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Expendable Experiment

Expendable Experiment

In a desperate bid to increase her social standing within Dracula’s Court, a Noble Strigoi pursues a dangerous experiment to increase the lethality Moon Eater subjects with the aid of a mercantile mercenary. Aware of the lethal jeopardy if control was lost, the Noble Strigoi has chosen to invest replaceable resources, such as Starved Dhampir, to assist with restraining the creature. Thus far results have proven satisfactory and if the raid of an enemy stronghold proves successful, the Noble Strigoi hopes to impress Lord Dracula with her findings.

Leader Noble Strigoi 21 dt
Heroes Artisan Elena, Moon Eater 40 dt
Henchmen Starved Dhampir, Starved Dhampir 14 dt

Noble Strigoi

Action Life Will Command Size
3 13 0 4 30
MOV DEX ATK PRO MND
5 5 4 4 4
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Expert Offence (3), Frenzied, Vampiric Attack (2)

Command Abilities:
Blood Frenzy (AURA Command Ability): Until the end of the round, any friendly characters with the Vampire keyword within Line of Sight increase their Vampiric Attack by 1 to a maximum of 2.

Necrotic Mist (PULSE Command Ability): All friendly characters with the Vampire keyword within 6″ receive a Hidden counter.

Unique Abilities:
Bloodline: All friendly characters with the Vampire keyword in line of sight to this character gain Companion (Noble Strigoi).

Sanguine Sabotage: The Noble Strigoi has infiltrated the opponent’s gang to take them down from within. Whenever an enemy character uses a Command within 6″ of this character, roll a dice. On a 7+ the Command costs an extra Command Point if possible.

Keywords:
Faction (Strigoi), Leader, Vampire


Artisan Elena

Action Life Will Command Size
2 12 0 0 30
MOV DEX ATK PRO MND
4 4 3 3 1
Claws Range Evasion Damage Penetration
0″ -1

Character Abilities:
Frenzied, Vampiric Attack (1)

Unique Abilities:
Fanged Visage: At the beginning of the game, before deployment, select another friendly character to wear one of this character’s Masks. For the entirety of the game that character gains one of the following:
• Frenzied and Vampiric Attack (2) but reduce Will Points to 0
• First Strike (1) and Vampiric Attack (1)
A character can only be given a single Mask. Unique characters without Faction (Gifted) and Mindless characters cannot be given a Mask.

Keywords:
Faction (Gifted), Hero, Unique, Vampire


Moon Eater

Action Life Will Command Size
2 17 1 0 50
MOV DEX ATK PRO MND
4 4 5 1 1
Brutal Claws Range Evasion Damage Penetration
0″ -1 -3

Character Abilities:
Berserk, Brawler (2), Fear (-3), Mindless

Unique Abilities:
Devourer of Will: When this character kills an enemy character, it gains their starting Will Points. This is cumulative and can take this character above its starting Will Points.

Lunar Might: During deployment let your opponent know when the moon will be brightest. Choose either the first 3 rounds, or the remaining rounds. When the moon is brightest, all characters with this rule increase their MOVEMENT, DEXTERITY, and ATTACK by 1.

Keywords:
Faction (Strigoi), Hero


Starved Dhampir

Action Life Will Command Size
2 10 0 0 30
MOV DEX ATK PRO MND
4 3 3 2 1
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Frenzied, Vampiric Attack (2)

Unique Abilities:
Rejuvenated: This character starts the game with only 5 Life Points remaining. However, if they start any turn with 6 or more Life Points, they increase their MOVEMENT, DEXTERITY, ATTACK, and MIND by 1 until the start of their next turn.

Keywords:
Faction (Strigoi), Henchman, Vampire

Strigoi True Ancestors

Strigoi True Ancestors

Rule updates since the release of Blood in the Water made it possible to field Vlad Dracula, Ceres, Cibele, and Miriam — the sovereigns of the Strigoi faction — at a mere 100 Ducats. Though the Strigoi faction has suffered significant nerfs since their initial debut, the Vampire King and his Brides continue to maintain deadly melee supremacy. This gang intends for Vlad Dracula to punch through enemy lines, obliterate opposition, and create opportunities the Brides can exploit for further havoc. Keep in mind that African Bewitching, Eastern Swiftness, and Romani Fury do not need contact or line of sight to function. The progenitor vampires are attended by a Highborn Servant to provide ranged support and increased Equipment usage.

