LeviathanTempest:AppendThree

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The Rift[edit]

Here There Be Monsters

A young woman steps into the the sea, the cold biting against her ankles. She takes a deep breath, closes her eyes and plunges her head beneath the surf. She opens her eyes to look upon an empty wasteland, the first thing she feels is a familiarity both comforting and threatening. She smiles as the churning waters force brackish polluted brine down her throat.

He's old, so very old and so very tired. A fish of enormous proportions, his cilia graciously inhabited by swarms of luminous crustaceans, swims ever deeper. He's returned to the land of his fathers to die.

Getting there[edit]

All Leviathans can in theory access the Rift. Water, in its various forms, is a powerful conduit and a Leviathan needs to be submerged in one of its variations to attempt to dive into the Rift. Sea water is the most powerful of these, but in a pinch, clear water, fog or blood can serve. The Storyteller remains final judge of whether or not a Leviathan is "submerged" at the time, but ideally the character should be invisible from those outside the lake, fog bank or other obscuring feature.

Mechanically, the Leviathan rolls his Sheol + Resolve and spends a point of Ichor and slips into the alternate reality of the Rift. Attempting this in sea water gives a +1 bonus. Blood or natural clear water (lake, river) carries no penalty. Tap water is further removed from the Primordial Waters and therefore carries a -1 dice penalty as does fog or clouds. Water wracked by the fury of a storm is even better, turbulent waters offer a +1 bonus while a true storm or onrushing tidal wave gives +2 (these bonuses are cumulative with any others, so attempting to cross in a storm-wracked sea would grant a +3 bonus while doing the same in a river estuary would grant +2). Other cases are left at the appreciation of the storyteller. The Leviathan can carry other people into the Rift if they are in physical contact with them; one additional success is necessary per extra person.

When diving into the Rift, the Leviathan entirely disappears from the Shore (the real world). He does not carry through any items unless he spends a Willpower point to do so; even then, some items may stubbornly refuse to go through (often complicated technological items (especially those which use electricity) cannot be brought into the Rift). Crossing over creates turmoil: waves, wind, storm or fog may be left behind, possibly making the area (such as a tub of tap water) unsuitable for return.

In some areas, called Gatewaters, the Rift is much closer to our reality. Humans will get sucked in sometimes, and even those who don't are more likely to develop Derangements (these areas give a -1 penalty on all rolls to avoid getting Derangements). Most Gatewaters are in areas deeply associated with water: either on the ocean itself, around certain islands, or in marshes, bogs or river deltas. Crossing through at a Gatewater does not require a point of Ichor.

Travelling the Rift[edit]

The Rift appears as a vast expanse of water-like substance, breathable by any of the tribe regardless of their current form. A roiling bright light shines through the Shallows (the upper parts of the Rift), but disappears as you dive deeper. A Leviathan who breaks through into the Rift always appears near the surface (Depth 0).

The Rift posesses Depths, exactly as transforming Leviathans experience them. This is not surprising; as the Rift is essentially an expression of Leviathan psyche, it mimics the experience of Tribe members coming closer to their monstrous heritage. Leviathans appear to transform as they go deeper into the Rift, so that they take the shape of the corresponding Depth to their environment. Voluntary shapeshifting is impossible in the Rift, instead a Leviathan automatically transitions between his forms as he surfaces or descends. Even Outbursts simply do not occur within the Rift, which for some is more proof that the Rift is a Leviathan’s true home.

The Rift is pretty much synonymous with the Tempest. Most of it is continually wracked by violent currents, arc lightning and fast, sharp ice or rocks. The existence of this realm ensure the continuation of the Tribe's curse of restlessness and madness, just as the Leviathans' chaotic behaviour encourage a more chaotic Rift. The Tempest usually worsens as one goes deeper. However, certain areas of perfect calm exist as well; called Doldrums, they are sometimes large enough to hold sunken cities of eerie quiet and stillness.

Someone who makes no effort appears stationary in the Rift unless acted upon by the Rift itself. Moving around requires Athletics rolls, with the characteristics depending on the type of movement required (Stamina for sustained travel, Strength for brute speed and power, Dexterity for fine manoeuvring).

Mortals can not go deeper than the first Depth, unless a Leviathan physically carries them. There is one exception to this rule: Atolls are unaffected by Depth in all cases, although they are still quite vulnerable to other dangers that lurk in the Rift.

