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* “Depth 3”: As above, but now 8-Again on rolls, and when the Leviathan spends Willpower on an active (Attribute)-based roll, they gain +5 dice instead of +3.
 
* “Depth 3”: As above, but now 8-Again on rolls, and when the Leviathan spends Willpower on an active (Attribute)-based roll, they gain +5 dice instead of +3.
 
* “Depth 4”: As above, but now +2 to the Attribute
 
* “Depth 4”: As above, but now +2 to the Attribute
* “Depth 5”: As above, and when acting unopposed or unresisted or by spending a point of Ichor, the Leviathan may perform (Attribute) actions as rote actions.
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* “Depth 5”: As above, and when acting unopposed or unresisted, the Leviathan may perform (Attribute) actions as rote actions.
 
* “Depth 6”: As above, but now +3 to the Attribute; (unique power)
 
* “Depth 6”: As above, but now +3 to the Attribute; (unique power)
  
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One thing Leviathans are really good at is enhancing their own abilities through Transformations. It is quite plausible that a Leviathan will have multiple Channels enhancing a trait. When this happens Channels stack in the following way:  
 
One thing Leviathans are really good at is enhancing their own abilities through Transformations. It is quite plausible that a Leviathan will have multiple Channels enhancing a trait. When this happens Channels stack in the following way:  
  
When the Leviathan benefits to a change in the dice roll (such as 9again, 8again, Rote Actions, or automatic Successes), choose one mechanic from each of the Channels.
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When the Leviathan benefits to a change in the dice roll: such as 9again, 8again, Rote Actions or automatic Successes choose the best mechanic from all the Channels. If there is any ambiguity the player chooses before rolling.  
  
The Leviathan may only benefit from a single passive increase to any one Attribute, Skill, Armour, or natural weapon. A passive increase is one which occurs automatically with Transformation, such as any of the Attribute boosting Ancestral Channels or Channels that add Sheol to a Skill. If more than one passive Benefit applies use the greatest benefit and ignore all others. For the purposes of this rule a "single benefit" consists of one Channel and any relevant Adaptations of that Channel.  
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The Leviathan may only benefit from a single passive increase to any one Attribute, Skill, Armour or natural weaponry. A passive increase is one which occurs automatically with Transformation, such as any of the Attribute boosting Ancestral Channels or Channels that add Sheol to a Skill. If more than one passive Benefit applies use the greatest benefit and ignore all others. For the purposes of this rule a "single benefit" consists of one Channel and any relevant Adaptations of that Channel.  
  
Benefits to Attributes, Skills, Armour and natural weaponry that require an expenditure of Willpower or Ichor to activate stack with passive benefits. However, only one such benefit may be active for a particular Attribute, Skill, Armour, or weapon at any one time.  
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Benefits to Attributes, Skills, Armour and natural weaponry that require an expenditure of Willpower or Ichor to activate stack with passive benefits however only one such benefit may be active for a particular Attribute, Skill, Armour or weapon at any one time.  
  
Channels that directly benefit a derived trait such as Speed, Health, or Defence always stack.  
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Channels that directly benefit a derived trait such as Speed, Health or Defence always stack.  
  
Size from a Channel stacks with the natural increase of Size from Transformation, but two Size boosts from two separate Channels may never be stacked.   
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Size from a Channel stacks with the natural increase of Size from Transformation, but two extra Size from two separate Channels may never be stacked.   
  
 
Channels that provide unique effects without modifying the dice roll or the Leviathans traits, such as turning the Leviathan invisible or poisoning anyone struck by a natural weapon, are not covered by the above rules. Generally they can be assumed to stack with anything.
 
Channels that provide unique effects without modifying the dice roll or the Leviathans traits, such as turning the Leviathan invisible or poisoning anyone struck by a natural weapon, are not covered by the above rules. Generally they can be assumed to stack with anything.
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* '''Cost''': 1 Ichor
 
* '''Cost''': 1 Ichor
  
==== Sight Beyond Sight (Ancestral Channel) ====
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==== Lambent Eyes of Judgment (Ancestral Channel) ====
''The Leviathan has a sense beyond sight that allows her to sense all within her domain, no matter where they hide''
 
* “Depth 0”: Birthright of Awareness
 
* “Depth 1”: The leviathan can sense the presence of any creature within his Wake. He only gains a vague impression of direction. If the creature is using supernatural means to conceal itself, it invokes a Clash of Wills. The Leviathan can also sense any sources of electricity, although the sense is still not very precise.
 
* “Depth 2”: The Leviathan's sense strengthens, allowing her to pinpoint the location of a creature or source of electricity to within a metre of its location.
 
* “Depth 3”: The Leviathan becomes able to sense more than electricity. He can now sense the presence of mystical energies within a being, allowing him to tell apart Atoll from Ahab and Hybrid from Leviathan. He can also roll (Intelligence + Occult) to determine how much Ichor (or other fuel stat if you are playing a crossover) the target possesses. Note that this power only allows the Leviathan to sense the presence of such power. He would not be able to differentiate between different kinds of energy.
 
* “Depth 4”: The Leviathan becomes able to exactly pinpoint a creature's location within his Wake and cannot be surprised by ambush or similar.
 
* “Depth 5”: The Leviathan can now sense mystical energy in the world as well as within other creature. This allows him to locate places of power, such as Gatewaters, the site of a powerful ritual or even other, more esoteric locales (such as Loci or Hallows). Note that this power only allows the Leviathan to sense the presence of such power. He does not know its nature.
 
* “Depth 6”: The Leviathan's detection range increases to double his Wake. The Leviathan also becomes able to roll (Intelligence + Occult) to divine the nature of a sensed power. The Storyteller should grant  such information in descriptive terms (for example Glamour would feel mercurial and emotive while Ichor would resound with timeless power).
 
 
 
'''Adaptations'''
 
* Sense of Time (OOO, Ouroboros' Kin): The Leviathan can use this Channel in conjunction with Ouroboros' Kin. This only means that when the Leviathan receives  such visions, he also receives information in his electrical sense as well.
 
 
 
==== Lambent Eyes of Judgement (Ancestral Channel) ====
 
 
''The Leviathan's gaze strips away deception and peers into the heart of matters – he seeks out the blackness at the core of all issues, and reads the lines of guilt in the faces of others.''
 
''The Leviathan's gaze strips away deception and peers into the heart of matters – he seeks out the blackness at the core of all issues, and reads the lines of guilt in the faces of others.''
 
* “Depth 0”: Birthright of Awareness
 
* “Depth 0”: Birthright of Awareness
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===== Sidebar: Auras =====
 
===== Sidebar: Auras =====
'''Leviathans''' have three separate Auras: The Human, the Divine and the Bestial. At high Tranquility the three diffuse into each other but as Tranquility falls they become clearly separate and swirl around each other like water in a storm with one nature showing signs of dominance over the other two. A Leviathan's Aura is huge, covering the entirety of his Wake pressing down on the Aura of any Wake Vulnerable individual they encompass. When two Leviathans meet their Auras press against each other at the midpoint between them.
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'''Leviathan's''' have three separate Auras: The Human, the Divine and the Bestial. At high Tranquillity the three diffuse into each other but as Tranquillity falls they become clearly separate and swirl around each other like water in a storm with one nature showing signs of dominance over the other two. One final thing is worth noting: A Leviathan's Aura is huge, coving the entirety of his Wake pressing down on the Aura of any Wake Vulnerable individual they encompass. When two Leviathans meet their Aura's reach the midpoint.  
  
A Leviathan's human aura looks just like a regular human's Aura, the Bestial nature looks like a regular animal's aura; like a humans but with starker colours and less emotional range. And the Divine Aura, the Divine aura is odd. To a Leviathan it's pretty comprehensible, it just looks like the a window into the Rift though the details are too small to make out. To anyone else the Divine Aura sometimes looks like impossible alien colours, sometimes like blasphemous symbols in an unknowable alphabet; it usually feels like great and terrible secret truths are just on the tip of your tongue.
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A Leviathans human aura looks just like a regular human's Aura, the Bestial nature looks like a regular animal's aura; like a humans but with starker colours and less emotional range. And the Divine Aura, the Divine aura is odd. To a Leviathan it's pretty comprehensible, it just looks like the a window into the Rift though the details are too small to make out. To anyone else the Divine Aura sometimes looks like impossible alien colours, sometimes like blasphemous symbols in an unkowable alphabet, it usually feels like great and terrible secret truths are just on the tip of your tongue.  
  
A '''Beloved's''' Aura looks like someone has torn jagged chunks out of their regular aura. Glimpses of a Leviathan's divine Aura can sometimes be seen in the gaps.  
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A '''Beloved's''' Aura looks like someone has torn jagged chunks out of their regular aura. Glmipses of a Leviathan's divine Aura can sometimes be seen in the gaps.  
  
An '''Atoll''' has a normal human Aura. However, it draws any Leviathan's aura towards it and the serenity of an Atoll's presence is visible in Leviathans', as though nearby Leviathans were several Tranquility dots higher.  
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An '''Atoll''' has a normal human Aura however it draws any Leviathan's aura towards it and the serenity of an Atoll's presence is visible in Levaithans, as though nearby Leviatahns were several Tranquillity dots higher.  
  
'''Hybrids'''  Have entirely human Auras; when they lack human intelligence a Hybrid's Aura is simpler than a human's but more complex than a beast's.
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'''Hybrid's'''  Have entirely human Aura's, when they lack human intelligence a Hybrid's Aura is simpler than a humans but more complex than a beasts.
  
 
==== One Brain, Many Minds (Ancestral Channel) ====
 
==== One Brain, Many Minds (Ancestral Channel) ====
''While modern creatures are sadly limited to forming but a single consciousness from the offerings of their brain, Leviathans lack the restrictions that bind such lesser beings. As their ancestors once did, they can support a chorus of coordinated psyches within their brains.''
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''The sad limit of modern creatures of a single consciousness drawn together from the offerings of the brain does not need to be obeyed by Leviathans. As their ancestors once did, they can support a chorus of coordinated psyches within their brains.''
  
 
One Brain, Many Minds is a Finesse Attribute-boosting Channel. It benefits Wits and has the following unique powers:
 
One Brain, Many Minds is a Finesse Attribute-boosting Channel. It benefits Wits and has the following unique powers:
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'''Adaptations'''
 
'''Adaptations'''
* Passage of Time (O): The Leviathan always knows the exact time, no matter of any other factors.
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* Divine Perspective (OOO, Sheol 2): At Depth 6 the Leviathan can recognise the nature of temporal anomalies and alterations to fate, not just notice their existence.
* Divine Perspective (OOO, Sheol 2): At Depth 6 the Leviathan can recognize the nature of temporal anomalies and alterations to fate, not just notice their existence.
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* Third Eye (OO or OOOO, Sheol 4 or 5): At Depth 6, the Leviathan may reflexely and constantly receives sensory data from people and objects that extends up to seven minutes in either direction in their personal timeline, as detailed under Third Eye. The four-dot version of this Merit gathers information for up to seven hours.
* Third Eye (OO or OOOO, Sheol 4 or 5): At Depth 6, the Leviathan may reflexively and constantly receives sensory data from people and objects that extends up to seven minutes in either direction in their personal timeline, as detailed under Third Eye. The four-dot version of this Merit gathers information for up to seven hours.
 
  
 
==== Eye of the Watchful Deity (Descendant Channel) ====
 
==== Eye of the Watchful Deity (Descendant Channel) ====
 
''The Leviathan may ride the senses of its followers, making use of their eyes and ears to extend its reach and review the world from safety.''
 
''The Leviathan may ride the senses of its followers, making use of their eyes and ears to extend its reach and review the world from safety.''
 
* “Depth 0”: Birthright of Awareness
 
* “Depth 0”: Birthright of Awareness
* “Depth 1”: The Leviathan can share the senses of a Beloved within (Sheol x 10) feet, seeing and hearing what they do. The Leviathan is in a trance state (unaware, no Defense) while doing this, and does not independently roll to notice things - he or she merely perceives what the subject does. The Leviathan needs to know the vague direction towards a subject to tap in - they can't guess until they get the correct answer, however. The subject is aware of this effect. It lasts until terminated, until the end of the scene, or until the subject leaves the target area. The Leviathan ''must'' terminate the effect to move and act freely. People who can see into Twilight may be able to see the Leviathan hovering near its target; if the person's awareness is limited to certain kinds of Twilight entities, for Leviathans the relevant trait is the ability to perceive astral projections.  
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* “Depth 1”: The Leviathan can share the senses of a Beloved (Sheol x 10) feet, seeing and hearing what they do. The Leviathan is in a trance state (unaware, no Defense) while doing this, and does not independently roll to notice things - he or she merely perceives what the subject does. The Leviathan needs to know the vague direction towards a subject to tap in - they can't guess until they get the correct answer, however. The subject is aware of this effect. It lasts until terminated, until the end of the scene, or until the subject leaves the target area. The Leviathan ''must'' terminate the effect to move and act freely. People who can see into Twilight will be able to see the Leviathan hovering near it's target; some people can only see some beings in twilight, for Leviathan's the relevant trait is the ability to see astral projections.  
 
* “Depth 2”: As above, but within (Sheol x 10) yards.
 
* “Depth 2”: As above, but within (Sheol x 10) yards.
 
* “Depth 3”: As above, but within (Sheol x 100) yards. The Leviathan may now expend 1 additional Ichor to target any Mortal or Lahmasu instead of just a Beloved. Targeting an unwilling subject requires a Contested roll (Presence + Investigation + Sheol vs Resolve). In addition to the direction to the subject, the Leviathan must also either know the target's name or be able to see them with the naked (if supernaturally enhanced) eye.
 
* “Depth 3”: As above, but within (Sheol x 100) yards. The Leviathan may now expend 1 additional Ichor to target any Mortal or Lahmasu instead of just a Beloved. Targeting an unwilling subject requires a Contested roll (Presence + Investigation + Sheol vs Resolve). In addition to the direction to the subject, the Leviathan must also either know the target's name or be able to see them with the naked (if supernaturally enhanced) eye.
* “Depth 4”: As above, but within (Sheol/2) miles.
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* “Depth 4”: As above, but within a (Sheol/2) miles.
* “Depth 5”: As above, but within (Sheol) miles.
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* “Depth 5”: As above, but within a (Sheol) miles.
 
* “Depth 6”: As above, but within (Sheol x 10) miles. The Leviathan can expend 3 additional Ichor to target unwilling subjects that are vulnerable to the Wake - this requires an Contested roll (Presence + Investigation + Sheol vs Resolve + Power Trait). The normal restrictions for targeting non-Beloved apply.  
 
* “Depth 6”: As above, but within (Sheol x 10) miles. The Leviathan can expend 3 additional Ichor to target unwilling subjects that are vulnerable to the Wake - this requires an Contested roll (Presence + Investigation + Sheol vs Resolve + Power Trait). The normal restrictions for targeting non-Beloved apply.  
  
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* Gentle Touch (O) If the Leviathan's Subterfuge + Sheol is greater than the subject's Willpower + Power Trait, they are not aware of being monitored. This does not prevent a subject from resisting if unwilling - in this case the victim, should they be affected, is aware that they were subject to mental assault but is not aware of whether they are still being "hijacked" or not.
 
* Gentle Touch (O) If the Leviathan's Subterfuge + Sheol is greater than the subject's Willpower + Power Trait, they are not aware of being monitored. This does not prevent a subject from resisting if unwilling - in this case the victim, should they be affected, is aware that they were subject to mental assault but is not aware of whether they are still being "hijacked" or not.
 
* Split Focus (OOO): In Depth 3 and below, when the Leviathan taps into the senses of a Beloved they retain awareness of both their surroundings and their subject. The Leviathan may also opt not to use a subject's senses for a while, regaining the ability to act normally, without breaking the connection.
 