Leader Vlad Dracula 27 dt
Heroes Highborn Servant 13 dt
Henchmen Ceres, Cibele, Miriam 57 dt
Equipment Bottled Courage, Flashbang 3 dt

Vlad Dracula

Action Life Will Command Size
3 15 0 5 30
MOV DEX ATK PRO MND
4 5 5 5 5
Wallachian Halberd Range Evasion Damage Penetration
Two-handed 2″ +1 -2

Character Abilities:
Expert Offence (2), Expert Protection (2), Frenzied

Command Abilities:
Necrotic Mist (PULSE Command Ability): All friendly characters with the Vampire keyword within 6″ receive a Hidden counter.

Transformation (PULSE Command Ability): Remove this character and place it anywhere on solid ground within 8″. This placement cannot be in base contact with an enemy character, and does not count as disengaging.

Unique Abilities:
Connoisseur: Vlad will not drink the blood of just anyone. When attacking a character with the Hero keyword, he gains Vampiric Attack (1). When attacking a character with the Leader keyword, he gains Vampiric Attack (3).

Master Bloodline: All friendly characters with the Vampire keyword in line of sight to this character gain Bodyguard (Vlad Dracula) and Companion (Vlad Dracula).

Keywords:
Faction (Strigoi), Leader, Unique, Vampire


Cebele

Action Life Will Command Size
2 12 0 1 30
MOV DEX ATK PRO MND
5 5 4 2 5
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Concealment (+2), Frenzied, Infiltration, Slippery, Vampiric Attack (2)

Command Abilities:
Necrotic Mist (PULSE Command Ability): All friendly characters with the Vampire keyword within 6″ receive a Hidden counter.

Romani Fury (PULSE Command Ability): Every friendly character with the Bride Keyword gains Expert Offence (3) until the end of the round.

Unique Abilities:
Procession of Brides: While building your Gang, if it contains Vlad Dracula, this character counts as having the Henchman keyword instead of the Hero keyword for the purposes of Frequency.

Keywords:
Faction (Strigoi), Hero, Unique, Vampire, Bride


Ceres

Action Life Will Command Size
2 12 0 1 30
MOV DEX ATK PRO MND
5 5 4 2 5
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Expert Sorcerer (1), Frenzied, Mage (2), Vampiric Attack (1)

Command Abilities:
African Bewitching (PULSE Command Ability): Every friendly character with the Bride keyword gains Stunned on their weapons until the end of the round.

Necrotic Mist (PULSE Command Ability): All friendly characters with the Vampire keyword within 6″ receive a Hidden counter.

Unique Abilities:
Procession of Brides: While building your Gang, if it contains Vlad Dracula, this character counts as having the Henchman keyword instead of the Hero keyword for the purposes of Frequency.

Keywords:
Faction (Strigoi), Hero, Unique, Vampire, Bride, Discipline (Runes of Sovereignity, Blood Rites, Fateweaving)


Miriam

Action Life Will Command Size
2 12 0 4 30
MOV DEX ATK PRO MND
5 5 4 2 5
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Frenzied, Vampiric Attack (1)

Command Abilities:
Eastern Swiftness (PULSE Command Ability): Every friendly character with the Bride keyword gains 1 AP until the end of the round.

Necrotic Mist (PULSE Command Ability): All friendly characters with the Vampire keyword within 6″ receive a Hidden counter.

Unique Abilities:
Procession of Brides: While building your Gang, if it contains Vlad Dracula, this character counts as having the Henchman keyword instead of the Hero keyword for the purposes of Frequency.

Sisters of Gelo: This character replenishes 1 Command Point at the start of each character turn if it has line of sight to any other friendly character with the Bride Keyword.