Getting back[edit]

While going down is fairly straightforward for Leviathans, going back up is much more difficult. A Leviathan in the deepest part of the Rift forgets his own identity bit by bit, reverting to the primal monster their blood is urging them towards. To cross the border between Depths the Leviathan needs to roll (Tranquility - their current Depth level).

Once just beneath the Surface (Depth 0), breaking through to the Shore is fairly straightforward. A final Tranquility roll allows the Leviathan to come back, in the closest suitable space (that is, submerged by water in some form) to the one from which the character entered the Rift. To reach another point of re-entry, the Leviathan may have to navigate the surface of the Rift, with appropriate Intelligence+Navigation rolls.

Ecology[edit]

The Rift, like the mundane ocean, is a deceptively empty place, prowled by ungainly beasts. Memories take form down there, as well as neuroses, phobias and dark impulses which become predator beasts, parasitic worms or spiked monstrosities. There are islands made up of the bones of Progenitors, hard remaining nuggets of a sense of identity long left behind by a dead monster-god. From time to time, one can find fossilised information about older times, sometimes guarded by the psychological complex which gave it worth to the long-disappeared creature that knew them.

This is why Leviathans brave the dangers of the Rift: because despite all it forces them to face, they can find things forgotten by all under the surface of this dark, unsettling realm. The natural dangers of the Rift are many, but the Leviathan also brings some with him. Any person who goes into the Rift while possessing Derangements creates one monster for each of them. These are highly personalised, sometimes quite cunning beings, who want nothing more than the death of their originator as an overall solution to their own existence. Killing them does not destroy the Derangement, either: it is still just as present when the Afflicted person gets back to the Shore.

The Rift possesses a strange structure, like an inverted cone. At the surface, the Rift seems endless, as unfathomably wide as the myriad minds that it reflects are. But the deeper one goes, the more constrained you feel, until at the deepest, down in the dark, where you reach the oldest, most primordial beings and memories, you feel that all of the world is a single oppressive point and individuality is a lost concept. This is where the most dangerous creatures of the Rift survive, where the most incomprehensible lore can be found, inscribed in illegible alphabets on the surface of rock walls that seem to be the inside of your own skull.

Going deeper yet would, according to Tribe lore, allow a Leviathan to find the Primordial Sea again. Beyond the Tempest, coming out of the other end, so to speak, lie the tranquil, perfect and awesome world that Leviathans truly belong to. needless to say, no one who has reached it has come back to tell the tale.

The Depths[edit]

The Shallows[edit]

In the Shallows individual thoughts take life. The variety is staggering, every creature is unique, ranging from entirely natural looking sea life to alien forms never witnessed outside the tribe. Similar thoughts band together in enormous schools, shoals and colonies ranging from a few dozen members to swarms that stretch for miles.

At a first glance the Shallows are beautiful, with brightly coloured creatures, graceful kelp fields and multihued piles of rocks and sand arranged in dazzling patterns all lit by a roiling light which seems to come from the water itself. Even at this low depth this beauty is just a façade (a popular theory says that like the minds that form it, the Shallows tries to put its best face forward). In the Shallows, the real dangers lay hidden in crevasses or disguised amongst the seaweed.

Of all the Rift it is the shallows that closest resembles the web of life found in the ocean. Here thoughts of rest, of contentment or of safety form vast coral reefs floating free through the depths. Predatory swarms born from thoughts of hunger are a persistent danger while schools of fear and secrecy watch from hidden recesses.

A “rift biologist” could spend lifetimes charting the interplay of species, wondering if understanding the ecosystem would reveal the inner workings of the mind, but to most Leviathans the Shallows, for all its teeming forms of life, is an empty place lacking the ancient lore and secrets found deeper within the Rift.

The Second Depth[edit]

As a Leviathan swims deeper the light begins to dim. Here impulses make their home, it's a hostile dangerous place for the Tribe's impulses are cruel. Here a Leviathan must beware creatures that embody the tribe's desire for conquest, domination or combat. And yet not everything at this Depth is wicked, the impulse to nurture children, to forge community or find a higher purpose in life than the daily struggle to eat or be eaten, these are all represented here.

The few surfaces that can be found here most often take the form of floating masses of bleached coral and polyps. While deadly to many of the smaller inhabitants of the First Depth, these tentacled creatures are mostly harmless to any Leviathan that brushes against them; even if it may sting a little. The creatures that inhabit this layer often look unfinished in some way. A long, lamprey-like creature with rows of eyes running along its back appears to lack any means of propelling itself despite the fact it is. A large, star shaped creature covered in flailing hooks might have a large hole that passes straight through the center of its body were a mouth or even organs might usually be. It is not uncommon to find creatures with complementary urges working together to become more complete. An entity created from an urge to protect a loved one might join up with a creature made of the urge to be comforted to become something larger and stronger.

