LeviathanTempest:TranquilStat

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Modified Advantage: Tranquility (Morality)[edit]

When faced with an act or event that compromises their tenuous Tranquility, a Leviathan is subject to Disruption, the gradual decay of their mental state that leads them towards falling into the maddened state of the Typhons. Upon committing such an act, the Leviathan must make a degeneration roll to see if he loses Tranquility. If an act can be described by two levels of Disruption, use the lowest one on the chart.

Starting Leviathans begin with a Tranquility of 7, which they can lower as far as 5 during character creation, gaining five experience in exchange for each dot, but developing both an appropriate Derangement and a suitable supernatural Affliction in the process.

Derangements: A failed degeneration roll means that the Leviathan must make a Tranquility roll to avoid acquiring a Derangement, if his Tranquility is lower then 8. The new Derangement is linked to the lost dot of Tranquility: if the Leviathan's Tranquility is raised back to its original level, the Derangement is removed.

Afflictions: When a Leviathan with a Tranquility of below 7 gains a Derangement, they also must resist gaining an Affliction, a physical mutation that marks their mental and spiritual decay. Afflictions can be Mild or Severe, and match the severity of the Derangement that triggered them. To resist gaining an Affliction, the Leviathan must make a Tranquility check. Leviathans with a Sheol of 6 or 7 suffer a -1 penalty on this roll, and those with a Sheol of 8 or higher suffer a -2 penalty.

Disruptions are generally codified as one of three varieties of transgression, with their severity dependant on the intersection of various negative behaviors:

  • Indulging in bestial behavior, especially in the case of violence or cannibalism
  • Indulging in the manipulation of others, including misusing the Wake or abusing the trust of one's Beloved.
  • Neglecting a part of the Leviathan's being, either by avoiding human contact or refusing to partake of one's divine nature.

The list below is not complete or all-inclusive; the Storyteller is expected to examine questionable actions from a Leviathan to see if they fit with the general pattern of Disruptions listed below, and to warn the Leviathan's player of a Disruption that they are poised to commit.

TRANQUILITY DISRUPTION
10 To be determined (Roll five dice).
9 To be determined (Roll five dice).
8 To be determined (Roll four dice).
7 To be determined (Roll four dice).
6 To be determined (Roll three dice).
5 To be determined (Roll three dice).
4 To be determined (Roll two dice).
3 To be determined (Roll two dice).
2 To be determined (Roll one die).
1 To be determined (Roll one die).

Benefits of Tranquility[edit]

  • Still Mind: A Leviathan who is at peace with his dual nature can more easily move away from his more primal shapes. At Tranquility 8 and above, the Leviathan receives a +1 bonus to all checks to resist Outbursts or to shapechange towards a more human form. They gain a +2 bonus on all rolls to resist supernatural effects that compel them to feel a strong emotion.

Drawbacks of Tranquility[edit]

  • Violent Tendencies: As Tranquility fails, the more monstrous side of the Leviathan's nature becomes more difficult to resist. A Leviathan with Tranquility 5 or 6 suffers no penalty. At Tranquility 3 or 4, the Leviathan suffers a -1 penalty to all checks to return to a more human form and to resist an Outburst. At Tranquility 1 or 2, this increases to -2. A Typhon simply cannot attempt to return to a more human shape.
  • Afflcictions: A descending Tranquility results in Derangements, which might be accompanied by the Leviathan developing an Affliction. An Affliction is a physical or behavioral marker, some minor or major alteration of the body, which is present in all of the Leviathan's forms. Each Affliction is tied to a Derangement and has the same severity. Should a Derangement increase or decrease in severity, or be removed, the Affliction is altered appropriately - a more serene mind can reassert control over its body. A mild Affliction, if apparent, imposes a -1 penalty on social rolls. A severe Affliction imposes a -3 penalty. Cultists are not so squeamish - it is only interaction with the outside world that is impeded.
    • Example mild Afflictions: Blood is black, hands and feed slightly webbed, hunchbacked, breath smells of fish, underarms marked with suckers, protruding eyes
    • Example severe Afflictions: Bleeds seawater, can only digest rotting flesh, two rows of triangular teeth, exudes strong odor of seaside swamp, one hand fused into a club-like fin, pronounced dorsal fin
  • Giving In: Upon reaching Tranquility 0, the Leviathan becomes a Typhon, locked into their monstrous forms and indulging in their most monstrous impulses.


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