Keywords:
Faction (Strigoi), Hero, Unique, Vampire, Bride


Highborn Servant

Action Life Will Command Size
2 12 2 30
MOV DEX ATK PRO MND
4 4 4 3 1
Pistol Range Evasion Damage Penetration
Black Powder, Reload (2) 8″ +1 -1
Sword Range Evasion Damage Penetration
0″ +1 -1

Character Abilities:
Companion (Vampire), Parry (1)

Unique Abilities:
Bankroll: For every character with this ability in your gang at the start of the round, select a different piece of Equipment that you have already used. You may use this piece of Equipment once more this round.

Keywords:
Faction (Strigoi), Hero

NeoCity Paladin

NeoCity Paladin

Good evening meat drones. Welcome to the latest neurostream of NeoCity Gangs, where I discuss the criminal organizations who rule our metro cesspit. Tonight’s upload will outline the Paladin. So verify that datalink encryption and get ready to receive an info dump.

Though it may come as a complete surprise for you data leeches, not every criminal wannabe is lucky enough to win a transhumanism lottery for genetic recombination or cybernetic uplift. For ordinary Homo sapiens, the choicest criminal institution to terrorize law abiding tax slaves are the Paladin. One should take careful note the core reason NeoCity Police stockpiles enough firepower to equal the sixteenth largest army in the world, and rival criminals are essentially superhuman soldiers, is because a quarter million miscreants call themselves Paladin. That’s right: these melee loving freaks outnumber the cops and every other gang, combined. Odds are you know several Paladin and don’t know it; or do know and smart enough to keep your cranial orifice closed.

One tenth the motor owning population of NeoCity rides a turbocycle. If your turbocycle is legally registered, it can attain a maximum speed of 300 kilometers per hour… and incidentally contains a GPS Tattletale for vehicular insurance and roadway compliance. The infamous Paladin Destrier, whose owners mysteriously ignore DMV regulations and inspections, can achieve 700 kilometers per hour. With an iconic titanium exterior, the bikes can accelerate from 0 to 40 kilometers per hour in 2.5 seconds. Difficult as it might be to believe, their operation is the greatest contributor of Paladin injuries and death.

The smartest chimpanzees (an extinct great ape) among you are wondering, “who manufactures the Destrier powerplant?” That answer is: Hyperdyne Reactors. You intelligent apes then ask, “is it illegal to provide civilian ground transport that can exceed 300 kilometers, under the North American Road Freedom Act?” Affirmative! Have a banana (an extinct edible fruit). Under whose legal system could suing a mega corporation succeed without the entire judicial circuit getting coerced before litigation begins? The Imperial Empire of Greater Korea does not count. That is cheating and you know it. Grand Empress Kim Yo-jong III runs a tight dictatorship. Thus the classic argument, “we do not build the entire bike, we just build the engine,” works every time in court. By the way, you did not hear this from me, but they also build the entire bike.

Aside their two wheel death machines, Paladin can be identified from the “mithril armor” they don. These are surprisingly well designed crash suits, made with advance plastic composites that can provide protection against unpowered melee weapons. Paladin are expected to finance and maintain their own armor, even before ownership of a Destrier, so newbies often wear hand-me-downs from senior sponsors, or partial pieces that will eventually become an entire suit. Urban legends claim a Paladin never removes her helmet in view of non-Paladin. A romantic lie that originates from a cringe worthy space opera wildly popular to our great, great grandparents. However it is true that Paladin promote a luddite philosophy to disavow assault rifles. This does not mean guns are absent from their ranks, they carry pistols for truly depraved adversaries, but non-augmented humans who prefer melee combat encourages unique “rules of engagement” from rival gangs. Unless seeking an objective that cannot be shared, Ordinance will overlook them as nonthreats. Pointily, Krypteia will prefer to engage Paladin with bayonets and shields as warriors’ respect.

NeoCity Krypteia

NeoCity Krypteia

Good evening meat drones. Welcome to the latest neurostream of NeoCity Gangs, where I discuss the criminal organizations who rule our metro cesspit. Tonight’s upload will outline the Krypteia. So verify that datalink encryption and get ready to receive an info dump.

