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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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