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Lone Wolf Fists Quickstart Blood From God S Eye

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0% found this document useful (0 votes)
357 views44 pages

Lone Wolf Fists Quickstart Blood From God S Eye

Uploaded by

Willow Wisp
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Willow Evans (Order #43519435)

Willow Evans (Order #43519435)


Introduction Table Work
The world died in a thousand atomic fireballs You should first read and familiarize yourself with the
Pockets of humanity cling to life in it’s ashes contents of this booklet. Once you’ve got a grasp on the
Wandering heroes beat back extinction with ancient rules, the character’s powers, and the adventure,
fighting arts you’re ready to play! Well, after you gather a few of
They are the Lone Wolf Fists your friends (about 3-4 is perfect).

What this game is all about Begin by having players choose a character from those
This is a post-apocalyptic martial arts roleplaying game. in the back of this book (it is best to print out the sheets
In it, you and your friends create awesome kung-fu for them to select from). Explain the basic premise of
heroes and venture out into the howling wasteland of the game (post apocalyptic martial arts mayhem!) and
the World of Ashes and Ghosts. You fight barbarians, their roles in this scenario (delivering the mysterious
monsters, mutants, demons and machines of war in a package across a warzone).
blood-drenched quest to rip your destiny from the
hungry teeth of Armageddon. Once all the players have a small pool of 10-sided dice
Conquer the world or burn it; the choice is yours. (d10s, about ten each) and a pencil to take notes, you’re
ready to begin.

The Adventure Turn to the first entry in the Key section and (in your
The group has been tasked by the Brotherhood of own words) describe what the players see; the
Freaks to deliver a mysterious package to the reclusive occupied village of Scrap Village, it’s inhabitants being
Two-Souls Bao, last seen in her stronghold on the abused by their cruel conquerors.
southern tip of Black Star City. Complicating this
mission is the war standing between them and their Then ask your players what they do. What they choose
destination, fought between the armies of the Shadow to do will inform what happens next.
Viper warlord Flesh Eating Sage and the desperate
holdouts of Luckless Chuan. The sides battle over This next section gives you the rules for the
Chuan’s protectorate; a small scrap town centered different actions they might take.
around a rich goldmine.

The group descends from the Pitiless Breath Of


Heaven mountain range in the far north; a war-scarred
battleground lies between them and Bao’s hidden
southern stronghold. Will they choose to deliver their
mysterious cargo to its intended recipient? Will they be
swept up in the tides of war? Will their personal
motives lead them into the complex web of deceit
underlying the conflict, even their mission? Only YOUR
TABLE can find out!

How to Run the Game


You’re the Game Master (or GM); you’re in charge
of bringing the World of Ashes and Ghosts to vivid,
radioactive life for your players, interpreting the
rules, and playing the role of all the other
characters and monsters they encounter. What
follows is a crash course on how to do that!

1
Willow Evans (Order #43519435)
Basic rules Time and Pacing

The most fundamental rule in this game is that “things The game takes place in Scenes. They come in a few
work about as you’d expect”. That is to say; if somebody flavors.
wants to say something, they just say it. If they want to
like, open a door; you can just describe the door Real-Time scenes are about exploring and interacting
opening. You don’t have to consult any rules, roll any with the environment. Action scenes are about fighting
dice, or know anything about the game’s combat and danger, Skips move time ahead while character do
system to figure out how the vast majority of stuff boring stuff like sleeping or walking and transition to
works. You break out rules when something awesome more interesting things
happens.
Scenes shift when a new type of activity begins (like a
These awesome things are usually initiated by players fight breaking out), when the players move to a new
taking an action using Effort; their pool of d10s. area, or when they decide to change the pace of their
activity (exploring or taking a rest, for example).

To take an Effort action, roll a number of ten-sided dice Interacting With Things
(d10s) equal to your Effort attribute. Line them up from
lowest to highest roll (the number rolled is called a
Facing) and group same-Facing dice together into Sets Characters can do anything a person can do. If there’s
● Each Set has a Rank a ladder, they can climb it; a door, they can open it. If
equal to the number of dice in it they want to do something incredible, they can use
(so for example, 3 dice all facing 7 would their Effort, Skills and magic kung-fu to help them.
be a Rank 3 set) When they’re not fighting, they can use their Skills in
● Rank is the “tens”, Facing is the “ones”. The Set the following ways:
above would be read as 37
● Higher-Ranking Sets are more powerful Power: Shape or Break things in the environment.
● Selects one of the seven Skills to take an They can Lift heavy things.
action, and select a Set to use as the Rank of that action.
For example, you might use that 37 to create a Power
action to break something. Agility: Move quickly (racing around or past other fast-
● Finally, compare the Rank of your action to the moving things of lower Rank) or parkour skillfully over
Skill’s Effect Chart. obstacles.

Every Rank details what the character may accomplish Endurance: Withstand environmental dangers (like
with that level of capability. The character’s action takes rushing through a bonfire unharmed, or holding their
effect at that Rank, changing things appropriately (in breath underwater). Withstand diseases.
the above example, that Rank of Power action would let
them drive their fist clean through a concrete wall).
Heart: Cajole, intimidate, bribe or otherwise persuade
Frequently, a character’s proposed action is so far below others into treating them differently. They can start
their capabilities, that they don’t really even have to try trends in large groups of people. They can inflame the
to soar through it. Such actions can be achieved without passions of weak minds, tempting others to act how
even rolling dice, and we call these Effortless. they want.

Effortless actions simply use the Effortless stat as their Intellect: Recollect difficult-to-remember details and
Rank without the need to roll. This is much easier than intuit leaps in logic to help solve problems.
rolling a handful of d10s and is a great way to do cool
stuff without bothering with the method above. The Spirit: Decipher the powers of or utilize mystical
drawback is that its generally much weaker. objects, beings, places and other magic stuff.

Players may save any dice they’ve rolled in their Focus Senses: Get information about their environment
slots, 1 die per slot. These will have the same Facing from, surprise surpise, their senses. Hide or sneak
and may be used to aid future rolls as desired. around.

They can instead Sustain an action they’ve taken by Remember to reference the Effect Charts to
using a Focus slot, so long as it makes sense to do so. determine the scale of a given action based on it’s
This allows the action to continue at the same Rank. Rank.
This is useful for lifting and carrying heavy things with a
Power action, or sustaining an Endurance action to
wade through acid, for example.

Finally, Mastery of a skill increases every action taken


with that skill by 1 Rank. In the above example, a
character with Power Mastery would have achieved an
incredible Rank 4 action! Masteries NEVER add to
attacks, defenses or damage.

Willow Evans (Order #43519435)


Getting into a Fight Actions in a Round
When players inevitably pick a fight or get Characters take a single action at 1 die and one Rank 0
bushwhacked, use the following sequence to movement for free each round.
structure play.
They may take one Bonus Action per Set of 2+. These may
1. Initiative: Every combatant rolls a d10. come from dice, or be generated by their Techniques.
Characters act in order of rolls, with ties
rolling off until a winner emerges. Using Weapons: A character may use the bonus provided
2. Imbalance: Choose if you will take the by their weapon once every round of combat. Weapons
Mechanical or Dramatic penalty from any include:
Imbalances and modify your stats/description
to reflect your decision this round.
3. Effort: Roll your Effort. Line up the dice from Ranged: Strike any target you can see at any distance
lowest to highest, with matches above one Defensive: Increase one defense by +1 Rank Unarmed:
another. Attack with a second single-die set
4. Bid: You may replace your initiative with a Subtle: Attack from hiding and remain hidden
Set. this replaces and upgrades it. Bidding Heavy: Increase the damage done by every
continues until the final action order is set; strike by +2d10. Usable on every attack!
turns are taken in this order. Balanced: Increase an attack by +1 Rank
5. Turns: Players take turns Attacking, Reach: Strike a target in any adjacent Area with any attack.
Defending, Moving, and Taking Actions. Add +1 Rank to your rolled or bid Initiative at the start of
6. Recovery: Add Prana to your Pool equal to the round if you can reach any foe with your weapon (once
your Chakra’s Recovery. Players may per round)
Awaken another Chakra, causing a Prana
Flare and adding its Prana to their Pool as Damage: If a character is damaged, they must oblate the
well. danger with either their Aura (which totally absorbs 1
7. End: Anything that happens “at the end of the damage per point spent) or their Health Levels (each box is 1
round” happens now. level, it may absorb 10 damage before it expires. When filled
with damage, they injure you)
Turns
Getting injured: When characters get hurt enough, they
gain an Imbalance. These manifest once one of a character’s
1. Attacking: Choose a set and a foe to attack, Health Levels is totally filled with damage. The attacking foe
then describe your strike. Once per turn, you determines if they injure a Limb (arm or leg) or the Body
may use a single die to attack; otherwise you (torso or head).
must use a set. ● Injuries have a Rank equal to the number of
2. Defending: Choose either your Effortless Health Levels lost in the attacks that spawn them
Defense or a Set to defend with. Subtract it ● New damage may increase this Rank
from the foe’s Attack; any remaining number ● They have a Mechanical and Dramatic penalty,
is Damage. described under the Imbalances entry
3. Moving: Describe your movement to any
adjacent Area You may take up a position in Moving
cover instead. You must use an Agility action
of sufficient Rank to overcome obstacles in
your way, or to move through additional During a fight, players may move between Areas in the Field
Areas. they inhabit. These are underlined in the Description.
4. Actions: Use a Set to perform an action with a
Skill Trips and Grabs

Instead of damaging an opponent, you can try to trip or grab


them. If the attack would do damage, then either the
opponent is locked into a hold or their feet are kicked out
from under them and they fall.