* Split Focus (OOO): In Depth 3 and below, when the Leviathan taps into the senses of a Beloved they retain awareness of both their surroundings and their subject. The Leviathan may also opt not to use a subject's senses for a while, regaining the ability to act normally, without breaking the connection.
* All-Seeing (OOOO, requires Split Focus): At Depth 6, the Leviathan is able to act freely while simultaneously using the senses of a Beloved.
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* All-Seeing (OOOO, requires Split Focus): At Depth 6, the Leviathan is able to act freely while simultaneously useing the senses of a Beloved.
 
* Anointing the Prophet (OOOO): The Leviathan may posses the body of her Beloved to use as her avatar. She uses the Beloved's physical Attributes, but her own Skills, Mental Attributes and Social Attributes. She cannot make use of Channels (even purely psychic Channels) but she can lead rituals, use any Mutations a Beloved possess and she projects her Wake and its associated effects through her avatar. The Leviathan must remain immobile while this power is in effect.
 
* Anointing the Prophet (OOOO): The Leviathan may posses the body of her Beloved to use as her avatar. She uses the Beloved's physical Attributes, but her own Skills, Mental Attributes and Social Attributes. She cannot make use of Channels (even purely psychic Channels) but she can lead rituals, use any Mutations a Beloved possess and she projects her Wake and its associated effects through her avatar. The Leviathan must remain immobile while this power is in effect.
 
* Lidless Eye (OOOOO, requires All-Seeing, Anointing the Prophet, and Sheol 6): In Depth 6 the Leviathan can obtain sensory information about anything within (Sheol x 100) miles of its position. The Lidless Eye pierces all mundane concealment and obstruction, allowing its user to, for example, see a person's internal organs or the inner workings of a safe. Only psychic wards or the Sigil of Marduk can protect against the Leviathan's gaze. When searching for faraway targets, the Leviathan merely needs to succeed on a Presence + Investigation + Sheol roll (opposed by any supernatural concealment affecting its desired target) in order to locate its target, though it can focus on only one subject at a time. In addition, so long as it remains in Apotheosis Form, the user gains (Sheol) automatic successes on any perception rolls related to its immediate environment even when unconscious, making beings with this Adaptation nigh-impossible to surprise. As always the Leviathan is visible in twilight where it's attention is focused.  
 
* Lidless Eye (OOOOO, requires All-Seeing, Anointing the Prophet, and Sheol 6): In Depth 6 the Leviathan can obtain sensory information about anything within (Sheol x 100) miles of its position. The Lidless Eye pierces all mundane concealment and obstruction, allowing its user to, for example, see a person's internal organs or the inner workings of a safe. Only psychic wards or the Sigil of Marduk can protect against the Leviathan's gaze. When searching for faraway targets, the Leviathan merely needs to succeed on a Presence + Investigation + Sheol roll (opposed by any supernatural concealment affecting its desired target) in order to locate its target, though it can focus on only one subject at a time. In addition, so long as it remains in Apotheosis Form, the user gains (Sheol) automatic successes on any perception rolls related to its immediate environment even when unconscious, making beings with this Adaptation nigh-impossible to surprise. As always the Leviathan is visible in twilight where it's attention is focused.  
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=== Vestiges of Elements ===
 
=== Vestiges of Elements ===
 
The Vestige of Elements is perhaps the most divorced from the animal kingdom. It belongs solely to the Leviathans and their dread kin. After all, what manner of creature but a demigod could raise the sea against the land, rouse the sky to fury and swallow the light of the sun?  The Vestige of Elements flows most strongly in the blood of the Nu by virtue of their descent from the so-called firstborn of Tiamat, whose name they bear, but it also comes easily to the lineages of Dagon, Thalassa and Oceanus. It is one of the most costly vestiges to use and also one which requires a great deal of care to use 'safely'. A storm may be called but the Leviathan has precious little control over what it devastates.
 
 
[Picture: A sea serpent lies curled up at the centre of a whirlpool of black water in which can be seen vague silhouettes of wrecked ships. The image is seen from above. This serves as a watermark.]
 
  
 
==== Birthright of Elements ====
 
==== Birthright of Elements ====
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'''Adaptations'''
 
'''Adaptations'''
* Unerring Navigator (O): The Leviathan always knows his precise position in space.
 
 
* Creation of Momentum (OO): At Depth 3 and below, the Leviathan no longer suffers Defense reduction from successive attacks.
 
* Creation of Momentum (OO): At Depth 3 and below, the Leviathan no longer suffers Defense reduction from successive attacks.
 
* Obscene Geometries (OOO): At Depth 3 and below, the dice bonus provided by aiming at the Leviathan instead becomes a penalty. At Depth 5 and below, no character within the radius of a spatial distortion benefits from Cover against the Leviathan or its allies.  
 
* Obscene Geometries (OOO): At Depth 3 and below, the dice bonus provided by aiming at the Leviathan instead becomes a penalty. At Depth 5 and below, no character within the radius of a spatial distortion benefits from Cover against the Leviathan or its allies.  
* As One (OOOOOO, Requires Sheol 6): At Depth 6, the Leviathan can be considered "submerged" as long as his Wake overlaps a suitably large body of water above ground (submerged reservoirs and wells are unsuitable)
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* As One (OOOOOO, Requires Sheol 6): At Depth 6, the Leviathan can be considered "submerged" as long as his Wake overlaps a suitably large body of water above ground (submerged resevoirs and wells are unsuitable)
  
 
==== The Sky Cauldron (Descendant Channel) ====
 
==== The Sky Cauldron (Descendant Channel) ====
 
''Stirring the sky, the Leviathan may command the storm itself, calling up rain, winds, and hail. At the farthest reaches of this power, the Leviathan may call down or end boat-sundering storms with ease.''
 
''Stirring the sky, the Leviathan may command the storm itself, calling up rain, winds, and hail. At the farthest reaches of this power, the Leviathan may call down or end boat-sundering storms with ease.''
 
** Dice Pool: Intelligence + Occult + Sheol
 
** Dice Pool: Intelligence + Occult + Sheol
** Action Type: Extended (Each roll represents ten minutes of commanding the skies)
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** Action Type: Extended (Each roll represents one hour of commanding the skies)
The Leviathan may summon inclement weather, activating this power repeatedly to increase the intensity or duration. The Depth that the Leviathan is at determines the maximum intensity of weather available to him. The weather lasts for a number of minutes equal to the Leviathan's successes and covers a region with a radius of 100 yards per point of Sheol. The Leviathan may opt to create weather less disastrous than he has access to but must succeed on a Tranquilly check or spend a point of Willpower. If the Leviathan does neither they must keep rolling until they've created the strongest weather available or used every available roll. If existing weather is present, the Leviathan may reduce the necessary successes by the degree of difference between current conditions and the intended goal (i.e. if heavy rain exists, the Leviathan needs only 5 additional successes to ratchet it up to a hailstorm. The Sky Cauldron can be used in reverse, negating rather than creating a storm. When doing so the Leviathan must be with Sheol * 100 yards of the center of the storm.  
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The Leviathan may summon inclement weather, activating this power repeatedly to increase the intensity or duration. The Depth that the Leviathan is at determines the maximum intensity of weather available to him. The weather lasts for a number of minutes equal to the Leviathan's successes and covers a region with a radius of 100 yards per point of Sheol. The Leviathan may opt to create weather less disastrous than he has access to but must succeed on a Tranquilly check or spend a point of Willpower. If the Leviathan does neither they must keep rolling until they've created the strongest weather available or used every available roll. If existing weather is present, the Leviathan may reduce the necessary successes by the degree of difference between current conditions and the intended goal (i.e. if heavy rain exists, the Leviathan needs only 5 additional successes to ratchet it up to a hailstorm. The Sky Cauldron can be used in reverse, negating rather than creating a storm. When doing so the Leviathan must be with Sheol * 100 yards of the centre of the storm.  
  
 
* “Depth 0”: Birthright of Elements
 
* “Depth 0”: Birthright of Elements
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'''Adaptations'''
 
'''Adaptations'''
 
* All-Weather Flesh (O) In Depth 1 and below, the Leviathan has Armor (Sheol) against damage inflicted by inclement weather, conjured or otherwise. This is sufficient to prevent the damage dealt by exposure to most weather.
 
* All-Weather Flesh (O) In Depth 1 and below, the Leviathan has Armor (Sheol) against damage inflicted by inclement weather, conjured or otherwise. This is sufficient to prevent the damage dealt by exposure to most weather.
*Precise Winds (OO) In Depth 3 or below, the Leviathan can roll (Resolve + Sheol) as an extended action to direct the conjured winds in a particular direction (for example to fill a ship's sails). Note that this has no effect on the other effects of the storm (the rain will still soak you and clouds will still blot out the sun) and directing a gale wind into you ship's sails will likely not be very friendly to the mast.
 
 
* Broad Storm (OOO): In Depth 3 and below, the radius of the Leviathan's conjured weather is 250 yards per point of Sheol.
 
* Broad Storm (OOO): In Depth 3 and below, the radius of the Leviathan's conjured weather is 250 yards per point of Sheol.
 
* Biblical Deluge (OOOOO): In Depth 6, the Leviathan's conjured weather lasts for 10 minutes for each success.
 
* Biblical Deluge (OOOOO): In Depth 6, the Leviathan's conjured weather lasts for 10 minutes for each success.
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''The Progenitors were not mere sea life, they were the Primordial Waters and the Primordial Waters were the Progenitors.''
 
''The Progenitors were not mere sea life, they were the Primordial Waters and the Primordial Waters were the Progenitors.''
 
** Intelligence + Occult + Sheol
 
** Intelligence + Occult + Sheol
** Action Type: Extended. Each roll represents ten minutes of commanding the seas.  
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** Action Type: Extended. Each roll represents twenty minuets of commanding the seas.  
 
The Leviathan may command the seas. Creating waves without wind or controlling the tides. The Depth that the Leviathan is at determines the maximum intensity of effects available to him. The effects lasts for a number of minutes equal to the Leviathan's successes and covers a region with a radius of 100 yards per point of Sheol. The Leviathan may opt to create weather less disastrous than he has access to but must succeed on a Tranquilly check or spend a point of Willpower. If the Leviathan does neither they must keep rolling until they've created the strongest weather available or used every available roll. In favourable conditions, the Leviathan may reduce the necessary successes by the degree of difference between current conditions and the intended goal.  
 
The Leviathan may command the seas. Creating waves without wind or controlling the tides. The Depth that the Leviathan is at determines the maximum intensity of effects available to him. The effects lasts for a number of minutes equal to the Leviathan's successes and covers a region with a radius of 100 yards per point of Sheol. The Leviathan may opt to create weather less disastrous than he has access to but must succeed on a Tranquilly check or spend a point of Willpower. If the Leviathan does neither they must keep rolling until they've created the strongest weather available or used every available roll. In favourable conditions, the Leviathan may reduce the necessary successes by the degree of difference between current conditions and the intended goal.  
  
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* “Depth 1”: The Leviathan may summon or negate gentle rolling waves. When doing so she may control the direction. (1 success necessary)  
 
* “Depth 1”: The Leviathan may summon or negate gentle rolling waves. When doing so she may control the direction. (1 success necessary)  
 
* “Depth 2”: As above but the Leviathan may summon or negate strong waves – enough to make swimming risky for anyone except trained divers. (2 successes necessary)  
 
* “Depth 2”: As above but the Leviathan may summon or negate strong waves – enough to make swimming risky for anyone except trained divers. (2 successes necessary)  
* “Depth 3”: As above but the Leviathan may summon or negate heavy waves – enough to beach smaller boats. For every size point below 15 there is a -1 penalty to Handling and a 5% decrease in speed, if traveling with the waves the captain may wish to decrease the speed penalty at a cost of -1 to Handling per 5%. On a Dramatic Failure the boat capsizes, is smashed into rocks or suffers some other unfortunate fate. Though this power is assumed to affect the surface this need not be the case, nevertheless going above or blow the affected area is a sensible solution. At this level a Leviathan may also control tidal forces raising or lowering the sea between the high and low watermark. (4 successes to create heavy waves or move from one tidal extreme to the other). The Leviathan may expend 1 additional Ichor to make a check in ten minuets.   
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* “Depth 3”: As above but the Leviathan may summon or negate heavy waves – enough to beach smaller boats. For every size point below 15 there is a -1 penalty to Handling and a 5% decrease in speed, if travelling with the waves the captain may wish to decrease the speed penalty at a cost of -1 to Handling per 5%. On a Dramatic Failure the boat capsizes, is smashed into rocks or suffers some other unfortunate fate. Though this power is assumed to affect the surface this need not be the case, nevertheless going above or blow the affected area is a sensible solution. At this level a Leviathan may also control tidal forces raising or lowering the sea between the high and low watermark. (4 successes to create heavy waves or move from one tidal extreme to the other). The Leviathan may expend 1 additional Ichor to make a check in ten minuets.   
 
* “Depth 4”: As above but the leviathan may summon an outright sea-storm. The safe size for boats becomes size 25. (6 Successes necessary)
 
* “Depth 4”: As above but the leviathan may summon an outright sea-storm. The safe size for boats becomes size 25. (6 Successes necessary)
* “Depth 5”: As above but the leviathan may summon an entirely catastrophic sea-storm, maelstrom or similar effect. The safe size for boats becomes size 35. (10 Successes necessary)
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* “Depth 5”: As above but the leviathan may summon an entirely catastrophic sea-storm, maelstrom or similar effect. The safe size for boats becomes size 35. (10 Successes neccessary)
 
* “Depth 6”: As above but the leviathan may summon a sea-storm that goes beyond words. The safe size for boats becomes size 45. (14 Successes necessary). The Leviathan may expend 1 additional Ichor to make a check in five minuets.  
 
* “Depth 6”: As above but the leviathan may summon a sea-storm that goes beyond words. The safe size for boats becomes size 45. (14 Successes necessary). The Leviathan may expend 1 additional Ichor to make a check in five minuets.  
  
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*Tranquil Sea (O or OO): In Depth 1 or below the Leviathan is unaffected by the movement penalties of their own sea-storms. In Depth 2 or below and with 2 dots in this Adaptation the Leviathan us unaffected by any sea-storm (or other mass of water) natural or otherwise. The exception to this Adaptation is that it will not protect against The Tempest.  
 
*Tranquil Sea (O or OO): In Depth 1 or below the Leviathan is unaffected by the movement penalties of their own sea-storms. In Depth 2 or below and with 2 dots in this Adaptation the Leviathan us unaffected by any sea-storm (or other mass of water) natural or otherwise. The exception to this Adaptation is that it will not protect against The Tempest.  
 
*Deep Storm (OOO): In Depth 3 and below, the radius of the Leviathan's conjured weather is 250 yards per point of Sheol.  
 
*Deep Storm (OOO): In Depth 3 and below, the radius of the Leviathan's conjured weather is 250 yards per point of Sheol.  
*Reach of the Depths (OOO): In Depth 3 and below the Leviathan can move water with only the power of their mind and a point of Ichor. This takes an Instant Action. The maximum size of lifted water is equal to Resolve + Sheol. Attacking with controlled water is an Resolve + Sheol roll with successes capped at the available size. Should the size of water used exceed the target's Size + Strength the attack gains the knockdown property. If the water exceeds the target's size the Leviathan may instead choose to grapple an opponent inside a cage of water. Roll Resolve + Sheol – Defense, on a single success the water connects: Roll Resolve + Sheol vs Strength + Athletics to grapple.  
+
*Reach of the Depths (OOO): In Depth 3 and below the Leviathan can move water with only the power of their mind and a point of Ichor. This takes an Instant Action. The maximum size of lifted water is equal to Resolve + Sheol. Attacking with controlled water is an Resolve + Sheol roll with successes capped at the available size. Should the size of water used exceed the target's Size + Strength the attack gains the knockdown property. If the water exceeds the target's size the Leviathan may instead choose to grapple an opponent inside a cage of water. Roll Resolve + Sheol – Defence, on a single success the water connects: Roll Resolve + Sheol vs Strength + Athletics to grapple.  
 
