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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.

MDG-1T Rakshasa

MDG-1T Rakshasa

Mass: 75 tons
Chassis: GM Marauder
Power Plant: Vlar 300 Fusion Engine
Cruising Speed: 43 kph
Maximum Speed: 64 kph
Jump Jets: None
    Jump Capacity: None
Armor: Leviathon Plus
Armament:
    2 Sunglow Type 2 Large Lasers
    3 Diverse Optics Type 18 Medium Lasers
    2 Delta Dart Long Range Missile 10 Racks
Manufacturer: Taurus Territorial Industries
    Primary Factory: Taurus
Communications System: O/P 3000 COMSET
Targeting and Tracking System: O/P 1500-ARB

Ninety years of corporate espionage and reverse engineering led to the manufacture of the MDG-1T Rakshasa. An obsolete replication of an already inferior facsimile; it is a welcome addition to the militaries of the Periphery. The “Taurian Rakshasa” leverages technologies common before the Helm Memory Core revolution and therefore compatible with readily available components. Though the obvious replication of a Federated Suns BattleMech, Taurus Territorial Industries proved successful at avoiding Taurian prejudice of all things Davion through aggressive propaganda emphasizing the Rakshasa as a Periphery duplication of the Timber Wolf. In addition, AFFS disappointment with the Rakshasa mitigated widespread deployment or promotion, thus TDF garrisons did not encounter them to develop a negative association.

Tech Base: Inner Sphere
Role: Skirmisher
Battle Value: 1,379
Cost: 6,601,000 C-Bills

Equipment                                                                 Mass
Internal Structure:                                                        7.5
Engine:                               300                                  19
    Walking MP:                        4
    Running MP:                        6
    Jumping MP:                        0
Heat Sinks:                           16                                    6
Gyro:                                                                       3
Cockpit:                                                                    3
Armor Factor:                         184                                 11.5
                                   Internal             Armor
                                   Structure            Value
    Head                               3                  9
    Center Torso                      23                 35
    Center Torso (rear)                                  10
    L/R Torso                         16                 17
    L/R Torso (rear)                                      8
    L/R Arm                           12                 22
    L/R Leg                           16                 18

Weapons and Ammo                   Location           Critical            Mass
Large Laser                           RA                  2                 5
Medium Laser                          RA                  1                 1
LRM 10                                RT                  2                 5
Ammo (LRM) 12                         RT                  1                 1
LRM 10                                LT                  2                 5
Ammo (LRM) 12                         LT                  1                 1
Medium Laser                          LT                  1                 1
Large Laser                           LA                  2                 5
Medium Laser                          LA                  1                 1

MAD-9LP Marauder

MAD-9LP Marauder

Mass: 75 tons
Chassis: GM Marauder
Power Plant: Vlar 300 Extralight Fusion Engine
Cruising Speed: 43 kph
Maximum Speed: 64 kph
Jump Jets: HildCo Model 13
    Jump Capacity: 120 meters
Armor: Durallex Heavy
Armament:
    3 Ceres Arms Crusher Plasma Rifles
    2 Diverse Optics Sunbeam Extended Range Medium Lasers
Manufacturer: Ceres Metals Industries
    Primary Factory: Capella
Communications System: Dalban Micronics
Targeting and Tracking System: Dalban Hi-Rez

The MAD-9LP Marauder exemplifies an old Liao stratagem: “in battle there are two paths to victory, the direct and the indirect.” At a glance the variant is little different from it’s siblings. That assumption is the fatal mistake: three Ceres Arms Crusher plasma rifles signify the core of this particular Marauder. An opponent who might survive direct damage, will always be weakened by the indirect heat. With the right timing, the MAD-9LP can coerce enemy BattleMechs to shutdown or roast MechWarriors alive. Two paths, same victory.

Tech Base: Inner Sphere [E/X-X-E-D]
Role: Skirmisher
Battle Value: 2,121
Cost: 16,045,750 C-Bills

Equipment                                                                 Mass
Internal Structure:                                                        7.5
Engine:                              300 XL                                9.5
    Walking MP:                        4
    Running MP:                        6
    Jumping MP:                        4
Heat Sinks:                         19 [38]                                 9
Gyro:                                                                       3
Cockpit:                                                                    3
Armor Factor:                         208                                  13
                                   Internal             Armor
                                   Structure            Value
    Head                               3                  9
    Center Torso                      23                 35
    Center Torso (rear)                                  10
    L/R Torso                         16                 24
    L/R Torso (rear)                                      8
    L/R Arm                           12                 24
    L/R Leg                           16                 21

