shadow

Ryu’jinn the Twinblade

Ryu’jinn the Twinblade

“The Echoes promise power. The Echoes promises knowledge. Its obvious, too obvious, the Echoes are liars; so I have learned to lie to the Echoes in return.”

Ryu’jinn was born to host an immortal creature beyond mortal ken. He was the finale to an insidious cult’s apocalyptic prophecy spanning 2000 years. This cataclysm was averted by the opposition of heroes who learned of the plot, slew its dark masterminds, and removed the infant laying upon a sacrificial altar. It was an event that occurred over a century ago, and in honor of those who saved him, Ryu’jinn journeys to become a great adventurer in his own right.

Medium Humanoid (Elf), Chaotic Good


Armor Class 18 (+1 Studded Leather); Initiative +5 (15)
Hit Points 68 (8d10 + 16)
Speed 30 feet


STR DEX CON INT WIS CHA
8 20 14 10 12 15
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
-1 +2 +5 +5 +2 +5 +0 +0 +1 +1 +2 +2

Skills Acrobatics +8, Deception +5, Insight +4, Intimidation +5, Perception +4, Persuasion +5; Glassblower’s Tools, Smith’s Tools
Gear Antitoxin, Backpack, Bedroll, Component Pouch, Healer’s Kit, Iron Pot, Perfume, Rations (10 days), Scimitar, Shortsword, +1 Studded Leather, Tinderbox, 2 Traveler’s Clothes, 2 Waterskins; Gear Weight 84 pounds
Senses Darkvision 60 feet, Passive Perception 14, Passive Investigation 10, Passive Insight 14
Languages Common, Draconic, Elvish
Challenge 4 (XP 1,100; Proficiency Bonus +3)


TRAITS

Combat Superiority (5d8/Long Rest). Ryu’jinn learns maneuvers that are fueled by special dice called Superiority Dice. Many maneuvers enhance an attack in some way. He can use only one maneuver per attack.

  • Commanding Presence. When Ryu’jinn makes a Charisma (Intimidation, Performance, or Persuasion) check, he can expend one Superiority Die and add that die to the roll.
  • Menacing Attack. When Ryu’jinn hits a creature with an attack roll, he can expend one Superiority Die and add the die to the attack’s damage roll. The target must succeed on a Wisdom saving throw (DC 16), or have the Frightened condition until the end of Ryu’jinn’s next turn.
  • Precision Attack. When Ryu’jinn misses with an attack roll, he can expend one Superiority Die and add the die to the attack roll.

Curse Magic. When a creature that Ryu’jinn cursed with the Hex spell hits him with an attack roll, the creature takes 3 Psychic damage. A creature takes this damage only once per turn.

Fey Ancestry. Ryu’jinn has Advantage on saving throws he makes to avoid or end the Charmed condition.

Quick Draw. Ryu’jinn can draw or stow two weapons that lack the Two-Handed property when he would normally be able to draw or stow only one.

Tactical Mind. When Ryu’jinn fails an ability check, he can expend a use of Second Wind, and instead of regaining Hit Point, Ryu’jinn adds 5 (1d10) to the ability check. If the check still fails, this use of Second Wind isn’t expended.

Trance. Ryu’jinn doesn’t need to sleep, and magic can’t put him to sleep. He can finish a Long Rest in 4 hours if he spends those hours in a trancelike meditation, during which he retains consciousness.


ACTIONS

Extra Attack. Ryu’jinn can attack twice instead of once whenever he takes the Attack action on his turn.

Scimitar. Melee Attack Roll: +8, reach 5 feet. Hit: 8 (1d6 + 5) Slashing. When he makes the extra attack of the Light property, Ryu’jinn can make it as part of the Attack action instead of as a Bonus Action. He can make this extra attack only once per turn.

Shortsword. Melee Attack Roll: +8, reach 5 feet. Hit: 8 (1d6 + 5) Piercing. If he hits a creature with a Shortsword and deals damage to it, Ryu’jinn has Advantage on his next attack roll against that creature before the end of Ryu’jinn’s next turn.

Action Surge (1/Short Rest). On his turn Ryu’jinn can take one additional action, except the Magic action.

Innate Magic. Ryu’jinn is an 8th level spellcaster. He casts spells using Charisma as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks).
At Will: Blade Ward
2/Long Rest Each: Hex, Misty Step ᴮᴬ
1/Long Rest: Detect Magic


BONUS ACTIONS

Enhanced Dual Wielding. When he uses his Attack action with a weapon that has the Light property, Ryu’jinn can make one extra attack later on the same turn with a different weapon, as long as it is a Melee weapon that lacks the Two-Handed property.

Evasive Footwork. Ryu’jinn can expend one Superiority Die to take the Disengage action, rolling the die and adding the result to his AC until the start of his next turn.

Know Your Enemy (1/Long Rest). Ryu’jinn can discern certain strengths and weaknesses of a creature he can see within 30 feet of himself; Ryu’jinn knows whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, he knows what they are. Ryu’jinn can also restore a use of the feature by expending one Superiority Die (no action required).