Those Leviathans who seek this layer of the rift usually seek meditation on the impulses that drive them. They hope that by watching each impulse in isolation they will be able to recognise it in themselves and learn to master it; or they seek a positive impulse they can learn to copy and incorporate into their own being. For some it's a religious or spiritual endeavour, for others it's a desperate attempt to regain control over their lives. A successful voyage could justify buying a dot of Resolve, Composure or even Tranquillity.

The Third Depth[edit]

Going deeper into the Rift a Leviathan will encounter self images, if not his own than another's. It's a weird place where individual facets of a Leviathan's personality are distorted through perceptions and given form. One Leviathan's inflated self image becomes a gleaming tropical fish. Another imagines himself to be a just ruler of a noble heritage and so appears as a elegant sea serpent with a crown of golden scales, but he knows this image to be false and so the serpent is marked with weeping diseased sores and it's eyes have the glint of madness.

Usually a Leviathan's self manifests as many independent beings, one is how he sees himself as a ruler, another is how he sees himself as a fighter, or a lover, or a scholar. Sometimes though a Leviathan's entire self image becomes one creature, these creatures vary hugely but always seem to be the sum of many parts. One looks like a ancient and predatory turtle, not too unlike the Leviathan who created it: The shell shows how he sees himself socially, hiding away from others, the jaws represent his guilt for the times he killed and are chipped, rotten things. Another composite takes the form of organs wrapped around a granite skeleton with flayed strips of flesh reaching out like tentacles to seek and devour. These composites are stronger and smarter than the other creatures of this Depth.

The practical benefits for a Leviathan to find his own self image are limited though ripping apart a bad image might provide catharsis. Finding a rivals self image however can provide useful leverage, the roll to examine one is Wits + Empathy which may be contested by Resistance. This cannot reveal any information except how a Leviathan sees (this facet of) himself but in the hands of a crafty Leviathan that alone can be invaluable. Seeking out your friends can be just as useful, if they see themselves as alone or surrounded by hidden knives then maybe they might not be as friendly as you thought. Other Leviathan's look for family, with the family dynamics of the tribe discovering how your parents viewed their abilities as parents could be the closest thing to closure a Leviathan can get.

A rare possibility is for a Leviathan to seek out the self image of long since dead members of the Tribe. It is rumoured that the Progenitors themselves have left remains here, ancient fossilised shards of a long dead monster god's identity stretching for miles, guarded by all manner of strange neuroses and the psychological complexes that gave this long fossilised self image meaning. Even if the Leviathan can't find a remnant of her Progenitor, the fossils or still living identity of a more recent ancestor can offer a glimpse of life in an earlier era. A successful discovery can provide a bounty of information or even the revelation about one's ancestry needed to increase Sheol. Few trips are successful for here every creature is unique and in this dangerous environment lifespans are not long. If a living Leviathan's self image is destroyed it will soon reform but a dead Leviathan's is lost to history.

The Fourth Depth[edit]

The Fourth Depth is the Rift's treasure trove, or perhaps its garbage dump. While some of the greatest discoveries have been found elsewhere, it is the fourth depth which consistently delivers its spoils into the grasping fins of the tribe, at least those who can tell treasure from trash. Here the roiling light found above has faded to a dim twilight. Under this faded glow memories take form, but they're not alone. The strongest memories, the ones with great emotional worth are found alongside the psychological complexes that give it value. The desire to keep a guilt-ridden memory a secret snaps its jaws and spreads clouds of ink to protect its charge. Treasuring a memory of happier times forms symbiotic creatures who polish and cherish their charge.

The memories themselves are slow, sedentary creatures, markers of the turtle, the shellfish and the coral are common. A memory's size is directly linked to how much information it contains--while the memory of a single Ritual will not be very large, a single creature can hold a bounty of closely related information. An old and experienced Leviathan's entire library of rituals could form a immense beast, teaming with symbiotic life, gracefully cutting through the depth.

The largest and most prized memories, long since fossilised after the death of the Leviathan who created them, are invaluable treasure troves of knowledge and even the smallest memory may contain a priceless nugget of information. It is for this reason that Leviathans brave the Tempest. If you can find what you seek and defeat the creatures which guard it everything from occult knowledge, a taste of day-to-day life in the Tribe to the location of hidden temples is just waiting to be found.

