"Evil" Heroes of Magnamund?

Zager Krahl

Mongoose
Does Mongoose have any plans to release more character classes for players and GM's looking for evil characters - Drakkarim, Liganim, bandits, etc? I know that character classes can be published via S&P, but I was wondering whether they were aiming to have an official publication in that direction.
 
I'd be happy to convert the classes from the previous version's Darklands book if there was a call for it. :)

-A
 
@ MongooseAugust:

The reason I ask for Evil classes is because I already have 15 Evil classes of my own, and I'd like to seem them become part of the 'official' LW canon. The list includes the following characters:

- Rekenarim Scout of the Hammerlands (LW 10)
- Liganim of the Darklands (LW 12, 14)
- Kogadez Medic of Zaldir (fictional, based on Magnamund Companion & LW 17)
- Drakkarim Assault Trooper (LW 10, 14, 15, 26)
- Renegade Noble of the Stornlands (LW 6, based on Roark)
- Robber Knight of Cavalia (LW 23)
- Helghast Agent of Helgedad (LW 2, 3, 8)
- Stornlands Mercenary (LW 6)
- Zukanozod Lancer of Blackshroud (LW 10, 15)
- Vassa Sharnazim of Barrakeesh (LW 4, 5)
- Acolyte of Vashna (LW 6, 13, 16)
- Vordak Commander of Helgedad (LW 1, 5, 8, 14)
- Vazhag Raider of Skardos (LW 13)
- Ogron Pioneer of Skaror (LW 6, 24)
- Guild Assassin of Rhem (LW 16)
- Warlock of the Right (LW 2, 3, 11, based on Vonator)

I'd glady collaborate with anyone already working in the LW/Mongoose universe in order to get the classes published - time and effort permitting, of course.
 
Very interesting list, sir. You should work a few of them up and make a submission to S&P. New material is always welcome and those look like they could be really fun.

-A
 
I've already submitted the Rekenarim, the Acolyte of Vashna, and the Drakkarim Assault Trooper, but none of them got any response from the S&P team. Hence my hope that someone already on board could bring them to the attention of the right people...
 
Even if S&P doesn't take advantage of your work, would you consider posting future developments here? I, for one, would be interested in seeing what you come up with. I like what you have done so far and compliment your efforts.
 
Here is the Drakkarim Assault Trooper, as submitted to Mr. Sprange.

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Drakkarim Assault Trooper
Of all the nations that march under the banners of the Darklords of Helgedad, there are none that can match the terror that rises in the heart of men at the sight of the Drakkarim. Clad in midnight armour and with faces hidden behind leering death-masks, the Drakkarim are a terrible force to behold. Cold eyes peer from hard, brutal features, and the hearts that beat in their chests are as black as the swords they wield. The Drakkarim revel in the roar and carnage of battle, and none so much as the dreaded Assault Troopers.

Drawn from the ranks of the fiercest and the most brutal candidates, the Assault Troopers are trained in the arts of armoured assault, a first step on the road that would one day see them reaching the title of Death Knight. Leading from the front, wearing heavy armour like other men wear their skin and wielding fearsome black weapons that can fell trees with a single stroke, each Assault Trooper plays an essential part in the power of the Darklords.

Today, Assault Troopers can be found at the front of any Drakkarim charge, crushing all resistance they encounter. From the barren plains of Ogia and their relentless attacks on the Stornlands, to the shores of Nyras and their constant war against the Lencians, the Drakkarim Assault Trooper embodies the unbridled hatred that the Darklords of Helgedad feel toward the Free Nations of Man. Few are the hearts that do not feel fear at the sight of these mighty warriors.

Being a Drakkarim Assault Trooper
While an Assault Trooper will spend his entire life in the military, more likely to die on the battlefield than to retire, they will very likely also spend their entire life on the march. The reason for this is simple: the Darklords of Helgedad, in their ceaseless quest to conquer the world of Magnamund, are constantly warring on the Free Nations, and the death-masks of the Drakkarim will be seen on almost every one of these battlefields. Unceasing and unstoppable, the Assault Troopers will lead every charge and every sally – or die fighting.

