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''Dagonite, School of the Sun''
 
''Dagonite, School of the Sun''
 
Tia Ramona ("Aunt Ramona") is one of the strongest and most ruthless Leviathans south of the Border. In fact, she's served as Hetman for Tijuana for a long time, although she's been known to let younger members of the Tribe take the role for affairs she has no interest in. Her human appearance is that of an old woman of mixed Indian and White heritage, and she has a well-deserved reputation as a witch in the poor barrio she calls home.  
 
Tia Ramona ("Aunt Ramona") is one of the strongest and most ruthless Leviathans south of the Border. In fact, she's served as Hetman for Tijuana for a long time, although she's been known to let younger members of the Tribe take the role for affairs she has no interest in. Her human appearance is that of an old woman of mixed Indian and White heritage, and she has a well-deserved reputation as a witch in the poor barrio she calls home.  
Tia Ramona claims to have been the inspiration for the main character in the 1884 book Ramona, which brought the first influx of tourists into Tijuana, but in reality she arrived in the 1960s in the city. Her cult is a fanatical splinter of gangbangers who pretty much run the area. She is known to have "pet projects", a number of women and their matrilineal families which are under her discreet protection, for reasons she won't divulge. Hurting them is a death sentence, especially if drugs are involved.
+
Tia Ramona claims to have been the inspiration for the main character in the 1884 book Ramona, which brought the first influx of tourists into Tijuana, but in reality she arrived in the 1960s in the city. Her cult is a fanatical splinter of gangbangers who pretty much run the area. She is known to have "pet projects", a number of women and their matrilineal families which are under her discreet protection, for rasons she won't divulge. Hurting them is a death sentence, especially if drugs are involved.
 
 
'''Attributes:''' Intelligence 4, Wits 3, Resolve 4, Strength 2, Dexterity, 2 Stamina 4, Presence 3, Manipulation 2, Composure 6.
 
 
 
'''Skills:''' Academics 1 (bloodlines), Crafts 1, Medicine 3 (selective breeding), Occult 5 (Tribal childrearing), Politics 2, Athletics 2, Brawl 3 (Jaws) Stealth 4, Survival 2, Animal Ken 2, Empathy 1, Intimidation 2 (her Beloved), Streetwise 3, Subterfuge 1.
 
 
 
'''Strain:''' Dagon <br>
 
'''School:''' Sun <br>
 
'''Sheol:''' 6 <br>
 
'''Virtue:''' Pride <br>
 
'''Vice:''' Faith <br>
 
'''Defence:''' 2 <br>
 
'''Tranquillity:''' 3 (Vocalisation [always surrounded by a few flies on land, and scavenger fish underwater], Suspicion [smells strongly of brine], Megalomania) <br>
 
'''Health:''' 8 <br>
 
'''Size:''' 4 <br>
 
'''Speed:''' 4 <br>
 
'''Initiative:''' 8 <br>
 
'''Willpower:''' 10 <br>
 
'''Flaw:''' Short.
 
 
 
'''Channels:''' Lambent Eyes of Judgment (Light of Truth 1, Lantern of Shame 2, Pyre for Sinners 4), One Brain, Many Minds, Oroborus' Kin, Eye of the Watchful Deity, Rain-Dance of the Tempest (As One 5), The Sky Cauldron, Unchained Heart of the World (Flow of the Earth 1), Swallowing the Sun (Swallowing Prometheus' Fire 2, Well of Misery 5), Lord of the Sea, Incubation of the Second Self (Easy Birth 2, Fast Growth 2, Opportunistic Parasitism 4, Hyperparasitism 3), Womb of Terrors (Reflexive Genesis 3), The Hydra's Rebirth (Dread Return 3, Reap the Whirlwind 5), Everflowing Fetid Growth, Mortal-Devouring Armory, Stalker's Shifting Hide, The Hunter's Blood, Accepting the Tribute of Slaughter, Eye of the Eternal Storm, Piercing the Veil of Slumber (Dream Contagion 3, Lord of Nightmares 5), The Toad's Curse (Master of the Curse 2), No Mysteries of the Flesh
 
 
 
'''Other Merits:''' Common Sense 4, Danger Sense 2, Eidetic Memory 2, Language (Spanish) 1, Cult (Numbers 3, Zeal 5, Fervour 3, Indoctrination 1, Offerings 1, Home Turf 2 [her barrio]) Deep Wake 2, Divine Prerogative 2 (Occult), Fame 1, Fluid Form 2, Heirloom 4, Heirloom 2, Heirloom 1, Heirloom 1, Temple (Size 1, Amenities 2 [Ritual Chamber, Gatewater], Security 3 [Hidden but it's location is now an open secret]) Vicious Heritage 3.
 