Foes who are grabbed are locked into melee range with
their assailant and take Disadvantage. They move when the
grabbing character moves..

The net Rank of the grab is recorded: the opponent may


overcome this with a Power, Agility or other appropriate
action of an equal or higher Rank and escape.

Grabs last until the end of the current round of combat.


They may be sustained by moving the action into a Focus
slot.

Tripped foes lose any Advantage from good positioning. If


they’re high up, they’re sent tumbling.

Willow Evans (Order #43519435)


Using Magical Kung-Fu Imbalances
Each character also has a collection of mystical martial Imbalances may manifest Dramatically (this forces the
arts Techniques. The Form type, which they can use to player to limit the descriptions of their actions to
empower Sets with specific Facings, increase attacks, reflect the injury; for example, a damaged arm cannot
defenses or let them perform special tricks. Mightier use a weapon or Technique) or Mechanically (This
Techniques additionally require the expenditure of the reduces the Effort they can roll at the start of the
musical energy Prana. round, or reduces the recovery of one their Chakra by 3
A character’s Chakra produces this energy. per Rank this round).
They may use this magic to utilize their mystical martial
arts Techniques: simply pay their Cost in Prana and
they can be used in several powerful ways: When an Imbalance is first created, it’s mid-round, so
● In combat, their Effect can manifest. This can you must take the Dramatic penalty and change the
create a powerful attack, defense or unique way you describe your actions this round. At the start
action. The Rank and Facing describes the of the next round, you get to choose between the two
kind of Set this generates (the Facing is penalties.
sometimes a range of numbers; you may
select any number in this range to be it’s Torso and head injuries do not disable any fighting
Facing). limbs, but players must describe the injury worsening
Importantly, this set can be combined with during their turn. At the end of the round, roll 1d10
your Effort of the same Facing to increase its and add Aggravation to the injury equal to the result.
Rank.
● Many can be used to enhance a Skill, instead.
This generates the same Rank/Facing
described above, and can be similarly Advantage and Disadvantage
combined with your other dice.
● Techniques are either Offensive (empowering If you’re positioned such that you have the upper hand
attacks) Defensive (empowering defenses) or against your foes (for example, if you’re perched in the
Versatile (empower either). branches of a tree and poking enemies below with a
● Some rare Techniques called Mudra are not spear) you can claim Advantage, which gives you the
any variety of strike or block, but instead,are following benefits:
strange esoteric powers. ● Automatically increase your Effortless
● Certain Techniques have Keywords which Defense by +1 Rank.
give them special capabilities. This module ● Once per round, you may invoke your
lacks a full list, so each keyword is explained Advantage to increase the Rank of any one
within the text of the Technique in which it melee-ranged attack you launch at a foe by +1
appears Rank.
● If your opponent has Disadvantage, this can
Chakra be used in addition to the benefit you receive
from that (see below)
Every character has seven invisible spiritual nodes,
called Chakra, in their body, running from the base of Unfortunately, you might also get stuck
their spine to the crown of their head. Martial artists waist-deep in toxic sludge, or get throat-grabbed by
like the characters can access the slumbering power some barbaric gorilla with an axe to grind.
within these nodes to produce Prana, the magic juice
that makes their super-moves work. This puts you at a Disadvantage, meaning you must
deal with the following consequences:
Players spend Prana to use their Techniques: they pay ● Automatically decrease your Effortless
Prana equal to its Cost from their reserves and use Defense by -1 Rank. Your active defenses are
their super-move. These reserves are called the Prana not affected by this penalty.
Pool. ● Any opponent who attacks you may increase
one of their melee-ranged attacks by +1 Rank.
The amount of Prana that a character has in their Prana This can be used in addition to the benefit
Pool fluctuates. Each Chakra that they have fully they receive from Advantage, if they possess
mastered, called an Awakened Chakra, contributes it.
Prana equal to its Pool Rating. This is the Prana Pool,
the amount of mystical energy at their command.

In most scenes, they may use any Techniques that they


can pay for from this Pool every action; it will completely
refresh prior to their next action. During combat, it is the
initial amount of Prana available to them.

Willow Evans (Order #43519435)


Prana Flare Fleeing a Battle
If characters need more Prana (say, to pay for a
deadlier Technique) they must power up to access If one side must retreat, they run to an adjacent area to
more Prana. get away from the enemy. They may do so at the end of
any round; they take an Agility action of sufficient Rank
Outside of combat, they may focus their body and soul to get over any obstacles in their way, and of as high a
into a more perfect alignment, Awakening their Rank as they want. Foes can pursue them or try to cut
remaining Chakra one at a time. them off and prevent their escape with their own
Agility actions; if they roll equal or higher, they head
Each Chakra takes an action to awaken: the force of them off and prevent their escape.
this undertaking causes a character’s mystical aura to
burn like a bonfire and howl with energy, alerting
potential threats to their presence. This surge of fiery
energy is called a Prana Flare. Recovering from injuries
Alternatively, they may use a Spirit action of Rank 2 or If characters need to heal from Imbalances, they’ve
higher to force their Chakra to wake up faster; each got to take several hours to rest somewhere safe.
Chakra requires its own action to awaken. Once they find a safe patch they’d be wise to set some
sort of guard to make sure they’re not ambushed
During combat, characters are assumed to be while they recover.
powering up as fast as they can. This means they
Awaken a single additional Chakra at the end of every Characters recover all Aura once they’ve gotten a
round until all seven are fully active. Again, characters chance to exit combat and get their breath. This can
may choose to awaken a Chakra earlier with a Rank 2+ be a mere few seconds between fights. Their Aura
Spirit action. This causes a Prana Flare at the end of the recovers when their Prana Flare dissipates and their
round. Chakra slumber once more.
Whenever a Prana Flare occurs, make a Volatility roll Health comes back more slowly, but characters still
Make this roll at the end of the action causing the recover at a phenomenal rate. Every hour spent
Flare. During battle, make only a single roll at the end of outside of combat, characters heal 1d10 health. If
the round, no matter how many flares occur. they take a lengthy rest and use a Skip scene, then they
recover 1d10 for every hour Skipped.
Chakra respond to danger to help keep a person alive.
This means in the hectic action of a fight, Chakra Imbalances heal much slower. Most Physical
recover additional Prana. Their Recovery attribute Imbalances heal 1d10 Aggravation per day.
lists the amount of Prana that each Chakra grants them
during the Prana stage of a round. Traveling and Exploring
Characters can immediately suppress their Prana When players come into a new place (and at the start of
Flare, reverting back to a lame, non-fiery-aura person. the game session) describe what they see, hear, smell,
This unfortunately drains their Prana Pool to 0. etc. including whatever is happening there.
● You can find this information in the
Description of the area, under the Key.
● The general relationship of areas to one
another is represented on the Map.

When players enter a new area, you will


either:

● Trigger whatever Event happens when they


arrive. This is detailed under Event in the area
descriptions
● Ask players what they wish to do once your
description of the area is concluded.

Players can move to another, adjacent area of their


choice, so long as nothing is preventing them from
leaving and there’s no obstacle in their path that they
can’t traverse. In the game’s world, this takes a few
hours if traveling at human speeds (agility Rank 5 or
below) or minutes if traveling at vehicular speeds (of
Rank 6 or higher), represented by a Skip. Once they
arrive at their destination, begin a new scene, starting
with any Triggers as above.

Every Skip, roll Volatility to see if the characters


encounter anything hostile, strange or interesting.

Willow Evans (Order #43519435)


Effect Charts Endurance
Use these charts to determine how powerful of an Rank 0 / Mortal: Unrolled. Withstand extended
effect a Skill of a given Rank can enact. exposure to sunlight on a hot day, prolong demanding
physical activity for several minutes, endure hunger or
thirst for hours.
Power
Rank 1 / Capable Mortal: Result 10-19/ Withstand the
Rank 0 /Mortal: Unrolled. Deadlift about 200 lbs./100 scorching sun or freezing winds, prolong demanding
kilos, lift an adult human or manhole cover. Punch hard physical activity for hours, endure hunger or thirst for
enough to break glass. one day.

Rank 1 / Capable Mortal: Result 10-19. Deadlift about Rank 2-3 / Peak Mortal: Result 20-39. Withstand
500 lbs./200 kilos, lift a full drum of oil, or two adult deadly atmospheric heat and cold, prolong strenuous
humans. Punch hard enough to batter down an oak physical activity for days, endure starvation for two
door. weeks and dehydration for four days.

Rank 4-5 / Enhanced: Result 40-59. Withstand being


Rank 2-3 / Peak Mortal: Result 20-39. Deadlift about set on fire or plunged in freezing water, prolong
1000 lbs./450 kilos, lift and throw a grand piano, or a punishing physical exertion for weeks, endure oxygen
cow. Punch hard enough to crack an oak tree in half. deprivation for an hour.