*States of Matter (OO, requires Reach of the Depths): The Leviathan may spend one point of Ichor and Roll Intelligence + Sheol to change the temperature of water. One success can move one size point of water from frozen to room temperature, room temperature to boiling or do the reverse. Neither boiling or frozen water can be controlled but either can be used on a grappled target: boiling the water sacrifices the grapple for a single overpower attack which does lethal damage. Freezing the water makes the grapple last until the new cage of ice is destroyed: it has zero Durability and Structure equal to the successes on the initial grapple roll. The trapped victim may roll Strength + Brawl to escape.
 
*States of Matter (OO, requires Reach of the Depths): The Leviathan may spend one point of Ichor and Roll Intelligence + Sheol to change the temperature of water. One success can move one size point of water from frozen to room temperature, room temperature to boiling or do the reverse. Neither boiling or frozen water can be controlled but either can be used on a grappled target: boiling the water sacrifices the grapple for a single overpower attack which does lethal damage. Freezing the water makes the grapple last until the new cage of ice is destroyed: it has zero Durability and Structure equal to the successes on the initial grapple roll. The trapped victim may roll Strength + Brawl to escape.
 
* Cultist Proxy (OOO): The Leviathan may spend a point of Ichor to mark one of his Beloved. For the rest of the day, in Depth 3 and below, he may exercise this Channel "through" his proxy, allowing him to use the power as though he were physically in their location. The Leviathan must be aware of the rough position of the Cultist and be facing that direction.  
 
* Cultist Proxy (OOO): The Leviathan may spend a point of Ichor to mark one of his Beloved. For the rest of the day, in Depth 3 and below, he may exercise this Channel "through" his proxy, allowing him to use the power as though he were physically in their location. The Leviathan must be aware of the rough position of the Cultist and be facing that direction.  
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=====Sidebar: unnatural disasters =====
 
=====Sidebar: unnatural disasters =====
  
Rumors persist of an Adaptation that allows Leviathans to cause tidal waves and devastate cities, but despite claims being made for Leviathan involvement in just about every destructive wave in recent history there is little evidence to suggest that it actually exists or has ever been used. If the Adaptation did exist it would be a seven (or more!) dot Merit which requires Sheol 7 and 50 successes on an Extended Intelligence + Sheol roll.  A Storyteller should give the matter careful consideration before allowing a player to acquire this Adaptation; if they allow it, they should keep in mind its extraordinary cost and let the player (or NPC) get their money's worth. Used against a major population center they can expect a death toll in the hundred thousands at the very least, and outright ruining coastal cities is not implausible.
+
Rumours persist of an Adaptation that allows Leviathans to cause tidal waves and devastate cities, despite claims being made for just about every destructive wave in recent history there is little evidence that it actually exists or has ever been used. If the Adaptation did exist it would be a seven! dot Merit which requires Sheol 7 and 50 successes on an Extended Intelligence + Sheol roll.  A Storyteller should think hard before allowing a player to acquire this Adaptation, if they allow it then because of it's extraordinary cost a player (or NPC) is entitled to get their money's worth. Used against a major population centre they can expect at least death's in the hundred thousands, outright ruining coastal cities is not implausible.
  
Of course, destroying cities isn't something that can be done without consequences. Government or scientific investigation, furious cousins or a dedicated Marduk task force are all likely outcomes. Any of the above may discover or choose to go public with proof of the Wicked Tribe and bring Humanity into the fight. While you shouldn't be punishing they players with a completely overwhelming response (if you were thinking along those lines it's probably best not to allow the Adaptation), it's acceptable to hit them with some of the worst the World of Darkness can throw at them. At Sheol 7 they can hopefully take it.
+
Of course destroying cities isn't something that can be done without consequences. Governmental or scientific investigation, furious cousins or a dedicated Marduk task force are the likely outcomes. Any of the above may discover or choose to go public with proof of the Wicked Tribe and bring Humanity into the fight. While you shouldn't be punishing they players with an unbeatable response (if you were thinking along those lines it's probably best not to allow the Adaptation) hit them with the worst the World of Darkness can throw at them. At Sheol 7 they can take it.
  
 
==== Unchained Heart of the World (Descendent Channel) ====
 
==== Unchained Heart of the World (Descendent Channel) ====
  
''A Leviathan can be a being that supports life. Its immense form breaks the unending waters, supporting temples and cities upon its back; but should its monstrous form move in anger the streets quake and spires fall.''
+
''A Leviathan can be a being that supports life. It's immense form breaks the unending waters supporting temples and cities upon it's back but should he flex his muscles in anger the streets quake and spires fall.''
  
 
** Dice Pool: Intelligence + Occult + Sheol  
 
** Dice Pool: Intelligence + Occult + Sheol  
** Action Type: Extended (Each roll represents 5 minutes of calling an Earthquake)  
+
** Action Type: Extended (Each roll represents 5 minutes of calling an Earthqake)  
  
The Leviathan may summon earthquakes, activating this power repeatedly to increase the intensity or duration. The Leviathan's Depth sets the upper limit of the Earthquake's intensity. The tremors last for a number of minutes equal to the Leviathan's successes and covers a region with a radius of 100 yards per point of Sheol. The Leviathan may opt to create an earthquake less disastrous than it otherwise could but must succeed on a Tranquilly check or spend a point of Willpower. If the Leviathan does neither they must continue rolling until they've reached the limit of their ability or have used every available roll. If this power is activated in the midst of an existing quake, the Leviathan may reduce the necessary successes by the degree of difference between current conditions and the intended goal.
+
The Leviathan may summon earthquakes, activating this power repeatedly to increase the intensity or duration. The Depth that the Leviathan is at limits the maximum strength of the Earthquake. The quake lasts for a number of minutes equal to the Leviathan's successes and covers a region with a radius of 100 yards per point of Sheol. The Leviathan may opt to create an earthquake less disastrous than he has access to but must succeed on a Tranquilly check or spend a point of Willpower. If the Leviathan does neither they must keep rolling until they've created the strongest weather available or used every available roll. If this power is activated in the midsts of an existing quake, the Leviathan may reduce the necessary successes by the degree of difference between current conditions and the intended goal  
  
 
* “Depth 0”: Birthright of Elements  
 
* “Depth 0”: Birthright of Elements  
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* Cultist Proxy (OOO): The Leviathan may spend a point of Ichor to mark one of his Beloved. For the rest of the day, in Depth 3 and below, he may exercise this Channel "through" his proxy, allowing him to use the power as though he were physically in their location. The Leviathan must be aware of the rough position of the Cultist and be facing that direction. (Spine of the World cannot be used through a proxy)   
 
* Cultist Proxy (OOO): The Leviathan may spend a point of Ichor to mark one of his Beloved. For the rest of the day, in Depth 3 and below, he may exercise this Channel "through" his proxy, allowing him to use the power as though he were physically in their location. The Leviathan must be aware of the rough position of the Cultist and be facing that direction. (Spine of the World cannot be used through a proxy)   
 
*Biblical Quake (OOOOO): The Leviathan's Earthquakes last for ten minuets per success.  
 
*Biblical Quake (OOOOO): The Leviathan's Earthquakes last for ten minuets per success.  
*Spine of the World (OOOOO O, Requires A Mountain Walked): In Depth 6 and at its full size the Leviathan slumbers within the ocean, as it sleeps a shell of rock and earth forms around it (any time the Leviathan is considered to be Dreaming, it may activate Spine of the World). With A Mountain Walked 3 the island has a radius of 5 Miles and an additional 5 miles per extra dot in A Mountain Walked. These islands are nothing more than bare rock but the passage of time will shape and populate them as with any other landmass. While supporting an Island the Leviathan is considered to be dreaming and its Wake is handled differently: anyone upon the Island is considered to be within the Leviathan's Wake and the Fringes extend from the Wake's usual distance out to sea. Recognizing a Leviathan from a natural island is easy enough, even without the wake: They float on the sea rather than rise from the bed, though they remain stationary. Should the Leviathan cease to slumber, what remains of the island will sink.
+
*Spine of the World (OOOOO O, Requires A Mountain Walked): In Depth 6 and at it's full size the Leviathan slumbers within the ocean, as it sleeps a shell of rock and earth forms around it (any time the Leviathan is considered to be Dreaming, it may activate Spine of the World). With A Mountain Walked 3 the island has a radius of 5 Miles and an additional 5 miles per extra dot in A Mountain Walked. These islands are nothing more than bare rock but the passage of time will shape and populate them as with any other landmass. While supporting an Island the Leviathan is considered to be dreaming and it's Wake is handled differently: anyone upon the Island is considered to be within the Leviathan's Wake any the Fringes extend for the Wake's usual distance out to sea. Recognising a Leviathan from a natural island is easy enough, even without the wake: They float on the sea rather than rise from the bed, though they remain stationary. In fact should the Leviathan awake what remains of the island will sink.
  
 
==== Swallowing the Sun (Descendent Channel) ====
 
==== Swallowing the Sun (Descendent Channel) ====
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** Action Type: Instant.  
 
** Action Type: Instant.  
  
The Leviathan may create a shell of darkness which covers his Wake. Light sources within this area function normally but light from outside is muted. Conjured Darkness lasts for Successes + Sheol turns.  
+
The Leviathan may create a shell of darkness which covers his Wake. Light sources within this area function normally but light from outside is muted. Conjured Darkness lasts for Succeses + Sheol turns.  
  
 
* ''Depth 0'': Birthright of Elements.  
 
* ''Depth 0'': Birthright of Elements.  
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*Nightfall (OO): In Depth 3 or below considered darkness covers an area twice the size of the Wake.  
 
*Nightfall (OO): In Depth 3 or below considered darkness covers an area twice the size of the Wake.  
 
*Swallowing Prometheus' Fire (OO): In Depth 3 or below the Leviathan may snuff out supernatural light, however this roll is contested by the light's creator using the same Dicepool as creating the light.  
 
*Swallowing Prometheus' Fire (OO): In Depth 3 or below the Leviathan may snuff out supernatural light, however this roll is contested by the light's creator using the same Dicepool as creating the light.  
*Well of Misery (OOOOO, Requires Sheol 3): In Depth 4 and below the Leviathan's darkness takes on a tangible chill that saps strength and joy. Whenever Swallowing the Sun is active and the area would be pitch black – mere mundane light is no defense – all actions taken by Wake vulnerable characters except the Leviathan's own Beloved suffer a penalty. Mental actions take (4 - Resolve), Physical actions take (4 - Stamina) and Social actions take (4 – Composure). Because the Well of Misery is formed of cold and lethargy it fades away at the touch of the heart's fire: Any action taken under strong emotions. The Storyteller must use judgement but this always includes combat and any time Willpower is spent, including uses other than extra dice. There is a second remedy, true sunlight or even a close UV approximation – such as a sunlamp – provides relief, this is temporary lasting for five turns after the sunlight fades.
+
*Well of Misery (OOOOO, Requires Shoel 3): In Depth 4 and below the Leviathan's darkness takes on a tangible chill that saps strength and joy. Whenever Swallowing the Sun is active and the area would be pitch black – mere mundane light is no defence – all actions taken by Wake vulnerable characters except the Leviathan's own Beloved suffer a penalty. Mental actions take (4 - Resolve), Physical actions take (4 - Stamina) and Social actions take (4 – Composure). Because the Well of Misery is formed of cold and lethargy it fades away at the touch of the heart's fire: Any action taken under strong emotions. The Storyteller must use judgement but this always includes combat and any time Willpower is spent, including uses other than extra dice. There is a second remedy, true sunlight or even a close UV approximation – such as a sunlamp – provides relief, this is temporary lasting for five turns after the sunlight fades.
  
 
=== Vestiges of Fecundity ===
 
=== Vestiges of Fecundity ===
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The earliest relics of the Tribe depicts the Vestige of Fecundity as a heavily pregnant figure, either human or fish. Later relics frequently link Fecundity to agriculture with portrayals of wheat, grapes and other crops. The histories and myths of the Tribe claim that Dagon was the most fertile of the Progenitors and his children, the Dagonites, have a greater grasp of this Vestige than any other Strain. The Bahamutans, the Lahamin and the Thalassans all show a natural inclination to master the powers of Fecundity.  
 
The earliest relics of the Tribe depicts the Vestige of Fecundity as a heavily pregnant figure, either human or fish. Later relics frequently link Fecundity to agriculture with portrayals of wheat, grapes and other crops. The histories and myths of the Tribe claim that Dagon was the most fertile of the Progenitors and his children, the Dagonites, have a greater grasp of this Vestige than any other Strain. The Bahamutans, the Lahamin and the Thalassans all show a natural inclination to master the powers of Fecundity.  
  
[PICTURE: The Icon of Fecundity: A figure is supplicant in prayer is positioned center in a row of four stylized stalks of wheat. Apart from an obvious pregnancy the figure has no features. This image serves as a watermark.]
+
[PICTURE: The Icon of Fecundity: A figure is supplicant in prayer is positioned centre in a row of four stylised stalks of wheat. Apart from an obvious pregnancy the figure has no features. This image serves as a watermark.]
  
 
==== Birthright of Fecundity ====
 
==== Birthright of Fecundity ====
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* "Depth 2": As above, and any non-sentient creature whose Size does not exceed the Leviathan's current Size may be given commands, subject to the same limitations of the Depth 1 iteration of this Channel.  
 
* "Depth 2": As above, and any non-sentient creature whose Size does not exceed the Leviathan's current Size may be given commands, subject to the same limitations of the Depth 1 iteration of this Channel.  
 
* "Depth 3": As above, and the Leviathan adds his Sheol to uses of the Animal Ken skill.  
 
* "Depth 3": As above, and the Leviathan adds his Sheol to uses of the Animal Ken skill.  
* "Depth 4": As above, and the Leviathan automatically detects all non-sentient life within the radius of his wake, ignoring concealment.  
+
* "Depth 4": As above, and the Leivathan automatically detects all non-sentient life within the radius of his wake, ignoring concealment.  
 
* "Depth 5": As above, and once per round the Leviathan may reflexively command any one animal within the radius of his wake.
 
* "Depth 5": As above, and once per round the Leviathan may reflexively command any one animal within the radius of his wake.
 
* "Depth 6": As above but once per day when within a large body of water – cap successes at cubic miles – The Leviathan can emit a summoning call. For every success on a Presence + Animal Ken roll the leviathan summons one deadly marine creature to the battle (see Antagonists for some possibilities) and enough smaller creatures to provide -1 to everyone's visibility as well as ranged attacks. As a reflexive action the Leviathan may command the swarm to create a clear line between two people that lasts the rest of the turn.
 
* "Depth 6": As above but once per day when within a large body of water – cap successes at cubic miles – The Leviathan can emit a summoning call. For every success on a Presence + Animal Ken roll the leviathan summons one deadly marine creature to the battle (see Antagonists for some possibilities) and enough smaller creatures to provide -1 to everyone's visibility as well as ranged attacks. As a reflexive action the Leviathan may command the swarm to create a clear line between two people that lasts the rest of the turn.
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Multitudinous Horde (OO to OOOOO): The Leviathan may designate multiple Symbiont skills (up to his dots in this Adaptation) and choose which one to apply this Channel's benefits to. He may reflexively switch between skills for 1 Ichor.
 
