TEXT: 35
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  In this adventure, the Fated are tasked with helping 
  a man who has contracted Blood Sickness, the 
  supernatural disease that gradually transforms the 
  infected into a Nephilim hybrid. 
  TaroT Tie-inS
  CRSC 8R: “And he will be paid his price” could refer 
  to Oxohuatl’s demanded payment.
  ALAC 2t: “When you reach the tree of knowledge” 
  could refer to Oxohuatl’s home in the forest.
  Prologue
  This adventure begins on the train from Malifaux City 
  to the town of Fortune Falls. The Fated have been 
  hired by an old employer to help out of friend of 
  his/hers, Llewelyn Holdredge, whose husband has 
  come down with some sort of unfortunate affliction. 
  They were contacted, given train tickets, and paid in 
  advance (5 scrip each) with the promise of twice that 
  once the job is finished.
  Read the text on the following column.
  When the Fated reveal themselves to the couple, 
  the woman introduces themselves as Llewelyn 
  and Hayward Holdredge. She explains that they are 
  archaeologists of some renown who are specialized in 
  the exploration of Neverborn ruins; the Fated may have 
  seen one of their expeditions in the Malifaux Museum 
  of Natural History or read about it in the newspaper. 
  According to Llewelyn, their team had previously 
  maintained civil, if not friendly, relations with some 
  of the local tribes of Nephilim in the area of their 
  dig site. A few weeks ago, however, they uncovered 
  a sealed tomb that had been hidden away for some 
  time. Their Nephilim guides grew disturbed and 
  Bad Medicine
  a one-Shot aDVenture For Through The Breach 
  aDam rogerS & MaSon craWford 
  The train whistle rings in your ears as the 
  locomotive pulls into Fortune Falls. A glance 
  out the window reveals a forlorn lumber town 
  nestled deep within a hostile forest. Tall wooden 
  palisades rise up from every direction, and 
  behind you, the townsfolk are already lowering 
  a wooden portcullis into place to seal off the 
  train’s entrance gate.
  As you disembark, you see a blonde woman 
  in workman’s clothes waiting on the platform 
  beside a similarly dressed man. The man has his 
  arm in a sling, and the woman is holding a sign 
  with your names on it as she waits expectantly 
  for someone to approach her.
  
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  agitated, and when one of the workers attempted to 
  open the tomb, the Nephilim attacked. Most of their 
  crew – a full twenty men and women – were killed in 
  the attack, with only the Holdredges and a pair of 
  porters escaping. Unfortunately, Hayward’s arm was 
  badly mauled in the confusion. 
  Worse yet, Llewelyn explains, Hayward was splashed 
  with the Black Blood of the Nephilim while defending 
  her, and he seems to have become infected with 
  some sort of spreading malady. When they returned 
  to Fortune Falls, some of her contacts identified the 
  infection as Blood Sickness, an insidious disease that 
  gradually transforms humans into Nephilim hybrids. 
  Read the following text:
  If the Fated accept, Llewelyn and Hayward thank 
  them profusely. 
  If the Fated decline to assist the Holdredges, the 
  couple is noticeably upset but thank them for their 
  time. The Fated’s former employer will, of course, 
  want their advance pay returned and may even hold 
  a grudge against the Fated for refusing to help his/
  her friends.
  Scene 1: The reluctanT guiDe
  Once the Fated agree to help the couple, Llewelyn 
  hastily excuses herself to go prepare the supplies. 
  As soon as she’s out of sight, Hayward speaks up. 
  Read the following text:
  Hayward loves his wife, and while he is hoping that 
  the cure will restore him to his former self, he’d 
  rather die than allow any harm to come to Llewelyn 
  (especially at his own hands). 
  It only takes an hour for Llewelyn to return to the 
  group and lead them to the Weighs and Means trading 
  house, where their supplies are being prepared. Read 
  the following text:
  Llewelyn is visibly distressed as she glances at her 
  husband. “My contacts suggested that my husband 
  do the honorable thing and end his life before the 
  infection took hold of him, but I was unwilling to 
  let him go that easily. I spent the better part of a 
  week spending what little money we had left after 
  the failed expedition to search for another option, 
  and three days ago I found it. A year ago, one of the 
  lumberjacks here was attacked by Nephilim and 
  contracted the same condition as my husband.”
  Hayward finally speaks up, his voice gruff. “Bastard 
  tracked down a healer that lives in the forest 
  and got the corrupted blood drained out of him. 