Rank 4-5 / Enhanced Mortal: Result 40-59. Deadlift a Rank 6-7+ / Superhuman: Result 60-79. Survive being
solid ton/ 1000 kilos, lift a motorcycle, or a polar bear. baked or frozen, prolong physical activity that would kill
Punch hard enough to put holes in concrete. a bull for weeks, endure a vacuum or the crushing
depths of the ocean.
Rank 6-7+ / Superhuman: Result 60-79. Deadlift
about 2 tons/2000 kilos, lift and throw an automobile; Intellect
knock over an elephant with a standing shove. Punch
hard enough to shatter a city street and send it’s Rank 0 / Mortal: Unrolled. Perform a practiced or
shards splashing into the sewer underneath. routine mental task, solve a reasonably complex
problem within hours, remember a seven-digit number
easily.
Agility
Rank 1 / Capable Mortal: Result 10-19. Perform an
Rank 0 / Mortal: Unrolled. Stand on one leg, jog at a intricate task which requires concentration (such as
moderate pace, dodge a thrown ball. You can jump 3’ (1 repairing a combustion engine or writing a computer
meter) vertically or twice that horizontally without program), solve a difficult logic problem in minutes,
significant effort. Move to an adjacent Area. recall a small book from memory, or reasonably
common and straightforward knowledge, such as how
Rank 1 / Capable Mortal: Result 10-19. Walk a to start a fire.
balance beam, run at about 12 mph (as fast as a normal
human’s top running speed), dodge thrown punches. Rank 2-3 / Peak Mortal: Result 20-39. Perform a highly
You can leap 6’ (2 meters) vertically or four times that detailed and complex task, solve a tremendously
horizontally. This allows you to bound over significant difficult logic problem within a minute, recall a large
obstacles. Interact clumsily in a strange environment catalog from memory. Intuit complex and detailed but
(such as swimming through water). Move through two still relatively intuitive tasks, such as minor repairs to a
Areas. combustion engine.

Rank 2-3 / Peak Mortal: Result 20-39. Perform Rank 4-5 / Enhanced: Result 40-59. Intuit the use of
complex gymnastics and tumbling, run at 28 mph, sophisticated technology without prior instruction or
dodge sword swings. Your exceptional prowess allows context, solve an inhumanly complex math problem
you to leap 12’ (4 meters) vertically or 18’ (6 meters) within a minute, recall a library of detailed information
horizontally. Interact gracefully in a strange with near-perfect accuracy. Correctly guess
environment (swimming at an olympic level). Move information requiring training and experience, such as
through three Areas. scientific principles and equations as well as complex
technical instructions
Rank 4-5 / Enhanced: Result 40-59. Perform jaw-
dropping feats of acrobatics, run at 60 mph, dodge a Rank 6-7+ / Superhuman: Result 60-79. Perform a
bullet. Leap several stories in a bound. Traverse a nearly impossible feat of intellect (such as translating a
strange environment with speed and grace (swim as document from a dead language through logic and
well as a dolphin in water). Move to any Area in this inference or operating an alien and incredibly advanced
Field. technology with no training), brainstorm a doctoral
thesis on an unfamiliar subject in seconds, recall a large
Rank 6-7+ / Superhuman: Result 60-79. Walk through library’s worth of complex technical data with perfect
a rainstorm without touching a drop of water, run 260 specificity.
mph, dodge automatic weapon fire from point-blank
range. Leap tall buildings in a single bound. Move like
an apex predator through a strange environment (blitz
through water like a barracuda). Take your actions in
any Area in this Field and end your turn in whichever
you choose.

6
Willow Evans (Order #43519435)
Senses Spirit
Rank 0 / Mortal: Unrolled. Observe any obvious thing Rank 0 / Mortal: Unrolled. Enjoy a moment of spiritual
with the five senses. Hide in a perfectly concealing reverie at a site of Dharmic significance or feel unease
spot, like behind a concrete wall or inside a chest. in a cursed or haunted place. Offer a prayer. Meditate.

Rank 1 / Capable Mortal: Result 10-19. Notice subtle Rank 1 / Capable Mortal: Result 10-19. Vaguely sense
or hidden details, like the outline of a hidden door or a powerful spiritual phenomena with the accuracy of
camouflaged soldier. Hide in a reasonably concealing scent: you detect obvious properties but lack finer
spot, such as deep shadows or a dense shrub. detail. Awaken a slumbering spirit with a small ritual.
Sense the elemental alignment of a place.
Rank 2-3 / Peak Mortal: Result 20-39. Notice well-
hidden or extremely subtle details: you could uncover a Rank 2-3 / Peak Mortal: Result 20-39. Sense spiritual
spy’s false identity by observing their body language or phenomena with direct focus and scrutiny; you could,
smell a poison in cooked food. Hide in a partially for example, accurately diagnose an Imbalance by
concealed spot, such as within sparse vegetation or a feeling a patient’s meridians. Awaken a slumbering
dim room with no furniture. Chakra. Rebuke a ghost with a talisman.

Rank 4-5 / Enhanced: Result 40-59. Use a hyper- Rank 4-5 / Enhanced: Result 40-59. See fully into the
elevated sense to substitute for another, such as using spirit world with the accuracy of hearing and vision.
echolocation to “see” in complete darkness or scent to Sense distance events through the weft of Dharma
sense the emotional state of another through their with the frustrating vagueness of prophecy. Summon
pheromones. Hide in broad daylight. a distant spirit with an elaborate ritual. Interface with
spiritual technology.
Rank 6-7+ / Superhuman: Result 60-79. Push your
senses to mind-boggling levels; see the tiniest flea, Rank 6-7+ / Superhuman: Result 60-79. Physically
or to the limit of the horizon with perfect detail; interact with spiritual phenomena; punch ghosts with
hear every conversation within a city block with your fists or awaken a mortal’s sleeping Chakra. See
absolute clarity; feel the minute imperfections in into the Dharmic web with great clarity, “seeing”
soil from a hundred-year-old track. Hide from the distant events through the eyes of destiny.
mind’s eye; even as the most noticeable detail of Communicate with the souls of animals.
your surroundings, the mind refuses to see you
unless you draw attention to yourself.

Heart
Rank 0 / Mortal: Unrolled. Sway the opinion of a single
mortal or small group (1-10), tell a white lie.

Rank 1 / Capable Mortal: Result 10-19 Sway the


opinion of a group of mortals (10-50), convincingly lie
through your teeth.

Rank 2-3 / Peak Mortal: Result 20-39. Sway the


opinion of a mortal family/ large group (50-100),
maintain a convincing false identity.

Rank 4-5 / Enhanced: Result 40-59. Sway the opinion


of a large mortal organization (100-1000), seamlessly
replace another person through perfect
impersonation.

Rank 6-7 / Superhuman: Result 60-79. Sway the


opinion of an entire community of mortals
(1000-10,000) tell a lie so convincing that another
doubts their sanity.

Willow Evans (Order #43519435)


How to use the Map and Key Time Limit: The Ritual
While the heroes are delivering their cargo to Two-
The map provided on the next page is a simplified Souls Bao, Flesh Eating Sage is not idle. In fact, he’s
representation of the three large geographic areas. Box performing a terrible ritual to open a gateway to
Canyon Valley, Black Star City, and the Haunted Quay. Naraka, the Devil Realm! If he succeeds, the
ranks of his army will swell with demons, and
the Devil City will be a font of evil power, ensuring his
The map’s areas are numbered, and their description supremacy.
and relevant information is provided in the Key.
The ritual lasts seven days as he meditates within his
Each Key entry has a Description of the area, its stronghold Huli Plaza. On each day, the signs of its
Inhabitants and the Status Quo of what activity power manifest differently. Add these strange
typically transpires there. The information contained in phenomena to your descriptions of events:
these entries should be used to describe the area in
your own words, taking into account things like the
time of day and what has already happened in the Day 1: An ominous, black spiral-patterned cloud
game. hovers over the center of Black Star City. Occasional
flashes of multicolored lightning arc through it.
When players first arrive in a new area, weave the Day 2: Crows migrate in droves from Black Star City,
Event described into the conclusion of your darkening the sky. The multicolored lightning now arcs
description. It begins and allows the players a chance to and booms frequently across the entire city, the
interact every time the Event description has a comma thunder resounding for miles in every direction.
or period. Players may allow the event play out, or they
may choose to intervene somehow. Day 3: Throughout the day, waves of spiritual unease
gush out from Black Star City: characters attuned to
During a fight, players may move between Areas in the the spirit world, such as the Player’s Characters, notice
Field they inhabit. These are underlined in the this. Three times today, a minor tremor will rumble out
Description. from the city.

Day 4: The spiral cloud now covers the whole city, with
Volatility lightning booming constantly above. A consistent wave
of spiritual unease pounds out from the city.
Every 4 hours of in-game time, and whenever the
players cause a ruckus or allow their Prana to Flare, roll Day 5: Waves of spiritual turmoil boil out of the city,
a single d10. If the number rolled equals or exceeds the nauseating and alarming those attuned to the spirit
Tract’s Volatility, then something has noticed the party world. Whenever a non-evil character acts, roll 1d10;
and arrives to cause them trouble. on a 1, they have Disadvantage until their next action
from malaise and bad luck.
Each Tract has an Encounter Chart which serves as a Day 6: A steady torrent of spiritual dread rages out of
shorthand for the many troubles inhabiting the Tract. the city like a black river. In the shadows and dark
Roll 1d10 and consult the chart; whatever result you places, ghosts and other eerie phenomena begin to
achieve corresponds to what arrives. manifest. Every tract now uses the Black Star City
encounter chart.
Encounter Charts Day 7: Hourly, powerful tremors rock the surrounding
landmasses, accompanied by waves of spiritual terror.
The encounter charts are an abstraction of the complex The weak-willed begin to go mad with fright. At
movements of the many warring forces in an area. midnight on this day, the ritual concludes, and Black
Whenever you get a result on one, interpret what it Star City erupts in violent arcs of neon-pink energy as
means for the entry described to arrive and how it does Naraka boils to the waking world.
so. Perhaps the party’s antics have attracted the
attention of a squad of soldiers, or awakened a
powerful entity from a long dormancy in the wastes. If the ritual concludes, then use the Naraka Awakened
encounter charts for Black Star City. The Flesh Eating
Sage rallies his demonic forces and begins his eastward
Some of the entries represent bad fortune or natural conquest at the end of that day.
disasters. Fate tends to seek out heroes such as the
party to test their mettle!