Krypteia are the preeminent urban warfare combatants. Never more than 300 strong per chapter, the cartel operates like an elite mercenary force. Rivals refuse to engage them in gunfights without overwhelming odds. The HoloNet has endless surveillance footage of Krypteia martial prowess, including the slaughter of an entire SWAT battalion. Even detonation of a low-yield fusion device, vaporizing two blocks of Old Downtown, failed to eradicate the group. NeoCity Power Authority insists the incident was a substation relay failure, but I have several grid failsafe logs to prove otherwise.

Joining the ranks of Krypteia is a herculean (heh) effort. It begins each January. Recruits have their dominant arm removed, then endure 120 days of brutal training without the limb. There is immense emphasis on marksmanship, shield proficiency, and esprit de corps. Those who fail milestone requirements are executed to maintain secrecy. Those who succeed consume mutagenic cocktails to enhance human physiology. One in ten survive the transformation and rigorous combat exercises continue unabated for another 120 days. In August, Krypteia vacancies are announced. If too many “booters” remain at this point, a battle royal to the death weeds out the weakest. Selectees are gifted a cybernetic limb to replace the lost original, symbolizing a complete warrior who undergoes four additional months of military training exercise to master its use. If none of that strikes you as bat guano insane, contact your local recruiter to attend this annual celebration for sadists!

The origin of Krypteia is a tabloid speculation hotbed. Accounts range from disgruntled Aussie Water War veterans to an extraterrestrial invasion vanguard. Whatever the truth, we can analyze several factors. Their iconic assault rifles are built from components traceable to New Jerusalem. Decades before the Krypteia exist, within the heart of their territory, a pharmaceutical plant accidently leaked nontoxic chemicals into the metropolitan aquifer. An entire neighborhood, coincidently of course, perished over a six week span from, “asbestos exposure.” Gold plated cybernetic limbs? Components are from European suppliers popular among private military corporations in the southern bloc. The riot shields are unique though… a Kevlar-Titanium weave over hypercarbon plates. In addition, a directional anti-personnel mine is mounted, “front towards enemy.” Nasty. Especially when they line up in side-by-side formation, the Phalanx, to overlap mine dispersion. Useless Factoid: due to battlefield superstition, Krypteia name their shields, but not their guns. Weirdoes. What kind of social outcast does not name a gun?

Krypteia is led by a man who goes by the name of Leonidas. Absolutely shocking, is it not? Memes aside, it is a title and not his true identity, as police forensics indicate Leonidas changed DNA sequence twice during the last decade. On the other hand, we know absolutely nothing about that mutagenic cocktail, so periodic gene recombination could be a side effect. On a functional level, Krypteia is divided into thirty member units called a Phratra. Each functions as an independent micro-gang if cut from the entire legion. These are further broken into fireteams of five for tactical flexibility.

NeoCity Ordinance

NeoCity Ordinance

Good evening meat drones. Welcome to the latest neurostream of NeoCity Gangs, where I discuss the criminal organizations who rule our metro cesspit. Tonight’s upload will outline the Ordinance. So verify that datalink encryption and get ready to receive an info dump.

Because of the Catholic Death Cult craze, NeoCity Police investigators initially classified Ordinance as an apocalypse sect. Much of the organization’s attire and lexicon lent credence to that assessment. However the deception became apparent, once illicit activities revealed a pattern for artificial intelligence, cybernetic transhumanism, and milspec hardware. Though elaborate, its religious traits are counterintelligence theatrics to obfuscate observation. Ordinance is now recognized as a rogue espionage operation. An example of incompetent oversight and extraordinary autonomy.

Ordinance betrays its state sponsorship via wanton overkill. Whereas most gangs seek precision to limit collateral damage for resale material to acquire afterwards; Ordinance prefers gigawatt plasma rifles and rotary autocannons with UD-HEAPI (uranium depleted high explosive armor piercing incendiary) rounds to disintegrate targets. Unfortunately an equivalent amount of ordinance is necessary to stop them, due to reinforced hypercarbon dermal armor and duplicate internals.