Second Wind (3/Long Rest). Ryu’jinn regains 13 (1d10 + 8) Hit Points and can also move up to half his Speed without provoking Opportunity Attacks.


REACTION

Riposte. Trigger: When a creature misses Ryu’jinn with a melee attack roll. Response: Ryu’jinn expends one Superiority die to make a melee attack roll with a weapon against that creature. If Ryu’jinn hits, add the Superiority die to the attack’s damage.

Vesper the Necromage

Vesper the Necromage

“Surrender peacefully and I vow you will remain dead.”

Professor Vesper ranks among the foremost archaeologist of lost knowledge and forgotten civilizations. Though his methods are macabre, his academic accomplishments are not questioned. Vesper’s unorthodox expeditions provide an effective means to retrieve ancient treasures that would otherwise be outside the reach of academia. He is therefore granted substantial funding and unprecedented leeway by his colleagues to acquire them, so long as the ventures do not attract attention.

Medium Humanoid (Human), Neutral


Armor Class 19 (Half Plate, Shield); Initiative +2 (12)
Hit Points 60 (6d6 + 1d8 + 28) plus 9 (2d4 + 4; False Life) Temporary HP
Speed 30 feet


STR DEX CON INT WIS CHA
10 14 14 18 12 8
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+0 +0 +2 +2 +2 +5 +4 +7 +1 +1 -1 -1

Skills Arcana +7, Athletics +3, History +7, Investigation +7, Perception +7; Alchemist’s Supplies, Calligrapher’s Supplies, Thieves’ Tools, Tinker’s Tools
Resistances Necrotic
Gear Antitoxin, Arcane Focus (medallion), Backpack, Gilded Skull worth 300 GP, Goggles of Night, Half Plate, Incense worth 10 GP, Ink, Ink Pen, Rations (10 days), Returning Handaxe, Shield, Spellbook, Thieves’ Tools, Tinker’s Tools, Traveler’s Clothes, 2 Waterskins; Gear Weight 81 pounds
Senses Darkvision 60 feet, Passive Perception 17, Passive Investigation 17, Passive Insight 11; Goggles of Night
Languages Common, Draconic, Elvish
Challenge 4 (XP 1,100; Proficiency Bonus +3)


TRAITS

Arcane Recovery (1/Short Rest). Vesper can recover expended spell slots. The spell slots can have a combined level equal to no more than 3, and none of the slots can be level 6 or higher.

Concentration. Vesper has Advantage on Constitution saving throws that he makes to maintain Concentration.

Grave Resilience. While holding his spellbook, when Vesper uses Arcane Recovery, his Exhaustion level, if any, decreases by 1.

Memorize Spell (1/Short Rest). Vesper can study his spellbook and replace one of the level 1+ Wizard spells he has prepared for his Spellcasting feature with another level 1+ spell from the book.

Overwhelming Necrosis. While holding his spellbook, damage from Vesper’s Wizard spells and Wizard features ignores Resistance to Necrotic damage.

Resourceful. Vesper gains Heroic Inspiration whenever he finishes a Long Rest.

Ritual Adept. Vesper can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in his spellbook. He needn’t have the spell prepared, but he must read from the book to cast a spell in this way.

Somatic Components. Vesper can perform the Somatic components of spells even when he has weapons or a Shield in one or both hands.

Telepathic Connection. While the familiar is within 100 feet of Vesper, he can communicate with it telepathically.

Undead Thralls. Whenever Vesper starts casting the Animate Dead spell, he can modify it so that the spell’s effective level is increased by 1. In addition, whenever he casts a Necromancy spell using a spell slot that creates or summons an Undead, the Undead gains the benefits below.

  • Undead Fortitude. The Undead’s Hit Point maximum and current Hit points increase by a number equal to the level of the spell slot used plus 4 for the duration of the spell.
  • Withering Strike. Whenever the Undead hits a creature with an attack roll, the Undead deals an extra 4 Necrotic damage.

MAGIC ITEMS

Goggles of Night. While wearing these dark lenses, Vesper has Darkvision out to 60 feet.

Returning Handaxe. This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to Vesper’s hand immediately after he uses it to make a ranged attack roll.


ACTIONS

Returning Handaxe. Melee or Ranged Attack Roll: +4 to hit, reach 5 feet or range 20/60 feet. Hit: 4 (1d6 + 1) Slashing damage. The weapon returns to Vesper’s hand immediately after he uses it to make a ranged attack roll.

True Strike. Melee or Ranged Attack Roll: +7 to hit, reach 5 feet or range 20/60 feet. Hit: 8 (1d6 + 5) Slashing or Radiant damage plus 3 (1d6) Radiant damage. The weapon returns to Vesper’s hand immediately after he uses it to make a ranged attack roll.

Magic Initiate (1/Long Rest). Vesper can cast the Shield spell without expending a spell slot.