Willow Evans (Order #43519435)


Map

Willow Evans (Order #43519435)


Key 2 Hell’s Armory
Tract: Box Canyon Valley West of Scrap Village is the munitions factory that
supplies Flesh Eating Sage’s warmachine. A nightmare
Volatility: 6+
cathedral of screaming machines, burning chemicals
This valley of hard-packed earth and standing
and smashing cylinders.
stones rests in the dusty bottom of a massive
Description: The exterior of the factory consists of five
boxed canyon. Swirling grey clouds of grit and
angled chain link fences jutting out from the tormented
ash, buoyed by unearthly thermals, sting the
mountainside, topped by barbed wire. A small
eyes and shroud the sparse buildings and
mountain of human bodies rests directly outside,
unnatural standing stones that pockmark the
crawling with maggots and flies. Within, it is a single
bleak landscape.
gigantic room of half-built instruments of war,
components rattling along labyrinthine assembly lines.
Fields
Vats of scalding, caustic chemicals and fire-belching
blast furnaces are fed by a line of minecarts clattering
along rusted tracks from deep within the mountain’s
1 Scrap Village
gaping cavern.
A village of tin and adobe greets the travelers as they
descend from the icy mountain trail. It’s inhabitants are There are three levels within; the mine is the lowest
sunken-eyed and withdrawn;its conquerors, vehicles level. The middle level is the factory, and the top level is
parked and weapons slung, stride through the quiet
the staging area.
streets with wicked satisfaction.
Event: A newly-crafted Tank rumbles out of the factory
Description: Ramshackle huts surround a central
doors, heading towards Scrap Village.
square of reused lumber with a pillory. Ammunition
Inhabitants: 120 starving Citizen Slaves, kept in line by
and supply dumps made of repurposed and bombed-
3 squads of 10 Red Flag Marauders.
out adobe buildings occupy one flank, while a depot of
Status Quo: Citizen-slaves toil until death and are
three dune buggies squat ponderously on the other. A
unceremoniously thrown on a growing heap of corpses
near-empty grain silo, creaking under its own rusty
outside it’s barbed-wire fence. Hell’s Armory serves as
bulk, rises on the far end of the town. There is a tavern
ore mine, refinery, and factory. Victims enter; bodies
filled with drunks, card sharps, criminals, frightened
and weapons leave.
townsfolk, and red-flag marauders directly past the
The Red Flag Marauders here are more serious than
town square.
their comrades elsewhere; they’re selected for their
Event: When they first see the Pillory in the town’s
discipline and cruelty.
square, a scuffle breaks out between 3 Resistance
Fighters and 7 Red Flag Marauders. If the party doesn't
interfere quickly, the Resistance is rapidly outgunned
and taken to the pillory to be hastily executed.
Inhabitants: 50 Desperate Serfs, 3 Resistance Fighters
and 3 patrolling squads of Red Flag Marauders.
Status Quo: The Serfs here have lived loyally under the
protection of the Golden Lions for a generation, but
have recently been conquered by Flesh Eating Sage’s
forces. They try to go about their lives under the cruel
boot heels of the Red Flag Marauders, enduring daily
indignities at their hands. They farm black rice, distill
and drink potent Saki, play cards, and host the many
wanderers of the wastes that frequent the tavern. The
Marauders display their power with daily acts of
sadism, get drunk, and generally make awful nuisances
of themselves.

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Willow Evans (Order #43519435)


3. Battle Zone 4. Last Hope Fort
South of Scrap Village are the remains of a Golden Lion A repurposed prison wedged inside the narrow
city, now a bombshelled quagmire of razor wire, blood-
filled trenches and the shells of broken war machines. southern edge of the canyon. The Golden Lion
Description: Flooded, maze-like trenches cut madly reinforcements are here, along with their meager
across the black and murky earth. Fields of razor wire stockpile of food and ammunition.
make speed treacherous. The concrete bunker which Description: A narrow and treacherous canyon of
the Lions inhabit is stringed with jagged concrete teeth insanely high walls terminates in the concrete front
to make overrun by tanks foolhardy. The center of the wall of the fort. Two gun towers with searchlights
battlefield is a quagmire of black earth and blood, perch on opposite ends, with a reinforced wood and
broken bodies and half-sunken warmachines. steel gate in the center. Inside the fort, a maze of
Event: The Vipers begin a bombardment and identical corridors branches into a webwork of cages,
overwhelming offensive, sending a small army led by mesh floors and steel staircases. A barracks of wooden
the vicious Yeman the Elephant Eater. The crates and ammunition abuts a sick bay of hard cots
bombardment causes a Rank 6 Explosion in the Bunker, and limited supplies. Finally,a tunnel sealed long ago
blasting a hole in its side. Chaun and his forces mount a with a concrete plug leads downward into the Tunnels
desperate charge, but they suffer tremendous Below.
casualties from the Marauder’s machine guns and Event: If the players are detected by the
Yemen’s counter-charge. Searchlights, the Lions send a detachment of five
In the second round of fighting, Chaun is captured and soldiers and detain them for questioning. If they don’t
taken prisoner by the indomitable Yemen and his resist or get their butts kicked, they’re kept in a cell for
forces are slain. a night and fed, any wounds dressed. In the morning,
Inhabitants: Yeman the Elephant Eater, a Battle Tank Luckless Chaun’s second-in-command Shen arrives. If
and crew, 1 small army of 50 Red Flag Marauders. Desert Sage is in the party, Shen recognizes him and all
Luckless Chuan and his surviving squad of 10 suspicion is dropped. Otherwise they’ve got to get on
Resistance Fighters. his good side or he keeps them prisoner!
Status Quo: The tension of active war permeates the If Chaun is with the party, then the party is received
battle zone; soldiers on both sides keep their heads warmly and given sake and medical treatment if
down, smoking and cleaning their weapons necessary.
compulsively. Small skirmishes and firefights erupt Inhabitants: 30 Resistance Fighters serving as guards.
spontaneously and lapse back into a tense and 1 Overworked Knight Errant (3 Effort) serving as
unsteady quiet just as suddenly. Chaun’s forces pray leadership. 10 POW’s.
frequently, and Chaun himself constantly plans and Status Quo: The mundane happenings of a military
scans the surroundings hoping for an opportunity to base go on, along with the strange mystical training of
lead his forces into retreat. the promising Golden Lion students. Lacking a proper
Note: If the party does not come here within the first dojo, they often train on the concrete walkways, having
two days of the adventure, Chaun is captured and mock duels, meditating on parapets, or drawing static
Yemen and his forces return to Black Star City through from the nearby smog and discharging it in pyrotechnic
Hell’s Armory, with each Field taking them a day to displays. Prisoners of war languish in the cells,
travel through. including suspected spies. Two searchlights on the gun
towers circle continually in the perpetual gloom.

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Willow Evans (Order #43519435)
5. Luckless Chuan’s Outpost
The prosperous but besieged mining operation of Encounter Chart: Box Canyon Valley
Luckless Chuan. (Roll 1d10)
Description: The goldmine rests in the sandy
southeastern tip of the boxed canyon, hemmed on A gaggle of 1d10 Serfs stumble into the scene, seeking
three sides by impassable mountain walls. A small 1-2 refuge. One of them knows an important fact concerning
a neighboring area
miner town of tin shacks has grown within. A wall of
clay bricks topped in broken glass protects their
entrance. Chuan’s dojo is also crafted of scrap, but is A roving squad of 10 Red-Flag Marauders in a dune
3-4
considerably nicer; it is empty, as he and his students buggy come roaring out of the smog to cause havoc
are leading the desperate defense against the invading
Vipers. A a huge mound of slag rests at the entrance to
A Squad of Shadow Viper Shinobi emerge from the
the mine. The gold reserves have been smelted into 5-6
darkness and attack
bars and are guarded in a secret compartment below
the Dojo. There’s a fortune there. A band of 10 Resistance Fighters bearing the
Event: The party is stopped at the door by the guards; unmistakable blades of the Golden Lions arrive to do
7-8
battle with he most evil-looking people present (this could
they stubbornly refuse all visitations that lack the seal be the players!)
of approval from Chuan (his seal is currently on his
person)
A Tank and crew come clattering over the horizon, drunk
Inhabitants: Skeleton crew of 8 Knights Errant. 40 9
on power and looking to blow something to smithereens
Desperate Serfs acting as miners.
Status Quo: The mining and smelting continues daily, Yemen the Elephant Eater arrives with a squad of 50 Red
although the miners lack enthusiasm because their Flag Marauders, bearing his prize; a captive Luckless
10
Chuan (treat as the above result if Yemen is slain or
rations are stretched thin and they’re lacking Chuan’s already present)
charismatic leadership.