  Llewelyn’s convinced that this healer can do the 
  same for me.” 
  “Yes,” she agrees, clutching his arm possessively. 
  “We’ve hired this man to guide us to the healer, 
  but he is… somewhat untrustworthy, and we need 
  protection in any case. My husband’s condition 
  is growing worse, and there is little time to lose. 
  Please, won’t you help us?”
  Hayward steps closer and lowers his voice to a 
  confidential murmur. “Look, I’ve seen what these 
  Nephilim are capable of doing. Llewelyn is clinging 
  to the hope of a cure, and I’m willing to go along 
  with it for her sake, no matter the odds. This 
  infection, though… it turns you into one of those 
  things. If something happens and the cure doesn’t 
  look possible, well…  I want you to do what you 
  have to do in order to keep my wife safe.”
  The Weighs and Means trading house is a large 
  building perched on the end of a slow, shallow 
  stream that winds its way through town. A simple 
  wooden bridge crosses the water, and on the other 
  side, a Hispanic man with pinched, narrow eyes is 
  loading supplies into a number of backpacks. 
  Llewelyn steps forward and introduces you. “This is 
  Oscar Mendoza,” she says. “He will be our guide for 
  this expedition.” 
  Oscar looks you up and down suspiciously, then 
  returns to packing without so much as a word of 
  greeting. 
  Hayward raises his hand to shield his mouth as 
  he stage-whispers to you. “He doesn’t talk all that 
  much.”
  
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  Oscar is a former lumberjack who was caught up in 
  a battle with the Nephilim around ten months ago. 
  He survived the battle but soon realized that he 
  had been infected by their Black Blood. The disease 
  progressed for weeks before a Terror Tot darted up 
  to him in the forest and delivered a message: the 
  Nephilim Shaman Oxohuatl claimed that he could 
  remove the infection in exchange for his services 
  as a spy in Fortune Falls. Oscar readily agreed to 
  the process and has been keeping up his end of the 
  bargain ever since. 
  If the Fated ask Oscar about what happened to him, 
  they must succeed on a TN 10 Bewitch Challenge to 
  get him to say anything more than a few grunts about 
  how he already told his story to the Holdredges. On 
  a success, he goes into the very basics, about how 
  he was injured and found a shaman to heal him. He’s 
  vague on the specifics, and a TN 8 Scrutiny Challenge 
  reveals that he’s leaving out some important details. 
  If the Fated press the matter (with a TN 8 Intimidate 
  Challenge), he reluctantly admits that the healer was 
  a Nephilim and lifts his shirt to reveal a series of 
  scars from where the Nephilim cut him and cured 
  his condition. In no circumstances does Oscar reveal 
  that he is working as a spy; he knows that doing so 
  would get him killed. 
  Once the Fated are ready to depart, Oscar leads 
  them into the forest. His directions are a bit suspect, 
  and while he manages to generally keep them on 
  track, he does tend to wander off course and require 
  correction from time to time. Oscar claims that it is 
  a three day trip, so the Holdredges have packed ten 
  days’ worth of food, just to be on the safe side. 
  The journey is handled with an Ongoing Challenge:
  To the Shaman’S huT We go
  • Skills Allowed: Track, Wilderness
  • Target Number: 10
  • Duration: 1 day
  • Success Requirement: (see below)
  • Failure Requirement: (see below)
  The Track Skill allows the characters to follow game 
  trails and Nephilim footprints toward their goal (which 
  might raise suspicion the first time the Fated try to 
  assist Oscar in doing so), while the Wilderness Skill 
  is used for following Oscar’s directions even when he 
  gets confused or turned around.
  It takes three days to reach the shaman. At the end of 
  each Duration (i.e., after each day of travel), compare 
  the number of accumulated Success Requirements 
  made on this Ongoing Challenge to the number of 
  Failure Requirements. If the number of accumulated 
  Success Requirements is greater than the number 
  of Failure Requirements, then the characters have 
  managed to travel in the right direction and lower the 
  remaining time it will take to reach their destination 
  by 1 day. 
  If the number of Success and Failure Requirements 
  are tied, the characters spend the day disagreeing 
  over which direction is correct and make no 
  progress towards their destination. If the number of 
  accumulated Failure Requirements is greater than 
  the number of Success Requirements, then the 
  characters have wandered off course and become 
  lost; the remaining time it will take to reach their 
  destination increases by 1 day. 