The Fifth Depth[edit]

The Fifth Depth is often called the Great Barrier Reef. Partly it's a winking allusion to the other Great Barrier Reef and partly it's a perfectly appropriate name. It's certainly great, it looks like a reef and most Leviathan's going this deep are heading all the way to the bottom, to these Leviathans the Fifth Depth is pretty much nothing more than a barrier. They're ignoring what might be the most useful layer of the Rift.

The Fifth Depth contains the Tribe's views on itself. Not individual Leviathan's views, but the entire Tribe's views on the entire Tribe. In this it once again earns it's name as a barrier, the fifth depth is the dividing line between the individual and the collective.

Even the most cursory exploration reveals a great truth about the Tribe, it has defined itself almost entirely by it's relationship to man. The Reef is comprised of untold trillions of living beings, most no bigger than a human finger nail. There's macroscopic amoebas, polyps, tiny fish, coral, crustaceans, aquatic insects, jellyfish, flatworms and infinitely more than can be listed here. To call the Reef static would be a joke, it's teeming with life and energy. The creatures that comprise it give birth, grow, fight, love, die. As representatives of humanity they run the full range of reaction to the Leviathan's presence: they are Beloved eagerly fawning and offering tiny gifts, they are Ahabs and Marduk swarming the larger Leviathan in their millions but mostly they are ordinary humans, seemingly unaware of the Tribe yet shuddering at the Wake's presence. Despite this few Leviathans feel superior to the almost microscopic creatures, not here. They're everywhere, they press against his skin, crawl over his lips, his nose, his eyes. There's no succour, no rest, it's enough to drive a Leviathan to madness, or at least to swim somewhere quieter.

A Leviathan who wishes to pass through the barrier reef must navigate the many tunnels and caverns that exist within the Barrier Reef. The tunnels are incredibly claustrophobic and poorly lit – the light in the higher parts of the Rift has entirely faded by this point leaving only the Barrier's bioluminescent inhabitants to light the way. – One never knows when the walls might turn against you while hot jets of water and other hazards of the Tempest charge through. Despite this navigation is rather easy, providing a Leviathan sticks to routes that go down there she'll have little trouble finding her way with a minimum of backtracking.

The real treasures are hidden in odd corners, where the oppressing mass of life fades away. Sometimes they're Doldrums sometimes not but their contents are always valuable. These caverns show how the Tribe sees itself on a different topic to humanity. Here a Leviathan can find where the Tribe considers itself deficient, to correct or exploit, or where the Tribe views itself with satisfaction. The insights gained might be enough to justify buying Sheol, it depends if they're too specific or not, and certainly justify buying Specialties in Social Skills and situational bonuses when the Leviathan brings them into a conversation, knowing exactly what the Tribe considers it's strength or it's weakness when other Leviathans agree but can't quite put their finger on it is a good way to become a respected leader in the Tribe.

The Sixth Depth[edit]

As the explorer leaves the barrier reef behind she enters some of the deepest recesses of the Tribe's psyche. No light shines this deep save for what the Leviathan brings herself. The Rift is cold and empty. There are few creatures here and a Leviathan can travel for hours alone with nothing but her thoughts and the Tempest at it's most furious. Yet despite the loneliness there is an omnipresent sense of danger and paranoia, as though some ancient rift monster was waiting just around every corner.

Should a Leviathan meet a native of these depths they are in danger, for the beasts here are the most ancient, cunning and deadly to be found within the Rift. They are the Tribe's instincts, what makes the Tribe Earth's Most Wicked. Here you can find The Sightless Hierophant, the Tribe's drive for worship tends to it's congregation of symbiotes. The Atoll lives here, few Leviathans who find her ever leave yet many seek her out. The Great Angler is the Bahamatuan's instinct to protect his followers. Each is a unique and terrible creature. It takes a powerful Leviathan to reach this deep into the Rift, and an even more powerful one to challenge the great beasts who lurk in the lightless depths.

The Core[edit]

In the Core all space is compressed into one single point. An explorer can perceive absolutely everything in the core, and she can perceive it from every viewpoint: Every angle, every layer of skin, every bone and organ is laid bare. For a Leviathan this is, if not comfortable, at least comprehensible. To a mind outside the tribe, well it wouldn't be pretty.