Cybernetic hardware is predominantly North American, though targeting algorithms are indiscriminate firing patterns identical to those throughout the Kyushu Insurrection, with a slight hint of Second Palestine Massacre. To call these, “internationally condemned tactical routines,” would be a gross understatement. If the origin of Ordinance were unveiled as foreign, fallout would result in immediate sanctions, up to and including declaration of war. Nonetheless, I strongly doubt that is the case and believe they are domestic. Your government at work.

Since Ordinance has the firepower of first world dictatorships and the cruelty of pre-irradiated Arabian terrorist groups, how do other criminals compete against them? The fake cultists are fake gangsters. Ordinance preys exclusively on military industrial complexes for beta software, robotic prototypes, and experimental weapons. Monetary finances, narcotic supplies, protection rackets, and commercial goods hold no interest for them. It is commonly held they would depart NeoCity upon acquiring such finite technologies. Cartels caught in their crossfire with private military companies are, “at the wrong place, at the wrong time.” Its unique transhumanist composition also limits membership. Police estimate 63 living and 37 undead, without an immediate means to replace lost members; though current criminal activities indicate intention to reverse that situation. Furthermore Ordinance avoids public view, almost to Shadow Broker obsession, since identification constitutes an immediate Continental Military response. Therefore they negotiate ceasefires with other gangs when possible.

Ordinance is led by the Potifex, a frighteningly charismatic figure thanks to subconscious voice modulation. Always in accompaniment are twin Mother Superiors. I believe a triumvirate neural network is the reason. If so, Ordinance is in possession of bleeding edge wireless technologies reserved for elite special forces. That would also explain the zombie-like Zealots. Prior to the Rio Revenant Revelation, militaries utilized cybernetic bodies that could endure far more damage than human consciousness. Zealots are therefore cyborg corpses, reanimated through synthetic intelligence, until the body deteriorates beyond use. The more interesting implication, is Zealots demonstrate combat improvement. This means necromantic learning, not residual synaptics, constitutes programming. Clear violation of several crimes against humanity accords.

Conan of Cimmeria

Conan of Cimmeria

Conan: Adventures in an Age Undreamed Of, is a tabletop role-playing game published by Modiphius Entertainment, based upon the iconic barbarian and legendary world created by Robert E. Howard. Each major sourcebook features a short section entitled, “Hihter Came Conan…“, which catalogs an evolving character sheet for the Cimmerian. Chronologically this begins with Conan the Thief and ends with Conan the King.

Interesting enough, Conan has an illegal build, even if one ignores talents not cited elsewhere in the product line (except his character sheets). In addition, Conan, as featured in Conan the Thief, is not an example of him at his earliest start. The entry has applied dozens of experience points. I made an attempt to extrapolate an inexperienced version of Conan, based on “Hihter Came Conan…” without the house rules. One who is a young man yet to begin the world spanning adventures that transform him into a timeless legend.

“Jack of all trades, master of none,” describes the Modiphius framework for their Conan. Strong an ox, multiple skills, decent swordsmanship; but lacks charisma and fails to dominate in combat.