Spellcasting. Vesper is a 7th level spellcaster. He casts spells using Intelligence as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Vesper has the following wizard spells prepared:
Cantrips (at will): Friends, Guidance, Mage Hand, Mending, Mind Sliver, Minor Illusion, Prestidigitation, Spare the Dying, True Strike
1st level (4/Long Rest): Cure Wounds, False Life, Find Familiar, Protection from Evil and Good, Ray of Sickness, Sanctuary, Shield ᴿ, Silent Image, Sleep
2nd level (3/Long Rest): Invisibility, Mirror Image, Misty Step ᴮᴬ
3rd level (3/Long Rest): Animate Dead, Fireball, Fly, Summon Undead
4th level (1/Long Rest): –

Tinker’s Magic (4/Long Rest). As a Magic action while holding Tinker’s Tools, Vesper can create one item in an unoccupied space within 5 feet of himself, from the provided list: Ball Bearings, Basket, Bedroll, Bell, Blanket, Block and Tackle, Bucket, Caltrops, Candle, Crowbar, Flask, Glass Bottle, Grappling Hook, Hunting Trap, Iron Spikes, Jug, Lamp, Manacles, Net, Oil, Paper, Parchment, Pole, Pouch, Rope, Sack, Shovel, String, Tinderbox, Torch, Vial. The item lasts until you finish a Long Rest, at which point it vanishes.

Undead Thralls (1/Long Rest). Vesper can cast the Animate Dead spell without expending a spell slot.


BONUS ACTIONS

Animate Dead. Vesper controls six Skeletons. He can mentally command any creature he made with the Animate Dead spell if the creature is within 60 feet of him (if Vesper controls multiple creatures, he can command any of them at the same time, issuing the same command to each one). Vesper decides what action the creature will take and where it will move on its next turn, or he can issue a general command, such as to guard a chamber or corridor. If Vesper issues no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.

Telepathic Connection. Vesper can see through his familiar’s eyes and hear what it hears until the start of Vesper’s next turn, gaining the benefits of any special senses it has.


REACTIONS

Reactive Spell. Trigger: When a creature provokes an Opportunity Attack from Vesper by leaving his reach. Response: Vesper casts a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.


Skeleton Familiar

Skeletons are reanimated Humanoid bones bearing the equipment they had in life. They have rudimentary faculties and greater agility than zombies and similar shambling corpses. While they aren’t capable of creating plans of their own, they avoid obvious barriers and self-destructive situations.

Medium Undead, Lawful Evil


Armor Class 14; Initiative +3 (13)
Hit Points 13 (2d8 + 4)
Speed 30 feet


STR DEX CON INT WIS CHA
10 16 15 6 8 5
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+0 +0 +3 +3 +2 +2 -2 -2 -1 -1 -3 -3

Vulnerabilities Bludgeoning
Immunities Poison; Exhaustion, Poisoned
Gear Alchemist’s Supplies, Arcane Focus (medallion), Backpack, Bedroll, Book (ancient civilizations), Calligrapher’s Supplies, Healer’s Kit, Hooded Lantern, Iron Pot, Oil, Rations (10 days), Rope, Sack, Tent, Tinderbox, Traveler’s Clothes, 2 Waterskins; Gear Weight 109 pounds
Senses Darkvision 60 feet, Passive Perception 9
Languages Understands Common plus one other language but can’t speak
Challenge ¼ (XP 50; Proficiency Bonus +2)


TRAITS

Telepathic Connection. While the familiar is within 100 feet of Vesper, he can communicate with it telepathically.


ACTIONS

Familiar. The familiar rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.


REACTIONS

Telepathic Connection. Trigger: Vesper casts a spell with a range of touch and his familiar is within 100 feet of him. Response: The familiar can deliver the touch.


Skeleton Thrall

Skeletons are reanimated Humanoid bones bearing the equipment they had in life. They have rudimentary faculties and greater agility than zombies and similar shambling corpses. While they aren’t capable of creating plans of their own, they avoid obvious barriers and self-destructive situations.

Medium Undead, Lawful Evil


Armor Class 14; Initiative +3 (13)
Hit Points 21 (2d8 + 12)
Speed 30 feet


STR DEX CON INT WIS CHA
10 16 15 6 8 5
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+0 +0 +3 +3 +2 +2 -2 -2 -1 -1 -3 -3

Vulnerabilities Bludgeoning
Immunities Poison; Exhaustion, Poisoned
Gear Backpack, Block and Tackle, Crowbar, Handaxe, 10 Iron Spikes, Light Hammer, Rope, Sack, Shortbow, Shortsword, Shovel, Traveler’s Clothes, Waterskin; Gear Weight 43 pounds
Senses Darkvision 60 feet, Passive Perception 9
Languages Understands Common plus one other language but can’t speak
Challenge ¼ (XP 50; Proficiency Bonus +2)


ACTIONS

Shortsword. Melee Attack Roll: +5, reach 5 feet. Hit: 6 (1d6 + 3) Piercing damage plus 4 Necrotic damage.

