Khan Draven Ash-Blood
Warlord of the Cindermaw Clan
Location: Scorchveil (mobile — Cindermaw Clan war-band)
- Tier
- Boss
- HP
- 20
- Defense
- 11
- Pool
- 9
- Mettle
- 4
- AR
- 1
Notes: Speed 9. Gear: Chitin Armor (AR 1, light, crafted from Veil-born carapace), trophy necklace (ears and Ironbrand contract badges), bone totem. Has never lost a fight, never broken a promise, never forgiven a slight. Consortium standing bounty: §5,000.
Warlord of the Cindermaw Clan, the largest and most violent Dust Vulture group in the Scorchveil. Draven earned his surname the old way — by drinking the blood of a Skin-Changer he killed with his bare hands at age sixteen. The blood changed him. His skin has a faint grey pallor, his eyes reflect light like an animal’s, and his wounds close faster than they should.
Draven doesn’t lead through charisma. He leads through sheer, terrifying competence. Three Ironbrand teams have tried to collect the Consortium bounty on his head. He wears their contract badges on a necklace.
Attacks
| Attack | Pool | WR | Tempo | Notes |
|---|---|---|---|---|
| Bone-Axe | 9 | 4 | 5 | Breaker; Bleed (1 HP/turn) |
| Throwing Knives | 8 | 2 | 3 | Range: Near; carries 3 |
Traits
- Monster’s Constitution: Immune to Poison and Fear. +2 to resist all Psionics.
- Regeneration: Heals 1 HP at the start of each of his turns. Does not function against Salt or Fire damage.
Abilities
- Blood Fury: When Wounded (≤ half HP), gains +2 dice to all attacks and becomes immune to Suppression.
- Pack Tactics: All allies within Near range gain +1 die to attack rolls while Draven is standing and visible. His presence alone is worth a squad.
- War Cry (Tempo 3): All enemies within Near must roll ECHO + Resilience vs. TN 13 or become Suppressed. Enemies who have already heard the War Cry this scene gain +2 to resist.
Tactics
Opens with War Cry, then charges the strongest enemy. Does not waste time on weaklings — goes for the leader, the Psionic, the one with the best weapon. Fights in melee exclusively and trusts his Raiders to handle ranged threats. When Blood Fury activates, he becomes a whirlwind of bone and fury.
Morale
Fanatic. Draven does not break. His clan breaks when he falls. Not before.