Other opportunities also present themselves for Assault Troopers to travel. Often they are chosen by generals and other Drakkarim leaders to serve in their personal guard, and many Assault Troopers have toured the Black City of Helgedad as a designated champion of some aspiring warlord. Others are recruited by the Nadziranim wizards to escort them on their sinister quests, while some might even by found aboard the Drakkarim fleets that patrol the Gulf of Helenag and the Tentarias. As trainers and instructors, Assault Troopers have been found as far east as Vassagonia and the Maakenmire Swamps, although these occurrences were frequent only during periods of alliance between the two great desert nations.

An Assault Trooper will usually begin his training shortly after proving himself on the battlefield and being seen as worthy of the rank. What skills the candidate has at that point would then be supplemented by the intensive assault training they are put through, and further skills preferred by the assault divisions would then be taught and honed as well. Upon completing their training the candidate will be posted directly to an assault division, although their final training often takes place directly in the field and under the watchful eye of their more senior brethren.


COMBAT SKILL and ENDURANCE
To find out what your Assault Trooper’s COMBAT SKILL is, go to page 112 at the back of the Lone Wolf Multiplayer Gamebook and pick a random number. Add 11 to this number and the result will be your COMBAT SKILL (so, COMBAT SKILL will always be numbered between 11 and 20).
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.

Drakkarim Assault Trooper Disciplines
You begin the game as a Trooper. While you have a long way to go before you can consider yourself to be a Death Knight, you are not an absolute beginner either, as your five Assault Trooper Disciplines show. The ranks of the Drakkarim Assault Trooper 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. Cadet
3. Grunt
4. Footman
5. Trooper (you begin at this level)
6. Sergeant
7. Iron Veteran
8. Blackguard
9. Terrorblade
10. Death Knight

Pick your Disciplines from the following list.

Blade Drills
Once enlisted, a Drakkar will spend many hours training with the variety of swords and axes that arm the Drakkarim legions, and will gain a noted proficiency with these weapons. An Assault Trooper with this Discipline may increase his COMBAT SKILL by 1 point whenever he wields a Shortsword, Sword, Broadsword or Axe in combat. Additionally, the Assault Trooper may gain a further +1 COMBAT SKILL if he spent at least two hours sparring and practicing during the day preceding the combat. This additional bonus will last only one day, and can only be regained via a new bout of sparring.

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

Hand-and-a-Half
Many Drakkarim eschew the notion of fighting with a shield, and prefer to wield their weapon with both hands. This allows them to swing the weapon with more force, and consequently deal much greater damage. An Assault Trooper with this Discipline may choose to use both hands, if they are free, to wield a single weapon in close combat. A weapon wielded this way will deal an additional 1 point of ENDURANCE damage for every round that it is wielded with both hands. Additionally, the Assault Trooper may add half his character level, rounded down, to any Test to batter down an inanimate object with a weapon wielded in this manner. No shield may be used in combat as long as the Assault Trooper is using both hands to wield his weapon.

If you choose this skill, write ‘Hand-and-a-Half’ on your Action Chart.

Armoured Brawler
Assault Troopers are often submerged in the thickest fighting on the battlefield, and will rely greatly on the strength of their armour to protect them. However, even when disarmed, an Assault Trooper will be able to lay into his enemies with his armoured form, using boots, elbows and gauntlets to great effect. An Assault Trooper with this Discipline will not take any COMBAT SKILL penalties for fighting unarmed for as long as he is wearing or using a piece of armour or shield that provides at least 1 point of COMBAT SKILL bonus. For all other purposes he will still be considered unarmed. Additionally, as long as he is wearing any form of armour that increases ENDURANCE or COMBAT SKILL, an Assault Trooper may add half his character level, rounded down, to any Test to tackle an opponent and bring them to the ground.