Weapons and Ammo                   Location           Critical            Mass
Plasma Rifle                          RA                  2                 6
ER Medium Laser                       RA                  1                 1
Ammo (Plasma Rifle) 20                RA                  2                 2
Ammo (Plasma Rifle) 20                RT                  2                 2
Plasma Rifle                          CT                  2                 6
Plasma Rifle                          LA                  2                 6
ER Medium Laser                       LA                  1                 1
Ammo (Plasma Rifle) 20                LA                  2                 2
Jump Jets                             RL                  2                 2
Jump Jets                             LL                  2                 2

HCT-3G Hatchetman

HCT-3G Hatchetman

Mass: 45 tons
Chassis: Chariot Type III
Power Plant: GM 180 Fusion Engine
Cruising Speed: 43 kph
Maximum Speed: 64 kph
Jump Jets: Luxor 2/Q
    Jump Capacity: 120 meters
Armor: Durallex Super Medium Ferro-Fibrous
Armament:
    1 Hatchet
    1 Defiance B3L Large Laser
    1 Defiance Binary Laser Cannon
Manufacturer: Defiance Industries
    Primary Factory: Hesperus II
Communications System: TharHes Thalia HM-22
Targeting and Tracking System: TharHes Ares-8a

Avoiding the common modernization of an extralight fusion engine replacement, the HCT-3G can be found in garrisons throughout the Lyran Commonwealth. Consolidating firepower between an enormous Binary Laser Cannon and Large Laser, the ‘Mech can deploy without ammunition. Its retention of a standard fusion engine ensures maintenance and repair costs are accessible to even the poorest mainteance crew.

Tech Base: Inner Sphere [E/X-F-E-D]
Role: Brawler
Battle Value: 1,063
Cost: 3,751,440 C-Bills

Equipment                                                                 Mass
Internal Structure:                                                        4.5
Engine:                               180                                   7
    Walking MP:                        4
    Running MP:                        6
    Jumping MP:                        4
Heat Sinks:                         13 (26)                                 3
Gyro:                                                                       2
Cockpit:                                                                    3
Armor Factor (Ferro-Fibrous):        116                                   6.5
                                   Internal             Armor
                                   Structure            Value
    Head                               3                  9
    Center Torso                      14                 17
    Center Torso (rear)                                   4
    L/R Torso                         11                 14
    L/R Torso (rear)                                      4
    L/R Arm                            7                 11
    L/R Leg                           11                 14

Weapons and Ammo                   Location           Critical            Mass
Hatchet                               RA                  3                 3
Binary Laser Cannon                   RT                  4                 9
Large Laser                           LA                  2                 5
Jump Jets                             RL                  2                 1
Jump Jets                             LL                  2                 1

Sabertooth Sorcerer

Sabertooth Sorcerer

Battlefield control and rearguard support for normal mode difficulty (or lower) in Pathfinder Kingmaker. Effective from first level. Capitalizes on experience points obtained via successful Persuasion and Trickery skill checks. Smilodon provides the melee muscle and tanking. Sorcerer provides buffing on pet and debuffing on enemies.

Starting Ability Scores
Strength 8 Intelligence 10
Dexterity 16 Wisdom 10
Constitution 15 Charisma 18
Skills
Persuasion, Trickery, Use Magic Device
Level Class Bonus Class Features Selected Options
1 Sylvan Sorcerer +0 Cantrips, Class Skill: Lore (Nature), Detect Magic, Sorcerer Proficiency Animal Companion: Smilodon, Feat: Point-Blank Shot, Human Racial Feat: Precise Shot, Sylvan Bloodline Feat: Spell Focus (Conjuration); grease, magic armor
2 Sylvan Sorcerer +1
3 Sylvan Sorcerer +1 Woodland Strike; entangle Feat: Greater Spell Focus (Conjuration); reduce person
4 Sylvan Sorcerer +2 +1 Charisma; glitterdust
5 Sylvan Sorcerer +2 hideous laughter Feat: Spell Focus (Enchantment); shield, bull’s strength
6 Sylvan Sorcerer +3 stinking cloud
7 Sylvan Sorcerer +3 Improved Animal Companion; deep slumber Feat: Greater Spell Focus (Enchantment), Sylvan Bloodline Feat: Improved Initiative; magic missile, mirror image, haste
8 Sylvan Sorcerer +4 +1 Charisma; greater invisibility
9 Sylvan Sorcerer +4 Fleeting Glance; poison Feat: Spell Focus (Transmutation); scorching ray, displacement, confusion
10 Sylvan Sorcerer +5 animal growth
11 Sylvan Sorcerer +5 vinetrap Feat: Greater Spell Focus (Transmutation); pernicious poison, communal resist energy, communal protection from energy, cloudkill
12 Sylvan Sorcerer +6 +1 Charisma; greater heroism
13 Sylvan Sorcerer +6 greater dispel magic Feat: Spell Penetration, Sylvan Bloodline Feat: Dodge; enervation, baleful polymorph, disintegrate
14 Sylvan Sorcerer +7 legendary proportions
15 Sylvan Sorcerer +7 Fey Magic; changestaff Feat: Combat Expertise; mind fog, chains of light, waves of exhaustion
16 Sylvan Sorcerer +8 +1 Charisma; mindblank
17 Sylvan Sorcerer +8 summon nereid Feat: Augment Summoning; firebrand, seamantle
18 Sylvan Sorcerer +9 tsunami
19 Sylvan Sorcerer +9 summon hamadryad Feat: Superior Summoning, Sylvan Bloodline Feat: Quicken Spell; greater angelic aspect, foresight
20 Sylvan Sorcerer +10 Soul of the Fey; cloak of dreams +1 Constitution; energy drain
Equipment
headband of alluring charisma +6, cloak of resistance +6, ring of protection +5, bracers of armor +8, amulet of natural armor +5