Multitudinous Horde (OO to OOOOO): The Leviathan may designate multiple Symbiont skills (up to his dots in this Adaptation) and choose which one to apply this Channel's benefits to. He may reflexively switch between skills for 1 Ichor.
  
One in Many (OOOO, Requires One Brain Many Minds, No Mysteries of the Flesh, Sheol 4): When transforming into Depth 6, or with a Transformation action in Depth 6, the Leviathan may choose to become a swarm of creatures. See [[Chapter 5 | http://wiki.rpg.net/index.php/LeviathanTempest:ChapterFive#Sidebar:_Swarms]] for rules on swarms. A Leviathan who favors this Adaptation over their regular Apotheosis may start to display markers of the swarm and colony organisms even in lesser Depths. This Adaptation always turns the Leviathan into a swarm with Size equal to their Apotheosis form (the A Mountain Walked Adaptation if currently active is included), when they revert any lost Size is translated into Lethal damage at the usual rate. Dead creatures fail to reintegrate leaving gaping pits of flesh.
+
One in Many (OOOO, Requires One Brain Many Minds, No Mysteries of the Flesh, Sheol 4): When transforming into Depth 6, or with a Transformation action in Depth 6, the Leviathan may choose to become a swarm of creatures. See [[Chapter 5 | http://wiki.rpg.net/index.php/LeviathanTempest:ChapterFive#Sidebar:_Swarms]] for rules on swarms. A Leviathan who favours this Adaptation over their regular Apotheosis may start to display markers of the swarm and colony organisms even in lesser Depths. This Adaptation always turns the Leviathan into a swarm with Size equal to their Apotheosis form (the A Mountain Walked Adaptation if currently active is included), when they revert any lost Size is translated into Lethal damage at the usual rate. Dead creatures fail to reintegrate leaving gaping gaps of flesh.
  
 
==== Incubation of the Second Self (Descendant Channel) ====
 
==== Incubation of the Second Self (Descendant Channel) ====
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* “Depth 0”: Birthright of Fecundity
 
* “Depth 0”: Birthright of Fecundity
 
* “Depth 1”: The Leviathan may spend 1 Ichor to make an egg-creation roll.
 
* “Depth 1”: The Leviathan may spend 1 Ichor to make an egg-creation roll.
* “Depth 2”: As above, but the Leviathan may devote rolled successes to reduce the gestation time of the egg by one month per successes, to a minimum of one week at "0" months.
+
* “Depth 2”: As above, but the Leviathan may devote rolled successes to reduce the gestation time of the egg by one month per successe, to a minimum of one week at "0" months.
* “Depth 3”: The Leviathan may expend 1 additional Ichor to divide successes on a given roll, creating or improving multiple eggs. Each egg will impose its own strain penalty, and the penalties are cumulative. When doing so the Leviathan must bind one point of Ichor per egg per roll. Binding Ichor does not count as spending Ichor for the per-turn limit on spending Ichor.  
+
* “Depth 3”: The Leviathan may expend 1 additional Ichor to divide successes on a given roll, creating or improving multiple eggs. Each egg will impose its own strain penalty, and the penalties are cumulative. When doing so the Leviathan must bind one point of Ichor per egg per roll. Binding Ichor does not count as spending Ichor for the pur turn limit on spending Ichor.  
 
* “Depth 4”: As above, but the Leviathan may devote successes to "sculpt" the resulting creatures, altering their features slightly. Entirely human changes with no mechanical effect (difference in appearance, gender, race) require three successes. Increasing attributes (maximum of 5) require one Success per dot and each dot must be brought separately, reducing Attributes require one success per dot removed. Hybrid mutations (see the Antagonists chapter) can be added or removed for (dot rating +2) successes, the Leviathan must stick to the limits of the Hybrid template and the associated Lahmasu Strain. The Leviathan can remove the Lahmasu template to create an ordinary Hybrid for five successes but cannot add a different Lahmasu strain or an offspring with no mutations.  
 
* “Depth 4”: As above, but the Leviathan may devote successes to "sculpt" the resulting creatures, altering their features slightly. Entirely human changes with no mechanical effect (difference in appearance, gender, race) require three successes. Increasing attributes (maximum of 5) require one Success per dot and each dot must be brought separately, reducing Attributes require one success per dot removed. Hybrid mutations (see the Antagonists chapter) can be added or removed for (dot rating +2) successes, the Leviathan must stick to the limits of the Hybrid template and the associated Lahmasu Strain. The Leviathan can remove the Lahmasu template to create an ordinary Hybrid for five successes but cannot add a different Lahmasu strain or an offspring with no mutations.  
 
* “Depth 5”: As above, but the Leviathan may "template" his personality onto the egg. This requires a number of successes equal to his Tranquility; the resulting creature has the Leviathan's Tranquility (or equivalent in Morality), Virtue, and Vice upon birth. It also prioritizes its Skills (primary, secondary, etc.) in the same fashion. This costs the Leviathan a ''dot'' of Willpower, and may be a Tranquility violation.   
 
* “Depth 5”: As above, but the Leviathan may "template" his personality onto the egg. This requires a number of successes equal to his Tranquility; the resulting creature has the Leviathan's Tranquility (or equivalent in Morality), Virtue, and Vice upon birth. It also prioritizes its Skills (primary, secondary, etc.) in the same fashion. This costs the Leviathan a ''dot'' of Willpower, and may be a Tranquility violation.   
* “Depth 6”: The Leviathan may expend 3 additional Ichor to make rolls solely for the purpose of embedding his spiritual essence into an egg. The egg must first have the Leviathan's personality template. This requires (five + Leviathan's Sheol) successes, and additionally costs a ''dot'' of Sheol. At the death of it's "parent," roll the fledgling's Resolve in an opposed check against the deceased Leviathan's Sheol. If the parent succeeds, the imprinted essence hijacks the body, replacing its Vestiges, Sheol, Mental and Social Attributes and Skills with its own and calling the dead Leviathan's soul into it's new home. The losing essence is annihilated (in the case of a tie, everyone loses.) Hijacking a body in this fashion is a Tranqulity-1 transgression, but serial immortality's not a bad gig.  
+
* “Depth 6”: The Leviathan may expend 3 additional ichor to make rolls solely for the purpose of embedding his spiritual essence into an egg. The egg must first have the Leviathan's personality template. This requires (five + Leviathan's Sheol) successes, and additionally costs a ''dot'' of Sheol. At the death of it's "parent," roll the fledgling's Resolve in an opposed check against the deceased Leviathan's Sheol. If the parent succeeds, the imprinted essence hijacks the body, replacing its Vestiges, Sheol, Mental and Social Attributes and Skills with its own and calling the dead Leviathan's soul into it's new home. The losing essence is annihilated (in the case of a tie, everyone loses.) Hijacking a body in this fashion is a Tranqulity-1 transgression, but serial immortality's not a bad gig.  
  
 
===== Sidebar: One Bad Mother =====
 
===== Sidebar: One Bad Mother =====
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'''Adaptations'''
 
'''Adaptations'''
* Easy Birth (OO, Requires Stamina 3): In Depth 3 and below, the Leviathan reduces the effective bound Ichor of all eggs by 1 for the purpose of damage upon birth and physical strain penalties.
+
* Easy Birth (OO, Requires Stamina 3): In Depth 3 and below, the Levithan reduces the effective bound Ichor of all eggs by 1 for the purpose of damage upon birth and physical strain penalties.
* Fast Growth (OO): In Depth 3 or below the Leviathan can cause their child to grow rapidly after hatching. Every success compresses one years growth into one week. With seven compressed years the unskilled penalty and exp costs for Mental and Social skills increase by 1, at fourteen years they increase by 2.  This penalty can be removed with extensive education and socialization.
+
* Fast Growth (OO): In Depth 3 or below the Leviathan can cause their child to grow rapidly after hatching. Every success compresses one years growth into one week. With seven compressed years the unskilled penalty and exp costs for Mental and Social skills increase by 1, at fourteen years they increase by 2.  This penalty can be removed with extensive education and socialisation.
 
* Genetic Memories (OO): In Depth 4 or below the Leviathan can spend successes to implant genetic memories in their offspring. This can add dots to Skills for one Success per dot (you must buy Skills in Sequence, adding two dots of Academics would cost three successes). Alternatively they could spend one success to give the child memories of three events from the Leviathan's perspective. These memories have less impact than experiencing the event first hand, which is not to say they have no impact.  
 
* Genetic Memories (OO): In Depth 4 or below the Leviathan can spend successes to implant genetic memories in their offspring. This can add dots to Skills for one Success per dot (you must buy Skills in Sequence, adding two dots of Academics would cost three successes). Alternatively they could spend one success to give the child memories of three events from the Leviathan's perspective. These memories have less impact than experiencing the event first hand, which is not to say they have no impact.  
 
* Opportunistic Parasitism (OOOO, Requires Sheol 3): In Depth 3 and below, the Leviathan may transfer an egg that it is hosting to a helpless creature of Size 5 or greater. This requires a minute of time and inflicts three levels of bashing damage. The Leviathan's Ichor remains bound in the egg, but from that point onward only the host suffers from potential strain penalties and will suffer damage upon the egg's "birth." Traumatic and grisly surgery, at the very least, will be required to remove the egg early. Such surgery usually deals lethal damage equal to the egg's bound Ichor.  
 
* Opportunistic Parasitism (OOOO, Requires Sheol 3): In Depth 3 and below, the Leviathan may transfer an egg that it is hosting to a helpless creature of Size 5 or greater. This requires a minute of time and inflicts three levels of bashing damage. The Leviathan's Ichor remains bound in the egg, but from that point onward only the host suffers from potential strain penalties and will suffer damage upon the egg's "birth." Traumatic and grisly surgery, at the very least, will be required to remove the egg early. Such surgery usually deals lethal damage equal to the egg's bound Ichor.  
* Traumatic Parasitism (OOO, Requires Opportunistic Parasitism and Strength 3): In Depth 3 and below, upon scoring an exceptional success against a target using a natural weapon that deals lethal damage, the Leviathan may attempt to reflexively transfer an egg from its body into that of the target. The subject must be Size 5 or greater, and rolls its Stamina (+ Power stat) in an opposed roll against the Leviathan's Sheol. The subject may add any bonuses related to staving off disease to its roll. Most will also spend Willpower, unsurprisingly.  
+
* Traumatic Parasitism (OOO, Requires Opportunistic Parastism and Strength 3): In Depth 3 and below, upon scoring an exceptional success against a target using a natural weapon that deals lethal damage, the Leviathan may attempt to reflexively transfer an egg from its body into that of the target. The subject must be Size 5 or greater, and rolls its Stamina (+ Power stat) in an opposed roll against the Leviathan's Sheol. The subject may add any bonuses related to staving off disease to its roll. Most will also spend Willpower, unsurprisingly.  
* Hyperparasitism (OOO, Requires Opportunistic Parasitism): In Depth 3 and below, when presented with a helpless host containing an egg created by another Leviathan, the character can "overwrite" the egg with one of its own, using the energy bound in the egg to feed its own spawn. The Leviathan makes use of this Channel to create an egg inside the host. This uses the normal system, but the character may need not bind any Ichor until he has made more rolls then the egg's own bound Ichor. This consumes the replaced egg, which is generally a Tranquility violation.
+
* Hyperparasitism (OOO, Requires Opportunistic Parastism): In Depth 3 and below, when presented with a helpless host containing an egg created by another Leviathan, the character can "overwrite" the egg with one of its own, using the energy bound in the egg to feed its own spawn. The Leviathan makes use of this Channel to create an egg inside the host. This uses the normal system, but the character may need not bind any Ichor until he has made more rolls then the egg's own bound Ichor. This consumes the replaced egg, which is generally a Tranquility violation.
 
* Reflexive Consumption (OOO): In Depth 3 and below, the Leviathan may reflexively consume an egg that it is hosting, regaining the bound Ichor as noted in the sidebar.
 
* Reflexive Consumption (OOO): In Depth 3 and below, the Leviathan may reflexively consume an egg that it is hosting, regaining the bound Ichor as noted in the sidebar.
* Restoration of Life (OOOO, Requires Assimilation, Genetic Memories and Sheol 3): The Leviathan imprint both the personality and memories they have absorbed into an egg, bestowing life once again for a Willpower Dot and a number of successes equal to the target's Morality. This goes beyond the distant memories provided by the Genetic Memories Adaptation, from the clone's perspective they are the exact same person in a new body. Implanting memories has no effect on the physical body, which means that by default the clone will be born as a near genetic duplicate of the Leviathan. Most clones are re-sculpted extensively, either to create something as close to the original body as possible within the limits of the Hybrid template, or to reward or punish the clone with a body of the Leviathan's devising. If the body has enough mutations to decrease the clone's Intelligence, apply two mild or one sever derangement per lost dot of Intelligence as the Leviathan damages the mind by forcing it into an incompatible body. It must be noted that creating a clone does not "use up" the assimilated memories, a Leviathan can clone one person many times. Devouring a person for the explicit purposes of cloning them, even with their informed consent, does not prevent the Leviathan from having to make the usual Tranquility check for cannibalism.
+
* Restoration of Life (OOOO, Requires Assimilation, Genetic Memories and Sheol 3): The Leviathan imprint both the personality and memories they have absorbed into an egg, bestowing life once again for a Willpower Dot and a number of successes equal to the target's Morality. This goes beyond the distant memories provided by the Genetic Memories Adaptation, from the clone's perspective they are the exact same person in a new body. Implanting memories has no effect on the physical body, which means that by default the clone will be born as a near genetic duplicate of the Leviathan. Most clones are resculpted extensively, either to create something as close to the origonal body as possible within the limits of the Hybrid template, or to reward or punish the clone with a body of the Leviathan's devising. If the body has enough mutations to decrease the clone's Intelligence, apply two mild or one sever derangement per lost dot of Intelligence as the Leviathan damages the mind by forcing it into an incompatible body. It must be noted that creating a clone does not "use up" the assimilated memories, a Leviathan can clone one person many times. Devouring a person for the explicit purposes of cloning them, even with their informed consent, does not prevent the Leviathan from having to make the usual Tranquillity check for cannibalism.
  
 
==== Womb of Terrors (Descendant Channel) ====
 
==== Womb of Terrors (Descendant Channel) ====
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* “Depth 1”: The Leviathan may summon its first-stage offshoot. It is present for one turn per success on the summoning roll.  
 
* “Depth 1”: The Leviathan may summon its first-stage offshoot. It is present for one turn per success on the summoning roll.  
 
* “Depth 2”: As above, but it is present for three turns per success.
 
* “Depth 2”: As above, but it is present for three turns per success.
* “Depth 3”: As above, but it is present for a minute per success. The Leviathan may expend 1 additional Ichor to instead call its second-stage offshoot, which is present for one turn per success.  
+
* “Depth 3”: As above, but it is present for a minute per success. The Leviathan may expend 1 additional ichor to instead call its second-stage offshoot, which is present for one turn per success.  
 
* “Depth 4”: As above, but first-degree offshoots are present for five minutes per success and second-degree offshoots for three turns per success.  
 
* “Depth 4”: As above, but first-degree offshoots are present for five minutes per success and second-degree offshoots for three turns per success.  
 
* “Depth 5”: As above, but first-degree offshoots are present for a half-hour per success and second-degree offshoots for one minute per success.  
 