  
 
==Alonso Lopez==
 
==Alonso Lopez==
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'''Skills:''' Academics 2 (Media Studies), Computer 1, Medicine 1, Athletics 2, Brawl 1, Drive 1, Stealth 2 (avoiding human contact), Survival 1, Empathy 2, Expression 1, Persuasion 2 (Boys), Socialise 3 (Party!), Streetwise 1, Subterfuge 2.
 
'''Skills:''' Academics 2 (Media Studies), Computer 1, Medicine 1, Athletics 2, Brawl 1, Drive 1, Stealth 2 (avoiding human contact), Survival 1, Empathy 2, Expression 1, Persuasion 2 (Boys), Socialise 3 (Party!), Streetwise 1, Subterfuge 2.
  
'''Strain:''' Tanninim <br>
+
'''Strain:''' Taninim <br>
 
'''School:''' None <br>
 
'''School:''' None <br>
 
'''Sheol:''' 1 <br>
 
'''Sheol:''' 1 <br>
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Maxwell is a US Navy Chief Petty Officer based in the offices of the Navy in downtown San Diego. He is quiet and responsive, and has always received positive evaluations, largely on his own merit rather than the effect of the Wake. He is enamored of the sea and would like an opportunity to sail again, but is starting to be bogged down in administrative duties. Since his childhood, Maxwell has followed a rigid moral code which served him well in service.
 
Maxwell is a US Navy Chief Petty Officer based in the offices of the Navy in downtown San Diego. He is quiet and responsive, and has always received positive evaluations, largely on his own merit rather than the effect of the Wake. He is enamored of the sea and would like an opportunity to sail again, but is starting to be bogged down in administrative duties. Since his childhood, Maxwell has followed a rigid moral code which served him well in service.
 
Unassuming though he is, Maxwell is a formidable combatant and has taken leaves of absence in the past to go hunting for Typhoons. He is a compulsive follower of sightings forums and cryptozoology. He trains and drills his Cult of sailors and marines to change them into monster-hunters, and is slowly warming to the idea of using them against the criminal or dangerous Leviathans in the city.
 
Unassuming though he is, Maxwell is a formidable combatant and has taken leaves of absence in the past to go hunting for Typhoons. He is a compulsive follower of sightings forums and cryptozoology. He trains and drills his Cult of sailors and marines to change them into monster-hunters, and is slowly warming to the idea of using them against the criminal or dangerous Leviathans in the city.
 
'''Attributes:''' Intelligence 2, Wits 3, Resolve 3, Strength 4, Dexterity, 3 Stamina 3, Presence 2, Manipulation 2, Composure 2
 
 
'''Skills:''' Computer 2 (online criptid community), Investigation 1, Politics 1, Science 1 (Criptids), Athletics 3, Brawl 2, Drive 2, Firearms 2, Stealth 2, Survival 2, Weaponry 3, Empathy 1 Intimidation 2 (stairdown), Persuasion 2.
 
 
'''Strain:''' Nu <br>
 
'''School:''' Reef <br>
 
'''Sheol:''' 2 <br>
 
'''Virtue:''' Justice <br>
 
'''Vice:''' Wrath <br>
 
'''Defence:''' 2 <br>
 
'''Tranquillity:''' 6 <br>
 
'''Health:''' 8 <br>
 
'''Size:''' 5 <br>
 
'''Speed:''' 12 <br>
 
'''Initiative:''' 7 <br>
 
'''Willpower:''' 5 <br>
 
 
'''Channels:''' Uncrowned Fisher King, Being of Primordial Waters (Tranquil Sea 2), Swallowing the Sun, Fluid Icon of Grace (Liquid Evasion 3, Crater-Birthing Leap 2), Overpowering Strength of Titans (Living Weapon 3), The Toad's Curse (Master of the Curse 4), World-Serpent's Endurance.
 
