Lone Wolf Fists Quickstart Blood From God S Eye
Lone Wolf Fists Quickstart Blood From God S Eye
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.
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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.
Foes who are grabbed are locked into melee range with
their assailant and take Disadvantage. They move when the
grabbing character moves..
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 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.
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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.
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!
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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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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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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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Cast of characters
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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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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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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)
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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:
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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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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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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.
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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.
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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
Art and Cover by Kazuki Shinta (Federick Davis) and Kimberly Klevin
All material in this manual created and owned by The Five Emperors