Shortbow. Ranged Attack Roll: +5, range 80/320 feet. Hit: 6 (1d6 + 3) Piercing damage plus 4 Necrotic damage.


Summon Undead (3rd Level)

The spirit resembles an Undead creature with a chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to Vesper and his allies. In combat, the creature shares Vesper’s Initiative count, but it takes its turn immediately after his. It obeys Vesper’s verbal commands (no action required by him). If he doesn’t issue any, it takes the Dodge action and uses its movement to avoid danger.

Medium Undead, Neutral


Armor Class 15
Hit Points 48 (Ghostly and Putrid only) or 38 (Skeletal only)
Speed 30 feet; Fly 40 feet (hover; Ghostly only)


STR DEX CON INT WIS CHA
12 16 15 4 10 9
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+1 +1 +3 +3 +2 +2 -3 -3 +0 +0 -1 -1

Immunities Necrotic, Poison; Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 feet, Passive Perception 10
Languages Understands the languages that Vesper knows
Challenge None (XP 0; Proficiency Bonus +3)


TRAITS

Festering Aura (Putrid Only). Constitution saving throw (15 DC), any creature (other than Vesper) that starts its turn within a 5-foot Emanation originating from the spirit. Failure: The creature has the Poisoned condition until the start of its next turn.

Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 5 (1d10) Force damage for every 5 feet traveled.


ACTIONS

Multiattack. The spirit makes two attacks.

Deathly Touch (Ghostly Only). Melee Attack Roll: +7, reach 5 feet. Hit: 15 (1d8 + 11) Necrotic damage, and the target has the Frightened condition until the end of its next turn.

Grave Bolt (Skeletal Only). Ranged Attack Roll: +7, range 150 feet. Hit: 16 (2d4 + 11) Necrotic damage.

Rotting Claw (Putrid Only). Melee Attack Roll: +7, reach 5 feet. Hit: 14 (1d6 + 11) Slashing damage. If the target has the Poisoned condition, it has the Paralyzed condition until the end of its next turn.


FFL-LAM Firefly

FFL-LAM Firefly

Mass: 30 tons
Chassis: Earthwerks FFL
Power Plant: General Motors 150 Fusion Engine
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: Lexington Lifters
    Jump Capacity: 120 meters
Armor: StarSlab/1 with CASE
Armament:
    3 Martell Medium Lasers
    1 Coventry Five-Tube LRM 5
Manufacturer: Coventry/Earthwerks Combine
    Primary Factory: Terra
Communications System: Datacom 18
Targeting and Tracking System: RadCom TXX

* FFL-LAM_FILE_NOT_FOUND *
Up in the sky!
* DATA_ACCESS_FAILURE *
It’s an Aerospace Fighter!
* FILE_INTEGRITY_ERROR *
It’s a BattleMech!
* CORRUPTED_DATA_BACKUP *
No, it’s a Land-Air BattleMech!

Tech Base: Inner Sphere [D/D-E-F-F]
Role: Striker
Battle Value: 1,031
Cost: 2,440,100 C-Bills

Equipment                                                                 Mass
Internal Structure:                                                         3
Engine:                               150                                  5.5
    Walking MP:                        5
    Running MP:                        8
    Jumping MP:                        4
    AirMech Waking MP:                 2
    AirMech Running MP:                3
    AirMech Cruising MP:              12
    AirMech Flanking MP:              18
    Safe Thrust:                       4
    Max Thrust:                        6

Heat Sinks:                         10 [20]                                 0
Gyro:                                                                       2
Cockpit:                                                                    3
Fuel:                                  80                                   0
Structural Integrity:                  10
Armor Factor:                          80                                   5
                                   Internal             Armor
                                   Structure            Value
    Head                               3                  8
    Center Torso                      10                 12
    Center Torso (rear)                                   4
    L/R Torso                          7                  8
    L/R Torso (rear)                                      3
    L/R Arm                            5                  7
    L/R Leg                            7                 10

Weapons and Ammo                   Location           Critical            Mass
Medium Laser                          RT                  1                 1
Medium Laser                          CT                  1                 1
Medium Laser                          LT                  1                 1
LRM-5                                 LT                  1                 1
Ammo (LRM-5) 24                       LT                  1                 1
CASE                                  LT                  1                0.5
2 Jump Jets                           RL                  2                 1
2 Jump Jets                           LL                  2                 1

Beauty and the Beast

Beauty and the Beast

In a desperate bid to increase her social standing within Dracula’s Court, a Noble Strigoi has agreed to supervise the destructive rampage of a Monstrous Stryx. Aware of the lethal jeopardy if control was lost, the Noble Strigoi has chosen replaceable resources, such as Starved Dhampir, to assist with guiding the creature without endangering herself. 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 diligence.