Spacial anomalies aside, the core isn't empty. Far from it. The core is the seabed to the Rift's ocean. It is enormous trenches and caverns carved in illegible alphabets, the real truths and history of the tribe lost to Leviathans, who could spend a lifetime trying in vain to read and reclaim them.

It is a vast and featureless sandy seabed with broken only by slight inclines that hint at continent sized fossils burred beneath the surface. The true form of Tiamat and the nature of the tribe will be revealed to any Levithan that can dig through a thin layer of mud, silt and sand that is infinitely deep.

It is the inside of the Leviathan's own body: Where the tempest beats to the rhythm of an eleven chambered heart. Veins and arteries carry the divine Ichor, life itself turned cancerous, across impossible angles and through obscene geometries while never moving at all. Nerves reach across to strange outer places and return carrying forbidden lore and secrets best forgotten. The lost history of the tribe is written illegibly on the very neurons that hold memory.

It is the home of the greatest and most terrible creatures that dwell within the Rift, and the home of the Deep Ones. Leviathans who were consumed by their divine nature, becoming primordial gods driven by the madness of the tempest.

And it is so much more. An infinite number of infinite realms, teaming with life both majestic and terrible, unkowable secrets, and incomprehensible danger. There is nowhere the tribe has a better hope of learning their own nature than The Core, and there is nowhere more dangerous to the tribe than the very heart of their own watery realm. A Leviathan could become lost within The Core, until they came to believe that all the infinite universe is just part of their own divine body and all the people within are just their own thoughts. To be moulded or extinguished with an act of will. There are things living at the bottom of the rift that rank above gods themselves in the food chain, a Leviathan could be devoured alive by strange primordial monsters that may be his own thoughts turning upon him in a realm where the distinction between body and identity is fluid.

Perhaps one day a Leviathan will master the core, live and grow for lifetimes at the heart of the rift until she returns to the Tribe bearing the truths of their natures. Such a Leviathan would have to be as mighty as the Progenitors themselves were fabled to be, the Tribe will have to wait a while longer.

Sidebar: Navigating The Core[edit]

Despite the core's unique geometry navigation works the same as in the previous layers, with one noticeable difference. The dicepool is Wits + Composure. Navigating The Core is not about swimming, but changing one's perceptions. Focusing on one of the core's infinite aspects enough to see and sense it. Bonuses may apply when trying to "navigate" to something visually striking (or striking to any other sense) Trying to "navigate" to something that is intentionally attracting your attention always gives a +3 bonus. If it is attacking you that bonus increases to +5.

No Leviathan can stay within The Core forever, at most they can remain for one chapter per success on a Sheol roll (minimum of one chapter). This is not the nature of The Core itself, rather in an infinite plain it is inevitable that sooner or later the Leviathan will encounter something so terrible that there is no possibility of escape or defence. What qualifies as impossibly dangerous to a Sheol one fledgling may be beneath the notice of a Sheol ten ancient, but even that titan has things it cannot hope to overcome.

The Tempest[edit]

The Tempest is the most physical manifestation of the Tribe's conflicted nature, the conflict between the three natures and the uncomfortable life of a Primordial being living in the modern age. At times the Rift seethes with the fury of the Tempest, churning storms of water that can strip the flesh from bone and flay you open. At other times it is a deceptively calm brooding presence, a subtle edge of hostility and yearning that manifests as a poison in the water. Only in the rare Doldrums can a Leviathan find hints of Tranquility in the Rift.

For all that the Tempest comes from the minds of the Tribe the Tempest acts like part of an alien yet natural ocean, much like the Rift. The churning storms of the Tempest follow the currents of the Rift. As a Leviathan travels she sees the Tempest taking on new forms, the currents of flesh ripping water flow around a region where the still waters have become fecund and rotten brine. As a Leviathan swims through a sandstorm he feels the water growing frigid, the cold causes the sand to sink and soon the waters become clear to reveal a field of enormous ice. Majestic and deadly.

In all its forms the Tempest is deadly. The present danger is measured by the Tempest's Ferocity. The deeper a Leviathan descends the more dangerous the Tempest grows. The Tempest never has a Ferocity less than Depth + 1, except in a Doldrum where the Ferocity is always 0. The exact danger of the Tempest varies, in one area it manifests as enormous flows of ice, in another as deadly lightning bolts. These regions and their effects are listed below. The default effects of the Tempest is simply to cause damage, unless the description of a region says otherwise, every ten minuets Roll Ferocity - Armour - Stamina. At Ferocity 5 this becomes Lethal damage, at Ferocity 10 the Tempest deals Aggravated Damage. Though the Tempest is the embodiment of the Tribe's psychological turmoil it acts like a physical threat and can be treated as such. Physical armour - should a Leviathan possess some - works just as well as toughened scales. An older and stronger Leviathan can take the brunt of the Tempest by swimming upstream or carrying a smaller Leviathan in her jaws.