  After each Duration, the Fated encounter a certain 
  hazard, as described below: 
  Day 1: Have the Fated make TN 9 Notice Challenges. 
  Those who succeed notice the winged, blue-
  skinned forms of Young Nephilim, one per Fated, 
  watching them from the treetops from eight to ten 
  yards away. If the Fated attack the Nephilim, they 
  screech and fly into combat, fighting until they’re 
  reduced to 2 Wounds or less, at which point they 
  attempt to retreat. Because of the heavy trees 
  and underbrush, the forest is considered to be 
  composed entirely of Severe Terrain. Stats for the 
  Young Nephilim can be found on page @@. During 
  the fight, any of the Fated can treat the Holdredges 
  as if they were subordinate characters; they use 
  the Archaeologist stats found on page @@. Oscar 
  does not participate in the fight and is not attacked 
  by the Nephilim (they do not wish to kill their spy). 
  If the Fated do not attack the Nephilim, they watch 
  the group for a few minutes and then take fly away 
  to report back to their older kin.
  Day 2: As the group is traveling, Llewelyn asks for 
  a short break to answer the call of nature. She 
  wanders away from the trail to relieve herself, only 
  to trip over an exposed root and tumble down into 
  a short gully filled with some resting snakes. The 
  Fated can hear her shout of surprise, followed by 
  
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  the sounds of something (i.e., Llewelyn) crashing 
  through the underbrush.
  The snakes bite Llewelyn before she can get away. 
  If the Fated succeed on a TN 10 Doctor Challenge, 
  they are able to properly treat the bites and remove 
  most of the venom. On a failure, however, her leg 
  swells up and becomes painful to walk upon, 
  granting her the Useless Limb Condition and 
  increasing the TNs of this Ongoing Challenge by +1 
  as the group is forced to compensate for her injury.
  Day 3: The Fated come across a large tree that’s 
  been carved with deep runes. Trinkets of bone and 
  woven grass hang from the branches. Llewelyn 
  points out that this is how the Nephilim mark their 
  territory, and that they’re moving into the territory of 
  a particularly violent tribe. If the Fated succeed on 
  TN 8 Scrutiny Challenges, they realize that despite 
  the seriousness of the situation, Oscar doesn’t 
  appear to be all that concerned (as he knows that 
  the Neverborn aren’t a threat to him).
  Day 4: The Fated are ambushed by Nephilim midway 
  through the day. The Fated can make a TN 9 Notice 
  Challenge. Those who fail are surprised and are 
  considered to be Slow during the first round of 
  Dramatic Time. The ambush force consists of 
  two Young Nephilim plus one Terror Tot per Fated. 
  As with Day 1, the Fated treat the Holdredges as 
  subordinate characters during this battle, and 
  Oscar slinks back, not attacking or being attacked. 
  Day 5: The Fated have tarried too long in the forest 
  and drawn the attention of the tribe’s leaders. The 
  Fated are ambushed (and have to make a TN 9 
  Notice Challenge to avoid being Slow on the first 
  round of Dramatic Time) by one Mature Nephilim, 
  one Young Nephilim, and two Terror Tots. 
  Day 6+: With each subsequent day the Fated spend 
  in the forest, they are attacked by increasingly 
  greater numbers of Nephilim. 
   
  If the Fated succeed at this Ongoing Challenge, they 
  reach the Shaman’s dwelling; see Scene 2: Ancient 
  Medicine.
  Scene 2: ancienT Medicine
  When the Fated arrive at the shaman’s residence, 
  read the following text:
  The figure is Oxohuatl the Aged, a venerable Black 
  Blood Shaman. He doesn’t care for humanity very 
  much, but instead of violence, he simply resorts 
  to being very short and impatient with them Fated. 
  If any of the Fated are Invested or Kin, Oxohuatl is 
  more tolerant and patient when dealing with those 
  characters, but he flat-out refuses to have anything 
  to do with Stitched characters. The Neverborn have 
  an intense hatred for the undead, and Oxohuatl is not 
  an exception.
  If the Fated do not inform the shaman of why they 
  have come to it, then Lewellyn steps forward and 
  tells him about her husband being infected with 
  Black Blood. She gestures to Oscar and asks that 
  Oxohuatl remove her husband’s affliction as she did 
  with Oscar’s own infection.
  The game trail you are following expands out into a 
  full path, eventually coming to an end at the base 
  of an ancient knotwood tree. Easily thirty feet wide, 
  its tangled roots reach up into the air, forming a 
  sort of damp, wooden crown.