* “Depth 5”: As above, but first-degree offshoots are present for a half-hour per success and second-degree offshoots for one minute per success.  
* “Depth 6”: As above, but first-degree offshoots are present for an hour per success and second-degree offshoots for five minutes per success. The Leviathan may expend 3 additional Ichor to instead call its third-stage offshoot, which is present for one turn per success.  
+
* “Depth 6”: As above, but first-degree offshoots are present for an hour per success and second-degree offshoots for five minutes per success. The Leviathan may expend 3 additional ichor to instead call its third-stage offshoot, which is present for one turn per success.  
  
 
===== Sidebar: Horrors made Flesh =====
 
===== Sidebar: Horrors made Flesh =====
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** Physical Skills: 2 dots per point
 
** Physical Skills: 2 dots per point
 
** Other Skills: 1 dot per point
 
** Other Skills: 1 dot per point
** Specialties: 1 per point
+
** Specialties: 2 per point
 
** Armor: 1 per point, max of (Stamina), bulletproof for +1 points.  
 
** Armor: 1 per point, max of (Stamina), bulletproof for +1 points.  
 
** Natural Weapons: +1L per point, max of (Strength)L
 
** Natural Weapons: +1L per point, max of (Strength)L
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* Sculptor of Life (OOOO, Requires Sheol 4): The Leviathan may devise a new third-degree Offshoot and may now summon either of its options. This Merit may be purchased multiple times - up to the Leviathan's (Sheol -3).
 
* Sculptor of Life (OOOO, Requires Sheol 4): The Leviathan may devise a new third-degree Offshoot and may now summon either of its options. This Merit may be purchased multiple times - up to the Leviathan's (Sheol -3).
 
* Reflexive Genesis (OOO): In Depth 3 and below, upon suffering lethal damage, the Leviathan may reflexively summon an Offshoot that it has access to in its current Depth. It must suffer levels of damage equal to the Size of the Offshoot to be summoned.
 
* Reflexive Genesis (OOO): In Depth 3 and below, upon suffering lethal damage, the Leviathan may reflexively summon an Offshoot that it has access to in its current Depth. It must suffer levels of damage equal to the Size of the Offshoot to be summoned.
* Verdant Talons (OOO, Requires Mortal-Devouring Armoury). In depth 3 and below, upon dealing lethal damage with the weapons provided by Mortal-Devouring Armory, the Leviathan may reflexively summon an Offshoot that it has access to in its current Depth - creating a horror from it's own Ichor and it's victims blood. It must inflict levels of damage equal to the Size of the Offshoot to be summoned, the Offshoot's birth also causes an additional point of Aggravated damage.
 
  
 
==== The Hydra's Rebirth (Descendant Channel) ====
 
==== The Hydra's Rebirth (Descendant Channel) ====
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'''Adaptations'''
 
'''Adaptations'''
 
* Resurgent Corpus (OO): You may expend a point of Willpower to use the lower of your Stamina or Composure as your Defense for a scene.
 
* Resurgent Corpus (OO): You may expend a point of Willpower to use the lower of your Stamina or Composure as your Defense for a scene.
* Dread Return (OOO, requires Sheol 3): That is not dead which can eternal lie. This Adaptation costs a dot of permanent Willpower to invoke. If you would be killed, you may fall into a trance-like stasis that appears, to any observer, just like death. The last level of aggravated damage does not slay you for (Resolve) hours - at Sheol 4 this becomes days, at Sheol 5 months - during which time you do not heal naturally but may expend Ichor to restore yourself or benefit from external treatment. You still receive Ichor from your cult's prayers and immersion in water. In this state, you are considered to be dreaming. If your body is fully annihilated (by incineration or some other means), you are truly dead.  
+
* Dread Return (OOO, requires Sheol 3): That is not dead which can eternal lie. This Adaptation costs a dot of permanent Willpower to invoke. If you would be killed, you may fall into a trancelike stasis that appears, to any observer, just like death. The last level of aggravated damage does not slay you for (Resolve) hours - at Sheol 4 this becomes days, at Sheol 5 months - during which time you do not heal naturally but may expend Ichor to restore yourself or benefit from external treatment. You still receive Ichor from your cult's prayers and immersion in water. In this state, you are considered to be dreaming. If your body is fully annihilated (by incineration or some other means), you are truly dead.  
 
* Reap the Whirlwind (OOOOO, requires Sheol 5): Once per week, when you would be slain in combat as a result of filling your rightmost Health box with Aggravated Damage, instead you are restored to maximum Health and Ichor and reflexively shift to Apotheosis Form. This change is not optional but does not cost Ichor. For this scene only, you may remain in Apotheosis Form with no adverse consequences for up to (Stamina + Resolve) minutes. Distribute (Stamina) dots among your Attributes as if you had healed all the aggravated damage with Ichor. Among younger members of the Tribe, this Adaptation is sometimes affectionately referred to as "One-Winged Angel."
 
* Reap the Whirlwind (OOOOO, requires Sheol 5): Once per week, when you would be slain in combat as a result of filling your rightmost Health box with Aggravated Damage, instead you are restored to maximum Health and Ichor and reflexively shift to Apotheosis Form. This change is not optional but does not cost Ichor. For this scene only, you may remain in Apotheosis Form with no adverse consequences for up to (Stamina + Resolve) minutes. Distribute (Stamina) dots among your Attributes as if you had healed all the aggravated damage with Ichor. Among younger members of the Tribe, this Adaptation is sometimes affectionately referred to as "One-Winged Angel."
  
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** Action Type: Instant or Extended (Each roll is one turn)
 
** Action Type: Instant or Extended (Each roll is one turn)
  
By drawing on the potential for life within its divine Ichor a Leviathan may fertilize and gain dominion over the land and all the beasts that dwell within. With this Channel the Leviathan can increase physical Attributes and grant unique advantages to those in its favor: See the sidebar “Horrors Made Flesh” for options.
+
By drawing on the potential for life within its divine Ichor a Leviathan may fertilise and gain dominion over the land and all the beasts that dwell within. With this Channel the Leviathan can increase physical Attributes and grant unique advantages to those in its favor: See the sidebar “Horrors Made Flesh” for options.
  
The divine Ichor is as harmful as it is beneficial to mortals. Everyone who benefits from this Channel suffers a poison with a toxicity equal to the number of 1s and 10s rolled when activating this Channel as harmful mutations and cancers take root. Should someone take more damage than their Stamina upgrade one point of damage to Aggravated, until this point is cured treat the sufferer as having an Affliction. A roll of Intelligence + Medicine (Intelligence + Science or Intelligence + Survival in the case of plants) is sufficient to realize the disease is like nothing else known to medical science and possibly reveal the touch of a Leviathan for those who know what to look for. Naturally pressing on with this Channel to the point that it becomes life threatening is a Tranquility sin.  
+
The divine Ichor is as harmful as it is beneficial to mortals. Everyone who benefits from this Channel suffers a poison with a toxicity equal to the number of 1s and 10s rolled when activating this Channel as harmful mutations and cancers take root. Should someone take more damage than their Stamina upgrade one point of damage to Aggravated, until this point is cured treat the sufferer as having an Affliction. A roll of Intelligence + Medicine (Intelligence + Science or Intelligence + Survival in the case of plants) is sufficient to realise the disease is like nothing else known to medical science and possibly reveal the touch of a Leviathan for those who know what to look for. Naturally pressing on with this Channel to the point that it becomes life threatening is a Tranquillity sin.  
  
 
Using this Channel on another Leviathan is impossible: Granting the power of the Divine Ichor to a Leviathan is redundant. Hybrids can benefit but it's harder: Deduct Depth from the dicepool (for multiple Hybrids use the greatest Depth). On a positive note Hybrids decrease the toxicity by their Depths.
 
Using this Channel on another Leviathan is impossible: Granting the power of the Divine Ichor to a Leviathan is redundant. Hybrids can benefit but it's harder: Deduct Depth from the dicepool (for multiple Hybrids use the greatest Depth). On a positive note Hybrids decrease the toxicity by their Depths.
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* “Depth 2”: As above but the Leviathan can use this Channel remotely providing there is an unbroken path of water between an open wound on the Leviathan and the recipient.  
 
* “Depth 2”: As above but the Leviathan can use this Channel remotely providing there is an unbroken path of water between an open wound on the Leviathan and the recipient.  
 
* “Depth 3”: As above but the Leviathan may spend an additional point of Ichor to affect up to Sheol recipients at once. Successes are divided between recipients in whatever ratio the Leviathan desires. If the Leviathan spends additional Ichor the effects last for a minuet per success.  
 
* “Depth 3”: As above but the Leviathan may spend an additional point of Ichor to affect up to Sheol recipients at once. Successes are divided between recipients in whatever ratio the Leviathan desires. If the Leviathan spends additional Ichor the effects last for a minuet per success.  
* “Depth 4”: As above but the Leviathan may also grant natural weapons, speed and armor as well as items from the list of “Other Tricks”. When forcing plant-life to grow the Leviathan also gains control over the direction of growth.  
+
* “Depth 4”: As above but the Leviathan may also grant natural weapons, speed and armour as well as items from the list of “Other Tricks”. When forcing plant-life to grow the Leviathan also gains control over the direction of growth.  
 
* “Depth 5”: As above but when using this Channel at range ignore the requirement for a path of water. The Leviathan may also opt to grant animation to plants (minimum size of 3) granting a Strength and Dexterity of one. Animated plants have no skills or unskilled penalties and qualify for the same enchantments with the exception of speed, they remain immobile.  
 
* “Depth 5”: As above but when using this Channel at range ignore the requirement for a path of water. The Leviathan may also opt to grant animation to plants (minimum size of 3) granting a Strength and Dexterity of one. Animated plants have no skills or unskilled penalties and qualify for the same enchantments with the exception of speed, they remain immobile.  
 
* “Depth 6”: As above but the Leviathan can spend three additional points of Ichor to affect all recipients in range at once. Should the Leviathan do so effects will last for one hour per success.
 
* “Depth 6”: As above but the Leviathan can spend three additional points of Ichor to affect all recipients in range at once. Should the Leviathan do so effects will last for one hour per success.
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*Spore filled blood (O): In Depth 3 or lower instead of growing existing plants the Leviathan may instead grow entirely new simple plants or fungus from spores and seeds within their blood. When taking this merit select a group of plants like “algae”, “fungus” or “seaweed”. This merit may be taken multiple times for additional options.  
 
*Spore filled blood (O): In Depth 3 or lower instead of growing existing plants the Leviathan may instead grow entirely new simple plants or fungus from spores and seeds within their blood. When taking this merit select a group of plants like “algae”, “fungus” or “seaweed”. This merit may be taken multiple times for additional options.  
 
*Rapid Rot (OOO, requires Spore filled blood): In Depth 4 or lower the Leviathan can spend a point of Ichor and roll Stamina + Sheol to attack structures. Roots tear into foundations and rot eats away at a building’s heart. The range is touch but this attack does ignore durability.  
 
*Rapid Rot (OOO, requires Spore filled blood): In Depth 4 or lower the Leviathan can spend a point of Ichor and roll Stamina + Sheol to attack structures. Roots tear into foundations and rot eats away at a building’s heart. The range is touch but this attack does ignore durability.  
*Ah, Triffids (OOOOO, requires Sheol 3): In Depth 6 the Leviathan can add the following cruel features to animated plants under its control.
+
*Ah, Triffids (OOOOO, requires Shoel 3): In Depth 6 the Leviathan can add the following cruel features to animated plants under its control.
 
**Blinding stinger, requires Size 5+ and costs 3 successes. This stinger is a 3 damage weapon with a range of 10 feet. Each success, contested by Stamina, gives -1 to all rolls that depend on vision. At a total of -5 the target is blind. Treat this damage as lethal for the purpose of healing and medicine.  
 
**Blinding stinger, requires Size 5+ and costs 3 successes. This stinger is a 3 damage weapon with a range of 10 feet. Each success, contested by Stamina, gives -1 to all rolls that depend on vision. At a total of -5 the target is blind. Treat this damage as lethal for the purpose of healing and medicine.  
 
**Movement, requires Size 5 or less and costs 1 success. Plants only move at speed 2.  
 
**Movement, requires Size 5 or less and costs 1 success. Plants only move at speed 2.  
**Communication, requires size 3+ and costs one success. The plants gain the ability to communicate with a form of drumming. This can be used as an early warning system for anything simple enough for an animated plant to recognize. Something along the lines of: “Humans”, “Motor Boats” or “Hybrids”.
+
**Communication, requires size 3+ and costs one success. The plants gain the ability to communicate with a form of drumming. This can be used as an early warning system for anything simple enough for an animated plant to recognise. Something along the lines of: “Humans”, “Motor Boats” or “Hybrids”.
 
*One swamp, one mind (OOOOO, requires Sheol 4). The Leviathan gains the ability to unite itself with an entire ecosystem. While the leviathan slumbers the range of Everflowing Fetid Bloom increases by 100 feet an hour to a limit of Sheol miles throughout which they can use this Channel like normal. When using this Adaptation the Leviathan is considered to be dreaming, the inverse is also true: if the Leviathan is dreaming it may use this Adaptation. When combined with Spine of the world this Adaptation is stronger; it's effects cover the entire island.
 
*One swamp, one mind (OOOOO, requires Sheol 4). The Leviathan gains the ability to unite itself with an entire ecosystem. While the leviathan slumbers the range of Everflowing Fetid Bloom increases by 100 feet an hour to a limit of Sheol miles throughout which they can use this Channel like normal. When using this Adaptation the Leviathan is considered to be dreaming, the inverse is also true: if the Leviathan is dreaming it may use this Adaptation. When combined with Spine of the world this Adaptation is stronger; it's effects cover the entire island.
  
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That Hideous Strength is a Power Attribute boosting Channel. It boosts Strength and has the following unique powers:
 
That Hideous Strength is a Power Attribute boosting Channel. It boosts Strength and has the following unique powers:
 
* “Depth 0”: Birthright of Might
 
* “Depth 0”: Birthright of Might
* “Depth 6”: As above, and when invoking the Birthright of Might, add the Leviathan's Size to his Strength.  
+
* “Depth 6”: As above, and when invoking the Birthright of Might, add the Leviathan's Size to his Strength, this still cannot be done in combat.  
  
 
'''Adaptations'''
 
'''Adaptations'''
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'''Adaptations'''
 
'''Adaptations'''
* Thunderstruck (OO): The Leviathan adds his Sheol to his Initiative and always acts first on ties. Should two individuals with "act first" powers fight and they tie, their actions are simultaneous.  
+
* Thunderstroke (OO): The Leviathan adds his Sheol to his Initiative and always acts first on ties. Should two individuals with "act first" powers fight and they tie, their actions are simultaneous.  
 
* Living Weapon (OOO): The Leviathan may use this channel with both Brawl and Weaponry.
 
* Living Weapon (OOO): The Leviathan may use this channel with both Brawl and Weaponry.
 
* Undertow (OOO+): If the Leviathan has the Brawl version of this Channel he may perform an overpower attempt immediately after establishing a grapple against a wake-vulnerable target. At Sheol 5 and 4 Merit dots, remove the "wake-vulnerable" limitation.
 
* Undertow (OOO+): If the Leviathan has the Brawl version of this Channel he may perform an overpower attempt immediately after establishing a grapple against a wake-vulnerable target. At Sheol 5 and 4 Merit dots, remove the "wake-vulnerable" limitation.
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* “Depth 0”: Birthright of Might.
 
* “Depth 0”: Birthright of Might.
* “Depth 1”: When attacking with fists or other natural weapons the Leviathan may spend a point of Ichor to ignore up to its Strength in Armour.  
+
* “Depth 1”: When attacking with fists or other natural weapons the Leviathan may spend a point of Ichor to ignore up to it's Strength in Armour.  
 
* “Depth 2”: As above but the Leviathan now may benefit from this channel with any melee weaponry.  
 
