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LeviathanTempest:ChapterFive
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=== The Virtuous Tribe === Though mankind has long known of the Wicked Tribe and sought to defend itself from the depredations of Tiamat's brood the day to day conflicts between a Leviathan and humans are more likely to be caused by his actions than what he is. A Leviathan who seeks his very own criminal empire will find himself in opposition to established criminals from street thugs to Mafia empires. A growing Cult attracts worried family members, deprogrammers, reporters or condemnation from the pulpits. In their own way such threats can be more dangerous than a rampaging Typhon or hunting Ahab. Not only are they far more numerous, a rampaging Typhon ends in blood and the Leviathan, should she survive, is free to get on with her life. Even Marduk has limited resources allowing a Leviathan to lie low until the heat is off. Humanity however cannot be fought, it cannot be escaped at least not if a Leviathan wishes to keep his mind intact. It can only be endured day after day while the Wake forms an impenetrable barrier to peaceful coexistence. ====Marine==== ''I'm not supposed to tell you this, but we fired depth charges on patrol last night. No one's saying why.'' '''Attributes:''' Intelligence 3, Wits 3, Resolve 3, Strength 3, Dexterity 3, Stamina 3, Presence 2, Manipulation 2, Composure 3 '''Skills:''' Academics 2, Computer 2, Crafts 2, Medicine (First Aid) 1, Athletics 3, Brawl 2, Drive 2, Firearms (Rifle) 3, Survival 2, Weaponry 2, Intimidation 2, Socialize 2 One speciality has been left free to represent specialised training. '''Willpower:''' 6 '''Morality:''' 7 '''Virtue:''' Hope '''Vice:''' Wrath '''Initiative:''' 7 '''Defense:''' 3 '''Armor:''' 2/3 (Kevlar body armor) '''Speed:''' 11 '''Health:''' 8 '''Other Merits:''' Allies (Comrades in Arms) 3, Contacts (Military) 1, Danger Sense 2, Fast Reflexes 1. '''Special:''' The greatest advantage soldiers have over random brawlers is teamwork and the chain of command. Once per turn the highest ranking marine in the combat may reflexively roll Presence + Persuasion, on a Success he can spend a point of Willpower to add +3 (or +2 for defensive purposes) dice to the entire team. This stacks with any bonus they gain for spending their own willpower. '''Weapons:''' <br> Assault Rifle: Damage (4), Range 125/250/500. Roll 11 dice. <br> Pistol: Damage (2), Range 20/40/80. Roll 9 dice. ''' Storytelling Hints''' Discipline, teamwork, professionalism. A modern army has tools every bit as potent as the suicidal fanaticism of the most potent Cult, and a bullet is every bit as dangerous as a loyal Lahmasu's claws. Only the oldest and most potent Leviathans can take on a naval vessel in single combat. The Tribe has long made a point not to provoke humanity, and viciously enforce these rules upon their cousins out of fear for their own lives. ====Somalian Pirate==== ''We don't consider ourselves sea bandits. We consider sea bandits [to be] those who illegally fish and dump in our seas and dump waste in our seas and carry weapons in our seas.'' - Sugule Ali, Pirate leader '''Attributes:''' Intelligence 2, Wits 2, Resolve 3, Strength 2 Dexterity 3 Stamina 3 Presence 2 Manipulation 2 Composure 2 '''Skills:''' Computer 2, Crafts 1, Medicine 1, Athletics 2, Brawl 3, Drive 2, Firearms 2 (rifle), Survival 2, Intimidation 2 Persuasion 2 Socialise 1 Streetwise 2 Somalian Pirates operate as a team with specialised skills, to represent this two speciality slots remain free. Typical teams may see specialists in Computers (radios, navigation equipment), Drive (speedboats), Survival (Ocean), Persuasion (Negotiations) or Streetwise (Black Market) '''Willpower:''' 5<br> '''Morality:''' 4<br> '''Virtue:''' Hope<br> '''Vice:''' Greed<br> '''Initiative:''' 5<br> '''Defense:''' 2<br> '''Speed:''' 10<br> '''Health:''' 8 '''Other Merits:''' Resources 2 Contacts 2 (Fences, Suppliers) Allies 1 (Pirates) Allies 1 (Informants) Barfly 1 '''Weapons:''' <br> AKM Assault Rifle: Damage (4), Range 125/250/500. Roll 10 dice. <br> RPG7: Damage -1(+5), Blast Area 10, Force 5, Range 500/1000/2000. Notes: 9again, knockdown, effective size class of 5. Roll 4 dice. Leviathans are drawn to the most lawless parts of the world. Without a stable government to oppose them they are free to carve their petty empires, the slow pace of news and unreliable information can help keep word away from Marduk's ears. Somalia, with it's practically non-existent government, abundant coastline and maritime piracy which can mask a Leviathan's own crimes. However doing so may bring him into conflict with the locals especially if he threatens their family, their bottom line or if a Leviathan draws in increased international policing through bloodlust or the Ripple effect. '''Storytelling Hints''' Somalian pirates claim to be defending their community, they bring up illegal fishing or waste dumping as justifications. While it would be naive to consider them true paragons of morality it is known that their profits have revitalised local economies and since they began driving away foreign fishermen both local fish stocks and fish catches have increased dramatically. This could be used to give hope to young aimless Leviathans travelling for a fresh start by suggesting it might also be possible for Leviathans to turn their naturally violent natures for positive ends. Alternatively pirates could be a foil for Leviathans by showing how it was teamwork, self restraint (Somalian pirates arenβt renowned for bloodlust) and community, not violence that led to real improvements. This does run the risk of whitewashing piracy, but that's not always a bad thing if it leads to a good story. And of course like all armed groups in the the more lawless parts of Earth pirates can simply be the opposition to a Cohort who fancies creating their own little kingdom.
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