From the 4th Edition we get this.
NAME: WARRIORS OF KRELL
TYPE: Military
LOCATION
FOUND:
7
TRAITS: Volatile: 50% Extrovert: 40%
Compassion: 30% Discipline:
70% Curious: 50%
ENCOUNTER
SIZE:
4D6
TECH LEVEL: C-E
POWER/
RESOURCES:
Electricity, steam, solar/mining,
farming
WEAPONS: Modern weapons, heavy vehicles
SPECIAL
ATTRIBUTES:
Knowledge of the Morrow
Project and have some Project
equipment, want more.
TRADE: Nothing, Krell’s warriors take
what they need.
SKILLS: Brawl, Persuade, Construction,
Firearms, Gunnery, Melee
Weapon, Sensor Operations,
Survival, Artillery.
DESCRIPTION:
These formidable fanatical fi ghters are ruled
by Krell, a mysterious man from the past whose
ambition to create a repressive dictatorial regime
was thwarted once by the Project. He struck back,
destroying several Morrow facilities and capturing
one base intact. From this “Base Zero” Krell arises
from cryo-sleep every few decades to incite his
followers to expand his empire. While he sleeps, the
empire grows. Krell’s minions have learned well
from their master. Their brutality is legendary.
And a later section gives us this in the section about why the war didn't happen in 1989.
The future also became rougher than it had been
before. The armies of Krell had grown stronger, and
Bruce was to come face to face with their leader. It was
clear that Krell was also from the twentieth century,
perhaps a Project recruit, or a Frozen Chosen.
Bruce returned, resolute that the Project should succeed.
He swore never to interfere with the timeline
again, the cost had been too great, but he also had to
know who this Krell man was.
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