 
'''Other Merits:''' Common Sense, Fast Reflexes 2, Toxin Resistance, Weaponry Dodge, Status (Navy) 3 Resources 2, Cult (Number 2, Zeal 2, Fervour 4, Conspirators [Navy] 2).
 
  
 
==Myriam Bales==
 
==Myriam Bales==
 
''Oceanite, School of Fog''
 
''Oceanite, School of Fog''
 
Myriam has decided to become the Hetman for San Diego and, if she can, Tijuana as well. Born in a wealthy family, she attended college just long enough to snag a rich husband and retire to suburbia. She has organised parties, supported charities, and raised three children. But that was always a front for her real objective: organising the Leviathans of the city into a unified force, to establish entire control over the human population.  
 
Myriam has decided to become the Hetman for San Diego and, if she can, Tijuana as well. Born in a wealthy family, she attended college just long enough to snag a rich husband and retire to suburbia. She has organised parties, supported charities, and raised three children. But that was always a front for her real objective: organising the Leviathans of the city into a unified force, to establish entire control over the human population.  
From a human point of view, Myriam is completely deranged. But she's not human, and she has shed most of her affiliation with humanity in exchange for the very real possibility of absolute power. She is unfailingly honest in her dealings with other Leviathans, however, and does her utmost to see that those who work with her (under her, most likely) are richly rewarded.
+
From a human point of view, Myriam is completely deranged. But she's not human, and she has shed most of her affiliation with humanity in exchange for the very real possibility of absolute power. She is unfailingly honest in her dealings with other Leviathans, however, and does her utmost to see that those who work with her (under her, most likely) are richly rewarded.  
 
 
'''Attributes:''' Intelligence 2, Wits 2, Resolve 5, Strength 4, Dexterity, 3 Stamina 2, Presence 4, Manipulation 5, Composure 2
 
 
 
'''Skills:''' Computer 1, Politics 2 (gossip) Occult 3, Science 1, Athletics 1, Brawl 2, Firearms 3, Survival 1, Empathy 3, Expression 2, Intimidation 5, (emotional abuse) Persuasion 4, (emotional abuse) (seduction), Socialise 4 (fashionable parties), Subterfuge 3 (playing dumb), (seduction).
 
 
 
'''Strain:''' Oceanus <br>
 
'''School:''' Fog <br>
 
'''Sheol:''' 4 <br>
 
'''Virtue:''' Lust (control)<br>
 
'''Vice:''' Charity <br>
 
'''Defence:''' 2 <br>
 
'''Tranquillity:''' 3 (Irrationality, Meglomania, Fixation) <br>
 
'''Health:''' 7 <br>
 
'''Size:''' 5 <br>
 
'''Speed:''' 13 <br>
 
'''Initiative:''' 5 <br>
 
'''Willpower:''' 7 <br>
 
 
 
'''Channels:''' Uncrowned Fisher King, Being of Primordial Waters, Fluid Icon of Grace, That Hideous Strength (Rightful Place 3), Overpowering Strength of Titans (Brawl, Thunderstroke 2), Mind in Motion (Mind Over Matter 2), Hunter’s Terrible Beauty, Indomitable Solipsist-Tyrant, Insidious Creature (Serpent's Tongue 2, Master of the Veil 4), Call of the Depths, Besieging the Tower of Will (Mind Blast 4).
 
 
 
'''Other Merits:''' Allies 5 (Wives of powerful people), Allies 2 (Government), Allies 1 (Police ), Allies 2 (Corporate), Breath of the Lungfish 1, Cult (Numbers 4, Zeal 3, Fervour 4, Indoctrination 1, Conspirators 4 [Corporate], Conspirators 2 [Government] Conspirators 1 [Police]), Deep Wake 2, Divine Prerogative 2 (Socialise), Fame 1, Resources 5, Striking Looks 2, Temple (Size 3, Amenities 5 [Armoury, Private Pool, Reception Chamber, Rumpus Room (Lust [control]), Rumpus Room (Gluttony)], Security 4 [Hidden]) Vicious Heritage 3.
 
  
 
==The Wave Gurus==
 
==The Wave Gurus==
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The so-called Wave Gurus are a Cohort of four Leviathans living on or around the beaches of San Diego. They are led by Old Man Trouble, a powerfully built old man who barely talks above a mumble, and sometimes stops moving entirely for days at a time.
 