  Near the ground, a large knot has been widened 
  into a human-sized doorway, and within the 
  hollowed chamber, you can see a hunched figure 
  standing over a small campfire, stirring a cast-
  iron pot with a well-worn stick. It looks up, its 
  face hidden behind a long-beaked mask. A pair of 
  leathery wings protrude from its back. 
  Seemingly unthreatened by your presence, the 
  creature pulls the stick from its cooking pot and 
  points the still-dripping end toward you group. “Why 
  have you come to me, children of distant worlds?” 
  Its English is heavily accented, and its voice is like 
  snakeskin dragged across sand.
  
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  Once she does so, read the following text: 
  If the Fated succeed on a TN 11 Scrutiny Challenge, 
  they are able to tell that Oxohuatl is being sincere in 
  his bargain. He fully intends to carry through with his 
  end of the deal, provided the Fated do as they are 
  asked. 
  Oxohuatl insists that Hayward remain with him, as 
  there is a period of purification and special herbs 
  that Hayward must consume prior to the ritual. 
  Llewelyn refuses to leave her husband’s side, which 
  leaves matters in the hands of the Fated. Oscar will 
  accompany them, but will continue to be as useless 
  in combat as before. 
  The human camp is only a day’s travel away from 
  Oxohuatl’s dwelling. If the Fated agree to deal with 
  the humans, he arranges for some Young Nephilim 
  (possibly the same ones that were watching the 
  Fated earlier) to show them the way. See Scene 3: 
  The Dig Site on page 40.
  If the Fated attack the shaman, its stats can be 
  found on page 43. At the start of the third round 
  of combat, three Young Nephilim burst in from the 
  surrounding forest and join the battle. No matter 
  what, the shaman refuses to perform the ritual if the 
  Fated attack it, even when threatened with death. 
  He’s old and spiteful. 
  The gnarled fingers of the old shaman reach up 
  under his mask, stroking his chin as he stares at 
  Oscar, who had been trying very hard to avoid being 
  noticed. “What you ask is rarely done. When one is 
  given the blessings of the blood, only a fool would 
  reject it. Some have been flayed for asking such 
  things.”
  The shaman turns his gaze toward Hayward. 
  “However, perhaps it can be done, if you perform a 
  service for my people. Months ago, your kind began 
  meddling in our sacred ruins, bribing the weaker 
  tribes with firearms and human luxuries. Since then, 
  more have come to our lands, robbing our tombs 
  and stealing our relics.” He turns to face you. “One 
  group, in particular, has been a problem. They wear 
  the brand of the horned skull, the brand of your 
  kind. Kill these humans and return the artifacts 
  they have unearthed to me. In return, I will withdraw 
  our blessings from this one’s body.”
  The creature reaches out with one clawed hand. 
  “Do we have an accord?”
  
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  Scene 3: The dig SiTe
  The expedition that Oxohuatl wants the Fated to 
  destroy is from the Malifaux Museum of Natural 
  History. The researchers are working under a Guild 
  charter, and as a result, they have a contingent of 
  Guild guardsmen accompanying them as protection 
  from the Neverborn. The camp is a day’s travel from 
  the shaman’s tree, but as long as the Fated are 
  working for Oxohuatl, the Nephilim will begrudgingly 
  allow the Fated to pass unmolested.
  When the Fated arrive at the camp, read the following 
  text:
  Izel wishes the Fated good luck and retreats into the 
  woods. 
  The camp is organized into a roughly thirty yard 
  wide circle surrounding the dig site, which a TN 10 
  History Challenge can identify as a Nephilim burial 
  site. One Guild Guardsman per Fated is patrolling 
  the perimeter of the camp at all times, with an equal 
  number sleeping in the tents within. During the day, a 
  group of five archaeologists dig through the marked 
  area, carefully gathering up whatever Nephilim 
  artifacts they find and stowing them in straw-filled 
  wooden boxes.
  There are two main ways of getting rid of the 
  humans and returning the uncovered artifacts to 
  Oxohuatl. The first and more obvious would be an 
  armed attack. The guards are alert and paying full 
  attention to their surroundings, so it takes a TN 6 
  Stealth Challenge (with a - modifier) to sneak up on 
  them. On a success, the guardsmen are surprised 
  (and thus, are Slow on the first round of Dramatic 
  Time). The sleeping guardsmen wake up when they 
  hear gunshots and join the battle six rounds later, at 
  the top of the round. If the Fated fail, the guardsmen 
  catch them sneaking up on the camp and open fire 
  (they are paranoid about Dopplegangers and are 
  under orders to shoot anyone that approaches the 
  camp).