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

Harsh Lands
The Drakkarim nation is a nation of hardy, resilient people, all the more so because of the dangerous lands that they thrive in. From the barren hills of Ghatan and Skaror, to the wooden lands of Nyras and Nyvoz, the Drakkarim people are subjected some of the most ruthless environments for every day of their lives. An Assault Trooper with this Discipline may add half his character level, rounded up, to any Test to resist damage taken from an environmental source. This may range from sunstroke and dehydration, to frostbite and freezing winds, to noxious gases and poisonous swamp emissions. A successful Test will see the Assault Trooper taking only half damage or less, depending on the severity of the effect.

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

Whirling Blade
Once their training begins in the fighting arts of the Drakkarim legions, the Drakkar soldier is also taught how to strike out at his opponent even if they cannot physically engage in close combat. Whether dagger or axe, the Drakkar knows how to throw his weapon some distance to deal maximum damage. An Assault Trooper with this Discipline may choose to make a ranged attack at short range by throwing his close combat weapon at an opponent. The attack is treated the same way as a normal ranged attack, with the following exception: once the amount of damage dealt has been determined, pick another number from the Random Number Table on page 112 of the Lone Wolf Multiplayer Gamebook, and double the amount of damage dealt by the attack if a zero or nine was picked. The Assault Trooper may choose to throw his weapon at an opponent that he is already engaged in close combat with, but will then take a -4 penalty to COMBAT SKILL for the purpose of the throw.

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

Shieldcraft
While some Drakkarim prefer the offensive power of a massive two-handed weapon, others favour the added protection of a shield to cover them in combat. From a simple buckler to the largest of tower shields, these Drakkarim can draw an unparalleled advantage from their equipment when fighting. An Assault Trooper with this Discipline may increase the COMBAT SKILL bonus that a shield offers him by 1 point whenever he uses that shield in combat. Additionally, once per opponent the Assault Trooper may use his shield to pummel his opponent, imposing a -2 COMBAT SKILL penalty on the opponent for the duration of the next round if the Assault Trooper’s Combat Ratio against that opponent is greater than zero during the round that he executes the pummelling attack.

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

Spearhead Charge
Assault Troopers are most often seen leading a charge of infantry against an enemy position, and excel at using their speed and armoured weight to debilitate opponents when they first engage them. An Assault Trooper with this Discipline may add 2 points to his COMBAT SKILL for the first round of combat when he engages a new opponent in close combat. This bonus will only apply if the Assault Trooper had not engaged a different opponent during the previous round, or if he had ended his previous combat round by killing his previous opponent. Additionally, in the following round of close combat, the Assault Trooper, and any other friendly character that attacks the same target as the Assault Trooper, may add 1 point to his COMBAT SKILL for the duration of that round.

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

Marshalling
While the Drakkarim nations can field vast numbers of warriors, their forces are but a fraction of that available to the Darklords of Helgedad when they engage in war. Better trained and equipped than the Giak hordes, the Drakkarim in general are often appointed as leaders to lesser troops, while Assault Troopers are frequently used as rallying figureheads. An Assault Trooper with this Discipline has leadership training above that of his fellow warriors, and can speak the Giak tongue fluently. Whenever communicating with other troops or acting as leader, an Assault Trooper may add half his character level, rounded down, to any Test to succeed at giving orders and directions to lesser troops. He may apply this same bonus to any Test to rally friendly troops that are low on morale or on the verge of breaking.

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

Iron Will
While many Drakkarim develop a hardened and callous streak from years of hardship and lethal competition in the ranks of the Drakkarim military, there are some that develop this streak into the most rigorous of mental disciplines. Not only their bodies, but even their minds become hardened to a point where they can resist pain that would cripple a lesser mortal. An Assault Trooper with this Discipline may make a Test to resist enemy Mindforce attacks. If the sum of half his character level, rounded down, and his current ENDURANCE is more than the enemy’s COMBAT SKILL with the Mindforce bonus, the Assault Trooper successfully resists the Mindforce attack. This test is repeated at the start of every round, and success results in the enemy being unable to use their Mindforce attack against the Assault Trooper during that round.