Leader Noble Strigoi 21 dt
Heroes Monstrous Stryx 40 dt
Henchmen Starved Dhampir, Starved Dhampir 14 dt

Noble Strigoi

Action Life Will Command Size
3 13 0 4 30mm
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


Monstrous Stryx

Action Life Will Command Size
2 30 75mm
MOV DEX ATK PRO MND
6 3 5 2 2
Monstrous Claws Range Evasion Damage Penetration
0″ +2 -2
Baleful Screech Range Evasion Damage Penetration
Blast, Harmless, Stun 6″ -2

Character Abilities:
Bulky, Flight, Frenzied, Mindless, Slippery, Vampiric Attack (2)

Unique Abilities:
Aerial Aggression: When this character moves into base contact with an enemy character that is either 3″ above or 3″ below it at the start of the action, that enemy character skips their Protection roll for this character’s Attack of Opportunity.

Rip and Tear: When this character makes a Combat action with Monstrous Claws against an enemy character with full Life Points, for the rest of this character’s activation, it may re-roll any failed dice for Combat actions against that enemy character.

Serpentine: This character is able to move through spaces smaller than its base to a minimum of 2″. It must be able to fit where it ends its turn.

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


Starved Dhampir

Action Life Will Command Size
2 10 0 0 30mm
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

Shinare the Omenblade

Shinare the Omenblade

“I could provide guaranteed safe passage through the forgotten lands. Of course such perilous wayfinding would not be done out of mere generosity.”

Shinare was an orphan raised by itinerant mercenaries. Throughout his youth the regiment fought across mountainous territories where Shinare learnt swordsmanship ubiquitous to the region. He would later come into possession of an ancient blade that promised incalculable power in exchange for slaughter in its name. The deal was struck, and though in time Shinare realized the magnitude of his mistake, he adheres to his end of the bargain so long as the sword maintains its role in kind.

Medium Humanoid (Human), Lawful Evil


Armor Class 20 (Adamantine Plate, Cloak of Protection, Ring of Protection); Initiative +6 (16)
Hit Points 167 (17d8 + 1d10 + 72)
Speed 30 feet


STR DEX CON INT WIS CHA
15 10 14 8 13 26
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+2 +10 +0 +2 +2 +10 -1 +1 +1 +9 +8 +10

Skills Athletics +8, Intimidation +14, Perception +13, Stealth +6, Survival +7; Cartographer’s Tools
Gear Adamantine Greatsword, Adamantine Plate, 2 Antitoxins, Backpack, Bedroll, Book (personal journal), Cartographer’s Tools, Cloak of Protection, Gilded Ladle worth 500 GP, Healer’s Kit, Ink, 2 Ink Pens, Iron Pot, 8 Potions of Greater Healing, Rations (10 days), Ring of Protection, Rope, Shovel, Tinderbox, 3 Tome of Leadership and Influence, 2 Traveler’s Clothes, Vial with Ruby Dust worth 4500 GP, 2 Waterskins; Gear Weight 161 pounds
Senses Blindsight 10 feet, Truesight 30 feet, Passive Perception 23, Passive Investigation 9, Passive Insight 11
Languages Common, Draconic, Giant
Challenge 14 (XP 11,500; Proficiency Bonus +6)


TRAITS

Curse Magic. When a creature that Shinare cursed with the Hex spell hits him with an attack roll, the creature takes 6 Psychic damage. A creature takes this damage only once per turn.

Exploit Opening. When Shinare rolls damage for an Opportunity Attack, he can roll the damage dice twice and use either roll against the target.

Family First. If Shinare has Heroic Inspiration when he rolls Initiative, he can expend it to give himself and his allies Advantage on that Initiative roll.

Hex Restoration. Shinare regains one expended use of Hexblade’s Curse when he finish a Short Rest or uses his Magical Cunning feature.

Initiative Swap. Immediately after Shinare rolls Initiative, he can swap his Initiative with the Initiative of one willing ally in the same combat. Shinare can’t make this swap if he or the ally has the Incapacitated condition.

Lifedrinker. Once per turn when Shinare hits a creature with his pact weapon, Shinare can deal an extra 3 (1d6) Necrotic, Psychic, or Radiant damage to the creature, and expend one of his Hit Point Dice to roll it and regain 6 (1d8 + 2) Hit Points.

Luck Points (6/Long Rest). Shinare has 6 Luck Points that he can spend on the benefits below.

  • Advantage. When Shinare rolls a d20 for a D20 Test, he can spend 1 Luck Point to give himself Advantage on the roll.
  • Disadvantage. When a creature rolls a d20 for an attack roll against Shinare, Shinare can spend 1 Luck Point to impose Disadvantage on that roll.

Resourceful. Shinare gains Heroic Inspiration whenever he finishes a Long Rest.

Unyielding Will. When he succeeds on a saving throw to maintain Concentration, each creature of Shinare’s choice in a 10-foot Emanation originating from Shinare takes 7 (2d6) Necrotic damage. Once Shinare uses this benefit, he can’t do so again until the start of his next turn.