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Willow Evans (Order #43519435)
Tract: Haunted Quay 8. Two-Soul Bao’s Fortress
Trouble 8+ A pillar of silver rising up in the toxic jungle
A thick copse of unearthly jungle plants squirm between sea, stone and city. Bao’s complex was
out from the mucosal black earth like repurposed from an ancient water treatment
phosphorescent worms. A greasy, iron-black facility. Somewhere between mad laboratory and
beach terminates into a stagnate and blood- opulent pleasure palace, Bao rules her kingdom of
colored sea. Rusty metal buildings rise irregularly mutant servitors from her glistening throne.
above the treeline like tombstones. Two-Soul Description: Arcane scientific equipment stuffs
Bao’s fortress rises indomitably in the center like the massive complex. The floor is a metal grate
the tombstone of a titan. precariously perched over an artificial cavern,
terminating far below in the lightless depths.
Fields Huge, rusted pipes stuff the stale air overhead,
6. Irradiated Quagmire while Bao’s throne itself is a glistening chrome
A moderately radioactive clearing within the affair made of polished, broken instruments of
weird plants of the surrounding jungle. forbidden science.
Description: Deep in the swaying vines and Event: Bao receivers visitors warmly in her
unnaturally colored plants of the toxic jungle, the throne room, but is always accompanied by five
leaves move with no wind. A thick pit of black burly Mutant Servitors. If the party delivers the
sludge burbles like an inland lake of coffee package to her, she opens it to reveal Heaven’s
grounds and thin tar. Three islands of mossy Tear and a note from an assumed deceased
stones pockmark its surface, alone with the thick master of the Five Star Spirits, begging his “old
rooted-growths of twisted, dead trees. friend” to join the Lion’s cause. Once she has the
Inhabitants: A nameless bog monster lairs here. blade in hand, she attacks the party with glee. If
Its proclivity for drowning interlocutors and the battle starts to turn on her, she uses her
sucking the meat from their bones has earned the telekinesis to bend the lone support pillar below
quagmire a fierce reputation. the grated floor, sending the party toppling into
Event: As the heroes travel through here, one of the Gulag below.
them is attacked from below by one of the beast’s Inhabitants: Two-Soul Bao (Po), 5 Mutant
sucking tentacles. This is a Rank 3 grab attempt, Servitors.
and they can roll their Effort and attempt any
defense they wish. The beast then emerges and
attacks.

7. Rust Bay
Description: Surrounding the southern edge of
the Fortress is a bay of black sand. The tideless
ocean of rust skirts its border, still as glass,
stretching forever off into the southern horizon.
A crest of moist, black earth topples northward,
leading back into the unnerving, squirming
foliage of the toxic jungle.
Status Quo: This Field has no inhabitants and
stands as an eerie southern approach to the
Fortress to the north.
Event: Good Bao’s psychic presence is felt like a
watching eye by the party. They can instinctively
sense that it emanates from the Gulag

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Willow Evans (Order #43519435)


9. The Gulag
Description: A lightless, mostly-dry aqueduct and
sewer stretches labyrinthine in all directions.
Encounter Chart: Haunted Quay
Piles of metal detritus rise rusted and titanic from
the ankle-deep muck like the rotten teeth of a (Roll 1d10)
dead god. The true Two-Souls Bao ekes out her
meager existence here, having been betrayed by A disturbing sense of being watched washes over the
1-2 party. With a Spirit action, Rank 3, they can trace this to
her dreams. The sole exit (aside from flying up the psychic spying coming from Bao’s Fortress
tunnel) leads to Rust Bay.
Description: The wreckage of upper-world A Shinobi begins to follow the party from a distance,
debris fills the murky-drowned floor. Pipeworks 3-5 spying on them. After d5 actions, they will retreat and
emerge from concrete,like an industrial report to Manyu or Flesh Eating Sage.
graveyard. Bao’s shabby hut is a single lean-to of
repurposed tin and broken machines. A group of 10 Shinobi tail the party from hiding for d5
6-8
Event: An older, more emaciated version of Bao actions before ambushing them.
finds the characters amid the heaps of tangled
metal and ancient sludge. Turns out this is the Oily Manyu and a group of 10 Shinobi emerge from clever
original Bao, and the one that stole Heaven’s Tear 9-10 hiding places and attack. If Manyu is dead, the its 25
Shinobi.
is a failed, insane clone that cast her into this pit
to die. Having failed in her life’s quest to create a
perfect clone, she has accepted her fate and lives
as a disgraced hermit in the Gulag. She offers the
party succor, but refuses to help against her clone
or Flesh Eating Sage (initially, anyway; she as all
NPCs is subject to persuasion, and she was dear
friends with the previous owner of Heaven’s
Tear)
Inhabitants: Two-souls Bao (Hun)

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Willow Evans (Order #43519435)


Tract: The Tunnels Below Strange Chambers (d10)
Trouble: 4+ 1-4: An eerie laboratory, ancient and ransacked.
Brotherhood of Freaks characters, or those with a Investigation reveals that it once contained
death wish, may wish to travel below the ground instruments usable in cloning human or animal cells,
rather than over it. There are entrances to these in but they have been taken.
the basement of Last Hope Fort, leading into the 5-7: A water treatment engine or other arcane
Gulag, and letting into the Dark Market via a hidden machine repurposed into a makeshift habitat for
aqueduct. Traveling through these tunnels is loose Servitors. 1d5 Servitors (see entry under
dangerous as hell, but lurks below the radar of the Encounters) are there; their simple minds are free
movers and shakers of the above-worlders and from outside influence, but they are animalistic and
travels faster than overland. can be violent if not approached delicately.
8-10: A corroded ancient computer terminal haunted
Every turn of travel through the tunnels covers only by a deranged AI spectre. Interactable with Spirit,
2 hours at walking speeds, or ½ hour at vehicle they cannot otherwise touch the physical world.
speed (Rank 6+ Agility) due to their directness. Although insane, they do know 3 useful, true facts
However, their encounter frequency is 4+ and that can help the heroes in their quest.
there’s no guarantee that you’re heading in the Unfortunately, they are otherwise misleading or
right direction. misinformed and they can’t distinguish between the
truth and their deranged fantasies any longer.
The entrances have 2 paths each, which go
between the Fields described in the Tracts in Lairs (d10)
sequential order. They endlessly criss-cross and 1-7: you must pass through the lair of d5 glowing,
worm over-and-under one another, and only a very radioactive corpse-vampires called Atomic Jiangshi
few tunnels exit to the surface. Roll a d10 per (see their entry under Encounters for stats). They
stretch of tunnel: only on a 9-10 does it have an typically rest under stagnate, irradiated water and
exit. Otherwise, travel must continue underground! spring up when living creatures draw by.
8-10: You must pass through the lair of a Dead God
At the end of every turn of travel, roll a d10 to (see entry under Encounters). This is an intensely
determine the next stretch of tunnel: dangerous and scarring experience and you really
shouldn’t feel bad about fleeing
Tunnel Travel (d10)
1-2: You’ve reached a dead end and must Encounter Chart: Tunnels Below
backtrack.
(Roll 1d10)
3-5: The tunnel continues in a straight line, with
1 exit per facing of the die you rolled at right
A mass of rodents or other harmless subterranean
angles to the main path of travel. 1-2
creatures. Good for food in a pinch!
6-7: the tunnel branches into two (if you rolled a 6)
or three (if you rolled a 7) paths you must choose
from, heading in new directions. A waterlogged corpse from one of the other encounter
3-4
charts (GMs choice)
8-9: You must pass through a strange chamber to
continue your journey (roll on the Strange Chamber A trio of Mutant Servitors on a mission from evil Bao.
list) They respond to non-violent interaction by inviting the
5-6
10: You must pass through a Lair to continue party to meet their master, but they react to surprise with
violence.
your journey (roll on the Lair list)
An Atomic Jiangshi, more inclined to dupe the party than
7-8
attack them (unless they can get an advantage!)