* “Depth 2”: As above but the Leviathan now may benefit from this channel with any melee weaponry.  
 
* “Depth 3”: As above but the Leviathan may instead choose to spend two points of Ichor to bypass its Strength in Durability. This Channel may be activated twice for an attack, once for Armour once for Durability.  
 
* “Depth 3”: As above but the Leviathan may instead choose to spend two points of Ichor to bypass its Strength in Durability. This Channel may be activated twice for an attack, once for Armour once for Durability.  
* “Depth 4”: As above but when using the Depth 1 iteration of this Channel the Leviathan ignores Sheol + Strength points of armor.  
+
* “Depth 4”: As above but when using the Depth one iteration of this Channel the Leviathan ignores Sheol + Strength points of armour.  
* “Depth 5”: As above but when using the Depth 3 iteration of this Channel the Leviathan ignores Sheol + Strength worth of Durability.  
+
* “Depth 5”: As above but when using the Depth three iteration of this Channel the Leviathan ignores Strength + Sheol worth of Durability.  
 
* “Depth 6”: As above but the Leviathan may instead spend four points of Ichor to ignore all Durability.  
 
* “Depth 6”: As above but the Leviathan may instead spend four points of Ichor to ignore all Durability.  
  
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'''Adaptations'''
 
'''Adaptations'''
  
* Mind Over Matter (OO) – When in Depth 3 or below the Leviathan may spend a point of Ichor to increase Defense by Resolve for a turn.
+
* Mind Over Matter (OO) – When in Depth 3 or below the Leviathan may spend a point of Ichor to increase Defence by Resolve for a turn.
* Psychic Blades (OOO) – In Depth 3 or below the Leviathan may cause Lethal Damage with telekinesis. Including overpowering during a grapple.  
+
* Psychic Blades (OOO) – In Depth 3 or below the Leviathan my cause Lethal Damage with telekinesis. Including overpowering during a grapple.  
 
* Force of the Tides (OO)  – In Depth 4 or below the Leviathan may add Sheol to his dicepool for Telekinesis.
 
* Force of the Tides (OO)  – In Depth 4 or below the Leviathan may add Sheol to his dicepool for Telekinesis.
  
 
=== Vestiges of Predation ===
 
=== Vestiges of Predation ===
 
The Vestiges of Predation are, perhaps, the most recognisable abilities to us, given that the natural world is replete with adaptations to cause harm or to escape it. The teeth of a crocodile, the spines o a lion fish and the senses of a shark. Leviathans who master the Vestige of Predation exemplify and perfect these shapes, combining them with harsh beauty and the everlasting hunger of a wrathful god to craft the greatest of hunters.
 
 
[Picture: a circular mouth ringed with dozens of triangular, sharklike teeth. this image serves as a watermark.]
 
  
 
==== Birthright of Predation ====
 
==== Birthright of Predation ====
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''The Leviathan's Primordial form bristles with cruel natural weapons.''
 
''The Leviathan's Primordial form bristles with cruel natural weapons.''
 
* “Depth 0”: Birthright of Predation
 
* “Depth 0”: Birthright of Predation
* “Depth 1”: The Leviathan's unarmed strikes are +1L weapons.  
+
* “Depth 1”: The Leviathan's unarmed strikes are +0L weapons.  
* “Depth 2”: As above, but now they are +2L weapons.
+
* “Depth 2”: As above, but now they are +1L weapons.
* “Depth 3”: As above, but now they are +3L weapons.
+
* “Depth 3”: As above, but now they are +2L weapons.
* “Depth 4”: As above, but now they are +4L weapons.  
+
* “Depth 4”: As above, but now they are +3L weapons.  
* “Depth 5”: As above, but now they are +5L weapons.
+
* “Depth 5”: As above, but now they are +4L weapons.
* “Depth 6”: As above, but now they are +5 Aggravated weapons.  
+
* “Depth 6”: As above, and those that grapple with the Leviathan suffer (His Stamina + Sheol - Their Stamina + Armor) lethal damage each turn from exposure to countless sharp protrusions or biting mouths.  
  
 
'''Adaptations'''
 
'''Adaptations'''
 
* Savage Focus (O) - In Depth 1 and lower, The Leviathan may use his Dexterity for Defense even if his Wits is lower.  
 
* Savage Focus (O) - In Depth 1 and lower, The Leviathan may use his Dexterity for Defense even if his Wits is lower.  
* Limbs without end (O) - The bonus now applies as additional dice to any attempts to grapple an enemy.
 
 
* Rending Claws (OO) - In Depth 3 and lower, The Leviathan's natural weapons are armor-piercing (rating 2).
 
* Rending Claws (OO) - In Depth 3 and lower, The Leviathan's natural weapons are armor-piercing (rating 2).
 
* Gaping Maw (OO) - In Depth 3 and lower, The Leviathan's natural weapons deal 2 additional levels of damage if used on a grappled victim.
 
* Gaping Maw (OO) - In Depth 3 and lower, The Leviathan's natural weapons deal 2 additional levels of damage if used on a grappled victim.
* Walking Abattoir (OOOO): The Leviathan increases all damage by one step and now has +7 Aggravated weapons at Depth 6.
+
* Walking Abattoir (OOOO): At Depth 5 and below, when attacking with natural weapons the character inflicts Aggravated Damage.
* Skin of the Shark (OOO): Anyone that grapples with the Leviathan suffers (His Stamina + Sheol - Their Stamina + Armor) lethal damage each turn from exposure to countless sharp protrusions or biting mouths
 
* Ghost Devouring Fangs (OO): The Leviathan may attack ghosts and other incorporeal entities that it is aware of, if the entity is destroyed then regain Ichor equal to the entities power rating.
 
  
 
==== Stalker's Shifting Hide (Ancestral Channel) ====
 
==== Stalker's Shifting Hide (Ancestral Channel) ====
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Hunter’s Terrible Beauty is a Power Attribute boosting Channel. It boosts Presence and has the following unique powers:
 
Hunter’s Terrible Beauty is a Power Attribute boosting Channel. It boosts Presence and has the following unique powers:
 
*“Depth 0”: Birthright of Predation  
 
*“Depth 0”: Birthright of Predation  
*“Depth 4”: The Leviathan can focus her Wake to paralyze with fear. The Leviathan rolls Presence + Intimidation + Sheol vs Resolve + Power Trait against a wake vulnerable target. Should the Leviathan win they paralyze their foe for Presence turns. Multiple uses of this power do not stack and the effects end immediately if the Leviathan makes a physical attack against the target.  
+
*“Depth 6”: The Leviathan can focus her Wake to paralyse with fear. The Leviathan rolls Presence + Intimidation + Sheol vs Resolve + Power Trait against a wake venerable target. Should the Leviathan win they paralyse their foe for Presence turns. Multiple uses of this power do not stack and the effects end immediately if the Leviathan makes a physical attack against the target.  
  
 
'''Adaptations'''
 
'''Adaptations'''
 
*The Sleeping Dragon (OOO or OOOO, requires Sheol 2 or 3): At Depth six the Leviathan can spend a point of Ichor to prevent all wake-vulnerable creatures from attacking itself unless they spend a point of Willpower and succeed on a Resolve + Composure roll. The effects end automatically if the Leviathan attacks any target. With Sheol three and four dots in the Adaptation attacking only ends the effect for the target, everyone else merely gets a free reflexive roll to shake the effects.  
 
*The Sleeping Dragon (OOO or OOOO, requires Sheol 2 or 3): At Depth six the Leviathan can spend a point of Ichor to prevent all wake-vulnerable creatures from attacking itself unless they spend a point of Willpower and succeed on a Resolve + Composure roll. The effects end automatically if the Leviathan attacks any target. With Sheol three and four dots in the Adaptation attacking only ends the effect for the target, everyone else merely gets a free reflexive roll to shake the effects.  
  
* Hideous Revelry (OOO or OOOOO, Requires Sheol 3) - In Depth 3 or lower, the Leviathan may spend 2 Ichor and reflexively roll Presence + Expression when performing a physical attack, opposed by the highest Composure + Power Trait among its enemies. On a success, the Leviathan may induce ''one'' strong emotion (chosen from the list below when purchasing this Adaptation) in any number of witnesses. The Leviathan screams a phrase or strikes a pose or integrates her attack into a dance, and this action usurps the hearts of onlookers. Characters so affected are subject to the behaviors below unless they spend a point of Willpower to immunize themselves for the scene. Should a wake-vulnerable individual do so, they still suffer a -2 penalty to all actions. With the five-dot version of this Merit, cost falls to 1 Ichor per attack and the Leviathan may choose any of the listed emotions.  
+
* Hideous Revelry (OOO or OOOOO, Requires Sheol 4) - In Depth 3 or lower, the Leviathan may spend 2 Ichor and reflexively roll Presence + Expression when performing a physical attack, opposed by the highest Composure + Power Trait among its enemies. On a success, the Leviathan may induce ''one'' strong emotion (chosen from the list below when purchasing this Adaptation) in any number of witnesses. The Leviathan screams a phrase or strikes a pose or integrates her attack into a dance, and this action usurps the hearts of onlookers. Characters so affected are subject to the behaviors below unless they spend a point of Willpower to immunize themselves for the scene. Should a wake-vulnerable individual do so, they still suffer a -2 penalty to all actions. With the five-dot version of this Merit, cost falls to 1 Ichor per attack and the Leviathan may choose any of the listed emotions.  
  
 
**Emotions List:  
 
**Emotions List:  
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'''Adaptations'''
 
'''Adaptations'''
 
*Savage Kenning (OO) - In Depth 3 or lower, when the Leviathan makes a perception or other roll to notice a threat to itself treat the roll as a rote action.  
 
*Savage Kenning (OO) - In Depth 3 or lower, when the Leviathan makes a perception or other roll to notice a threat to itself treat the roll as a rote action.  
*Unchallengeable Gaze (OO, requires Sheol 2) – In Depth 4 or lower, the Leviathan's senses become difficult to attack: he can ignore up-to Sheol penalties that target the senses such trying to smell after being struck with pepper spray.
+
*Unchallengeable Gaze (OO, requires Sheol 2) – In Depth 4 or lower, the Leviatahn's senses become difficult to attack: he can ignore up-to Sheol penalties that target the senses such trying to smell after being struck with pepper spray.
 
*Peer Through Depths (OOO, requires Sheol 2) - In Depth 4 or lower, the Leviathan's senses penetrate barriers. For every point of Sheol she can see through twenty feet of smoke, ten feet of porous barriers (like foliage), a foot of stone, an inch of metal or a quarter inch of heavy metal.   
 
*Peer Through Depths (OOO, requires Sheol 2) - In Depth 4 or lower, the Leviathan's senses penetrate barriers. For every point of Sheol she can see through twenty feet of smoke, ten feet of porous barriers (like foliage), a foot of stone, an inch of metal or a quarter inch of heavy metal.   
 
*Relentless Pursuit (O to OOOOO): In Depth 3 and lower, the Leviathan may treat his Speed as though it were (2 x Merit Dots) higher for the purpose of extended rolls related to pursuit on foot or in the water. This does not increase his actual speed - rather, he does not flag and moves as efficiently as is possible. At the 5-dot version of this Adaptation, the Leviathan treats physical races as rote actions when at Depth 6.
 
*Relentless Pursuit (O to OOOOO): In Depth 3 and lower, the Leviathan may treat his Speed as though it were (2 x Merit Dots) higher for the purpose of extended rolls related to pursuit on foot or in the water. This does not increase his actual speed - rather, he does not flag and moves as efficiently as is possible. At the 5-dot version of this Adaptation, the Leviathan treats physical races as rote actions when at Depth 6.
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* “Depth 1”: The attack deals bashing damage and has a range of 5/10/20.
 
* “Depth 1”: The attack deals bashing damage and has a range of 5/10/20.
 
* “Depth 2”: As above, but the range is now 10/20/40
 
* “Depth 2”: As above, but the range is now 10/20/40
* “Depth 3”: As above, and the Leviathan may now perform a "short burst" as per the Autofire rules. This halves the effective range, however. He may also expend an additional 1 Ichor to inflict lethal damage.  
+
* “Depth 3”: As above, and the Leviathan may now perform a "short burst" as per the autofire rules. This halves the effective range, however. He may also expend an additional 1 Ichor to inflict lethal damage.  
 
* “Depth 4”: As above, but the range is now 30/60/120.
 
* “Depth 4”: As above, but the range is now 30/60/120.
 
* “Depth 5”: As above, but the Leviathan may now perform a "medium burst."  
 
* “Depth 5”: As above, but the Leviathan may now perform a "medium burst."  
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=== Vestiges of Sanctity ===
 
=== Vestiges of Sanctity ===
  
Not every power known to the Tribe has precedent in the natural world. The powers of Sanctity are the most Other in a Leviathan's repertoire, the most divine of all the Tribe's godly abilities. They are the power to command and to be unconquered. The Progenitors, if the stories contain a hint of truth, could command the very fabric of the universe itself and a hint of such power remains in their bloodlines to this day.  
+
Not every power known to the Tribe has precedent in the natural world. The powers of Sanctity are the most Other in a Leviathan's repertoire, the most divine of all the tribe's godly abilities. They are the power to command, to be unconquered. The Progenitors, if the stories contain a hint of truth, could command the very fabric of the universe itself and a hint of such power remains in their bloodlines to this day.  
  
 
The Tribe represent Sanctity with a figure sitting upon a throne, any of the Progenitors - or the Tribe's guess of their appearance - can be used but Oceanus is the Progenitor with the strongest association to Sanctity and his image is the most common. Dagon, Nu and Lahamu are also known for their grasp of Sanctity and their descendants retain an affinity for the Vestage.  
 
The Tribe represent Sanctity with a figure sitting upon a throne, any of the Progenitors - or the Tribe's guess of their appearance - can be used but Oceanus is the Progenitor with the strongest association to Sanctity and his image is the most common. Dagon, Nu and Lahamu are also known for their grasp of Sanctity and their descendants retain an affinity for the Vestage.  
  
[PICTURE: The icon of Sanctity: A figure with a fish tail, a bare muscular chest, and a full beard sits on a throne. Above him is a line of stars.]  
+
[PICTURE: The icon of Awareness: A Figure with a fish tail, a bare muscular chest and a full beard sits on a throne. Above him is a line of stars]  
  
 
==== Birthright of Sanctity ====
 
==== Birthright of Sanctity ====
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Insidious Creature is a Finesse Attribute boosting Channel. It benefits Manipulation and has the following unique powers:
 
Insidious Creature is a Finesse Attribute boosting Channel. It benefits Manipulation and has the following unique powers:
 
* “Depth 0”: Birthright of Sanctity
 
* “Depth 0”: Birthright of Sanctity
* “Depth 1”: Wake-vulnerable creatures that were in the Leviathan's presence while he was at this Depth or deeper suffer the Leviathan's (Manipulation+Sheol) as a penalty to remember specific facts about the scene and must actively suspect there is something unusual about the Leviathan before they can roll (with penalty) to attempt to discern his heritage.  
+
* “Depth 1”: Wake-vulnerable creatures that were in the Leviathan's presence while he was at this Depth or deeper suffer the Leviathan's (Sheol) as a penalty to remember specific facts about the scene.  
* “Depth 4”: As above, and if the Leviathan's (Manipulation + Intimidation + Sheol) is greater than a wake-vulnerable individual's (Willpower + Power Trait), that individual ''must'' roll at least (Leviathan's Sheol) successes on a memory check to recall any specific details about the scene.
+
* “Depth 5”: As above, and if the Leviathan's (Manipulation + Sheol) is greater than a wake-vulnerable individual's (Willpower + Power Trait), that individual ''must'' roll at least (Leviathan's Sheol) successes on a memory check to recall any specific details about the scene.
* “Depth 6”: As above, and if the Leviathan focuses his Wake on a subject whose (Willpower + Power Trait) is less than his (Manipulation + Sheol), the Leviathan may fabricate the subject's memories regarding the scene. Targets who can successfully recall the Leviathan (subject to the Depths 1 and 4 abilities of this channel) may regain their true memories.   
+
* “Depth 6”: As above, and if the Leviathan focuses his Wake on a subject whose (Willpower + Power Trait) is less than his (Manipulation + Sheol), the Leviathan may fabricate the subject's memories regarding the scene. Targets who can successfully recall the Leviathan (subject to the Depths 1 and 5 abilities of this channel) may regain their true memories.   
  