The so-called Wave Gurus are a Cohort of four Leviathans living on or around the beaches of San Diego. They are led by Old Man Trouble, a powerfully built old man who barely talks above a mumble, and sometimes stops moving entirely for days at a time.
 
In truth, the Wave Gurus are bums. They have nothing but an old Volkswagen bus and their surfboards, and spend all day either on the waves or on the beach spouting wisdom to the small following of surfers and New Age aficionados they have attracted. The Wave Gurus never show up to Leviathan Taxon meetings, except when it relates to the ocean in some way. That said, they are remarkably open to discussion and partying when cousins show up on the beach.
 
In truth, the Wave Gurus are bums. They have nothing but an old Volkswagen bus and their surfboards, and spend all day either on the waves or on the beach spouting wisdom to the small following of surfers and New Age aficionados they have attracted. The Wave Gurus never show up to Leviathan Taxon meetings, except when it relates to the ocean in some way. That said, they are remarkably open to discussion and partying when cousins show up on the beach.
 
'''Old Man Trouble'''
 
 
'''Attributes:''' Intelligence 4, Wits 1, Resolve 3, Strength 3, Dexterity, 3 Stamina 5, Presence 2, Manipulation 1, Composure 4
 
 
'''Skills:''' Academics 1, Medicine 1, Occult 2, Athletics 4 (Surfing), Brawl 1, Survival 3 (Ocean), Animal Ken 5 (fish), Empathy 3, Expression 1, Persuasion 2.
 
 
'''Strain:''' Bahamutan <br>
 
'''School:''' Abyss <br>
 
'''Sheol:''' 5 <br>
 
'''Virtue:''' Sloth <br>
 
'''Vice:''' Faith <br>
 
'''Defence:''' 1 <br>
 
'''Tranquillity:''' 7 <br>
 
'''Health:''' 10 <br>
 
'''Size:''' 6 <br>
 
'''Speed:''' 11 <br>
 
'''Initiative:''' 8 <br>
 
'''Willpower:''' 7 <br>
 
 
'''Channels:''' Lambent Eyes of Judgment, Oroborus' Kin, Memories Before Time, Uncrowned Fisher King (Claiming the Heron Throne 4), Being of Primordial Waters (Reach of the Depths 3, States of Matter 2), Lord of the Sea, That Hideous Strength, Eye of the Eternal Storm, Lifeblood of Titans (A Mountain Walked 4), World-Serpent's Endurance, Vigor of Protean Kings (Potent Ichor 3).
 
 
'''Other Merits:''' Giant 4, Strong Lungs 3, Iron Stamina 1, Cult (Numbers 2, Zeal 1, Offerings 1, Resolute 2) Fluid Form 1 Muted Wake 2, Vicious Heritage 3.
 
  
 
==Davvi Jones==
 
==Davvi Jones==
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Dafydd (or Davvi, as he's called most of the time) is a forty-something Welshman expatriated in Tijuana for the past twenty years. He runs a maritime supply shop, selling everything from canned food to fishing tackle to motor oil. He also runs the Border Cove - an informal port of harbor for Leviathan-crewed ships- pretty much single-handedly. The Leviathan ships coming in usually receive a visit from either Davvi or one of his sons as soon as they arrive, and can get assistance and guidance in exchange for some money and the latest rumours.
 
Dafydd (or Davvi, as he's called most of the time) is a forty-something Welshman expatriated in Tijuana for the past twenty years. He runs a maritime supply shop, selling everything from canned food to fishing tackle to motor oil. He also runs the Border Cove - an informal port of harbor for Leviathan-crewed ships- pretty much single-handedly. The Leviathan ships coming in usually receive a visit from either Davvi or one of his sons as soon as they arrive, and can get assistance and guidance in exchange for some money and the latest rumours.
  
= Lords of the Land =
 
 
== Carl Szeemann ==
 
 
Carl is curator of the San Diego Museum of Man, a post he has held for the last 20 years. Coming from a background in palaeontology Carl hasn't personally had much personal experience with any of the monsters lurking with shadows but fossil digs, ancient artefacts, the evidence builds up if you're willing to keep an open eye.
 
 
Carl's early academic curiosity gave way to a network of contacts, he became known as something of an expert in identification of both mystical artefacts and to a lesser extent supernatural beings themselves. Though not exceptional at the latter he was considered among the best at identification from bones and fossils alone, a narrow superlative if there ever was one.
 
