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M - Imperial Navy Marine

  "Quote goes here..."
  Following the end of The Inheritance War, The New Eternal Empire(organization:8a6db90a-788b-4c6e-b6ce-84a4c57c3a3e)  quickly set out to consolidate its military power. One of the largest undertakings was the consolidation of the remaining human fleets into a @[new Imperial Naval Armada. The Navy did more than simply redistribute the various warships of the Kaldari and Cacadian navies - it also examined the various naval traditions of The Human Kingdoms and consolidated the best of their naval marine disciplines in a new standard of naval excellence never before seen in Alwaus. 

  Tasked with enforcing Imperial Rule across the continent, Imperial Navy Marines are always read to both repel boarding parties and lead assaults against enemy vessels. Each marine is a skilled fighter, even on uncertain decks awash with salt water and blood. The sight of them high in the rigging, ready to cross with a boarding rope in one hand and short sword in the other, has made many a pirate or dissident vessel surrender on sight alone.


(Minion) - Imperial Navy Marine


BRN - 2 AGI - 2 INT - 2 CUN - 2 WIL - 2 PRE - 1

Silhouette - 1 DEF 0/0 Soak - 3 Wounds - 6 
Weaknesses - None Resistances - None Immunities - None
Quick Initiative : 2 Prestige - N/A Identify: Warfare 1

Primary Checks

Short Sword: Melee - Light dd b + Group Upgrade : Damage 5 (Slashing Critical 3; Range [Engaged]

Shabby Bow: Marskmanship dd b + Group Upgrade : Damage 6 (Piercing Critical 3; Range [Medium]

Magic Bolt: Arcana dd + Group Upgrade : Damage 5 (Force Critical 5; Range [Short]; Manipulate, Blast 3



Information

Skills (group only) : Melee - Light, Marksmanship, Athletics, Resilience


Abilities

Adversary 1: Upgrade the difficulty of all Combat and Social checks targeting this adversary once.

Dual Wielder : May perform a maneuver to reduce the difficulty of this adversary's next combined check to attack with two weapons during their turn by one

Dark Vision 2: When making checks, this adversary may remove up to b b imposed to poor visibility caused from darkness and shadows.

Reinforcements : In an encounter with this Minion, the GM may spend h h on checks made by a PC to add one minion of this type to an existing minion group, or d to add a brand new minion group consisting of three of these adversaries.

Special Actions

Terrifying 3 : At the start of an encounter with this adversary, all opponents must make a Hard (ddd) Fear Check as an Out-of-turn incidental.

Honor & Grit : Once per encounter, when this adversary exceeds their wound threshold, they can immediately attempt a Hard (ddd) Discipline check as an out-of-turn incidental, healing 1 wound per s; if this reduces this adversary's wounds below their threshold it does become incapacitated and continues fighting.

For The King! : Once per round, when targeted by a ranged combat check, the GM may choose one ally within short range of this adversary to immediately engage with this adversary as an out-of-turn incidental. The ranged combat check then resolves against the ally instead of this adversary.

 
Spells

Magic Bolt: Arcana (d): Damage 5 (Force Critical 5; Range [Short]; Manipulate, Blast 3

Magic Barrier: Arcana (ddd) - Concentration: Until the end of the caster's next turn, increase their defense by 3 and reduce the damage of all hits against them by one, plus one for every s s.

Magic Heal: Arcana (ddd) : A target within Short range heals 1 wound per s and 1 strain per a


Equipment

Weapons
Short Sword : Melee - Light; Damage 5 (Slashing Critical 3; Range [Engaged]; Accurate 1
Crude Shortbow : Marksmanship: Damage 6 (Piercing Critical 3; Range [Medium]; Unwieldy 3
Arcanist's Wand : Arcana: Damage +3, Free Close Range, Quick
  Armour & Gear
Shabby Heavy Clothing : Medium Armor: Soak +1; Defense +0; Shabby 1   Potential Sundries
10 Silver Standards
Rations X 4
Carved Wooden Figure


 

Roleplaying Suggestions



General Behaviors


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Combat Behaviors


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Social Behaviors


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