Homeland Cimmeria Archetype Barbarian
Attributes Fast and Fit, Fast and Fit Nature Proud (CONAN the Barbarian, page 13)
Caste Barbaric (CONAN the Barbarian, page 6) Education Educated on the Battlefield
Story Born on a Battlefield War Story Defeated a Savage Beast
Trait Born to Battle Language Cimmerian, Aquilonian
Agi Awr Brw Cor Int Per Wil
10 9 13 8 8 7 8
Skill Exp Focus TN Skill Exp Focus TN
Acrobatics 2 2 12 Melee 4 4 14
Animal Handling 2 2 9 Observation 1 1 10
Athletics 1 1 14 Parry 2 2 10
Command 1 1 8 Resistance 1 1 14
Counsel 1 1 8 Society 1 1 8
Discipline 1 1 9 Stealth 1 1 11
Healing 1 1 9 Survival 2 2 11
Insight 1 1 10 Thievery 1 1 10
Lore 1 1 9
Talents
Ancient Bloodline (Atlantean): Conan is quick to anger, fierce and indomitable, and he often experiences glimpses into the vastness of time, insights at times of extreme peril or danger.
Courageous: Conan may re-roll a single d20 on any Discipline test, though the second result stands. He gains 1 Courage Soak.
Deflection: When making a Defend Reaction using the Parry skill, Conan can reduce the number of points added to Doom by 1, to a minimum of 0. This stacks with the weapon’s Parrying quality.
Hunter: When in the rural parts of Cimmeria, the number of successes required for any Survival tests Conan attempts is reduced by 1, even if this reduces the Difficulty of the test to Simple (D0).
No Mercy: When making a Melee attack, Conan may re-roll one damage dice, if desired. You must accept the results of the re-rolls.
Savage Dignity: Conan may roll an additional d20 for any test to resist being intimidated, persuaded, or impressed by a “civilized” person. This is usually a Discipline test, but can extend to Personality-based tests such as Command or Society. (CONAN the Barbarian, page 7)
Sharp Senses: Conan may re-roll one d20 when making an Observation test, but he must accept the new result.
Uncivilized: Conan suffers one step of Difficulty in Social tests when dealing with people from more civilized countries. On the other hand, his Upkeep cost is reduced by 2 Gold. (CONAN the Barbarian, page 7)
Fortune Renown Standing Gold Upkeep
2 0 1 7 2
Belongings
broadsword still stained in places with the blood of those it has slain, 2 daggers, shield, ragged furs which count as Heavy Clothing (Armor 1: Torso/Arms/Legs), deerskin leggings and a heavy hooded cloak, a solid well-crafted armband made of copper, battlefield honor
Courage Vigor Resolve
1 14 9
Attacks
Broadsword (M): Reach 2, 7D, Unbalanced, Parrying
Shield (M): Reach 2, 5D, 1H, Knockdown, Shield 2
Dagger (M): Reach 1, 6D, 1H, Hidden 1, Parrying, Thrown, Unforgiving 1
Steely Glare (T): Range C, 2D mental, Stun

Aslan the Siegebreaker

Aslan the Siegebreaker

The wealth Aslan’s parents believed their daughter would inherit, were seized through treachery before she was born. Her mother successfully fled the betrayal, though died delivering her first and only child into destitution. Aslan was raised in poverty by sympathetic outcasts; left with only a torn scroll as connection to the past. While immensely grateful to her adoptive caretakers, such life diminished opportunities to reclaim her birthright.

Aslan eventually joined a troop of Turanian mercenaries, possessing colossal strength and exceptional unarmed fighting. Her moment of glory occurred during the siege of a Hyrkanian fortress. In heroism unseen since Acheron and Atlantis, she alone brought down its vaunted impregnable gates. As reward Aslan was released from compulsory enlistment.

Conan: Adventures in an Age Undreamed Of, is a tabletop role-playing game published by Modiphius Entertainment, based upon the iconic barbarian and legendary world created by Robert E. Howard.