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

Black Arbalestier
Apart from their close combat prowess, Assault Troopers are also taught the value of being able to strike at a target from range – even if it is just to demoralize their target and to cause disarray. Not only are they masters of the crossbow, they also know how to fight with these weapons should they find themselves under surprise assault. An Assault Trooper with this Discipline may add 2 points to his COMBAT SKILL whenever he makes a ranged attack with any type of crossbow. Additionally, the Assault Trooper may use a crossbow to make regular close combat attacks without taking any penalties for wielding a non-standard melee weapon.

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

STARTING EQUIPMENT
The Drakkarim Assault Trooper starts with the following equipment.

Your basic possessions comprise of a black battle dress and a pair of leather boots. You also possess a Helmet (Special Item, increases current and maximum ENDURANCE by 2 points) and a Scalemail Vest (Special Item, increases current and maximum ENDURANCE by 3 points, and current COMBAT SKILL by 1 point). 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 ‘Blade Drills’, you will start with a Sword (Weapon).

You may also choose two 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)
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
 
Zager Krahl said:
I've already submitted the Rekenarim, the Acolyte of Vashna, and the Drakkarim Assault Trooper, but none of them got any response from the S&P team. Hence my hope that someone already on board could bring them to the attention of the right people...

nrobinson@mongoosepublishing.com

Fire Nick an email, he's a great guy.
 
Good luck Zager.

I've said it before but I really like your interpretations that I've seen and on first glance they wouldn't appear to need a lot of further work or playtesting as what's there looks great.
 
Thanks Random. Hopefully things work out and I'll be sharing several more over the following weeks and months.

Does anyone have an Evil class in mind that they would like to see? I could draw up a rough draft if you guys point me in a specific direction...
 
Zager Krahl,

I would like to see the Guild Assassin of Rhem (LW 16).

As far as the Assault Trooper goes

Recommend doing away with this: Additionally, the Assault Trooper may gain a further +1 COMBAT SKILL if he spent at least two hours sparring and practicing during the day preceding the combat. This additional bonus will last only one day, and can only be regained via a new bout of sparring.

Everything else looks good.

JLL
 
Here is my Helghast Agent of the Darklands, as submitted to Mr. Robinson.

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Helghast Agent of the Darklands
In the war against the Darklords of Helgedad, the Darklands have never seen a more terrifying leader than Darklord Vashna, first of the Darklords and chosen son of the Dark God Naar – and never have the free nations of Man seen a more insidious creation set forth upon Magnamund than the first time Vashna was defeated. Driven back across the Durncrag Mountains by a fleet of blonde-haired warriors from the Northern Void, Vashna’s forces reeled from the previously unknown taste of victory denied, and the Darklord’s wrath was great. From the black pits of Helgedad, a new spawn emerged, a new warrior capable of mimicking the very creature that it was to destroy, a new and terrible undead creature with flayed skin and burning eyes – the Helghast.

Sent among the human nations that had so brazenly resisted its master, the Helghast became a symbol of the terror that the Darklords would bring to every corner of Magnamund if their rule was left unopposed. Capable of changing their appearance and of learning almost any skill, the Helghasts were used as spies and assassins of note, infiltrating the human courts and sowing dissent with their poisonous words. Those that could not be swayed with words were met with daggers and steely fingers in dark alleyways, and the confusion they sowed as impersonators was great. It was only during the Helghast Wars of MS 3520 – 50 that their weakness to magic was discovered, and they were driven from the Sommlending lands.

Today, Helghast Agents can be found in virtually every human city, providing powerful voices that sow insurrection and reap chaos at every chance. Their strength lies in their ability to hide in plain sight – a knight speaking out against his liege lord, a baron taking up arms against his neighbour, a physician dealing in poisons instead of cures – and if their deceptions are ever discovered it is usually far too late. Some of the old magicks of Magnamund have been known to work against their kind, but the Nadziranim, the dark sorcerers in service to the Darklords, have been working their evil crafts for countless years, and it would not be long before they find a way of making their assassins and agents – Helghasts all – even more effective.