  If at least half the guardsmen are killed or disabled and 
  the Fated are human, the rest will attempt to surrender. 
  Their stats can be found on page 44. The archaeologists 
  take cover and avoid combat, but if pressed into battle, 
  their stats can be found on page 44.
  Alternatively, the Fated could try to talk to the 
  archaeologists. So long as the Fated aren’t sneaking 
  up or acting suspicious, they can attempt TN 4 
  Bewitch or Deceive Challenges (with a - modifier) 
  to convince the guards to let them speak with the 
  archaeologists. On a failure, the guardsmen open 
  fire on the Fated as noted above. On a success, 
  the Fated can speak with Ethel Oren, the expedition 
  head. She’s unwilling to simply drop everything and 
  return to the city, but a successful TN 11 Deceive 
  or Intimidate Challenge is enough to convince her 
  that it’s time to leave the forest behind her. If the 
  Fated also attempt to convince her to turn over the 
  artifacts that she has uncovered, they suffer a - to 
  this Challenge.
  Once the Fated have dealt with the camp and retrieved 
  the artifacts, they can return to Oxohuatl to complete 
  their end of the bargain. Izel reappears when they are 
  finished and leads them back to the camp.
  A wiry young Nephilim guides you through the 
  forest, scurrying from one shadow to the next as 
  she keeps a look out for more dangerous prey… or 
  perhaps members of other tribes. “Much fighting 
  between tribes,” she tells you before you rest for 
  the night. She motions to the deep brands burned 
  into her purple-blue flesh. “I am Izel, of Oxohuatl’s 
  brood. We fight strong against brood-mother. Fight 
  for Nekima, for dead queen of blood. Soon, you 
  humans will be bones in our teeth.”
  In the morning, Izel guides you to a clearing in a 
  sunken area of the forest. An ancient, moss-covered 
  stone stands at the center of the clearing, depicting 
  a humanoid shape so worn by time that it is all but 
  impossible to make anything more than its general 
  shape. A group of tents surround the statue in a 
  lose ring, and they’re patrolled by men and women 
  wearing the bright red coats of the Guild. The long 
  beams of sunlight streaming down from overhead 
  gleam off rifle barrels and ram’s head badges. Near 
  the center of the camp, the upturned dirt has been 
  divided into a grid of twine and small paper slips.
  
  4141
  concluSion
  If the Fated managed to return the artifacts to 
  Oxohuatl, he holds up his end of the bargain and 
  begins the ritual that will remove the Black Blood 
  from Hayward’s body. He leads the group to a circle 
  of standing stones near his home and begins the 
  ritual at sundown. By the time the dawn comes, both 
  Oxohuatl and Hayward are exhausted and sweating, 
  though the latter has been purged of his infection. 
  With the ritual finished, the shaman speaks with Izel 
  and has her safely guide the Fated out of the forest.
  It’s possible that Oxohuatl might help the Fated in 
  the future, either with removing the Blood Sickness 
  disease in other characters or with completely 
  unrelated tasks. Each time, however, the 
  shaman requires the Fated 
  to come into greater conflict 
  with the Guild and humanity 
  as a whole.
  If the Fated fail to retrieve the artifacts and cure 
  Hayward, then he impresses upon them the need to 
  be put out of his misery before he hurt someone. 
  Lewellyn objects to anything of the sort, and if the 
  Fated side with her husband, she vows to see her 
  “murdered” husband avenged. On the other hand, if 
  the Fated spare Hayward’s life, he remains with his 
  wife for a few months longer, chasing one hopeless 
  cure after another. Eventually, the change takes him 
  and he kills his wife before fleeing into the forest. 
  Gifted with Nephilim traits but with a human’s 
  understanding of technology (not to mention a grudge 
  against the Fated), he could make for an interesting 
  antagonist for the Fated in future adventures.
  Blood Sickness
  Characters who become exposed to the 
  Black Blood of the Nephilim may contract 
  Blood Sickness, a supernatural disease that 
  slowly transforms the infected character into 
  a Nephilim.
  Blood Sickness is described in more detail 
  in Under Quarantine, on page 152.