Homeland Kush Archetype Mercenary
Attributes Fast and Fit, Warrior-born Nature Sneaky
Caste Outcast Education Path of the Warrior
(CONAN the Adventurer, page 19)
Story The Charity of Honest Men War Story Defeated a Savage Beast
Trait Honor Debt Language Kushite, Turanian
Agi Awr Brw Cor Int Per Wil
10 8 14 10 7 7 7
Skill Exp Focus TN Skill Exp Focus TN
Acrobatics 3 3 13 Parry 3 3 13
Animal Handling 2 2 9 Persuade 1 1 8
Athletics 5 5 19 Ranged Weapons 3 3 13
Melee 3 3 13 Stealth 2 2 12
Observation 2 2 10 Thievery 1 1 9
Talents
Ancient Bloodline (Kushite: Gallah): Whenever Aslan fails a Personality test, she is roused to pride, scoffing at the ways of the upstart Hyborians.
Brutal Brawler: Aslan can ignore the effects of the Improvised Quality, and increase the damage of the basic Improvised Attack by +1D.
Embittered: Within the borders of Kush, Embittered reduces Aslan’s Social Standing by 2, and as a result, reduces the cost of her Upkeep.
Might: On any test to lift or move an inanimate object, Aslan may roll a bonus d20, though the normal limit of three bonus d20s still applies.
Puglist: Aslan can add the Knockdown Quality to all Melee attacks.
Strong Back: For any Athletics test that generates at least one success, Aslan generates one additional success. Further, her Encumbrance limit is increased by 1.
Strife: Each day when in Kush, Aslan can make a free Simple (D0) Lore test. Each point of Momentum gives her a general idea as to whether there will be a major disturbance that day.
Survivor: When Aslan is deprived of obvious sources of food and water, she can reduce the Difficulty of Survival tests by one. This may reduce tests to Simple (D0).
Fortune Renown Standing Gold Upkeep
2 0 0 7 3
Belongings
2 spears stained with blood, shield, suit of mail armor (Armor 3: All; Noisy), fur and pelt clothing sewn with thread, small leather scroll case containing parchment writ with a family secret, riding horse, baggage mule
Courage Vigor Resolve
0 14 7
Attacks
Brawl (M): Reach 1, 7D, 1H, Knockdown, Stun
Spear (M): Reach 3, 8D, Unbalanced, Knockdown, Piercing 1
Shield (M): Reach 2, 6D, 1H, Knockdown, Shield 2
Impossible Feat of Might (T): Range M, 5D mental, Area, Stun

Shou the Bladesmith

Shou the Bladesmith

Shou became a swordsman for one reason: Lixue. Born the same day and inseparable throughout childhood, a young Lixue would seek Shou once his daily responsibilities at the village blacksmith were complete. As seasons passed she developed into a flawless beauty; so much so it became a curse. Word spread of the maiden’s allure until the Empress decreed Lixue as her own. The evening before she was surrendered, Lixue and Shou laid together in requite passion.

The years thereafter Shou sojourned the continent, honing sword techniques into perfection. With each battle Shou’s blade encounters fewer equals; with each duel he prevails with greater ease. Shou has no delusions of the challenge awaiting him, assailing an impregnable fortress and combating the finest imperial legion, yet Lixue was always worth dying for.

Conan: Adventures in an Age Undreamed Of, is a tabletop role-playing game published by Modiphius Entertainment, based upon the iconic barbarian and legendary world created by Robert E. Howard. To justify an abysmal Awareness score, this adventurer was role-played as achromatopsia: meaning he could only see the colors black, white, and shades of grey.

Homeland Khitai Archetype Champion (CONAN the Mercenary, page 11)
Attributes Dexterous, Fast and Fit Nature Practical
Caste Crafter Education Traditional
Story The Quiet Hours of Peace War Story Survived a Duel
Trait Secret Past Language Khitan, Hyrkanian
Agi Awr Brw Cor Int Per Wil
12 6 8 12 9 8 8
Skill Exp Focus TN Skill Exp Focus TN
Acrobatics 1 1 13 Healing 1 1 10
Alchemy 1 1 10 Melee 5 5 17
Animal Handling 2 2 10 Parry 5 5 17
Command 1 1 9 Resistance 2 2 10
Craft 3 3 12 Warfare 1 1 10
Discipline 2 2 10
Talents
Blood on Steel: When rolling for damage with a Melee attack, Shou may spend one Momentum in order to add the Vicious 1 Quality to the weapon, or increase the weapon’s Vicious Quality by 1 if it already possesses the Quality.
Deflection: When making a Defend Reaction using the Parry skill, Shou can reduce the number of points added to Doom by 1, to a minimum of 0. This stacks with the weapon’s Parrying quality.
Journeyman: When making a Craft test, Shou may either roll one extra d20 or spend 1 Doom to reduce the difficulty of the test by one step.
No Mercy: When making a Melee attack, Shou may re-roll 2 damage dice, if desired. He must accept the results of the re-rolls.
Savage Court: In any scene within Khitai, Shou can make a free Challenging (D2) Lore test.
Subject: Whenever Shou pays Upkeep within Khitai, he can reduce the amount of Gold the Upkeep costs by one.
Tradesman: When Carousing, if Shou does not have sufficient Gold to pay his Upkeep, he may offer his services to a tradesman or to a guild in order to cover his Upkeep. However, he may not take any other actions during that period of Carousing.
Fortune Renown Standing Gold Upkeep
2 0 1 8 4
Belongings
broadsword, 2 freshly forged krabi, mail hauberk with coif (Armor 3: Head/Arms/Torso; Heavy), fine robes embroidered with silk thread in Khitan tradition, small leather sack containing hair of a loved one, riding horse
Courage Vigor Resolve
0 10 10
Attacks
Broadsword (M): Reach 2, 5D, Unbalanced, Parrying
Krabi (M): Reach 2, 4D, 1H, Parrying (CONAN the Wanderer, page 27)
Knife to the Throat (T): Range R, 4D mental, Stun, Vicious 1