The hungering tentacle of an aquatic predator (as the


9
Nameless Bog Beast encounter)

The psychic attentions of evil Bao. She prods the party’s


10 thoughts and speaks into their minds, pretending to be
their ally.
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Willow Evans (Order #43519435)
Tract: Black Star City 11. Dark Market
Trouble: 5+ Description: A thriving but gloomy market,
The neon-lit corpses of buildings squirm with living churning with tradesmen, stalls and foot traffic
shadows in the haunted blocks of this dead city. under neon lanterns. Nearly lawless, any vice can
Streets of shattered concrete echo with wraithly be satisfied here for sufficient gold. Weapons are
noises and glinting predator eyes stare hungrily from not openly available for sale, but many are
the darkness of lightless alleyways. purchasable with the correct persuasion. Medical
treatment is also available, but is exorbitantly
10. Docks/ Tsuchigumo’s Web expensive. Gold talks, but characters may trade or
Description: An ancient, derelict graveyard of ships barter their considerable talents instead.
float eerie in the black waters of the cursed sea. The Description: dozens of wooden market stalls crowd
docks themselves are shrouded in thick webs of the central plaza. Ancient machines thrum nearby,
silver, like an old woman’s hair. Ever-present mist providing power. The corners of the market are
engulfs everything, and uneasy noises fill the air. In dotted with pleasure and opium tents catering to
one of the many dark warehouses that stand sentinel dark desires. Streetlights festooned with neon
over this haunting place, the demon spider lanterns light dark alleys stretching into the gloom.
Tsuchigomo keeps her victims, alive and wriggling, in Event: The characters are swarmed with merchants
silk cocoons awaiting her appetite. hawking worthless trinkets, prayer beads, drugs,
Event: Tsuchigomo sees anything that touches her and other tawdry offers unless they’ve taken pains
web with a constant Senses 6 scrying. If she detects to hide or disguise themselves as Citizen-Slaves.
prey, she stalks them (same Rank hiding) and This draws the attention of the guards posted in
ambushes them in a moment of weakness. She moves various places to keep the peace, who report on
as fast as a horse at full gallop, moving her monstrous the strangers to their lord, Dang Chong the
body with an alien silence. Centipede Courtier. He has them brought before
Inhabitants: Tsuchigumo. Her victims, which are a him by an escort of guards unless they resist. He
mix of luckless Mutant Servitors, Citizen-Slaves and then presents them with a lucrative offer to help
Desperate Serfs and are all bound in her webbing. him in a coup against the tyrannical Flesh Eating
Sage.
Inhabitants: a hundred well-fed Citizen-Slaves.
Encounter Chart: Dark Star City Twenty four Merchants (ranging from craftsmen to
courtesans, drug dealers to arms dealers). Dang
(Roll 1d10)
Chong and his personal retinue of 20 Red-Flag
Marauders.
A gang of criminals take an interest in the party (use Red
1-2
Flag Marauder statistics, d10 criminals)

The ghosts of previous slain foes materialize from the


party’s kharma and attack. They have the same
3-4
capabilities, but are Ghostly and can only be injured by
magic.

Dang Chong slithers from the shadows to make a deal


5-6 with the party. Treat as an encounter with Tsuchigumo if
Dang Chong is dead.

Tsuchigumo scuttles from the darkness, ravenous for the


7-8 party’s blood. Treat as an encounter with Dang Chong if
Tsuchigumo is dead.

Manyu and a group of 50 Shinobi emerge from the


9 darkness to ambush the party. If Manyu has been slain,
count this as 10.

Flesh-Eating Sage has emerged from his death-


10 meditation, following a disturbing and prophetic dream of
interlopers in his city

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Willow Evans (Order #43519435)
12. Arcane Neighborhood/ Demon’s playground 13. Huli Plaza/ Flesh-eating Sage’s
Training ground of the Shinobi, this ruined center of Headquarters
the once magnificent Dark Star City exists in uneven Dark gem of Black Star City, a cyclopean building rising
tiers of street and earth, fragmented by some to the tormented skies like a needle in the eye of god.
unknowable disaster. Squads of killers battle viciously Protected by arcane magic, this is the seat of Flesh
with one another under the merciless eyes Flesh Eating Sage’s power. Within, he has repurposed the
Eating Sage. Rising in the center is the dark mass of central floors (whose southwestern walls are destroyed,
Huli Plaza, highest building in all the city and seat of leaving them visible from without) as a mystical training
Flesh-Eating Sage’s power. chamber and throne room. He converses with distant
Description: Uneven tiers of broken street surrounded allies through a magical portal and cooks the meat of
by dark and ruined buildings. Ruined city features such powerful foes in a huge cauldron from which he takes
as dumpsters and streetlights abound, and a webwork his meals.
of chasms yawn into the icy darkness below. Description: A massive chasm surrounds the building,
Event: Although easy to hide in the shadowy crags and making crossing into the sanctum tricky. The exterior of
tilted buildings, this place swarms with hostile eyes. If the building is unreflective black glass, cursed to attack
ever in the open, they are spotted by Oily Manyu, the any who approach without Sage’s blessing (see the
spymaster in charge of the training operation. He takes Demon’s Playground Events). Ductwork leads up from
the opportunity to carefully reposition the gathered below ground level through every floor. 10 lower floors,
forces to surround the characters, then attacks from filled with ancient offices make up the bottom part of
hiding while they bombard the luckless heroes. the structure, while a ruined stretch of 7 central floors,
Further, Huli Plaza is surrounded by a spell that repurposed into an arcane throne room, constructs its
constantly senses everything within 50 yards/meters middle. The upper 10 floors and roof, consisting of
with Rank 3 Senses and fires 1d10 Rank 3 beams of ancient executive suites, tops the structure. Sage’s ritual
neon energy at any so detected per round. It doesn’t room is the largest of these offices.
prioritize targets, so can be misled if too many are Event: Sage is generally dining, training alone, or
present. speaking to distant allies of his progress in conquering
Inhabitants: 50 Red-Flag Marauders in training. 50 the “Lion’s Mine”. The wardings within Sage’s sanctum
elite Shinobi, led by Oily Manyu. make him aware of all things within it at Rank 5 Senses.
If he notices anyone there, he inquires if they have
sought him out to become disciples. If they have not, he
invites them to dinner and launches his attack (being as
they’re on the menu).
If Two-Souls Bao’s clone has escaped with Heaven’s
Tear, the two will be plotting their conquest of the
Proud Lands here, over a dinner of human remains. The
other details are unchanged.
Inhabitants: Flesh-Eating Sage. Two-Souls Bao (Po), if
she’s alive.

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Willow Evans (Order #43519435)
Cast of characters

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Willow Evans (Order #43519435)
Flesh Eating Sage. Shadow Viper Warlord. (12) Naraka’s Fury: Ranged Energy
6th Degree Strong Attack, Rank 3 Facing 6-9 Requires arm or
weapon, Awakened Hell Chakra.A
Lord of Dark Star City, murderer of masters, throbbing neon-pink beam of pure evil
cannibal, dark Bodhisattva of hell. He earns his strikes everyone it passes over in a straight
name from his peculiar habit of eating his foes to line for the length of the Field. All foes
gain their strength. From his sanctum in the struck take +3d10 Aggravation as their
desecrated Huli Plaza, he gathers strength and flesh dissolves.
distantly guides the war to obtain Luckless
(40) Thousand Ghosts Escapes: Defense,
Chuan’s gold mine. With this blood-stained
Rank 5, Facing 0-6. Requires 3 limbs.
lucre, he plots to plunge his burgeoning empire
Generates a round-long Defensive Shield at
of cruelty deep into the heart of Golden Lion
(Achieved Rank) as you become an
territory.
insubstantial, ghostly target. When you defend
Effort: 11 against an attack, afterwards you may move at
Effortless: 2 this same Rank, ignoring all intervening
Focus: 3 obstacles as you phase through them. When
you occupy an otherwise uninhabited Area, the
Initial Chakra: 4 (16 starting Prana)
Shield Conceals you as a Senses action to hide.
Pool/Recovery: 4/8 (Base recovery 32 Prana/round) You may Sustain all of these effects with a single
Health: 16 Focus slot indefinitely (Shields are broken if
targeted with an attack of a higher Rank)
Aura: 6
Weapon: Chalcedony Tiger Claws (Subtle, +1 Rank
to an attack per turn)
Kung-Fu Techniques
Once per turn, actions of these Facings may be
used for the following special actions:
1: +1 to attack with a Subtle Weapon
2: +1 Defense as he draws shadow to him like
armor
4: +1 defense as his skin hardens like stone
8: +1 to an attack, can target ghosts and spirits
9: +1 Rank to Senses to hide
Additionally, every time Flesh Eating
Sage deals Aggravation to an enemy, he
gains an equal amount of Prana.
(3) Demon’s Fang Strike: Attack, Rank 1
Facing 6-9 Requires arm. Deals +2d10
Aggravation
(3) Foe Mocking Gesture: Defense, Rank
1 Facing 0-3 Requires arm. Defends
against a strike. If you exceed their attack
by 1 Rank, they gain Disadvantage
(3) Throat-Crushing Grasp: Grab Attack,
Rank 1 Facing 6-9 Requires arm. Grab and
strangle a foe. Deals an additional 1d10
Aggravation every round you maintain the
chokehold.

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Willow Evans (Order #43519435)
Yeman the Elephant Eater. Shadow Viper Dang Chong. Obese Centipede Demon
General. 3rd Degree Strong Courtier
A masked mountain of muscle and fury, he One of Flesh-Eating Sage’s trusted demonic
is the founder of the Red-Flag Marauders. generals, Dang Chong has grown fat on the
Vanquished and taken as a promising vices of the mortal realm. 30’ of pulpy, chitinous
student by Flesh Eating Sage, he eagerly bulge supported by iron-hard hook legs, his
adds the dark powers of Sage’s demonic upper segment resembles a corpulent middle-
Yuddhakalha to his arsenal of brutality. aged sot dressed in a fine silk waistcoat. As
Sadistic and powerful, he exults in his role shrewd as he is indulgent, he acts as the head
as Sage’s favored general. of vices in Dark Market.
Effort: 8 Ferocity 12
Health 16
Effortless: 1
Armor: 13
Focus: 2 Powers:
Aura: 3 River of Limbs: +1 to three attacks this round.
Initial Chakra: 3 (9 starting Prana) Chong is too flabby and out-of-shape to use it
a second time in the same fight
Pool/Recovery: 3/6 (Base recovery 18 Prana/
round) Tail Spike: +2 to a single attack, once per
round. Can be targeted and broken with a Rank
Health: 16 5 strike.
Masteries: Power, Endurance Chong is as big as a rhinocerous and cannot
be llifted or moved except by a Power action
Weapon: Obsidian Battleaxe (Add +1 Rank and
+2d10 Aggravation to an attack once per round) of Rank 6.

