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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.  
 
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====
 
====Somalian Pirate====
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''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
 
''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
+
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
+
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
 +
 
 +
'''Defence:''' 2<br>
 +
'''Health:''' 8 <br>
 +
'''Initiative:''' 5 <br>
 +
'''Size:''' 5 <br>
 +
'''Speed:''' 10 <br>
 +
'''Willpower:''' 5
  
 
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)
 
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
 
'''Other Merits:''' Resources 2 Contacts 2 (Fences, Suppliers) Allies 1 (Pirates) Allies 1 (Informants) Barfly 1
  
 
'''Weapons:''' <br>
 
'''Weapons:''' <br>
AKM Assault Rifle: Damage (4), Range 125/250/500. Roll 10 dice. <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.  
 
RPG7:  Damage -1(+5), Blast Area 10, Force 5, Range 500/1000/2000. Notes: 9again, knockdown, effective size class of 5. Roll 4 dice.  
  

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