Unyielding Will (1/Long Rest). When Shinare fails a saving throw to maintain Concentration, he can choose to succeed instead, and Shinare gains 22 (1d10 + 17) Temporary Hit Points.

Versatile Merc (1/Long Rest). Choose a skill in which Shinare has proficiency. He has Expertise in that skill until he finishes his next Long Rest.


MAGIC ITEMS

Adamantine Greatsword. Whenever this weapon hits an object, the hit is a Critical Hit.

Adamantine Plate. While wearing this armor, any Critical Hit against Shinare becomes a normal hit.

Cloak of Protection. Shinare gains a +1 bonus to Armor Class and saving throws while he wears this cloak.

Potion of Greater Healing (8). Shinare can drink this potion or administer it to another creature within 5 feet of himself. The creature that drinks this potion regains 14 (4d4 + 4) Hit Points. When Shinare casts the Tasha’s Bubbling Cauldron spell again, the potion disappears if not consumed.

Ring of Protection. Shinare gains a +1 bonus to Armor Class and saving throws while wearing this ring.

Tome of Leadership and Influence (3). Shinare’s Charisma has increased by 6.


ACTIONS

Devouring Blade. Shinare gains the Extra Attack feature for his pact weapon. With that feature, he can attack thrice with the weapon instead of once when he takes the Attack action on his turn.

Pact Weapon: Adamantine Greatsword. Melee Attack Roll: +14 to hit, reach 5 feet. Hit: 21 (2d6 + 14) Necrotic, Psychic, Radiant, or Slashing damage. If Shinare’s attack roll misses a creature with his pact weapon, he deals 8 Necrotic, Psychic, Radiant, or Slashing damage. Whenever this weapon hits an object, the hit is a Critical Hit.

Eldritch Blast. Spell Attack Roll: +14 to hit, range 120 feet. Hit: 13 (1d10 + 8) Force damage. The spell creates four beams. Shinare can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Contact Patron (1/Long Rest). Shinare can cast the Contact Other Plane spell without expending a spell slot to contact his patron, and Shinare automatically succeeds on the spell’s saving throw.

Hex (1/Long Rest). Shinare can cast the Hex spell without expending a spell slot.

Magical Cunning (1/Long Rest). Shinare can perform an esoteric rite for 1 minute, regaining up to 2 expended Pact Magic spell slots.

Pact Magic. Shinare is an 18th level spellcaster. He casts spells using Charisma as the spellcasting ability (spell save DC 22, +14 to hit with spell attacks). He can use his pact weapon as a Spellcasting Focus.
Cantrips (at will): Blade Ward, Eldritch Blast, Mage Hand, Mind Sliver
5th level (4/Short Rest): Animate Objects, Arcane Vigor ᴮᴬ, Armor of Agathys ᴮᴬ, Banishment, Bestow Curse, Conjure Barrage, Contact Other Plane, Counterspell ᴿ, Dimension Door, Dispel Magic, Fly, Freedom of Movement, Hex ᴮᴬ, Hunger of Hadar, Invisibility, Major Image, Shield ᴿ, Staggering Smite ᴮᴬ, Steel Wind Strike, Suggestion, Synaptic Static, Tongues, Wrathful Smite
6th level (1/Long Rest): Tasha’s Bubbling Cauldron
7th level (1/Long Rest): Forcecage
8th level (1/Long Rest): Befuddlement
9th level (1/Long Rest): Sever Thread


BONUS ACTIONS

Harrowing Hex. After Shinare casts a level 1+ spell that has a casting time of an action, he can make one attack with a weapon.

Hexblade’s Curse (8/Long Rest). Choose one creature Shinare can see within 30 feet of himself. The target is cursed for 1 minute, during which Shinare gains the benefits below. The curse ends early if Shinare uses this feature again, if he dismiss it (no action required), or dies. When he casts a spell using a spell slot that curses a target, Shinare can use his Hexblade’s Curse as a part of casting that spell instead of taking a Bonus Action. When he does so, the target of the spell is the target of Shinare’s Hexblade’s Curse, and Hexblade’s Curse’s duration is either 1 minute or the spell’s duration, whichever is longer. In addition, Shinare gains the benefits below:

  • Hungering Hex. When the target cursed by his Hexblade’s Curse drops to 0 Hit Points, Shinare regains 12 (1d8 + 8) Hit Points.
  • Accursed Shield. While Shinare isn’t wearing armor or wielding a Shield, he gains a +2 bonus to Armor Class while he is within 10 feet of the target cursed by his Hexblade’s Curse.
  • Hindering Curse. When Shinare hits the target cursed by his Hexblade’s Curse with an attack roll, the target has Disadvantage on the next saving throw it makes before the start of Shinare’s next turn.
  • Inescapable Hex. When the target of his Hexblade’s Curse ends its turn 30 feet or further from Shinare, Shinare can move up to 30 feet straight toward the target.
  • Accursed Critical. Any attack roll Shinare makes against the target cursed by his Hexblade’s Curse scores a Critical Hit on a roll of a 19 or 20 on the d20.
  • Explosive Hex (1/Long Rest). When he deals damage to the target cursed by his Hexblade’s Curse, Shinare can cause his curse to explode with sinister energy. The target and each creature of Shinare’s choice in a 30-foot Emanation originating from the target takes 10 (3d6) Necrotic, Psychic, or Radiant damage (Shinare’s choice), and their Speed is reduced by 10 feet until the start of Shinare’s next turn.

