Zaldir
Zaldir, the northernmost of all the Drakkarim lands, is a terrifying place. Hemmed in by the Tozazajak Mountains to the north and the cold Gulf of Lencia to the west, Zaldir faces a constant threat from both these directions, and its garrisons fight constantly against the beasts and undead that probe ceaselessly against its borders. Maintaining patrols that reach deep into the Tadatizaga, Zaldir is famous for its fighting spirit – and the Kogadez Medics that keep it alive.

Ever warlike – and ever prolific – the Drakkarim had never before seen much value in saving those that could not fight for themselves. This changed with their arrival in Northern Magnamund. In Zaldir, where attrition took a toll that could not be maintained, surgeons were soon being trained with the blade and sent into the field, and these first medics were quick to prove their worth. Armed with all the tools they would need, and with fieldcraft to survive and thrive in the lands they fought over, the first of the Kogadez Medics were born.

Today, the Kogadez Medics of Zaldir can be found in any of the Drakkarim lands, saving lives and performing miracles of battlefield surgery in the worst of conditions. Their proficiency in dealing with wounds and injuries is matched only by their knowledge of alchemy, and many a Drakkarim warrior has his life to thanks to their restorative brews. They are the thin line that separates Zaldir from chaos, and their attention – and sacrifice – to duty is second to none.

Being a Kogadez Medic of Zaldir
Attached to any war party of significant size, Kogadez Medics of Zaldir will travel and fight in close rapport with their brethren, standing by in the heaviest of battle to assist any ailing fighter. On patrol, they are the glue that holds any fighting party together, and it is their skill and attention that will see the longest of patrols to completion. Their alchemy skills will also make them of great value to distant outposts, as they will be able to offer many remedies and cures that would otherwise be scarce to obtain.

Other opportunities also present themselves for Kogadez Medics to travel. Trained in Zaldir, the Kogadez Medics will travel throughout the Drakkarim lands as advisors and special detachments under military control, and will even do mercenary work as far away as the Hammerlands. They will frequently also be encountered in Tadatizaga, attached to patrols and fighting the monsters that haunt those lands. As an adventurer and renegade, the Kogadez Medic can be found scattered even further abroad, travelling to the Stornlands and Vassagonia and even the far shores of Shadaki in their search for strange potions and unusual fungi.

A Kogadez Medic will start his training at a young age, apprenticed to a field surgeon and working as stretcher-bearer for most of his teenage years. His skills in combat will not be neglected either, and the moment he has proved himself with both blade and scalpel he will be promoted to field service as an apprentice Kogadez Medic. From there, his knowledge of the plants and fungi of the Drakkarim lands will be taught via word of mouth from other, more experienced Kogadez Medics, and his potion-brewing skills will be enhanced and improved through hours of practice. Given the Drakkarim love for battle, their training will never truly stop.


COMBAT SKILL, ENDURANCE and WILLPOWER
To find out what your Kogadez Medic’s COMBAT SKILL is, go to page 112 at the back of the Lone Wolf Multiplayer Gamebook and pick a random number. Add 10 to this number and the result will be your COMBAT SKILL (so, COMBAT SKILL will always be numbered between 10 and 19).
For ENDURANCE, you do exactly the same thing, except that you add 16 to the random number you select (so, your starting ENDURANCE is always numbered between 16 and 25).
For WILLPOWER, you do exactly the same thing, except that you add 15 to the random number you select (so, your starting WILLPOWER is always numbered between 15 and 24).
Once you have determined what your COMBAT SKILL, ENDURANCE and WILLPOWER scores are, enter them on your Action Chart.

Kogadez Medic of Zaldir Disciplines
You begin the game as a Sawbones. While you have a long way to go before you can consider yourself to be a Chirurgeon Bloodward, you are not an absolute beginner either, as your five Kogadez Medic Disciplines show. The ranks of the Kogadez Medic of Zaldir and the titles they are granted at each level of their progress are as follows:

Rank / Number of Assault Trooper Disciplines, Assault Trooper Title
1. Assistant
2. Stretcher-bearer
3. Wound-dresser
4. Bonesetter
5. Sawbones (you begin at this level)
6. Sawbones Chemist
7. Chirurgeon
8. Chirurgeon Apothecary
9. Chirurgeon Captain
10. Chirurgeon Bloodward

Special Starting Item: Medic Satchel
Each Kogadez Medic begins the game with a Medic Satchel. The Medic Satchel is an unadorned black leather satchel, and is recorded on your character’s Action Chart as a Special Item. The Medic Satchel can be used to store up to three potion items, completely separate from the normal Backpack space allowed.