Renkinjutsushi

Renkinjutsushi

Renkinjutsushi is a build for Shinobigami, a tabletop role-playing game licensed by Kotodama Heavy Industries. The setting mimics anime such as Naruto, Basilisk, and Katanagatari.

Name: Nanashi Gombei
Rank: Chunin
Age: 164
Sex: Male
Faction: Hasuba Ninja Army
Cover: Toxicologist
Conviction: Self

Bloodstream laced with lethal poisons. Olympian dexterity and durable physique despite advance age. Lack of ambition averts promotion beyond Chunin. Upset at the ineptitude of younger generations when forced out of retirement, “one last time,” to chaperone a mission.

Life ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐
Skills Technology / Engineering, Acupuncture, Torture, Speed, Poison, Analysis
Ninpo Close Combat (Poison), Ranged Combat (Acupuncture), Poison Eater, Tough, Mechaninja: Vampirism (Engineering)
Ohgi Dim Mak (Poison): Fugu tetrodotoxin concentrated to an incomprehensible extreme. This Ohgi is used in place of an attack. Choose a character that is within one Plot Value as the target. Choose four Categories at random by rolling dice, and the target marks those Life Points as lost. If a Category is chosen where the Life Point has already been marked, the target may choose which remaining Category to mark instead.
Notes Roleplay as an expert toxicologist whose experimentation has gifted him unnatural longevity. Battles opponents through poisons and acupuncture. Possesses techniques that transfers a target’s lifespan to extend his own.

Signature Ninpo: Life Transference [Plot Value 3] (Ranged Combat + Mechaninja: Vampirism)

Shin Kyūketsuki

Shin Kyūketsuki

Shin Kyūketsuki is a build for Shinobigami, a tabletop role-playing game licensed by Kotodama Heavy Industries. The setting mimics anime such as Naruto, Basilisk, and Katanagatari.

Name: Suizei no Ketsueki
Rank: Chunin
Age: 2654
Sex: Male
Faction: Bloodline of Oni
Cover: Curator
Conviction: Order

Descended from an ancient, powerful vampire lineage immune to sunlight. Seeks to cultivate fledglings and reign over a reborn coven. Aligned with the Bloodline of Oni for convenience, not camaraderie. Often struggles with technological devices; hopeless with modern computers.

Life ☐ ☐ ☐ ☐ ☐ ☐
Skills Sorcery / Hydromancy, Unholy Strength, Contacts, Transformation, Necromancy, Domination
Ninpo Close Combat (Unholy Strength), Crushing Blow (Hydromancy), Strategic Command (Contacts), Vortex of Blood (Transformation), Vampirism (Necromancy)
Ohgi Everlasting Undeath (Necromancy): Pureblood vampires regenerate grievous injuries with instantaneous ease. This Ohgi can be used at any time. Recover Life Points equal to the roll of 1d6 minus the number of times this Ohgi has been used this session – including the current use, so the first use of this Ohgi recovers 1d6-1 LP. In addition, any Status Ailments are removed.
Notes Roleplay as an immortal vampire. Hydromancy for blood magic. Unholy Strength for superhuman feats. Contacts for thralls and familiars. Transformation for shapeshifting. Necromancy for undead magic. Domination for mind control.

Signature Ninpo: Blood Eclipse [Plot Value 3] (Crushing Blow + Vortex of Blood + Vampirism)