  
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  Terror Tot
  Might
  1
  Grace
  3
  Speed
  4
  Resilience
  0
  Charm
  -2
  Intellect
  0
  Cunning
  2
  Tenacity
  3
  Minion (5), Living, Nephilim
  Defense
  6 (11)
  Walk
  6
  Height
  1
  Initiative
  5 (10)
  Willpower
  5 (10)
  Charge
  8
  Wounds
  4
  Skills: Acrobatics 1, Athletics 2, Martial Arts 1, Notice 1, 
  Stealth 2, Track 1, Wilderness 1.
  Black Blood: All characters without Black Blood within 1 
  yard suffer 1 damage when this character suffers damage.
  Pounce: When an enemy character ends a push or move 
  within this character's engagement range that is not 
  part of a Walk or Charge Action, this character may 
  immediately take a (1) AP Close Combat attack against 
  the enemy character.
  Grow: If this character kills a Living non-Nephilim character 
  with a y attack, it may feast upon the character's 
  remains to become a Young Nephilim. All damage and 
  Conditions on this character are removed.
  (1) Blackened Claws (Martial Arts) 
  AV: 5 (10)  ========  Rg: y1  ======  Resist: Df 
  Target suffers 1/2/4 damage.
  (0) Sprint (Athletics) 
  This character may discard a card to take a Walk Action.
  Young Nephilim
  Might
  3
  Grace
  2
  Speed
  2
  Resilience
  2
  Charm
  -3
  Intellect
  -1
  Cunning
  2
  Tenacity
  3
  Minion (6), Living, Nephilim
  Defense
  5 (11)
  Walk
  5
  Height
  2
  Initiative
  4 (10)
  Willpower
  5 (11)
  Charge
  6
  Wounds
  7
  Skills: Acrobatics 1, Athletics 2, Evade 3, Notice 2, 
  Pugilism 3M, Stealth 1, Toughness 2, Track 2, 
  Wilderness 2.
  Black Blood: All characters without Black Blood within 1 
  yard suffer 1 damage when this character suffers damage.
  Flight: This character is immune to falling damage and may 
  ignore any terrain or other characters when moving.
  Thirst for Blood: This character gains the Fast Condition 
  when a Living character within 3 yards is killed by 
  another friendly character.
  Mature: If this character kills a Living non-Nephilim 
  character of Enforcer, Henchman, or Master rank, or a 
  character with the Fated Characteristic, with a y attack, 
  it may feast upon the character's remains to become a 
  Mature Nephilim. All damage and Conditions on this 
  character are removed.
  (1) Talons (Pugilism) 
  AV: 6M (12M)  =====  Rg: y1  ======  Resist: Df 
  Target suffers 2/4/5 damage.
  R Blood Frenzy: After damaging, take this Action again 
  against the same target.
  M Toss Away: After damaging, push the target up to 4 
  yards in any direction.
  M Feed the Brood: After killing the target, push the target's 
  corpse up to 4 yards in any direction. If the corpse 
  ends within the engagement range of a friendly Terror 
  Tot, that Terror Tot may count as having killed the 
  target for the purposes of its Grow ability.
  
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  Mature Nephilim
  Might
  4
  Grace
  3
  Speed
  3
  Resilience
  4
  Charm
  -2
  Intellect
  3
  Cunning
  2
  Tenacity
  3
  Enforcer (8), Living, Nephilim
  Defense
  4 (12)
  Walk
  6
  Height
  3
  Initiative
  5 (13)
  Willpower
  5 (13)
  Charge
  7
  Wounds
  10
  Skills: Athletics 3, Evade 3, Melee 2, Notice 2, Pugilism 3M, 
  Toughness 4, Track 2, Wilderness 3.
  Armor +1: Reduce all damage suffered by this character by 
  +1, to a minimum of 1.
  Black Blood: All characters without Black Blood within 1 
  yard suffer 1 damage when this character suffers damage.
  Flight: This character is immune to falling damage and may 
  ignore any terrain or other characters when moving.
  Terrifying (Living) (12): Enemy Living characters must 
  pass a TN 12 Horror Duel when they end their turn 
  within this character's engagement range or target this 
  character with a harmful action.
  (1) Monstrous Talons (Pugilism) 
  AV: 7M (15M)  =====  Rg: y2  ======  Resist: Df 
  Target suffers 4/5/6 damage.
  mt Charge Through: After succeeding against an enemy 
  character, instead of dealing damage, push the target 
  4 yards away from this character. If this character is 
  not engaged, it may take a Charge Action against a 
  different target.