 
'''Adaptations'''
 
'''Adaptations'''
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* “Depth 1”: Those that hear the voice move towards the Leviathan for a single turn.
 
* “Depth 1”: Those that hear the voice move towards the Leviathan for a single turn.
 
* “Depth 2”: As above, but the compulsion lasts an for one turn per Success, to a limit of (Leviathan's Presence) turns. Multiple applications don't stack - the new roll replaces the old one.
 
* “Depth 2”: As above, but the compulsion lasts an for one turn per Success, to a limit of (Leviathan's Presence) turns. Multiple applications don't stack - the new roll replaces the old one.
* “Depth 3”: As above, and the Leviathan may expend an additional 1 Ichor to increase the duration to one minute per Success.  
+
* “Depth 3”: As above, and the Leviathan may expend an additional 1 Ichor to increase the duration to one minuet per Success.  
 
* “Depth 4”: As above, and the limit on duration increases to (Presence + Sheol) Successes.
 
* “Depth 4”: As above, and the limit on duration increases to (Presence + Sheol) Successes.
* “Depth 5”: As above, and the Leviathan may continue to play a weaker version of her luring tone after the duration expires for no cost. Subjects may freely choose whether they wish to remain by the Leviathans side or not, but so long as they choose not to they suffer a -2 penalty to all actions until they decide to return to the Leviathan or can no longer hear the call. Only people affected by a proper activation of Call of the Depths can be affected by this lesser tone.  
+
* “Depth 5”: As above, and the Leviathan may continue to play a weaker version of her luring tone after the duration expires for no cost. Subjects may freely choose whether they wish to remain by the Leviathans side or not, but so long as choose not to they suffer a -2 penalty to all actions until they decide to return to the Leviathan or can no longer hear the call. Only people affected by a proper activation of Call of the Depths can be affected by this lesser tone.  
 
* “Depth 6”: The Leviathan may expend 3 additional Ichor to make the call last five minuets per Success.  
 
* “Depth 6”: The Leviathan may expend 3 additional Ichor to make the call last five minuets per Success.  
  
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==== Besieging the Tower of Will (Descendant Channel) ====
 
==== Besieging the Tower of Will (Descendant Channel) ====
 
''The Leviathan's innate ability to casually dominate the herd is refined into a cold psychic sword that drives humans mad even as it enslaves them.''
 
''The Leviathan's innate ability to casually dominate the herd is refined into a cold psychic sword that drives humans mad even as it enslaves them.''
** Dice Pool: Manipulation + Intimidate + Sheol vs. Target's Resolve + Power Trait  
+
** Dice Pool: Intelligence + Intimidate + Sheol vs. Target's Resolve + Power Trait  
 
** Action Type: Instant  
 
** Action Type: Instant  
  
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* "Depth 1": At the cost of 1 Ichor, the Leviathan may send a single message whose meaning can be summed in twenty words or less.  
 
* "Depth 1": At the cost of 1 Ichor, the Leviathan may send a single message whose meaning can be summed in twenty words or less.  
 
* "Depth 2": As above, but the target may telepathically reply with a single message subject to the same word limit.  
 
* "Depth 2": As above, but the target may telepathically reply with a single message subject to the same word limit.  
* "Depth 3": As above, and the Leviathan may spend an additional 1 Ichor to inflict a minor derangement in a wake-vulnerable target, or to upgrade an existing derangement by one category, roll Manipulation + Intimidation + Sheol vs Resolve + Power Stat. The Leviathan chooses the derangement subject to the limitation that it always leaves the target beholden to or obsessed with the Leviathan in some way. Existing derangements that have been upgraded are warped to fulfill these conditions. The derangement or upgrade lasts for (Sheol) days. The Leviathan may only attempt this once per target per day. If the Leviathan does so she may give a simple command, one or two sentences which the target will endeavor to follow for the rest of the scene. People will not obey clearly suicidal commands, including commands not to defend themselves. Issuing commands that send a person against their moral identity is hard but not impossible: They roll Resolve + Power Stat + Morality with a target of the Leviathan's original successes.  
+
* "Depth 3": As above, and the Leviathan may spend an additional 1 Ichor to inflict a minor derangement in a wake-vulnerable target, or to upgrade an existing derangement by one category, roll Manipulation + Intimidation + Sheol vs Resolve + Power Stat. The Leviathan chooses the derangement subject to the limitation that it always leaves the target beholden to or obsessed with the Leviathan in some way. Existing derangements that have been upgraded are warped to fulfill these conditions. The derangement or upgrade lasts for (Sheol) days. The Leviathan may only attempt this once per target per day. If the Leviathan does so she may give a simple command, one or two sentences which the target will endeavour to follow for the rest of the scene. People will not obey clearly suicidal commands, including commands not to defend themselves. Issuing commands that send a person against their moral identity is hard but not impossible: They roll Resolve + Power Stat + Morality with a target of the Leviathan's origonal successes.  
 
* "Depth 4": As above, and the Leviathan need only spend 1 Ichor per scene in order to enable continuous two-way telepathic communication with anyone it can perceive.  
 
* "Depth 4": As above, and the Leviathan need only spend 1 Ichor per scene in order to enable continuous two-way telepathic communication with anyone it can perceive.  
 
* "Depth 5": As above, and telepathic communication is reflexive for the Leviathan and its targets. The Depth 3 and 6 powers of this Channel remain instant actions.  
 
* "Depth 5": As above, and telepathic communication is reflexive for the Leviathan and its targets. The Depth 3 and 6 powers of this Channel remain instant actions.  
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**One Ritual possessed by the target
 
**One Ritual possessed by the target
  
The Leviathan is also capable of recalling any particulars of the devoured's lifestyle or history, within the usual limits and rolls for memory (or with the Channel Memories Before Time). Additional dots in this Merit confer one Memory Slot each, allowing the leviathan to store multiple memories or store the same set of memories several times for additional benefits. If the Leviathan wishes to benefit from devouring minds after its Memory Slots are filled, it must first empty a slot, losing the associated benefit and knowledge of the target's history if no more Memory Slots from that target remain. Note that slaying a human for the explicit purpose of devouring his or her brain, like all forms of cannibalism, is a Tranquility 3 Sin. Atolls cannot be assimilated, though persistent rumors say that a Leviathan can gain the serenity of an Atoll's presence permanently by assimilating her mind.  
+
The Leviathan is also capable of recalling any particulars of the devoured's lifestyle or history, within the usual limits and rolls for memory (or with the Channel Memories Before Time). Additional dots in this Merit confer one Memory Slot each, allowing the leviathan to store multiple memories or store the same set of memories several times for additional benefits. If the Leviathan wishes to benefit from devouring minds after its Memory Slots are filled, it must first empty a slot, losing the associated benefit and knowledge of the target's history if no more Memory Slots from that target remain. Note that slaying a human for the explicit purpose of devouring his or her brain, like all forms of cannibalism, is a Tranquillity 3 Sin. Atolls cannot be assimilated, though persistent rumours say that a Leviathan can gain the serenity of an Atoll's presence permanently by assimilating her mind.  
 
*Psychic Shockwave (OOOOO+): In the Depth 6, the Leviathan may spend 1 Willpower to instead create a minor derangement (or upgrade an existing one that the Leviathan created) in all wake-vulnerable targets that can see it. At Sheol 6 and 6 Merit dots, the Leviathan may use this power reflexively and for free the first time in a scene that it enters the Apotheosis Form. This does not let the Leviathan issue commands. When in Depth 6, any wake-vulnerable character with a (Willpower + Power Trait) that does not exceed the Leviathan's (Presence + Sheol) and witnesses its Aura suffers from a minor derangement of the Leviathan's choice for a scene.
 
*Psychic Shockwave (OOOOO+): In the Depth 6, the Leviathan may spend 1 Willpower to instead create a minor derangement (or upgrade an existing one that the Leviathan created) in all wake-vulnerable targets that can see it. At Sheol 6 and 6 Merit dots, the Leviathan may use this power reflexively and for free the first time in a scene that it enters the Apotheosis Form. This does not let the Leviathan issue commands. When in Depth 6, any wake-vulnerable character with a (Willpower + Power Trait) that does not exceed the Leviathan's (Presence + Sheol) and witnesses its Aura suffers from a minor derangement of the Leviathan's choice for a scene.
  
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* "Depth 0": Birthright of Sanctity
 
* "Depth 0": Birthright of Sanctity
 
* "Depth 1": The Leviathan may observe the dreams of others while asleep. Any character who interacts with the Leviathan on a regular basis may be observed for 1 Ichor per scene. Characters may resist with a Wits + Subterfuge roll against the Leviathan's Intelligence + Occult.  
 
* "Depth 1": The Leviathan may observe the dreams of others while asleep. Any character who interacts with the Leviathan on a regular basis may be observed for 1 Ichor per scene. Characters may resist with a Wits + Subterfuge roll against the Leviathan's Intelligence + Occult.  
* "Depth 2": As above, and the Leviathan is master of its own dreams. Add (Sheol) in automatic successes (or twice Sheol to its resistance trait) to all attempts by the Leviathan to maintain or defend his dreams against invaders. add Sheol to attempts to invade the dreams of others
+
* "Depth 2": As above, and the Leviathan is master of its own dreams. Add (Sheol) in automatic successes (or twice Sheol to its resistance trait) to all attempts by the Leviathan to maintain or defend his dreams against invaders.  
 
* "Depth 3": As above, and the Leviathan may spend an additional Ichor to invade the mind of a character whose dream they are observing. Asserting control over a dream is an Intelligence + Occult check opposed by the Resolve + Power Trait of the dreamer. While in control, the Leviathan may perform any social action that they could perform in person to the dreamer, but with an equipment bonus equal to his (Sheol). The targeted individual behaves upon awakening as if the social action occurred in conscious reality, though they do not necessarily believe the dream to have been real. Every time the target suffers damage from any source while their dream remains under the Leviathan's control, the target may attempt to awaken with a reflexive (Resolve + Power Trait + Total Damage Taken) roll against the Leviathan's original successes on the control check.   
 
* "Depth 3": As above, and the Leviathan may spend an additional Ichor to invade the mind of a character whose dream they are observing. Asserting control over a dream is an Intelligence + Occult check opposed by the Resolve + Power Trait of the dreamer. While in control, the Leviathan may perform any social action that they could perform in person to the dreamer, but with an equipment bonus equal to his (Sheol). The targeted individual behaves upon awakening as if the social action occurred in conscious reality, though they do not necessarily believe the dream to have been real. Every time the target suffers damage from any source while their dream remains under the Leviathan's control, the target may attempt to awaken with a reflexive (Resolve + Power Trait + Total Damage Taken) roll against the Leviathan's original successes on the control check.   
 
* "Depth 4": As above, and the Leviathan may affect the dreams of any character they have seen in the last thirty days.  
 
* "Depth 4": As above, and the Leviathan may affect the dreams of any character they have seen in the last thirty days.  
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=== Vestiges of Vitality ===
 
=== Vestiges of Vitality ===
  
The Progenitors were not invincible, if they were Marduk would never have been able to defeat them. However if any creature came close to the ideal of invincibility it was the Progenitors. The many defenses and armor gifted to the natural world by evolution; the shell of a turtle, the poison of the toad, these are all available when the Tribe peruses the vestigial traits of Vitality.  
+
The Progenitors were not invincible, if they were Marduk would never have been able to defeat them. However if any creature came close to the ideal of invincibility it was the Progenitors. The many defences and armour gifted to the natural world by evolution; the shell of a turtle, the poison of the toad, these are all available when the Tribe peruses the vestigial traits of Vitality.  
  
The icons of Vitality of portray the Vestige as interlinked with perseverance and duty but also status and privilege: It is a king whose strong back carries the weight of his crown, a citadel standing against adversity, yet the best known icon is the oldest. A deception of Bahamut itself carrying a city. Unchained Bahamut was said to be the largest and most invincible of it's brethren and the Bahamutans are the tribe's unchallenged masters of Vitality. The Nu, Tanninim and the Thalassans also show aptitude for Vitality.  
+
The icons of Vitality of portray the Vestige as interlinked with perseverance and duty but also status and privilege: It is a king who's strong back carries the weight of his crown, a citadel standing against adversity, yet the best known icon is the oldest. A deception of Bahamut itself carrying a city. Unchained Bahamut was said to be the largest and most invincible of it's brethren and the Bahamutans are the tribe's unchallenged masters of Vitality. The Nu, Tanninim and the Thalassans also show aptitude for Vitality.  
  
 
[PICTURE: The Icon of Vitality: A ziggurat; a sinuous wave that represents the surface of the sea almost reaches to the top of the first step. Below the wave all is black save for the slightest hint of an eye in dark grey suggesting that the ziggurat is built atop some mighty creature. This image serves as a watermark]
 
[PICTURE: The Icon of Vitality: A ziggurat; a sinuous wave that represents the surface of the sea almost reaches to the top of the first step. Below the wave all is black save for the slightest hint of an eye in dark grey suggesting that the ziggurat is built atop some mighty creature. This image serves as a watermark]
  
 
==== Birthright of Vitality  ====
 
==== Birthright of Vitality  ====
The Birthright of the Vestige of Vitality is the '''Boon of Tides'''. While this power is in effect, the Leviathan may breathe water as easily as air and is comfortable in any environment that is predominately water, regardless of temperature, pollution or pressure. The Leviathan also gains Armor 1 when at least half-submerged. Its effect lasts for a scene.
+
The Birthright of the Vestige of Vitality is the '''Boon of Tides'''. While this power is in effect, the Leviathan may breathe water as easily as air and gains Armor 1 when at least half-submerged. Its effect lasts for a scene.
 
* '''Cost''': 1 Ichor
 
* '''Cost''': 1 Ichor
  
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* “Depth 5”: As above, but now +4 Size.
 
* “Depth 5”: As above, but now +4 Size.
 
* “Depth 6”: As above, but now +8 Size and +3 Health Levels.
 
* “Depth 6”: As above, but now +8 Size and +3 Health Levels.
'''Drawback:''' Get used to destroying your clothes when you Transform.
 
 
'''Adaptations'''
 
'''Adaptations'''
* ''A Mountain Walked'' (OOO to OOOOO OOO, Requires Sheol 3+): In Apotheosis Form the Character may spend four Ichor and a Willpower point to grow enormously. They gain one size point a turn up until a final size determined by the number of dots in this Adaptation: Respectively: 20, 25, 30, 35, 40 & 43. Leviathans may purchase a number of dots in this Adaptation equal to their (Sheol). Size granted by this Merit, unlike Size granted from other sources, explicitly cannot be converted to Stamina via the Depth 5 iteration of No Mysteries of the Flesh. Once a Leviathan has activated this Adaptation the additional size remains until they Transform to a lower Depth. This Transformation takes longer than normal: one turn per point of Size from this Adaptation.  
+
* ''A Mountain Walked'' (OOO to OOOOO OOO, Requires Shoel 3+): In Apotheosis Form the Charachter may spend four Ichor and a Willpower point to grow enormously. They gain one size point a turn up until a final size determined by the number of dots in this Adaptation: Respectively: 20, 25, 30, 35, 40 & 43. Leviathans may purchase a number of dots in this Adaptation equal to their (Sheol). Size granted by this Merit, unlike Size granted from other sources, explicitly cannot be converted to Stamina via the Depth 5 iteration of No Mysteries of the Flesh. Once a Leviathan has activated this Adaptation the additional size remains until they Transform to a lower Depth. This Transformation takes longer than normal: one turn per point of Size from this Adaptation.  
 