Filled with all the tools of the trade that a Kogadez Medic will need in the field, the Medic Satchel is a great aid to any combat surgeon. While it is a prerequisite for only one of the Kogadez Medic’s Disciplines, it does offer several useful abilities. The first ability it offers is that the Kogadez Medic can use it to restore 1 ENDURANCE point per hour either to himself, or to a nearby ally. This ability does not require WILLPOWER in any form, and can be used as long as the Kogadez Medic has his Medic Satchel at hand. The second ability is reserved for emergencies, and allows the Kogadez Medic to restore 6 ENDURANCE points within a hour to the ally of choice. This operation will however empty the Medic Satchel of all usable medical supplies, and it must be discarded as empty thereafter. The final ability allows the Kogadez Medic to store three potion items in it, as mentioned before.

Pick your Disciplines from the following list.

Leech Therapy
While the medicinal use of leeches is no oddity to the world of Magnamund, only the Drakkarim take their leeches to the field with them. Preserved in vials of brackish water, these leeches – imported specially from the swamps of the Tadatizaga – will travel with the Kogadez Medic as he follows his Drakkarim brethren into combat, and will be used to treat all manners of diseases and blood infections. A Kogadez Medic with this Discipline may assist any character in making a Resist Disease or Resist Poison Test. The use of the leeches will cause the character making the Test to lose 1 point of ENDURANCE, but when they then make the Test to resist the afflicting Disease or Poison, they may add half the rank of the Kogadez Medic, rounded down, to their Test result. Leech Therapy takes approximately one hour to complete, and may be used on a character as often as they wish – and have ENDURANCE points remaining.

If you choose this skill, write ‘Leech Therapy’ on your Action Chart.

Sleeping Draught
The Drakkarim have long ago learned that the best way to recover one’s strength after a day of battle is through good food, and a good night’s sleep. The Kogadez Medics, with their alchemical skills, make sure that any wounded Drakkar follows this regime, and the results speak for themselves. A Kogadez Medic with this Discipline may spend two hours and 2 WILLPOWER points to brew a Sleeping Draught. The Sleeping Draught can be consumed immediately, or can be stored in a flask as a Backpack Item. When consumed, the Sleeping Draught will make the consuming character fall asleep, at which point they will start to regain ENDURANCE at a rate of 2 points per hour spent sleeping. Up to 6 ENDURANCE points will be restored this way over a period of three hours. A character that is awoken before the Sleeping Draught has had its full effect will have their COMBAT SKILL reduced by 2 points for a number of combat rounds equal to the number of ENDURANCE points that were not regained due to the interruption of sleep.

If you choose this skill, write ‘Sleeping Draught’ on your Action Chart.

Scourge Warder
Bordering on the Tadatizaga, where man and beast alike roam, and where the restless undead of Ixia prowl along the northern borders, Zaldir stands out as one of the harsher Drakkarim lands. The mountains of the Tozazajak range, instead of providing shelter, hosts a catacomb-like cavern network, where all manner of dark creatures lair – some from the Nadziranim laboratories in Helgedad, others from the bowels of the land where Agarash once dwelled – and wait to strike out at the Drakkarim villages in the valleys below them. A Kogadez Medic with this Discipline has been trained to fight the horrors that roam from the Tozazajak Mountains, and can pick one of the following classes: Undead, Darkspawn, Agarashi. Whenever a Kogadez Medic is fighting against a creature of the picked type, he will gain a 2 point bonus to his COMBAT SKILL for the duration of the combat. Any of his allies within earshot that are attacking creatures of the picked type will also gain a 2 point bonus to their COMBAT SKILL.

If you choose this skill, write ‘Scourge Warder: _________’ on your Action Chart.