Being a Helghast Agent
Unlike mortals, the Helghast Agents are the result of the spawning pits of the Black City of Helgedad, and their lives are frighteningly different right from the start. Born from dark magicks and even older hatred, each Helghast Agent will step forth from its spawning place fully formed and in fully possession of its faculties. Like a human child, it will observe and learn all that it sees, but its days will be filled with murderous intent and practices instead of playful games and adventure. With the voice of its patron Darklord whispering in its minds, the Helghast Agent will ceaselessly strive to learn the skills required for it to fulfil its first task, and rare will be the day where bloodshed or deception does not accompany it.

Once a Helghast Agent acquires the basic training and experience in the tasks that will be required from it, it will be sent on its first mission, and from there the chaos that its creator has in mind will surely but steadily begin to unfold. The opportunities for travel will be great, as the Darklords have nefarious plans for every land of Magnamund, and the ability of the Helghast Agent to blend in and operate in plain sight makes it an invaluable tool.

A Helghast Agent that has accumulated all the crafts and wiles of its kind will be a deadly foe. It will assume the most unsuspecting of guise to strike from, and will do so at the moment it is least expected. It will fight ferociously when cornered, and will run ceaselessly, if it has to, when fighting is not an option. It will strike from the shadows, maiming and hindering its opponents, and any strike against it will cleave into flesh unwilling to part for most mortal means. Its laughter will tear at the mind of all those who are unfortunate enough to hear it, and the sight of its talons drawing a black staff from thin air will surely spell the end for any unfortunate being to feel its wrath thereafter. Where the Helghast walks, death will surely follow.


COMBAT SKILL and ENDURANCE
To find out what your Helghast Agent’s COMBAT SKILL is, go to page 112 at the back of the Lone Wolf Multiplayer Gamebook and pick a random number. Add 14 to this number and the result will be your COMBAT SKILL (so, COMBAT SKILL will always be numbered between 14 and 23).
For ENDURANCE, you do exactly the same thing, except that you add 22 to the random number you select (so, your starting ENDURANCE is always numbered between 22 and 31).
For WILLPOWER, you do exactly the same thing, except that you add 10 to the random number you select (so, your starting WILLPOWER is always numbered between 10 and 19).
Once you have determined what your COMBAT SKILL, ENDURANCE and WILLPOWER scores are, enter them on your Action Chart.

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

Rank / Number of Helghast Agent Disciplines, Helghast Agent Title
1. Homunculus
2. Manikin
3. Mimic
4. Doubler
5. Impersonator (you begin at this level)
6. Embodier
7. Semblancer
8. Replicant
9. Simulacrum
10. Doppelghast

Pick your Disciplines from the following list.

Helghast Staff
Subtle as a Helghast may be, there will always come a time when subterfuge has to be discarded in favour of violence, times when a garrotte or dagger to the back are not sufficient to stop stronger foes. At these times, the Helghast will resort to summoning a magical staff straight from the vaults of Helgedad, allowing it to become an even more deadly warrior in both close combat and at range. A Helghast Agent with this Discipline may spend 5 WILLPOWER at the start of combat to summon a Helghast Staff (Special Item). The Helghast Staff is treated as a Weapon made from kagonite, and can be used in close combat attacks. Additionally, at the cost of 2 WILLPOWER, the Helghast Agent may use its Helghast Staff to unleash a bolt of blue energy as a ranged attack against an opponent, using its normal COMBAT SKILL for the purpose of the attack. The Helghast Agent cannot summon more than one Helghast Staffs at a time, and can only summon a new Helghast Staff once the previous one has been taken from them or destroyed. Furthermore, once a Helghast Agent is killed, the Helghast Staff it was using will disappear back to Helgedad.

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

Searing Touch
Helghasts are renowned for their ferocity in close combat, and will usually attack their opponents with their bare hands. It is only when their fingers close on flesh that the power of their strikes are revealed, for their touch will burn skin and flesh as if the Helghast had fingers of molten steel. A Helghast Agent with this Discipline will take only a -2 penalty to their COMBAT SKILL when attacking unarmed, instead of the normal -4. Additionally, whenever a Helghast Agent makes a close combat attack with Searing Touch that deals at least 1 point of ENDURANCE damage, the Helghast Agent may turn to page 112 of the Lone Wolf Mutiplayer Gamebook and pick a random number. If this random number is less than the character level of the Helghast Agent, all damage dealt by the Helghast Agent in that round of combat will be doubled. Furthermore, if the Helghast Agent also has the Unyielding Flesh Discipline, it may subtract 1 from the picked random number before comparing it to its character level.

