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gentlemen & jackanapes

Hiring

Using Gentlemen and Jackanapes in campaigns Hiring a gentleman or jackanape increases a Factions standing by the amount of their initial cost. Note it is always their initial cost to hire that is added not the retaining fee. Gentlemen and Jackanapes are unique individuals whose attributes and skills may not be enhanced, nor can any additional equipment be purchased for them. Gentlemen and jackanapes never roll on the campaign injuries table if they end the game down. They are hardy, experienced individuals and are assumed to recover from such a minor wound. If, however, they are removed from play their services are lost as they retire to recover from their wounds. A Faction cannot hire the character again for one game, but in subsequent ones they may but must pay the initial hiring cost once more. In some cases characters are hired together, for example Holmes and Watson. In this case if either model is removed from play, both must miss the subsequent games and pay the full hire cost to entice them back into a Faction. Spirits & Demons Spirits and demons are supernatural creatures and as such are spine chilling. Unlike normal supernatural or mundane models, spirits that lose their last wound must take a bravado test. If they pass the test they continue in the game with their last wound remaining. If they fail, the bond binding them to the world is broken, and they are removed from play.

During the post-game sequence you may hire the services of a particular character or mercenary. To hire one you must pay the initial hiring cost in shillings from your treasury. In subsequent post-game sequences you may retain the services of these characters by paying their retainer fee. If you terminate their employment, then later change your mind, you must pay the full cost to rehire their services. Good and evil factions may only hire characters and mercenaries of their own or neutral alignment. Neutral factions may hire characters of any alignment but may not hire characters of good and evil alignment at the same time.

Welcome to Gentlemen and Jackanapes the first supplement to Empire of the Dead. From time-to-time every Faction may need to call upon individuals with specialist skills or, more likely, someone to do their dirty work for them. These are the Gentlemen and Jackanapes, special characters and mercenaries you can hire to add muscle, brains or skills to your Faction. In this supplement you will find rules for employing these sell-swords as well as descriptions of each of the characters available. Of course hiring these individuals has its price, whether in cold hard cash or because you need to acquire exotic

and arcane components for the intricate summoning rituals required to bind ethereal creatures to this world if only for a fleeting time. Over time new characters will find their way into these tomes offering ever greater variety and options to your games of Empire of the Dead. Introducing a gentleman or jackanape to your Faction gives you the opportunity to move further and deeper into the world that is the Empire of the Dead. But be warned; those who seek to employ the services of these soldiers of fortune may well find their souls increasingly corrupted. Such is the power of the Empire of the Dead.

For example The Poynton Pistol Club, a Gentlemens Club with neutral alignment, wishes to engage the services of Mr Chop, who is of evil alignment. To do so they must pay 30 shillings from their treasury. To retain his services in subsequent games they must pay 15 shillings in order to retain him. After three games they decide they wish to hire Holmes and Watson who are of a good alignment. To do this they must stop hiring Mr Chop. Should they decide to hire Mr Chop again they must first dispense with Homes and Watson and then pay the full hiring cost to recruit Mr Chop.

gallows hag

reaper deathlight

Gallows hag

reaper deathlight

Hanged a century ago for the crime of witchcraft. She now stalks the streets of London again seeking vengeance on the living by dragging them to the gates of Hell at the end of her noosed rope. Once entangled few can escape the long painful road to damnation that she desires for all blessed with life. Cost:- 25 Retainer:- 15

And lo there was a war in Heaven and he was cast down to rule forever in fire and darkness. The world was broken and the very rocks of the earth were steeped in the blood of the Fallen. When angels fall, remnants of their shattered souls remain bound to the earth. Trapped between the mortal and ethereal they must sustain their existence by capturing the souls of mortals as they expire. Fuelled by this energy their power and corporeal form grows, alongside an ever increasing hunger. Locked in an addictive spiral, a Reaper becomes the very image of death, helping speed the passing of many a poor individual. Unusual Occurrence Mankind has learnt to fear these spectral beings as harbingers of death reaping the souls of the innocent and guilty alike. Cost:- 28 Retainer:- 14

Unusual Occurrence Death Knell Cost:- 2 Influences A deep monotonous tolling of a bell can be heard, beating out a tattoo of impending death. The chill grip of death can be felt about your rapidly beating heart. Should any model, friend or foe, within 10 lose its last wound then the roll on the wound effect table is increased by one. For example The Death Knell has been invoked and Fredricks of the Poynton Pistol club has been shot, losing his last wound. He rolls a seven, normally a Down result. However, he is only seven inches from The Reaper Deathlight and so the roll is modified to eight, Fredricks is, therefore, removed from play.