Wound Dressing
Trained as a combat surgeon, the Kogadez Medic will be an expert at all the various ways of treating wounds. Whether it is a simple bandage to stop bleeding or a heated blade to cauterize an artery, the Kogadez Medic will be able to perform all these operations flawlessly in the field, and with a minimum of equipment. A Kogadez Medic with this Discipline may treat any character that was wounded in combat or sustained other traumatic injuries. At the cost of 1 WILLPOWER, the Kogadez Medic will be able to staunch any bleeding and restore a number of ENDURANCE points to the wounded character equal to half the rank of the Kogadez Medic, rounded down. The Kogadez Medic may also restore further ENDURANCE points to the wounded character, at a rate of 2 points of ENDURANCE restored for every 1 point of WILLPOWER spent.

If you choose this skill, write ‘Wound Dressing’ on your Action Chart.

Combat Narcotics
The Drakkarim are not above using narcotics in battle to augment their already fearsome powers, and it is usually the Kogadez Medics that provide these mind-altering potions. Reserved for special occasions and the most withering of assaults, these potions can bring greatness to any warrior – at a price. A Kogadez Medic with this Discipline may spend two hours and 4 WILLPOWER points to brew a Combat Narcotics potion. The Combat Narcotics can be consumed immediately, or can be stored in a flask as a Backpack Item. When consumed before combat, the Combat Narcotics will increase the character’s COMBAT SKILL by 4 points for the duration of that combat. However, this bonus is not without its cost! At the end of any combat during which a character drank some Combat Narcotics, the character has to pick a random number from the Random Number Table. If the picked number is 1 or less, the character becomes addicted to the Combat Narcotics: their current and maximum ENDURANCE will be reduced by 2 points permanently, and any subsequent use of Combat Narcotics will increase their COMBAT SKILL by only 2 points. A character can only become addicted once, and cannot ever lose more than 2 points of ENDURANCE this way. If a character does not become addicted, their second and subsequent uses of Combat Narcotics will double their chance of addiction: they will now become addicted if a 3 or less is picked. As long as a character is not addicted to the Combat Narcotics, each use will still increase their COMBAT SKILL by 4 points.

If you choose this skill, write ‘Combat Narcotics’ on your Action Chart.

Witcher Poison
While medics are not meant to be frontline fighters, there are still times when they find themselves thrust into battle. Using harassing magicks learnt during their training, the Kogadez Medic will focuses on slowing his opponents down rather than facing them, giving him a greater chance to escape and regroup. A Kogadez Medic with this Discipline can cause a magical poison to be secreted by their weapons, which will slow the reaction speed of any being it comes in contact with. At the cost of 1 WILLPOWER point per round of combat, this poison will reduce the COMBAT SKILL of the Kogadez Medic’s target by 1 point for the duration of that round. If the Kogadez Medic breaks off combat from the affected target before the target has been killed, that target will continue to take a COMBAT SKILL penalty for a number of rounds equal to half the rank of the Kogadez Medic, rounded down.

If you choose this skill, write ‘Witcher Poison’ on your Action Chart.

Mindwort Preparation
While it is not a common occurrence, Kogadez Medics will sometimes find themselves in the company of magicians of great power, who will require a different type of healing than their martial companions. Drawing on the strange fungi that flourish in the Tozazajak Mountains, and the vitality of their own blood, the Kogadez Medic will be able to assist even these arcane fighters. A Kogadez Medic with this Discipline may spend two hours and 4 ENDURANCE points to make a Tincture of Mindwort. The Tincture of Mindwort can be consumed immediately, or can be stored in a pouch as a Backpack Item. When consumed by any character that has WILLPOWER, the Tincture of Mindwort will immediately allow that character to restore 4 WILLPOWER points to their current WILLPOWER. However, if the Tincture of Mindwort is consumed by a character that does not possess a WILLPOWER score, it will cause severe headaches and violent hallucinations to materialize to the character for a period of two hours.

If you choose this skill, write ‘Mindwort Preparation’ on your Action Chart.