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

Mindshriek
Imbued with the powers of their creator, Darklord Vashna, the Helghasts of the Darklands can manifest fearsome mental energies – usually in the form of a rising howl, tearing at ears and mind alike – that allow them to attack and destroy unprotected minds within instants. In conjunction with their martial powers, this Mindforce attack allows them to mercilessly hammer any unprepared individual into submission. A Helghast Agent with this Discipline may make a Mindforce attack in each round of close combat, increasing the number of ENDURANCE lost by its opponent by 2 points for that round. However, because of the strength of the attack, the Helghast Agent must reduce its current WILLPOWER by 2 points ever time it chooses to use this ability.

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

Mindveil
Created as spawn by the Darklords, the Helghasts of the Darklands possess minds that strike a fine balance between the mortals they impersonate, the undead they essentially are, and the dark, arcane processes that raised them from the black depths of Helgedad. The voices of the Darklords, speaking directly to them, echo harshly through their minds, and it is a sign of their mental fortitude that they are capable of surviving these near-divine touches. A Helghast Agent with this Discipline can resist foreign Mindforce influences or attacks, and will rarely be harmed by these abilities. Additionally, any lies told by the Helghast Agent will gain a bonus towards going undetected by observers.

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

Undead Essence
While all Helghast are created with a touch of un-death in them, not all will choose to embrace this undead aspect of their existence. Some missions may require signs of vitality that even the magicks of their shape-shifting cannot fake, while others may find perverse pleasure in the notion of being mortal, of being ‘human’. However, those that do complete the transformation to become fully undead will gain both blessing and curse in equal measure. A Helghast Agent with this Discipline will become fully undead, which will cause several changes in their way of existence. The first change is food and rest – the Helghast Agent will no longer require either to function. It may still eat and sleep to fit into a role it has assumed, but lack of either will no longer cause it harm. The second change will be to their digestion – all potions consumed, whether beneficial or detrimental, will have only 50% of their usual effect on the Helghast Agent. The last change will be to their vitality, and the way they deal with damage. All attacks dealt with normal weapons of steel or wood, or damage taken from falling, will be halved. Attacks with weapons made from special substances like silver and kagonite will deal full damage, while all magical attacks will now deal twice their usual damage. This increased vulnerability to magic is a side-effect of the full transformation into un-death, and is related to the arcane processes that are used to create the Helghast Agent in Helgedad.

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

A Thousand Masks
Created for the purpose of spying and assassination, the Helghasts of the Darklands possess an ability which, thankfully, few other spies or assassins possess – the ability to completely change their appearance. Otherworldly magicks twist and burn beneath their skins, allowing them to assume any humanoid form they wish, from proud knight to humble servant girl. A Helghast Agent with this Discipline may spend 10 WILLPOWER to change their appearance to that of another character. This process takes only a handful of minutes to complete, but cannot be done in combat. While disguised in this manner, the Helghast Agent will gain new values for its ENDURANCE and COMBAT SKILL, corresponding to the ENDURANCE and COMBAT SKILL of the character or class that it is impersonating. Its WILLPOWER will remain unchanged, and it will still be able to use all of its other disciplines. Any damage dealt to the Helghast Agent while it is disguised will be deducted from the ENDURANCE score of the disguise; once this ENDURANCE score is reduced to zero, the Helghast Agent will shed its disguise and regain its own ENDURANCE and COMBAT SKILL scores, as initially determined during character generation.

If you choose this skill, write ‘A Thousand Masks’ on your Action Chart.