Spirit Alignment:- Neutral Weapons and Equipment:Claws and Teeth. Hangmans Noose The Gallows Hag may attempt to ensnare a victim with a spectral noose. Any model within 6 may be targeted by the Hangmans Noose as a shooting attack. If the to hit roll succeeds the target has been captured, the noose taking grip about their throat. The model is now entangled and must follow the entangled rules to break free. Only one friendly model may assist the victim to escape in any one turn. The Gallows Hag may not ensnare more than one enemy at the same time. Should a victim break free or be removed from play then another model may be targeted. Skills Luna Sight Raised Senses

Portent of Doom

Cost:- 1 influence The grim realisation of your own mortality is a thought that you cannot dispel. All models, friend or foe, within 10 of the Gallows Hag have their bravado reduced by one for the remainder of this turn.

Spirit Alignment:- Neutral Weapons and Equipment:Lantern Staff two handed weapon Skills Luna Sight Sixth Sense Arcane Power Killing Gaze

lady luck

cedric hyde

lady luck

cedric hyde

4 4 4 3 5 4 2 2 5 3

Unusual Occurrence Enraged Cost:- 2 Influences Cedric flies into a violent temper, charging at breakneck speed to attack his enemies in an orgy of violence, reckless of his own wellbeing. When activated Cedric must charge the nearest visible enemy even if in cover. If there are no visible enemy then he will charge towards the nearest friendly model in sight and engage them in combat if possible. Should there be no models in sight at all then he throws himself to the floor in a tantrum and counts as prone and remains there, unable to take an action, until another model comes into sight (which he must charge when activated) or he ceases to be enraged. Whilst enraged, Cedric charges at three times his base movement and has the following adjustments made to his attributes; +1 Str, +1Att, -1 Fort. In subsequent maintenance phases Cedric must make a Bravado test. Should he fail he remains enraged. If he passes he gains control of himself and returns to his normal state.

To the poor unfortunates of Londons rookeries, Lady Luck is a beneficent angel ministering to their needs. To those in the know, however, the Lady is a merciless bounty hunter ready to assassinate the enemies of her paymasters with a well-aimed bullet from her Indian forged rifle. Her victims can take little solace in the prayers she offers up for their souls. In the dark rooms of London, stories abound of her murderous exploits and ability to evade any trap, no matter how well set. Cost:- 32 Mundane Retainer:- 16 Unusual Occurrence Like a Phantom in the Night Cost:- 2 Influences Lady Luck is always meticulous in planning her escape strategy for every contract. Invoking this unusual occurrence allows her to be removed from play to a safe haven. If she is, she may no longer take part in the remainder of the game but does not count as a casualty for the purposes of calculating any rewards or triumph. For an additional 2 Influences she may take a single, friendly, Faction member with her if they are in base-to-base contact. Again this friendly model does not count towards the casualty count, rewards and / or triumph.

The offspring of the infamous beast, Mr Hyde, and a destitute lady of the night, Cedric Hyde is an innocent that is easily misled but who has a temper that would put fear in the heart of the Devil himself. He combines the strength and temper of his father with the vulnerability of the small child he really is. Capable of feats of great strength but unpredictable, Cedric can help a faction achieve great success but always at the risk of his tantrums snatching defeat from the jaws of victory. Cost:- 30 Retainer:- 15

Mundane Alignment:- Neutral Weapons and Equipment Brass Knuckles Boomer A huge pistol that has the same range bands as a heavy pistol but a strength of six. Skills Fighting Beast Stiff Upper Lip

Alignment:- Neutral Weapons and Equipment Hunting Rifle, with telescopic sight. Light Pistol. Skills Marksman Sharpshooter

mr chop

man ape

mr chop cirque du noir man ape


3 6 2 5 5 2 2 6 5 5 4 2 5 5 2 2 5 4

A demon from the seventh gate of Hell who likes nothing better than to feast on the flayed souls of those most evil sinners condemned to the fiery pits of his lair. For some joy comes from drink or the pleasures of the flesh for Mr Chop it comes solely from the deadened thud of cleaver on flesh. Here comes the candle to light you to bed, here comes the chopper to chop off your head! are the last words his victims hear before they are condemned to oblivion at his hands. Only the most desperate or foolish will attempt to bind Mr. Chop to their cause, for if they fail to feed his hunger for the flesh and souls of their fellow man he has been known to consume those who sought to control him. Cost:- 28 Demon Retainer:- 14

Unusual Occurrence The Hellgate Opens Cost:- 2 Influences Mr. Chop opens a portal to the gates of Hell allowing infernal energies to seep into our world. For the remainder of the turn all evil models receive a +1 bonus to their arcane attribute. Special rules A Price to Pay Should Mr. Chops fail to kill an enemy in combat during the game then his hunger must be sated in the post game sequence. The controlling player must offer one Faction member to him. The controlling player may choose which Faction member this is, that member is lost to the Faction but any weapons and equipment that they had are retained by the Faction.