Chemical Revival
One of the greatest powers of the Kogadez Medics – and one they are rightly feared for, by their enemies – is their ability to revive any fighter that falls in combat, raising them not as undead, but as living, restored beings. Using strange alchemies from Helgedad and brews of their own concoction, they will be able to heal any wound and set any stilled heart racing again. A Kogadez Medic may only pick this Discipline once they reach a rank of 8, and using it requires the Kogadez Medic to possess a Medic Satchel as well. If a character falls in combat and the Kogadez Medic can get to them within three rounds, the fallen character can be revived at a cost of 8 points of WILLPOWER to the Kogadez Medic. The fallen character will be restored, with their current ENDURANCE set equal to half the rank of the Kogadez Medic, rounded down. However, the Chemical Revival process is not perfect, and some damage may yet occur to the revived character. After being revived, the character has to pick a random number from the Random Number table. If a value of 0 to 5 is picked, the character will have their maximum ENDURANCE permanently reduced by 3 points. If a value of 6 to 8 is picked, the character will have their COMBAT SKILL permanently reduced by 1 point. If a value of 9 is picked, the character suffers no ill effects from the Chemical Revival.

If you choose this skill, write ‘Chemical Revival’ on your Action Chart.

Fungal Botany
Tainted by millennia of Agarashi influence and Darklord corruption, the lands of the Tadatizaga boast some of the strangest fungi and flora on Magnamund. The subterranean caverns of the Tozazajak Mountains also boast many otherworldly specimens of fungi, and it is from these varied areas that the Kogadez Medics gain their extensive knowledge in all matters fungal. A Kogadez Medic with this Discipline can identify any fungi or fungal-based concoction in Northern Magnamund. They will be able to tell whether the fungi is restorative, nutritional, beneficial or harmful, and will be able to identify them even in preserved or processed form. They will also know what beasts are most vulnerable to the harmful fungi, and even what fungi to mix together to make dangerous strains harmless.

If you choose this skill, write ‘Fungal Botany’ on your Action Chart.

Mindfear
It is not for nothing that the lands of the Tadatizaga are so sparsely inhabited: dangerous creatures lurk in every vale and forest, and the Drakkarim that patrol there often experience – and survive, if they are lucking – horrific encounters with these nightmarish beast. The Kogadez Medics that follow these men into combat see and deal with the worst, patching together survivors and trying to restore life that is desperate to flee, and the duress affects even them. A Kogadez Medic with this Discipline has a mind that has been so hardened by their experiences that they become immune to all Mindforce influences. They are also extremely resistant to fear- and morale-breaking effects, and can add their full rank to any Test to resist such effects. However, this hardening makes the Kogadez Medic even more withdrawn and calloused than his fellow Drakkarim, and he will consequently take a -2 penalty on any negotiations with creatures or characters that are not from the Darklands or the Drakkarim territories.

If you choose this skill, write ‘Mindfear’ on your Action Chart.

STARTING EQUIPMENT
The Kogadez Medic of Zaldir starts with the following equipment.

Your basic possessions comprise of a black battle dress and a pair of leather boots. You also possess a Padded Leather Jerkin (Special Item, increases current and maximum ENDURANCE by 2 points when worn). You also have a backpack, a belt and a leather pouch in which you keep your money (Kika). To find out how much money you start with, pick a number from the Random Number Table and add 10, then multiply the result by 10. This number equals the number of Kika you possess (Note this number in the Belt Pouch section of your Action Chart). For purpose of conversion, 10 Kika = 1 Gold Crown. 10 Kika also takes up the same space in your Belt Pouch as 1 Gold Crown.

If you have ‘Fungal Botany’, you will start with a Sickle (Weapon).

You may also choose three items from the following list:
Sword (Weapon)
Axe (Weapon)
Dagger (Weapon)
Meal (Backpack Item, restores 3 ENDURANCE points when consumed)
Helmet (Special Item, increases current and maximum ENDURANCE by 2 points when worn)
Rope (Backpack Item)
Blanket (Backpack Item)
Tortwich Salt (Backpack Item, restores an additional 3 ENDURANCE points if consumed with a Meal, one dose)
Potion of Laumspur (Backpack Item, restores 4 ENDURANCE when consumed, one dose)
 
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