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====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.
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