Bloodbound Enforcers

Drusari Syndicate
Playability:
Standard
Type:
Physical

Drusari Bloodbound Enforcers are the Syndicate’s final warning—the last hand sent when debts go unpaid, loyalties waver, or someone dares to defy the Drusari’s shadow-law. Unlike freelance killers or mercenaries, these enforcers are sworn by blood oath to serve the will of the Syndicate without question. That oath is both magical and cultural, binding them to obedience, vengeance, and silence. They do not ask for payment. They are the payment.

Bloodbound Enforcers are selected for their loyalty, brutality, and mental resilience, then shaped into tools of controlled violence and ritual punishment. They are feared not just for their skill in combat, but for the symbolic weight they carry: when one arrives, it means the Drusari no longer seek negotiation—they seek resolution. Their presence alone is often enough to shatter morale or trigger surrender. Some enemies run. Some fight. None are remembered fondly. Because when a Bloodbound comes, the Syndicate isn’t sending muscle—it’s sending a message written in flesh.

Weapon Categories

Total points in category:
6

All

Magic Categories

Total points in category:
0

Tech Categories

Total points in category:
6

Skill Categories

Total points in category:
18
8
4
6

Profession Benefits

The Unpaid Know You:You may declare that a minor NPC or local contact has heard of you through whispered stories—gaining a small narrative advantage like a discount, information leak, or minor act of deference. You can only do this once per area (city, space station etc.)

Grim Respect:Law enforcement, gang leaders, and mercenaries may not like you—but most respect the role. You are less likely to be detained, searched, or questioned if you make it clear you're “on official business.”

Profession Restrictions

History Etched in Flesh:Your body likely carries visible marks of violence, initiation, or punishment. These invite questions, fear, or judgment in civilized or high-society environments.

Bound to Fulfill: If given a target or mission from the Syndicate, you are expected to follow through. Declining or delaying can result in demotion, reassignment, or quiet replacement.