Hew. Immediately after Shinare scores a Critical Hit with a Melee weapon or reduces a creature to 0 Hit Points with one, he can make one attack with the same weapon.

Pact of the Blade. Shinare can conjure a pact weapon in his hand – a Simple or Martial Melee weapon of his choice with which he bonds – or create a bond with a magic weapon he touches. Shinare can’t bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, Shinare has proficiency with the weapon, and he can use it as a Spellcasting Focus. Shinare’s bond with the weapon ends if he uses this feature again, if the weapon is more than 5 feet away from him for 1 minute or more, or if he dies. A conjured weapon disappears when the bond ends.

Second Wind (2/Long Rest). Shinare regains 6 (1d10 + 1) Hit Points.


REACTIONS

Armor of Hexes. Trigger: Shinare takes damage from the target cursed by his Hexblade’s Curse. Response: Shinare reduces the damage taken by 17.

Retaliate. Trigger: A creature within 5 feet of Shinare hits him with a melee attack. Response: Immediately after Shinare makes an Opportunity Attack against that creature.


Sever Thread

Level 9 Necromancy (Warlock)

Casting Time: Action
Range: Self
Components: S, M (a Melee weapon that deals Slash damage)
Duration: Instantaneous

You make an attack with the weapon used in the spell’s casting to slash the Threads that bind a creature to the Tapestry of Creation. Though a mortal blade cannot cleave every strand to erase it from existence, the creature still suffers existential wounds. Make a melee spell attack against one creature you can see within reach. On a hit, the creature rolls it’s maximum amount of Hit Point Dice and expends them. The creature makes a Charisma saving throw. On a failed save, the creature takes Necrotic damage equal to the total of those dice plus it’s Constitution modifier per die roll (minimum 0), and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can’t reduce a target’s Hit Point maximum below 1.

The weapon used in the spell’s casting is destroyed by the spell on a hit if the weapon is not an Artifact.


CGR-5A Charger

CGR-5A Charger

Mass: 80 tons
Chassis: Alshain Class 92
Power Plant: Hermes 400 Extralight Fusion Engine
Cruising Speed: 54 kph
Maximum Speed: 86 kph (108 kph with Supercharger)
Jump Jets: Lexington Ltd. Lifters
    Jump Capacity: 90 meters
Armor: New Samarkand Kage Stealth
Armament:
    4 Lord’s Light 4 Light Particle Projector Cannons
    1 Magna Mark I Light Laser
Manufacturer: Luthien Armor Works
    Primary Factory: Luthien
Communications System: Tek BattleCom with Angel ECM Suite
Targeting and Tracking System: Dalban HiRez with Bloodhound Active Probe

The pursuit to redeem the much maligned Charger is an endeavor that continues to challenge the greatest military manufacturers of the Inner Sphere. An experimental concept from Luthien Armor Works, the CGR-5A retains the scout role of its original incarnation, with significant modifications for new stealth and added maneuverability. The design remains under gunned when compared to contemporary assault ‘Mechs, but its revised weapon payload enjoys six times greater range to a CGR-1A1.

Tech Base: Inner Sphere  [E/X-X-F-E]
Role: Scout
Battle Value: 1,884
Cost: 30,641,370 C-Bills

Equipment                                                                 Mass
Internal Structure:                                                         8
Engine:                              400 XL                               26.5
    Walking MP:                        5
    Running MP:                        8 [10]
    Jumping MP:                        3
Heat Sinks:                         16 [32]                                 6
Gyro:                                                                       4
Cockpit:                                                                    3
Armor Factor (Stealth):               160                                  10

                                   Internal             Armor
                                   Structure            Value
    Head                               3                  9
    Center Torso                      25                 25
    Center Torso (rear)                                   6
    L/R Torso                         17                 20
    L/R Torso (rear)                                      5
    L/R Arm                           13                 15
    L/R Leg                           17                 20

Weapons and Ammo                   Location           Critical            Mass
Light PPC                             RA                  2                 3
Light PPC                             RT                  2                 3
Bloodhound Active Probe               RT                  3                 2
Jump Jet                              RT                  1                 1
Small Laser                           HD                  1                0.5
Supercharger                          CT                  2                 3
Jump Jet                              CT                  1                 1
Light PPC                             LT                  2                 3
Angel ECM Suite                       LT                  2                 2
Jump Jet                              LT                  1                 1
Light PPC                             LA                  2                 3
Stealth Armor                  RA/RT/RL/LT/LA/LL     2/2/2/2/2/2            -