Kung-Fu Techniques
Tsuchigumo. Ravenous Spider Demon.
Once per turn, actions of these Facings may be Beast.
used for the following special actions: Another of Sage’s trusted demon lieutenants,
8: +1 to an attack, can target ghosts and spirits Tsuchigumo is an automobile-sized spider with a
4: +1 defense as his skin hardens like stone hideous humanoid face. She keeps the docks
safe for the distant ships bearing traders and
(3) Demon’s Fang Strike: Attack, Rank 1
Facing 6-9 Requires arm. Deals +2d10 goods that glut Dark Star City’s growing army.
Aggravation Constantly ravenous, she scries her
neighborhood-sized web’s subtlest vibrations for
(3) Foe Mocking Gesture: Defense, Rank
1 Facing 0-3 Requires arm. Defends stragglers or intruders to capture and devour.
against a strike. If you exceed their attack Ferocity 14
by 1 Rank, they gain Disadvantage Health 10
(3) Throat-Crushing Grasp: Grab Attack, Powers:
Rank 1 Facing 6-9 Requires arm. Grab and Silk Trap: Sprays out a blast of web. This is a
strangle a foe. Deals an additional 1d10 ranged strike, causing a paralyzing grapple if it
Aggravation every round you maintain the hits. Entrapped foes cannot move and are at
chokehold. Disadvantage until freed (the rank of effect
(12) Naraka’s Fury: Ranged Energy needed to escape is equal to the attack which
Attack, Rank 3 Facing 6-9 Requires arm or trapped them).
weapon, Awakened Hell Chakra.A Drink Blood: When attacking a Disadvantaged
throbbing neon-pink beam of pure evil foe, Tsuchigumo heals 1 point per damage she
strikes everyone it passes over in a straight inflicts as she drains her target’s vital fluids to
line for the length of the Field. All foes regenerate herself. Cannot heal aggravation.
struck take +3d10 Aggravation as their
flesh dissolves.

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Willow Evans (Order #43519435)


Oily Manyu, Shadow Viper Master Assassin. Luckless Chuan. Golden Lion Resistance
3rd Degree Cunning Leader. 2nd Degree Strong
A skeletal scarecrow of a man, one-eyed and A chiseled, gold-clad leader of men, Chuan cuts
fanged, he is the master of Flesh-Eating Sage’s a heroic figure in his trying circumstances.
assassins. Cruel and calculating, he abhors a Granted ownership of a prosperous gold mine
fair fight and always arranges traps and surprise by his clan, he struggles to defend it against the
attacks for his victims. Shadow Viper’s war machine. Stern but justice-
Effort: 7 minded.

Effortless: 1
Effort: 7
Focus: 3 Effortless:1
Aura: 3 Health: 9
Initial Chakra: 3 (9 starting Prana) Focus: 2
Aura: 2
Pool/Recovery: 3/6 (Base recovery 18 Prana/
Mastery: Heart
round)
Health: 9 Initial Chakra: 2 (6 starting Prana)

Masteries: Senses, Agility, Spirit Pool/Recovery: 3/6 (Base recovery 12 Prana/


round)
Weapon: Wormwood Tiger Claw (Subtle, +1 Rank to
an attack per turn) Weapon: Twin swords (Balanced, +1 Rank to two
attacks per turn)
Kung-Fu Techniques
Once per turn, actions of these Facings may be Kung-Fu Techniques
used for the following special actions:
(2) Lion’s Paw Swipe Rank 1 Facing 2-6
1: +1 to attack with a Subtle Weapon Requires sword. Sword strike.
9: +1 Rank to Senses to hide
(3) Falcon Flourish Rank 1 Facing 6-9
2: +1 Defense as he draws shadow to him like Requires sword. Strike does no damage, but
armor
disarms a foe. Disarmed foes must either
Additionally Oily Manyu does not Prana Flare sacrifice Advantage or accept Disadvantage if
if he only pens 1 chakra per turn they want to keep their weapon.
(3) Devils Dart: Attack, Rank 1 Facing 6-9
Requires subtle weapon. You remain (5) Zealous Counter Rank 1 Facing 0-3
hidden after you attack. Requires sword. This prickly defense redirects a
(3) Soundless Step: Defense, Rank 1 foe’s strike and opens them for a swift jab of
Facing 0-3 Requires both legs. If you take steel to the belly. They take damage equal to
no damage from the enemy’s attack, how much you overcome their attack with your
creates an equal-Rank Senses action to hide. defense.
(3) Serpent’s Unseen Coil: Trip Attack, (12) Whirlwind Dervish attack Rank 3 Facing
Rank 1 Facing 6-9 Requires arm and leg.
6-9 Requires sword held in both arms. Strike a
Foes struck are also Tripped at an equal Rank.
single foe with the full attack. Additionally, hit
(12) Night Dragon’s Claw: Ranged Attack, every foe within melee’ range at Rank 3
Rank 3 Facing 6-9 Requires Subtle
weapon. If your use of Advantage on this (12) Hero’s Halo Rank 3 Facing 0-3 Requires
attack is due to attacking from Stealth, then open Heaven Chakra. Surrounds you in a Shield
you may invoke it an additional time this of shining golden energy. Demonic or evil
round on another action.
beings which touch it are burned as though by
Fire Hazard. You may sustain both of these
effects with a Focus Slot.

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Willow Evans (Order #43519435)
Two-Souls Bao (Po). Silver Phoenix Unstable Two-Souls Bao (Hun). Silver Phoenix
Clone. 4th Degree Enlightened Science Priest. 4th Degree Enlightened
Bald, rail-thin and sporting a barcode-tattoo on her Malnourished, bald, skeletally thin, nevertheless
forehead, Po is never without a wicked smirk on her an aura of eerie surety radiates from the
rictus face. Perched on her stolen throne, she emaciated Bao. A sorceress and scientist with
passes her time engineering monsters and servitors few peers, she is currently living in exile after
in a growing army of fellow artificial lifeforms. Her her latest bid at immortality ended in disaster.
mind is a cataclysm revolving around a core of Having cloned herself and transferred a
sadism; she wants more power and new victims to template of her soul to her inheritor, she found
twist for her aggrandizement and amusement. A too late that the experiment was flawed and her
genius, if insane, she uses every devious strategy clone dangerously insane. She enjoys
her brilliant mind can concoct in her quest for self- entertaining company and isn’t above reviving
aggrandizement. the nearly-dead to pass a few lonesome hours
Effort: 7 in intellectual conversation. Wracked with
shame over her failure, she stubbornly refuses
Effortless: 2
to involve herself in worldly affairs any longer…
Focus: 2 Although she takes a keen interest in news of
Aura: 5 the outside world.
Initial Chakra: 4 (16 starting Prana)
She has the exact same capabilities as her
Pool/Recovery: 4/8 (Base recovery 32 Prana/ Po version
round)
Health: 10
Masteries: Intellect, Senses
Weapon:

Special moves:

Knows the Soundless Ways Form

(3) Prana Leak: Rank 1 Facing 0-3 Requires


functional Metal Chakra. Against any character you
can sense, you cancel their use of a Technique
unless they pay an additional 3 Prana

(3)Telekinesis: Rank 1 Facing 0-3 Requires


functional Metal Chakra. Defends against an attack
with precognition. May be used with Power to move
objects at a distance. May Sustain to hover and fly
slowly.

(3) Ghost Light: Rank 1 Facing 6-9 Requires Arm.


Summon a dim, ghostly orb of psychic energy and
hurl it towards the foe. It acts as a ranged, energy
attack

(12) Psychic Shockwave: Rank 3 Facing 6-9


Requires Awakened Metal Chakra. Creates a
destructive wave of psychic force, crushing and
mutilating everything in this Field. All characters,
save yourself, in the affected areas are struck by
your attack. Allies are not spared.