  MC Rip in Half: After killing the target, all enemy 
  characters within p6 must immediately perform a TN 
  12 Horror Duel.
  Black Blood Shaman
  Might
  2
  Grace
  2
  Speed
  3
  Resilience
  2
  Charm
  -2
  Intellect
  3
  Cunning
  3
  Tenacity
  3
  Enforcer (8), Living, Nephilim
  Defense
  5 (13)
  Walk
  6
  Height
  2
  Initiative
  5 (13)
  Willpower
  5 (13)
  Charge
  7
  Wounds
  7
  Skills: Alchemistry 1, Enchanting 3R, History 3, Melee 3, 
  Navigation 2, Notice 2, Prestidigitation 3M, Pugilism 2, 
  Toughness 2, Track 2, Wilderness 2.
  Black Blood: All characters without Black Blood within 1 
  yard suffer 1 damage when this character suffers damage.
  Flight: This character is immune to falling damage and may 
  ignore any terrain or other characters when moving.
  (1) Talons (Pugilism) 
  AV: 4 (12)  ========  Rg: y1  ======  Resist: Df 
  Target suffers 2/4/5 damage.
  (1) Sacrifical Blade (Melee) 
  AV: 5 (13)  ========  Rg: y1  ======  Resist: Df 
  Target suffers 1/3/4 damage.
  R Blood's Favor: After succeeding, a character within 3 
  yards heals an amount of damage equal to the damage 
  inflicted by this attack.
  (1) Burn the Blood (Enchanting/Cunning) 
  AV: 6R (14R) === TN: 10R == Range: 2 yards === Resist: Df 
  Target Living character suffers 1/2/3 damage and gains 
  the following Condition for 1 minute: "Excrutiating 
  Pain: At the start of this character's turn, it must pass 
  a TN 10 Toughness Challenge or suffer 1 damage." If 
  the target has Black Blood, it instead gains the following 
  Condition for one minute: "Regeneration +1: This 
  character heals 1 damage at the start of its turn during 
  Dramatic Time."
  
  44
  44
  Archaeologist
  Might
  0
  Grace
  1
  Speed
  0
  Resilience
  0
  Charm
  0
  Intellect
  2
  Cunning
  0
  Tenacity
  -1
  Peon (4), Living
  Defense
  2 (6)
  Walk
  6
  Height
  2
  Initiative
  2 (6)
  Willpower
  3 (7)
  Charge
  -
  Wounds
  4
  Skills: Art 1, Barter 1, Bureaucracy 2, Centering 1, 
  Convince 1, History 3, Melee 1, Notice 2.
  The Better Part of Valor: This character's Walk has been 
  increased by +2, but it has no Charge Aspect.
  (1) Small Digging Pick (Melee) 
  AV: 1 (5)  =========  Rg: y1  ======  Resist: Df 
  Target suffers 1/2/3 damage.
  Guild Guardsman
  Might
  1
  Grace
  2
  Speed
  0
  Resilience
  0
  Charm
  -1
  Intellect
  -1
  Cunning
  -1
  Tenacity
  3
  Minion (5), Living, Guardsman
  Defense
  4 (9)
  Walk
  4
  Height
  2
  Initiative
  2 (7)
  Willpower
  5 (10)
  Charge
  4
  Wounds
  5
  Skills: Athletics 1, Bureaucracy 1, Evade 3, Melee 3, 
  Notice 2, Pistol 2M, Stealth 1, Toughness 1.
  Armor +1: Reduce all damage suffered by this character by 
  +1, to a minimum of 1.
  (1) Standard Issue Sword (Melee) 
  AV: 4 (9)  =========  Rg: y2  ======  Resist: Df 
  Target suffers 2/3/4 damage.
  R  Critical Strike: When damaging the target, this attack 
  deals +1 damage for each R in the final duel total.
  (1) Collier Navy (Pistol) 
  AV: 4M (9M)  ====== Rg: z12  ======  Resist: Df 
  Target suffers 2/3/4 damage. Capacity 6, Reload 2.
  M  Arrest: After succeeding, the target gains the 
  following Condition until the end of its next turn: 
  "Arrest: This character must discard a card to 
  perform a movement action."
  
SOURCE: textdata/thevault/Through the Breach/Through the Breach - One Shot - Bad Medicine (Chronicles #30).pdf