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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.
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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.
 
'''Attributes:''' Intelligence 4, Wits 3, Resolve 4, Strength 2, Dexterity, 2 Stamina 4, Presence 3, Manipulation 2, Composure 6.
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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>
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'''Strain:''' Taninim <br>
 
'''School:''' None <br>
 
'''School:''' None <br>
 
'''Sheol:''' 1 <br>
 
'''Sheol:''' 1 <br>
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'''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).  
 
'''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.
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'''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, 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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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.
 
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.
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==Rector Geraldine Cropley ==
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Geraldine started her carer as a Rector in the Episcopal Church. She is approaching middle age and has let herself gain weight in retirement – after a life time of service the Lord will allow for a little chocolate. Beneath her warm friendly manner lies a mind and body of steel. Geraldine's first parish was in an area dominated by a Leviathan's Cult. Her staunch opposition to the Cult's gruesome teachings landed her in between a Leviathan and a Marduk combat team, thus began a life of adventure that spanned all seven continents and left her as one of Marduk's most senior members. After thirty years of loyal Service Geraldine has semi-retired from the Marduk Society, she shares oversight Border Cities while rebuilding her ecclesiastical career from the ground up.
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'''Attributes:''' Intelligence 3, Wits 2, Resolve 5, Strength 2, Dexterity, 3 Stamina 3, Presence 3, Manipulation 3, Composure 4.
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'''Skills:''' Academics 2 (Religion), Computer 1, Investigation 3, Politics 4, Occult 3 (The Tribe), Athletics 2, Brawl 2, Drive 1, Firearms 3 (Pistols, Sniper Rifles), Stealth 2, Survival 3, Empathy 3, Expression 2, Intimidation 2, Persuasion 2 (Rally the troops), Socialise 2, Streetwise 1, Subterfuge 2 (Poker face)
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'''Virtue:''' Faith, Justice <br>
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'''Vice:''' Gluttony <br>
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'''Armour:''' 3/3 <br>
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'''Defence:''' 2 <br>
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'''Morality:''' 5 <br>
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'''Health:''' 8 <br>
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'''Size:''' 5 <br>
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'''Speed:''' 10 <br>
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'''Initiative:''' 8 <br>
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'''Willpower:''' 9 <br>
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'''Endowments:''' Personal Forcefield 3, Telsa Pistol 3, Telsa Pistol 3, Tesla Pistol Power Cell 4, Plan B 5.
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'''Merits:''' Language (Spanish) 1, Language (French) 1, Language (Latin) 1, Language (Portuguese) 1, Fast Reflexes 1, Gunslinger 3, Quick Draw 1, Resources 2, Contacts (Episcopal Church), Status 5 (Marduk Idealist), Status 1 (Episcopal Church).
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'''Hunter Traits:''' Professional Training (Religious Leader) 1.
  
 
==Rosie Watson==
 
==Rosie Watson==
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'''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).
 
'''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.
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'''Merits:''' 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.
 
'''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.
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'''Merits:''' Language (Latin) 1, Language (Uto-Aztecan) 1, Direction Sense 2, Allies 1 (Marduk Society) Resources 2, Contacts 3 (Archaeologists, Historians, Museum Curators) .
 
'''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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==Agusto Cruz==
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Agusto is a muscular young man with big ambitions. These ambitions led him to make the move from Tijuana to San Diego. He has to admit manual labour wasn't what he had in mind, even if he did make foreman, but working for Edward Arndt was when things got interesting. Agusto is a superstitious man and he recognised enough details on the artefacts. Edward could answer some of his questions but didn't believe the rest so Agusto asked when their sponsor came to visit. Evidently someone saw potential because the next thing he knew he was put through training, paid to keep his mouth shut and assigned back to his old job. Membership in a vast international group sounds like a step in the right direction and the money's nice.
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'''Attributes:''' Intelligence 2, Wits 2, Resolve 3, Strength 4, Dexterity 2, Stamina 2, Presence 2, Manipulation 2, Composure 2.
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'''Skills:''' Crafts 2 (Excavation), Occult 2 (Folklaw), Athletics 2, Brawl 3, Drive 2, Firearms 2, Stealth 1, Survival 1, Empathy 1, Empathy 2, Persuasion 2 (Personalities), Socialise 3 (Coworkers).
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'''Virtue:''' Fortitude <br>
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'''Vice:''' Pride <br>
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'''Defence:''' 2 <br>
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'''Morality:'''7 <br>
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'''Health:''' 7 <br>
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'''Size:''' 5 <br>
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'''Speed:''' 11 <br>
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'''Initiative:''' 4 <br>
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'''Willpower:''' 5 <br>
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'''Merits:''' Language (Spanish) 1, Brawling Dodge 1, Allies 2 (Coworkers), Contacts 3 (Union reps, excavators, construction workers) Resources 2, Status 1 (Marduk Idealist)
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'''Hunter Traits:''' Professional Training (Labourer) 3 with the third asset skill is Socialise.
  
  

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