RFR-3C Rattenfanger

RFR-3C Rattenfanger

Mass: 80 tons
Chassis: Kallon Type Kataga
Power Plant: Pitban 320 Extralight Fusion Engine
Cruising Speed: 43 kph
Maximum Speed: 64 kph (86 kph with Supercharger)
Jump Jets: Dynamo Improved
    Jump Capacity: 180 meters
Armor: Durallex Light with Chameleon Light Polarization Shield and CASE II
Armament:
    1 Poland Main Model A Gauss Rifle
    1 Magna Hellstar Particle Projector Cannon
Manufacturer: Defiance Industries
    Primary Factory: Hesperus II
Communications System: TharHes Crystal Flower RG-2
Targeting and Tracking System: TharHes Star Shark with Bloodhound Active Probe

The undying Lyran dream of an Assault class scout ‘Mech is often belittled by rival Inner Sphere analysts. Thus initial reports of the Rattenfanger were ignored as erroneous intelligence: an eighty ton BattleMech with dedicated long-range sensors, 86 kph ground speed, and 180 meter leap were too fanciful to accept at face value. Despite the lack of visual evidence, reality became irrefutable when scout units were consistently lost to a Lyran reconnaissance neigh invulnerable to others of the same role. Mounting a Particle Projector Cannon and a Gauss Rifle the Rattenfanger outran whatever it could not outgun, and outgun whatever it could not outrun. At an eye watering 28.9 million C-Bills per unit, only the overwhelming industrial might of the Lyran Commonwealth would consider large scale procurement of such a design.

Tech Base: Inner Sphere [E/X-X-F-F]
Role: Scout
Battle Value: 2,193
Cost: 28,630,200 C-Bills

Equipment                                                                 Mass
Internal Structure:                                                         8
Engine:                              320 XL                               11.5
    Walking MP:                        4
    Running MP:                        6 [8]
    Jumping MP:                        6
Heat Sinks:                         10 [20]                                 0
Gyro:                                                                       4
Cockpit (Torso-Mounted):                                                    4
Armor Factor (Light Ferro):           203                                  12
                                   Internal             Armor
                                   Structure            Value
    Head                               3                  9
    Center Torso                      25                 30
    Center Torso (rear)                                  12
    L/R Torso                         17                 20
    L/R Torso (rear)                                      8
    L/R Arm                           13                 20
    L/R Leg                           17                 28

Weapons and Ammo                   Location           Critical            Mass
PPC                                   RA                  3                 7
Supercharger                          RT                  1                1.5
3 Improved Jump Jets                  RT                  6                 6
Bloodhound Active Probe               HD                  3                 2
Ammo (Gauss Rifle) 8                  LT                  1                 1
3 Improved Jump Jets                  LT                  6                 6
Gauss Rifle                           LA                  7                15
Ammo (Gauss Rifle) 8                  LA                  1                 1
CASE II                               LA                  1                 1
Chameleon LPS                  RA/RT/RL/LT/LA/LL     1/1/1/1/1/1            -

GOR-1A Gorilla

GOR-1A Gorilla

Mass: 35 tons
Chassis: GM Marauder
Power Plant: Omni 175 Fusion Engine
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: None
    Jump Capacity: None
Armor: Aldis Heavy Ferro-Fibrous
Armament:
    1 Fusigon Strongtooth Heavy Particle Projector Cannon with Turret
    1 Magna Small Laser
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Garret 500A
Targeting and Tracking System: Garret GRNDTRK 9

* GOR-1A_FILE_NOT_FOUND *
Reject Humanity. Return to Monke.
* DATA_ACCESS_FAILURE *
Reject Humanity. Return to Monke.
* FILE_INTEGRITY_ERROR *
Reject Humanity. Return to Monke.
* CORRUPTED_DATA_BACKUP *
Reject Humanity. Return to Monke.

Tech Base: Inner Sphere [E/X-X-F-F]
Role: Sniper
Battle Value: 1,042
Cost: 4,174,988 C-Bills

Equipment                                                                 Mass
Internal Structure:                                                        3.5
Engine:                               175                                   7
    Walking MP:                        5
    Running MP:                        8
    Jumping MP:                        0
Heat Sinks:                         10 [20]                                 0
Gyro (Compact):                                                             3
Cockpit (Torso-Mounted):                                                    4
Armor Factor (Heavy Ferro):           119                                   6
                                   Internal             Armor
                                   Structure            Value
    Head                               3                  9
    Center Torso                      11                 14
    Center Torso (rear)                                   8
    L/R Torso                          8                 12
    L/R Torso (rear)                                      4
    L/R Front Leg                      8                 14
    L/R Rear Leg                       8                 14

Weapons and Ammo                   Location           Critical            Mass
Small Laser                           CT                  1                0.5
Turret                                CT                  1                 0
Heavy PPC                             HD                  4                10

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