Sidebar: Atolls in the Rift![edit]

An Atoll's unique relationship to the tribe shows itself fully within the rift. While in the Rift every Atoll carries the Tranquility of a Doldrum wherever they go. The Doldrum has a size of 10 * Presence yards, but will expand to cover any Leviathan who is even partially encompassed. Curiously an Atoll's personal Doldrum is not calm waters, but air. This does not affect a Leviathan's ability to swim, nor will it dehydrate anything.

Like any human an Atoll needs a Leviathans help to descend the layers of the rift, and Atolls never enter the Rift through a Gatewater. What's more, if an Atoll is separated from a Leviathan they'll begin floating up, eventually returning to Earth (in the middle of the ocean if they're unlucky). An Atoll can prevent this by swimming downwards, until they run out of Stamina.

The Waves[edit]

The most common manifestation of the tempest is nothing more than an unseen current of water. The force of the water is beyond all logic and even at the weakest Ferocities it seems to strike the Leviathan like a series of hammer blows. In most of it's manifestations the Waves churn in all directions, but in some places you will find directed currents. Travelling with the these currents reduces the Ferocity by two, and you add Ferocity to rolls for distance swimming. Of course swimming against the current inflicts a -Ferocity penalty to all swimming rolls for distance travel.

The Brine[edit]

In the brine the Currents of the Rift fade to stillness. The water is stagnant and rotten, filed with a thick cloying brine that is poisonous even to Leviathans. Instead of the usual roll the "armour" used to resist the Tempest becomes Stamina + Resolve with +2 bonus from Toxin Resistance. The tempest's usual rules for damage apply.

The Glow[edit]

The tempest here is a red glow which seems to come from all directions. Though deceptively tranquil, Leviathans not strong enough to face the Glow risk having the flesh boiled off their bones.

The Ice[edit]

Here the tempest takes the forms of sunken icebergs miles across, graceful and majestic yet utterly deadly. The gaps between are narrow and the slow movement of the Tempest can crush even the strongest Leviathan in an instant. The Ice Fields are one of the most dangerous parts of the Tempest and are only found where Ferocity is greater than five. A Leviathan rolls Dexterity + Athletics vs Ferocity + (Size - 5). If the Temptest wins the Leviathan suffers Ferocity bashing damage and must immediately roll Dexterity + Athletics to escape. Failure incurs another Ferocity bashing damage and another roll.

The Sandstorm[edit]

In this region the currents of the Tempest have become clogged with abrasive sand, silt and mud so thick that you can't see past your own face. All Perception rolls are reduced by Ferocity though appropriate Channels or Adaptations can overcome this.

The Volcanic Region[edit]

A thick cover of ash spreads through the water from an unreachable volcano. Small superheated rocks and cooling magma are the threat of the day. Volcanic regions of the tempest are never found below Ferocity 5. To survive a Leviathan must avoid rather than endure. Roll Ferocity + (Size - 5) - Defence. Without appropriate supernatural advantages the volcanic region prevents both sight and smell, reduce all perception rolls by Ferocity. If this is enough to reduce a dicepool to zero, you cannot apply Defence to protect against the Tempest.

The Lightning Fields[edit]

One of the most dreaded and rarest manifestations of the tempest, never seen with a Ferocity less than 10. The Lightning Fields are deceptively calm yet covered with an intense feeling of approaching danger. The lightning strikes are rare but deadly, when they strike there is no escape and no defence. Leviathans take Ferocity dice of Aggravated Damage. While entering the lightning fields is essentially suicide the Rift follows normal Geometry well enough that a Leviathan who finds the lightning fields can simply turn around and look for another route.

Some modern minded Leviathans have attempted to build physical armour to protect themselves but this too is futile. At this level of Ferocity the Tempest deals Aggravated Damage even without the effects of electricity on the Tribe and Aggravated damage bypasses mundane Durability while the pesudo-electricity bypasses any Durability the Tribe's supernatural abilities might confer rendering this protection temporary at best. A Leviathan who truly wishes to explore the Lightning fields is best advised to seek an Atoll's protection.