 
After realising that he knew more about human items than he ever did about prehistoric fossils Carl aquired formal qualifications in cultural anthropology eventually leading to his post as curator.  Though not a trained fighter he can be vicious in defence of himself or the artefacts in his care and knows exactly which exhibits might be used for combat.
 
 
'''Attributes:''' Intelligence 4, Wits 2, Resolve 3, Strength 2, Dexterity, 3 Stamina 2, Presence 2, Manipulation 2, Composure 3
 
 
'''Skills:''' Academics 3 (Cultural anthropology), Computer 1 Medicine 1, Science 3 (Palaeontology) Occult 4 (Artefacts), Athletics 1, Brawl 1, Drive 1, Firearms 2 (Artefacts) Survival 2, Weaponry 2 (Artefacts) Empathy 1, Expression 2, Persuasion 2, Socialise 1.
 
 
'''Virtue:''' Fortitude <br>
 
'''Vice:''' Greed <br>
 
'''Defence:''' 2 <br>
 
'''Morality:''' 7 <br>
 
'''Health:''' 7 <br>
 
'''Size:''' 5 <br>
 
'''Speed:''' 10 <br>
 
'''Initiative:''' 6 <br>
 
'''Willpower:''' 6 <br>
 
 
= The House of Thunder =
 
 
==== Sidebar: Hunter the Vigil ====
 
As mentioned in Chapter Five, The Marduk Society is a Hunter Conspiracy. The members of the Society detailed below are written to be easily converted to the Hunter template if the Storyteller desires, simply add the additional details listed under "Hunter Traits". Nothing else is needed, the free specialty and Contact provided by Professional Training are already included.
 
 
You may be thinking, if you include one Hunter Conspiracy why not others? There is some merit to this idea as one of Leviathan's themes is that Leviathan's are living in another Tribe's world but be careful not to overdo things. This game is at heart about Leviathans not Hunters and too many groups could steal the spotlight. If you wish to include one or two here are some suggestions as to where they might fit into the Border Cities: The Aegis Kai Doru and Loyalists of Thule are both interested in relics and may be drawn by the rich supplies of heirlooms, their relationship with Marduk could range from academic rivalry to outright violence. The Ascending Ones could easily fit control a cut of the drugs trade moving across the borders. Both San Diego and Tijuana are predominantly Catholic so a Malleus Maleficarum presence might be justified, the Long Night not so much. If anyone aside from the Marduk Society is able to profit from using Leviathan's as raw materials it's the Cherion Group who may have come following the Tribe. Finally a Leviathan's tendency to make waves in whatever circle they move in means that any with political aspirations may come to the attention of the Barrett Commission.
 
 
==Rosie Watson==
 
 
Rosie Watson is a young Marduk agent. Coming from a well off family of Cuban immigrants to the United States Rosie spent her gap year travelling the world on trips organised by a Marduk front (usually used to transport equipment). Rosie's potential was noticed and she accepted an offer to join an archaeological front and later the Marduk Society itself. Tijuana is her first solo job, a deep cover operation investigating possible Leviathan influence in <Aunt Remona's barrio> under the name of Maria Lopez. A task which due to faulty intelligence she is deeply unqualified for.
 
 
'''Attributes:''' Intelligence 2, Wits 4, Resolve 2, Strength 1, Dexterity, 3 Stamina 2, Presence 2, Manipulation 2, Composure 3.
 
 
'''Skills:''' Crafts 2 (Painting), Investigation 3, Occult 1, Athletics 2, Brawl 1, Firearms 3 (Telsa Pistol), Larceny 2, Stealth 1 (no one notices the maid), Survival 2 (Jungle), Empathy 1, Expression 1, Persuasion 2, Socialise 2 (Well Travelled), Subterfuge 2 (false identity).
 
 
'''Virtue:''' Faith <br>
 
'''Vice:''' Wrath <br>
 
'''Defence:''' 3 <br>
 
'''Morality:''' 6 <br>
 
'''Health:''' 7 <br>
 
'''Size:''' 5 <br>
 
'''Speed:''' 10 <br>
 
'''Initiative:''' 5 <br>
 
'''Willpower:''' 6 <br>
 
 
'''Endowments:''' Tesla Pistol 3, Tesla Pistol Power Cell 2,  Concealed Technology 1 (Tesla Pistol, disguised as a purse), Concealed Technology 1 (Emergency SOS broadcaster, disguised as an earring).
 