Trapped between man and animal in a body corrupted by the foul Infernium experiments of Dr Moreaux, crowds used to flock to see the gorilla possessed of a human intellect. Treated as a freak by society, having escaped the Cirque, he now roams Europe hiring out his services. He is a source of intelligence and, occasionally, much more for his masters. Driven by a hatred of his own form he will stop at nothing to prevent further corruption of the natural world. Why he collects wealth as a result is a mystery known only to him. Cost:- 30 Mundane Retainer:- 15

Unusual Occurrence Primal Rage Cost:- 2 Influences Man Ape stands proud, beats his chest and bellows out a challenge striking fear in the hearts of his enemies. All enemy models within 8 of Man Ape must take a bravado test. If they fail then they must make an immediate, out of sequence, run move directly away from Man Ape. When activated in the following action phase the model must pass a bravado test in order to complete their activation. In subsequent turns, they may act as normal.

Alignment:- Neutral Weapons and Equipment Claws and Teeth Skills Acrobat Climb Such is the skill and agility of Man Ape, he can carry a friendly faction model whilst climbing with no reduction to his base movement rate. Both models must be in base to base contact at the start of the activation phase in order to do this and the model being carried forfeits its activation for this turn.

Alignment:- Evil Weapons and Equipment Hells Cleaver A two-handed weapon that does not receive the -1 modifier to Mr Chops combat attribute. Skills Luna Sight Raised Senses Arcane Power Terrify

jack the ripper

holmes & watson

jack the ripper

A new terror stalks the streets of London... or so it is believed. Jack the Ripper is in fact old beyond reckoning and has preyed upon the innocent for longer than he cares to remember. Centuries ago he was a learned man who discovered a way to perpetuate his life, although at a gruesome cost. In a grisly arcane ritual he discovered a way to replace his own organs with ones harvested from those around him. Now he prolongs his life through the grisly visceration of strangers and what better place to practice this than in London, the greatest city in the world. His last appearance was a over a century ago when he was known as Sweeney Todd, the Demon Barber. After decades in hiding, he must now replace his failing organs once more and reap his macabre harvest. Cost:- 28 Retainer:- 14

dr watson sherlock holmes


3 4 5 4 4 4 2 2 7 4 4 5 3 4 1 2 5 4

Unusual Occurrence Rumours and Gossip Cost: 2 Influences The Ripper holds the capital in the grip of fear, rumours abound as to his true identity and the populace believe that he could be lurking in any shadow, waiting to make them his next victim. A master of misdirection, he ensures false reports mislead the authorities at every turn. When invoked this unusual occurrence allows the Ripper to relocate to another point within 12 of his current location. The Ripper may still be activated as normal in the following action phase.

The worlds one and only consulting detective, Sherlock Holmes, and his loyal friend, ally and chronicler Dr John Watson, provide their services to right wrong and bring the guilty to justice. Using his great intellect, Holmes applies himself to unravelling crimes and mysteries across the Empire. Cost:- 50 Retainer:- 25

Dr. Watson has a leg wound, acquired during his military service, and has his base movement rate reduced by one. This has already been included in his stat line. Unusual Occurrence

Elementary my dear Watson

Mundane Alignment:- Good Weapons and Equipment Holmes:- Light Pistol. Watson:- Heavy Pistol, Sword Stick (as a sword) Skills Holmes Pugilist Raised Senses Watson Pugilist Apothecary

Cost: 2 Influences Only Sherlock Holmes may invoke this unusual occurrence. Using his incomparable intelligence and deductive abilities, Holmes predicts his adversaries next move. When invoked this unusual occurrence allows Holmes to be activated in the maintenance phase. This activation is in addition to any activation that he may take in the action phase. If Dr. Watson is within 4 of Holmes he may also perform this additional activation in the maintenance phase.

Mundane Alignment:- Evil Weapons and Equipment Light Pistol Knife Skills Spine Chilling Arcane Power Mesmerise

professor erazmus

professor erazmus

There are few inventions that cannot be traced in some way back to the brilliance of Professor Erazmus. An expert in manipulating Infernium it is no surprise that Factions of all hues will stop at nothing to secure his services or prevent his knowledge falling into the hands of their enemies. The Professor has dedicated his life to the study of the occult and the mythical creatures of the world. Having gained a knowledge and understanding of these horrors, he has vowed to employ this knowledge in the protection of his fellow man. Though he abhors violence he will defend himself if necessary. Cost:- 26 Mundane Retainer:- 13

Unusual Occurrence Knowledge is Power Cost:- 2 influences There is no one in the world with arcane and mythological knowledge to compare with that of the Professor. The Professor uses this knowledge to thwart the plans of those around him. When invoked the Professor may stop one enemy model, within 12, using one of its skills or arcane powers for that turn. Special rules

Alignment:- Neutral Weapons and Equipment Light Pistol Stake Skills Stiff Upper Lip Arcane Power Demon Trap

The pen is mightier than the sword


The Professor will never willingly charge into combat. However, if charged, he will defend himself.

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