Trippin Mad Dawg

Trippin Mad Dawg

As the name implies, the Trippin Mad Dawg is all about tripping opponents. Wolf animal companion grants more opportunities, while three levels into Sacred Huntsmaster increase the overall mayhem with Hunter Tactics and Tandem Trip. Requisite feats for maximizing CMB are included in the build: Trip, Greater Trip, Fury’s Fall, and Coordinated Maneuvers. Half-Elf because Half-Elves are just awesome.

Starting Ability Scores
Strength 18 Intelligence 13
Dexterity 15 Wisdom 10
Constitution 14 Charisma 10
Skills
Athletics 13, Perception, Persuasion, Trickery
Level Class Bonus Class Features Selected Options
1 Mad Dog +1 Barbarian Proficiency, Fast Movement Animal Companion (Wolf), Feat: Combat Expertise, Half-Elf Racial Feat: Skill Focus (Trickery)
2 Mad Dog +2 Pack Tactics
3 Mad Dog +3 Danger Sense Feat: Trip
4 Mad Dog +4 Rage +1 Dexterity, Rage Power: Animal Fury
5 Mad Dog +5 Ferocious Fetch Feat: Combat Reflexes
6 Sacred Huntsmaster +5 Detect Magic, Enlarge, Inquisitor Proficiency, Orisons, Stern Gaze Gozreh (Plant); bless, expeditious retreat
7 Sacred Huntsmaster +6 Cunning Initiative, Improved Animal Companion Feat: Greater Trip; remove fear
8 Sacred Huntsmaster +7 Solo Tactics, Hunter Tactics +1 Strength, Teamwork Feat: Tandem Trip; cure light wounds
9 Mad Dog +8 Danger Sense +2 Feat: Fury’s Fall
10 Mad Dog +9
11 Mad Dog +10 Feat: Outflank, Rage Power: Reckless Stance
12 Mad Dog +11 Danger Sense +3 +1 Strength
13 Mad Dog +12 Damage Reduction 1 Feat: Power Attack
14 Mad Dog +13 Greater Rage
15 Mad Dog +14 Danger Sense +4 Feat: Extra Rage Power (Beast Totem), Rage Power: Lesser Beast Totem
16 Mad Dog +15 Damage Reduction 2 +1 Strength
17 Mad Dog +16 Throat Cutter Feat: Coordinated Maneuvers
18 Mad Dog +17 Danger Sense +5
19 Mad Dog +18 Damage Reduction 3 Feat: Blind Fight, Rage Power: Inspire Ferocity
20 Mad Dog +19 Tireless Rage +1 Strength
Equipment
tyrant, black dragon breastplate, ironclad will, headband of inspired wisdom +6, cloak of the winter wolf, ring of protection +5, amulet of natural armor +5, belt of giant strength +6, swiftfoot boots

Strigoi Entourage

Strigoi Entourage
Imagine an elite of Dracula’s aristocracy, at the promise of prophetic victory, strolls confidently into the Venetian night with her deadliest handmaidens. This is possible with 75 Ducats in Carnevale from TTCombat. At the noble’s side is a fate weaving Tarot Reader who leverages Blessing of the Sky, Curse of the Rent, and Cantrip of the Chariot to alter destiny. Common Strigoi serve as faithful maidservants, while a Newborn Strigoi follows his mistress like an obedient puppy.
Leader Noble Strigoi 22 dt
Heroes Tarot Reader 16 dt
Henchmen Common Strigoi (2), Newborn Strigoi 34 dt
Equipment Lantern 3 dt

Action Life Will Command Size
3 12 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 character with the Vampire keyword within 6″ 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 within 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


Action Life Will Command Size
2 11 4 30
MOV DEX ATK PRO MND
4 4 3 3 5
Unarmed Range Evasion Damage Penetration
0″ +1

Character Abilities:
Mage (2), Expert Sorcerer (1), Slippery

Unique Abilities:
Minor Arcana: When picking spells for this character, you must also choose 1 additional Cantrip for it to know from a different available Discipline.