 
'''Merits:''' Allies 2 (Marduk Backup), Allies 2 (Hispanic immigrant community), Language 1 (Spanish), Status (Marduk Idealist) 2.
 
 
'''Hunter Traits:''' Professional Training (Adventurer) 2, with the third Asset Skill Firearms. Safehouse (Size 1, Secrecy 3, Trap 1 [3b electric damage]). Also drop Willpower by one, the Safehouse is protected by a Marduk Sigil.
 
 
==Michael Lay==
 
 
Michael is a young and slightly overweight man, his long hair in a permanent ponytail. Mike had two goals in life: He wanted to be rich and he didn't want to have to work for it. Online crime seemed like the perfect job and would have been if he didn't brag about his career in public. Despite his indiscretion his computer skills impressed the detectives, one had a quite word to Marduk and Michael vanished from custody. After a few years of impressive but entirely unambitious service Michael was kicked upstairs to run Omisoft Ltd and provide support to field agents in the Border Cities – an enviable position among Conspirators as among other logistical duties he is officially responsible for removing Leviathan corpses. The consensus is that Michael is a lazy and barely competent manager but the Conspirators are happy he's keeping quiet until needed and Michael is happy to have a fat paycheck for minimal work.
 
 
'''Attributes:''' Intelligence 4, Wits 3, Resolve 1, Strength 2, Dexterity, 2 Stamina 2, Presence 2, Manipulation 3, Composure 2.
 
 
'''Skills:''' Academics 1, Crafts 2, Computer 4 (Hacking), Occult 1, Politics 1 (Management), Science 2, Drive 2, Stealth 2, Animal Ken 1, Expression 2, Persuasion 1, Streetwise 1, Subterfuge 2.
 
 
'''Virtue:''' Justice <br>
 
'''Vice:''' Sloth <br>
 
'''Defence:''' 2 <br>
 
'''Morality:''' 5 <br>
 
'''Health:''' 7 <br>
 
'''Size:''' 5 <br>
 
'''Speed:''' 9 <br>
 
'''Initiative:''' 5 <br>
 
'''Willpower:''' 3 <br>
 
 
'''Merits:''' Allies 1 (Criminal) Resources 4, Contacts 4 (Software pirates, virus programmers, data black markets, black hat hackers) Status (Marduk Conspirator) 3, Status (Omisoft ltd) 5.
 
 
'''Hunter Traits:''' Professional Training (Hacker) 4, with the third Asset Skill Investigation.
 
 
==Edward Arndt==
 
 
Edward is a man approaching retirement but his love of archaeology keeps him in the field in his trademark leather patched coat and straw boater hat. He has little personal knowledge, or interest, in the supernatural but is acquainted with the Marduk Society through their funding for archaeology, this time they're trying to uncover the source of the massive Wake over the Border Cities and Edward is one of several academics who have accepted sponsorship to conduct digs. Unknown to him several of the artefacts he's uncovered are choice Heirlooms.
 
 
'''Attributes:''' Intelligence 3, Wits 2, Resolve 2, Strength 2, Dexterity, 3 Stamina 2, Presence 2, Manipulation 2, Composure 2.
 
 
'''Skills:''' Academics 3 (Native American History), (Archaeology), Crafts 2, Computer 1, Investigation 3 (Archaeological Digs), Occult 1, Science 3, Drive 1, Larceny 2, Survival 2, Empathy 1, Expression 3 (Lectures), Persuasion 2, Socialise 2.
 
 
'''Virtue:''' Temperance <br>
 
'''Vice:''' Pride <br>
 
'''Defence:''' 2 <br>
 
'''Morality:'''7 <br>
 
'''Health:''' 7 <br>
 
'''Size:''' 5 <br>
 
'''Speed:''' 9 <br>
 
'''Initiative:''' 5 <br>
 
'''Willpower:''' 3 <br>
 
 
'''Merits:''' Language (Latin) 1, Language (Uto-Aztecan) 1, Direction Sense 2, Allies 1 (Marduk Society) Resources 2, Contacts 3 (Archaeologists, Historians, Museum Curators) .
 
  
  

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