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)