Cartomancy: If this character successfully casts a Cantrip, this character or any friendly character within 6″ replenishes 1 Will Point.

Keywords:
Faction (Strigoi), Hero, Discipline (Runes of Sovereignity, Wild Magic, Fateweaving)


Action Life Will Command Size
2 10 0 30
MOV DEX ATK PRO MND
4 5 4 3 2
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Expert Offence (1), Frenzied, Vampiric Attack (1)

Keywords:
Faction (Strigoi), Henchman, Vampire


Action Life Will Command Size
2 8 0 30
MOV DEX ATK PRO MND
5 4 3 2 1
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Frenzied, Mindless, Vampiric Attack (1)

Keywords:
Faction (Strigoi), Henchman, Vampire

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

Corvus the Sagittarii

Corvus the Sagittarii

A man of seething spite, Covus survived unbroken decades on the battlefield. The bastard son of an Aquilonian soldier, he was abandon amongst militiamen as an infant. Raised to master the Bossonian bow, Covus became an archer whose exceptional marksmanship has slain many bandits and invaders from safe distance. Even as he approaches advance age, his sharp vision and steady precision remains undiminished.

In “retirement” Corvus become an adventurer. He does so not for wealth, not to witness wonders of the world, but to find purpose. Did the gods intend him to be an inconsequential nobody history casts aside and forgets? In truth, Covus already knows the cruel answer. Yet stubborn pride refuses to accept fate. Thus he travels across distant seas and far continents, in search of immortal glory.

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. This adventurer meets all five requirements to qualify as a Bossonian Archer (CONAN the Scout, page 28) at campaign start.

Homeland Bossonian Marches Archetype Archer
Attributes Dexterous, Eagle-eyed Nature Wrathful
Caste Garrison Soldier (CONAN the Scout, page 7) Education Life in the Garrison (CONAN the Scout, page 15)
Story Born to the Garrison (CONAN the Scout, page 11) War Story Dispossessed
Trait Common by Birth (CONAN the Scout, page 11) Language Aquilonian, Nemedian
Agi Awr Brw Cor Int Per Wil
9 10 8 12 8 7 8
Skill Exp Focus TN Skill Exp Focus TN
Acrobatics 1 1 10 Parry 3 3 15
Animal Handling 1 1 8 Ranged Weapons 5 5 17
Command 1 1 8 Resistance 2 2 10
Discipline 2 2 10 Stealth 1 1 10
Melee 3 3 12 Survival 2 2 12
Observation 3 3 13
Talents
Accurate: When making an attack with a ranged weapon, Corvus may re-roll 3 damage dice. He must accept the result of the re-rolls.
Bossonian Archer: When using a Bossonian bow, add the Fearsome Quality to Corvus’ attacks. Conversely, any other type of bow feels wrong to Corvus, and when using such a bow his Difficulty is increased by one step. (CONAN the Scout, page 17)
Hunter: When in the rural parts of the Bossonian Marches, the number of successes required for any Survival tests Corvus attempts is reduced by 1, even if this reduces the Difficulty of the test to Simple (D0).
Marksman: Corvus may spend a Minor Action before attempting a ranged attack. When he does this, Corvus gains 1 additional Momentum to use for the attack.
Regimented: Corvus may reroll any failed d20s when attempting Society or Command rolls with military non-player characters, but must accept the results of the second roll. Additionally, his Upkeep cost between adventures is halved if Corvus is quartered in a military barracks or with soldiers assigned to a garrison. (CONAN the Scout, page 8)
Sharp Senses: Corvus may re-roll one d20 when making an Observation test, but he must accept the new result.
Strife: Each day when in the Bossonian Marches, Corvus can make a free Simple (D0) Lore test. Each point of Momentum gives him a general idea as to whether there will be a major disturbance that day.
Fortune Renown Standing Gold Upkeep
3 0 1 8 4
Belongings
bossonian longbow and 2 reloads, a knight’s sword, dagger, brigandine hauberk (Armor 2: Arms/Torso), brigandine vest and trousers (Armor 2: Torso/Legs), deerskin leggings and a heavy hooded cloak, an ornate symbol of faith, battlefield honor, riding horse
Courage Vigor Resolve
0 10 10
Attacks
Bossonian Longbow (R): Range M, 7D, 2H, Fearsome, Piercing 1, Volley
Sword (M): Reach 2, 4D, 1H, Parrying
Dagger (M): Reach 1, 3D, 1H, Hidden 1, Parrying, Thrown, Unforgiving 1
Knife to the Throat (T): Range R, 4D mental, Stun, Vicious 1