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Willow Evans (Order #43519435)
Dead God Nameless Bog Beast
The gods that maintained the world died alongside it. Like A massive albino blob of a creature. Hungering sharp-
the scarred and hostile landscape, they still lurch along in a toothed maw surrounded by sucking leech-like tendrils. An
hideous half-life. Caught between living death and dreams of opportunity predator, attacks when it feels it has the upper
oblivion, they know not what horrors they bring to the world hand and squirms away
Ferocity 10
they once cherished
Health 14
Ferocity 20
Powers
Health 16
Tentacle Grab: +1 to a grab attack, can be used 4 times
Armor: 10
per turn. Foes grabbed remain entangled and can be
Powers: moved according to the Beast’s wishes (usually towards
Ghostly; cannot be touched or harmed except by special its gaping maw)
magic Each tendril may be targeted an injured individually;
Fallow Miracle: Every living thing in this Field suffers they have 4 Health levels apiece.
this attack, which is at +2 Ranks. Usable once per night. Swallow: Rank 4, usable on one grabbed creature per
Suffer: +1 to a defense; if the total of your defense turn. The creature is swallowed and takes a Rank 4
exceeds the foe’s attack, they take damage equal to the crushing attack every turn until they either escape by
difference. Usable 3/round cutting their way out (with a Rank 3+ attack with an
Oblivion Caressing Fingers: Getting the attention of a edged weapon) or until they’re digested.
dead god is a mistake. This is their sole remaining way to Hide: Rank 3, allows the beast to hide under the murky
bog water, once per turn, and remain hidden until it
interact with the fleshy world of the living; there’s no
next attacks or is discovered.
malice in the act, it’s simply that they have become life’s
The Bog Beast is as large and heavy as an elephant
antithesis. This is a physical attack that crosses the
spiritual barrier. Rank 3 attack; corrodes physical matter
it touches, dealing +1d10 Physical Aggravation
Dead Gods are as large and heavy as an elephant

Atomic Jiangshi
Radiation-poisoned corpses, returned to hideous life by
having a single note of a world-ending song lodged in their
distended, putrid Chakras. Intelligent, but utterly ravenous
and ruthless
Ferocity 3
Health 3
Powers:
Devour Prana Gain 1 Prana per point of damage they
inflict
(3) Elemental Fire Chakra: You launch fire as a Rank +1
attack. You can flare or quash it, control it and spread it.
You’re still flammable, so use discretion

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Willow Evans (Order #43519435)
Populaces Squad of 10 Marauders
A Populace is the number of certain people in 10 Effort
an area. In the entries in the Key, this is a Name 10 Health Levels (100 Health)
designating the type of people, and a number Unit Cohesion: For every Health Level Lost,
designating the total amount. permanently reduce Effort by 1
When you need a Nonplayer character (NPC)
Concentrated Fire: Once per turn, attack at
such as a barkeep or a random passer-by, use
Range at +1 Rank as several squad
the descriptions of the Populace as a guide for
members fire at the same target with their
creating one (name, personality, appearance,
Deathbelchers
etc.)
Populaces generate very weak characters
(typically with only 1 Effort and no other Army of 50 Marauders
abilities). 5 Effort
If properly trained, certain Populaces produce Additionally, distribute +5 Ranks among all
more capable NPCs that may act as a Squad. actions every turn.
This allows up to 10 of them to band together 50 members, 1 Health Level apiece
and group their Effort, which offers Lose 1 Member per 10 damage taken.
stronger actions.
All defenses begin at Rank 3 before any
allotment.
The Red Flag Marauders
For every 10 members lost, permanently
Remnants of Yemen’s tribe mixed with local remove an Effort and a +1 Bonus.
thugs and criminals from Dark Star City.
Reduce Defense by 1 if membership drops
Troublemakers, punks, cowards with guns
to 25 or fewer members.
and oversized egos. Their single uniting
If struck with an attack that encompasses an
theme is their bloodlust and a single article
Area or larger, lose an additional 1d10
of red clothing, worn haphazardly. They are a
members.
tool for Flesh-Eating Sage and he regards
their lives as worthless except as cannon
fodder for his conquest. The weak are eaten Shadow Viper Shinobi
by his demonic legions and the strong are The promising elites of Flesh Eating Sage’s
cultivated as promising new pupils. forces. They train tirelessly to carry out his
will. Black-clad and carrying an arsenal of
assassination tools, they’re trained in the
Single Marauder
murderous arts and indocronated into Sage’s
1 Effort
insidious cult.
1 Health Level (10 Health)
Knife, nunchucks, brass knuckles etc.
Single Shinobi
(Unarmed)
1 Effort
Deathblecher (Warfighter; Ranged and
1 Health Level (10 Health)
Balanced, attack at any range once at Rank +1)
Deadly array of Subtle weapons, including
shuriken and kurki.
Limited training in the Yuddhakala allows
them ferocious fighting strength: Once per
turn, they may add +1 to any Attack, +1 to a
Senses action to hide, and +1 to a Defense.

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Willow Evans (Order #43519435)
Squad of 10 Shinobi Knights Errant: 1 Effort each, 1 Health level. Armed
10 Effort with swords and pistols. Soldiers of the Golden
10 Health Levels (100 Health) Lions, their limited training in the Yuddhakala allows
them ferocious fighting strength: Once per turn, they
Unit Cohesion: For every Health Level Lost,
may add +1 to any Attack or Defense with a sword.
permanently reduce Effort by 1
They may band together in Squads. If taken as
Concentrated Fire: Once per turn, attack at Range
minions, they begin with Loyalty 9.
at +1 Rank as several squad members fire at the
same target with their Shuriken
Citizen-Victims: As Desperate Serfs. The hollowed-
Stealth Tactics: May hide as a group, gain +1 eyed “citizens” of Dark Star City, they know they live
Rank to Senses actions to hide at the sufferance of their wicked overlords.

Army of 50 Shinobi Mutant Servitors: 3 Ferocity each, 2 Health.


5 Effort Hulking, genetically-crafted brutes, they obey Two-
Additionally, distribute +5 Ranks among all actions Souls Bao (Po) without question (although their
every turn. limited intellect frustrates her). They are nearly
mindless, but have perfect loyalty to their creator.
50 members, 1 Health Level apiece
Add +1 Rank to any Power or Endurance actions,
Lose 1 Member per 10 damage taken.
but automatically fail any Intellect or Heart actions.
All defenses begin at Rank 3 before any allotment. They Wield oversize Heavy weapons, adding +2d10
For every 10 members lost, permanently remove damage to every hit.
an Effort and a +1 Bonus.
Reduce Defense by 1 if membership drops to 25
or fewer members.
If struck with an attack that encompasses an Area
or larger, lose an additional 1d10 members.
Stealth Tactics: May hide as a group, gain +1
Rank to Senses actions to hide
Specialty Squads: May break off a Squad of 10
Shinobi to pursue strategically important
objectives with more agility

Desperate Serfs: 1 Effort each, 1 point of health


apiece. No weapons, no strength, no hope: these
desperate farmers are accustomed to begging for
their lives. If taken as minions, they begin with Loyalty
1.

Resistance Fighters: 1 Effort each, 1 Health level.


Armed with swords and pistols. Fiery-eyed and
scrappy, they fight for what they know is right. They
may band together in Squads. If taken as minions,
they begin with Loyalty 7.

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Willow Evans (Order #43519435)
Manticore-class Battle Tank Dune Buggy

Enough fuel for 4 days of operation Enough fuel for 7 days of operation

Weight: Rank 11 Power to shift or move, Rank 12 to Weight: Rank 4 Power to shift or move, Rank 6 to lift
lift
Armor/HP: 6/60
Armor/HP: 8/50
Top Speed: Rank 4 Agility
Top Speed: Rank 4 Agility
Handling: Rank 4 Agility max for maneuvering
Handling: Rank 1 Agility max for maneuvering
Can drive over any terrestrial terrain or road
Can drive over any terrestrial terrain or road not
designed to damage it Crew: 2 (driver, gunner, up to 3 additional passengers
safely seated or up to 10 hanging off the sides)
Crew: 4 (commander, gunner, loader, driver)
Cargo space: About enough for 4 rucksacks filled with
Cargo space: About enough for 3 rucksacks filled with goods
goods
Weapon
Weapons
Machinegun: (requires driver) Ranged, Rank 4 area
Main Battle Cannon: (requires gunner) Ranged attack, attack that sprays bullets across n Area, hitting everyone
Rank 8 against a single target (up to building sized) and within it.
a Rank 1 Shockwave that damages anything in the
same Field as the impact site.

Machinegun: (requires driver) Ranged, Rank 4 area


attack that sprays bullets across n Area, hitting
everyone within it.

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Willow Evans (Order #43519435)
Heaven’s Tear
Damaged Divine Sword
A crystalline blade, cracked along its length but sparkling with crimson energy.
Magic Bonuses
Attack and Defense Rank +2, +10 Damage (1/round, one attack, one defense)
Special Power: Soul-Severing Beam
Cost: 15
Facing: Any
Rank: 3
Effect: A red-shifted beam of
rainbow light blasts forth, striking any
foes in a straiht line within this Field.
Rather than dealing damage, this
attack drains 2 of their Prana per point of
Damage it would have inflicted.
Targets reduced to 0 Prana have their
Recovery set to 0 this round as
their connection with their own soul
is temporarily clogged.
Targets without awakened Chakra
struck by this beam are damaged as
normal.
Keywords: Offensive, Ranged, Energy

Artifact notes:
When Heaven’s Tear’s weapon bonus is invoked, it grants the bonuses listed rather than the normal
bonus for balanced weapons. Note that it may empower both one attack and one defense. The attack and
damage bonus must be used on the same attack.

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Willow Evans (Order #43519435)
Willow Evans (Order #43519435)
Willow Evans (Order #43519435)
Willow Evans (Order #43519435)
Willow Evans (Order #43519435)
Willow Evans (Order #43519435)
Willow Evans (Order #43519435)
Willow Evans (Order #43519435)
Willow Evans (Order #43519435)
Willow Evans (Order #43519435)
Willow Evans (Order #43519435)
Willow Evans (Order #43519435)
Willow Evans (Order #43519435)
Willow Evans (Order #43519435)
Willow Evans (Order #43519435)
Credits

Tian Shang: Lone Wolf Fists Quickstart

Designed and written by Joel T. Clark

Art and Cover by Kazuki Shinta (Federick Davis) and Kimberly Klevin

Logo design by Victor Andrade

All material in this manual created and owned by The Five Emperors

Willow Evans (Order #43519435)

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