Unyielding Flesh
One of the most feared attributes of the Helghasts are their ability to simply shrug off damage as if the blow had never connected. No blood flows from their wounds, and the skin and pale flesh simply knit back together to leave a smooth, unscarred surface. A Helghast Agent with this Discipline may, whenever it takes damage that would have decreased its ENDURANCE score, instead deduct this damage from its WILLPOWER. This is not limited to damage taken in combat, but can be from any other source as well – falling masts, ingested poison, lack of food or sleep, and so forth.

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

Darkland Steel
As spies and assassins, Helghasts are not above employing their hands when the situation calls for a quick silencing to take place – but they are not untrained in the intricacies of the infernal devices from the laboratories and armouries of Helgedad either. They are especially apt at identifying and operating magical artefacts, and can quickly identify any artefact coming from their native lands as well. A Helghast Agent with this Discipline may add half its character level, rounded down, to any Test to identify items that are magical, or that may have originated in the Darklands. Additionally, whenever the Helghast Agent fights with any weapon made in the Darklands, or any weapon made from kagonite, it may increase its COMBAT SKILL by 1 point for the duration of the fight.

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

Mimicry
As impersonators, there are few beings still living on Magnamund that can match the skill and subterfuge of the Helghasts of the Darklands. Cunning, observant, and deadly patient when needs be, a Helghast will ceaselessly study its prey until it can replicate and match – if not exceed – every ability that the creature possesses. A Helghast Agent with this Discipline may, after observing another character using a non-magical ability, attempt to use that same ability itself, even though it may not necessarily possess the required Discipline that the ability is based on. The Helghast Agent must perform a Test of his own character level plus 2, against the character level of the character it is mimicking plus a random number from page 112 of the Lone Wolf Multiplayer Gamebook. If the Test succeeds, the Helghast Agent can perform the ability flawlessly, but only once. Whenever it wants to perform that ability in future, it must first perform the Test again.

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

Cover of Night
Tradition has always stated that night is the time when evil abounds, and never has this been more true than the first time a Helghast flitted through the shadows of an unsuspecting village of sleeping Sommlending. Drawing power from the darkness and the absence of the sun’s goodly rays, Helghasts revel in the cover that night brings to their nefarious deeds, and many of their most wicked acts are perpetrated at night, far from the prying eyes of witnesses. A Helghast Agent with this Discipline will, from sunset to sunrise, recover 1 WILLPOWER per hour as long as it is either outside any building, or underground. It will also be able to add +2 to any Test involving bodily strength, and will take only a -2 penalty to their COMBAT SKILL when attacking unarmed, instead of the normal -4. Additionally, darkness will cease to be a hindrance to the Helghast Agent, and any COMBAT SKILL penalties that it would normally take due to darkness can now be reduced by 4 points (to a maximum penalty of -0).

If you choose this skill, write ‘Cover of Night’ on your Action Chart.

STARTING EQUIPMENT
The Helghast Agent starts with the following equipment.

Your basic possessions comprise of a faded black robe and a pair of leather boots. 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 ‘A Thousand Masks’ and choose to start with a disguise in place, you will be wearing the clothes of that character class.

You may also choose two items from the following list:
Black Dagger (Weapon, made from kagonite)
Sword (Weapon)
Quarterstaff (Weapon)
Meal (Backpack Item)
Vial of Poison (Special Item, poison of choice)
Power Cube (Special Item, palm-sized black obsidian cube; can be used to restore up to 5 WILLPOWER to the user, disintegrates after use)
 
Am thinking of an Evil campaign that plays of during the period of LW 2, where a group of Helghasts have to travel to Durenor to try and stop Lone Wolf from getting the Sommerswerd.

Some points in the campaign:
- start at sea on a Drakkarim ship disguised as a merchant vessel
- get attacked by pirates along the way
- land at Ragadorn and mingle with the low-life
- chase LW to Hammerdal and into the Tarnalin tunnels
- hear about his return plans, head to coast and join Vonator's undead fleet
- fight during fleet action, escape back to Helgedad at end

Classes for the campaign would be the Helghasts Agent (1 or 2), the Drakkarim Assault Trooper, and the Acolyte of Vashna. Would anyone be interested in running or participating in a campaign like that?
 
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