**A Size 15 character is roughly 2 stories tall and weighs roughly 8,000 pounds, or about as much as a large SUV.  
 
**A Size 15 character is roughly 2 stories tall and weighs roughly 8,000 pounds, or about as much as a large SUV.  
 
**A Size 20 character is roughly 3.5 stories tall and weighs roughly 30 tons, or about as much as an IFV.  
 
**A Size 20 character is roughly 3.5 stories tall and weighs roughly 30 tons, or about as much as an IFV.  
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===== Sidebar: Size and Health =====
 
===== Sidebar: Size and Health =====
  
The rules for temporary health dots (WoD Core. P 173) state that when a character looses a temporary health dot such as one granted by A Mountain Walked they retain any damage within that health dot. While this rule works nicely for small health bonuses it can start to act a little odd when a character has a huge bonus. A minor wound could become fatal when a Character shrinks down after using A Mountain Walked. There are two options for this: The first is to embrace it, even a moderately wounded giant is trapped in its huge form until it can find a safe spot (not easy at titanic sizes) and heal. The second is to use an alternative system for temporary health: Work out the proportion of Aggravated, Lethal and Bashing damage in relation to the total health dots and ensure the proportion remains the same after the character shrinks.  
+
The rules for temporary health dots (WoD Core. P 173) state that when a charachter looses a temporary health dot such as one granted by A Mountain Walked they retain any damage within that health dot. While this rule works nicely for small health bonuses it can start to act a little odd when a charachter has a huge bonus. A minor wound could become fatal when a Character shrinks down after using A Mountain Walked. There are two options for this: The first is to embrace it, even a moderately wounded giant is trapped in its huge form until it can find a safe spot (not easy at titanic sizes) and heal. The second is to use an alternative system for temporary health: Work out the proportion of Aggravated, Lethal and Bashing damage in relation to the total health dots and ensure the proportion remains the same after the charachter shrinks.  
  
A second change you may consider is to make wound penalties apply earlier. For every 20 health dots a character has move the start of each wound penalty two dot to the left. For example a character with 20 health dots suffers -1 at 14 dots, -2 at 16 dots and -3 at 18 dots. Making wounds penalties start earlier provides a more natural progression than limiting them to the last fraction of a characters health but also allows an impressive gap between when a Leviathan starts to weaken and when it finally goes down.
+
A second change you may consider is to make wound penalties apply earlier. For every 20 health dots a charachter has move the start of each wound penalty two dot to the left. For example a character with 20 health dots suffers -1 at 14 dots, -2 at 16 dots and -3 at 18 dots. Making wounds penalties start earlier provides a more natural progression than limiting them to the last fraction of a characters health but also allows an impressive gap between when a Leviathan starts to weaken and when it finally goes down.
  
 
==== Flesh of the Progenitors (Ancestral Channel) ====
 
==== Flesh of the Progenitors (Ancestral Channel) ====
 
''The hides of the ancient ones could turn the blades of humanity's finest champions. With this Channel, a Leviathan can access that legacy of invulnerability.''
 
''The hides of the ancient ones could turn the blades of humanity's finest champions. With this Channel, a Leviathan can access that legacy of invulnerability.''
 
* “Depth 0”: Birthright of Vitality
 
* “Depth 0”: Birthright of Vitality
* “Depth 1”: The Leviathan develops 1/0 Armor (General/ballistic).
+
* “Depth 1”: The Leviathan developes 1/0 Armor (General/ballistic).
 
* “Depth 2”: As above, but now 1/1 Armor
 
* “Depth 2”: As above, but now 1/1 Armor
 
* “Depth 3”: As above, but now 2/1 Armor, and the armor becomes bulletproof.  
 
* “Depth 3”: As above, but now 2/1 Armor, and the armor becomes bulletproof.  
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'''Adaptations'''
 
'''Adaptations'''
 
* Adaption to Harm (OO) - In Depth 3 and lower, the Leviathan may expend 1 Ichor to "adapt" to an attack that inflicts damage. The Leviathan's Armor is treated as being 1 rank higher against attacks of that general type (bullets, punching, blunt instruments, etc.) for the rest of the scene. The Leviathan may only be "adapted" to one such type of damage at a time.  
 
* Adaption to Harm (OO) - In Depth 3 and lower, the Leviathan may expend 1 Ichor to "adapt" to an attack that inflicts damage. The Leviathan's Armor is treated as being 1 rank higher against attacks of that general type (bullets, punching, blunt instruments, etc.) for the rest of the scene. The Leviathan may only be "adapted" to one such type of damage at a time.  
* Flexible Protection (OO) - In Depth 3 and lower, the Leviathan may roll Stamina + Sheol as an instant action. He may move ranks of protection equal to his successes from general to ballistic or vice-versa, increasing one by decreasing the other. He may not reduce a type of armor (general or ballistic) below 0.  
+
* Flexible Protection (OO) - In Depth 3 and lower, the Leviathan may roll Stamina + Sheol as an instant action. He may move ranks of protection equal to his successes from general to ballistic or vice versa, increasing one by decreasing the other. He may not reduce a type of armor (general or ballistic) below 0.  
 
* Lead Ward (OO) - The ballistic values of the Armor granted by this Channel are all 1 rank higher.  
 
* Lead Ward (OO) - The ballistic values of the Armor granted by this Channel are all 1 rank higher.  
* Improved Carapace (OOO - OOOOO) - In Depth 6 the Leviathan increases the value of all armor granted by this Channel by 1. At four dots increase by two and increase provide a bonus of one in Depth 5. With five dots the bonus becomes +3,+2,+1 at Depths 6, 5 and 4 respectively.  
+
* Improved Carapace (OOO - OOOOO) - In Depth 6 the Leviatahn increases the value of all armour granted by this Channel by 1. At four dots increase by two and increase provide a bonus of one in Depth 5. With five dots the bonus becomes +3,+2,+1 at Depths 6, 5 and 4 respectively.  
* Gift of the Turtle (OOOO) - In Depth 5 and lower, when performing a Dodge action the Leviathan may sacrifice her Defense to increase Armour by Defense. If she does so do not double Defense or apply merits such as Brawling Dodge.  
+
* Gift of the Turtle (OOOO) - In Depth 5 and lower, when performing a Dodge action the Leviathan may sacrifice her Defence to increase Armour by Defence. If she does so do not double Defence or apply merits such as Brawling Dodge.  
 
* Inviolable (OOOOO, requires Sheol 5) - In Depth 6, while being attacked by wake-vulnerable creatures, the Leviathan may opt to use the armor granted by this Channel as Durability instead.
 
* Inviolable (OOOOO, requires Sheol 5) - In Depth 6, while being attacked by wake-vulnerable creatures, the Leviathan may opt to use the armor granted by this Channel as Durability instead.
  
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== Rituals ==
 
== Rituals ==
  
The Wicked Tribe's reputation is forever stained by tales of horrific rituals, orgies of bloodshed and excess. To Leviathans and their Cults these are no mere stories but facts of life; baring certain Vestiges the divine power of Tiamat's blood flowing through the Tribe is unfocused and directionless. Only by using a Cult as a focusing lens can a Leviathan call upon their true birthright. To defy the limits of the post-primordial world and wield the power of a god.  
+
The Wicked Tribe's reputation is forever stained by tails of horrific rituals, orgies of bloodshed and excess. To Leviathans and their Cults these are no mere stories but facts of life, baring certain Vestiges the divine power of Tiamat's blood flowing through the Tribe is unfocused and directionless. Only by using a Cult as a focusing lens can a Leviathan call upon their true birthright. To defy the limits of the post primordial world and wield the power of a god.  
  
 
Performing a Ritual requires a Cult and consumes a Task. More powerful rituals require more cultists, generally a Cult must have equal or more dots in Numbers than the Ritual's rank. A Ritual doesn't require the entire cult, but if you need twenty people in robes it helps having a significantly larger Cult to cover shifts, look after the baby or provide an alibi. When a Leviathan really needs a Ritual they can ask their cult to pull out all the stops: call in sick, leave the kids with unsuspecting friends and family or just not show up to prior commitments. Afterwords cultists require some time to smooth things over. Mechanically a Leviathan may spend two tasks to double Cult Numbers for the purposes of one Ritual.  
 
Performing a Ritual requires a Cult and consumes a Task. More powerful rituals require more cultists, generally a Cult must have equal or more dots in Numbers than the Ritual's rank. A Ritual doesn't require the entire cult, but if you need twenty people in robes it helps having a significantly larger Cult to cover shifts, look after the baby or provide an alibi. When a Leviathan really needs a Ritual they can ask their cult to pull out all the stops: call in sick, leave the kids with unsuspecting friends and family or just not show up to prior commitments. Afterwords cultists require some time to smooth things over. Mechanically a Leviathan may spend two tasks to double Cult Numbers for the purposes of one Ritual.  
  
The standard roll for a Ritual is Sheol + Zeal + Occult of the lead ritualist (Usually the Leviathan or a High Priest). Players who create consistent and well thought out symbolism or theology behind their Rituals may get bonuses. Most Rituals have a Sacrifice which can range from taking ritual drugs to murder. More ethical cults can use an Effigy instead of a Sacrifice although this creates a penalty equal to the Ritual's rank. Not all cultists are willing to kill for their god. “Lesser” torture that an average person can be expected to make a full recovery from requires Zeal 2. More serious torture that will leave permanent (physical or mental) scars or murder requires Zeal 3. A cultist asked to sacrifice themselves or a loved one needs a Zeal one higher than normal, there is no increased requirement for asking cultists to sacrifice a fellow believer. Of course unwilling Cultists will try their best to escape or disrupt the ceremony just like any other unwilling sacrifice. If the cult has insufficient Zeal a Leviathan may attempt to persuade them anyway. Roll Presence + (Persuasion or Intimidation) + Zeal – Required Zeal. A Leviathan who frequently persuades his Cult to perform hideous rituals should expect to see his Cult's Zeal rise.  
+
The standard roll for a Ritual is Sheol + Zeal. Players who create consistent and well thought out symbolism or theology behind their Rituals may get bonuses. Most Rituals have a Sacrifice which can range from taking ritual drugs to murder. More ethical cults can use an Effigy instead of a Sacrifice although this creates a penalty equal to the Ritual's rank. Not all cultists are willing to kill for their god. “Lesser” torture that an average person can be expected to make a full recovery from requires Zeal 2. More serious torture that will leave permanent (physical or mental) scars or murder requires Zeal 3. A cultist asked to sacrifice themself or a loved one needs a Zeal one higher than normal, there is no increased requirement for asking cultists to sacrifice a fellow believer. Of course unwilling Cultists will try their best to escape or disrupt the ceremony just like any other unwilling sacrifice. If the cult has insufficient Zeal a Leviathan may attempt to persuade them anyway. Roll Presence + (Persuasion or Intimidation) + Zeal – Required Zeal. A Leviathan who frequently persuades his Cult to perform hideous rituals should expect to see his Cult's Zeal rise.  
  
 
===== Sidebar: Know Your Limits =====
 
===== Sidebar: Know Your Limits =====
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The rules described below depict human sacrifice, torture and abusive authority figures within a religious framework. Although Leviathan: The Tempest casts players as members of “Earth's most Wicked Tribe” it is not a race to the bottom of monstrous depravity. A game where players try to construct a moral framework and social identity they can live with out of a monstrous heritage is as valid an interpretation of the themes as trying to become the tyrannical God-King of Innsmouth.  
 
The rules described below depict human sacrifice, torture and abusive authority figures within a religious framework. Although Leviathan: The Tempest casts players as members of “Earth's most Wicked Tribe” it is not a race to the bottom of monstrous depravity. A game where players try to construct a moral framework and social identity they can live with out of a monstrous heritage is as valid an interpretation of the themes as trying to become the tyrannical God-King of Innsmouth.  
  
Players who are uncomfortable with human sacrifice, torture or outright evil portrayals of religion, whether or not a given Leviathan models his cult on, or disguises his cult as, a popular real world religion are not “playing the wrong game”. The gaming group should discuss what they are comfortable with. It's ok to drop out of character for the duration of a horrific ritual and just roll dice without narrative, you can impose a rule that Cults cannot resemble any religion still practiced today. If you want to tone things down a notch remove the dice penalty for using an Effigy.
+
Players who are uncomfortable with human sacrifice, torture or outright evil portrayals of religion, whether or not a given Leviathan models his cult on, or disguises his cult as, a popular real world religion are not “playing the wrong game”. The gaming group should discuss what they are comfortable with. It's ok to drop out of character for the duration of a horrific ritual and just roll dice without narrative, you can impose a rule that Cults cannot resemble any religion still practised today. If you want to tone things down a notch remove the dice penalty for using an Effigy.
  
 
Know your limits and don't break them.
 
Know your limits and don't break them.
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All Leviathans can lead their Cults in rituals which unleash great and terrible effects on the world. The least of this power, directing the Cult to perform rituals that replenish Ichor is known to all Leviathans, it comes as naturally as breathing. To do more requires study, dedication and understanding of Eldritch Lore.  
 
All Leviathans can lead their Cults in rituals which unleash great and terrible effects on the world. The least of this power, directing the Cult to perform rituals that replenish Ichor is known to all Leviathans, it comes as naturally as breathing. To do more requires study, dedication and understanding of Eldritch Lore.  
  
A Leviathan can learn as many rituals as they have time and Experience points for but they cannot learn a Ritual with more dots than their dots in Eldritch Lore. Upon increasing Eldritch Lore a Leviathan learns a free Ritual equal to his new dots in Eldritch Lore. For example upon buying the third dot of Eldritch Lore the Leviathan gets a free three dot Ritual.
+
A Leviathan can learn as many rituals as they have time and Experience points for but they cannot learn a Ritual with more dots than their dots in Eldrich Lore. Upon increasing Eldrich Lore a Leviathan learns a free Ritual equal to his new dots in Eldrich Lore. For example upon buying the third dot of Eldrich Lore the Leviathan gets a free three dot Ritual.
  
 
==== Portents ====
 
==== Portents ====
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One common thread to the Tribe's Rituals is the power of the seas and the heavens. The fetters of geometry and time held the Progenitors lightly, their descendants may sometimes feel a connection to the movement of the planets and the changing of the tide. At no time is this expression stronger than when working the most abstract of their powers.
 
One common thread to the Tribe's Rituals is the power of the seas and the heavens. The fetters of geometry and time held the Progenitors lightly, their descendants may sometimes feel a connection to the movement of the planets and the changing of the tide. At no time is this expression stronger than when working the most abstract of their powers.
  
All the sample Rituals have one favorable tide and one hostile tide – the two are almost always opposite – as well as one favorable planet and one hostile planet. Every Leviathan's Rituals are different and not all follow the above system, some work according to principles quite unknown to human occultism and may even include omens unrelated to the sea or stars but for simplicity the sample Rituals use the planets of the Western Zodiac and a system of four tides of our own creation.
+
All the sample Rituals have one favourable tide and one hostile tide – the two are almost always opposite – as well as one favourable planet and one hostile planet. Every Leviathan's Rituals are different and not all follow the above system, some work according to principles quite unknown to human occultism and may even include omens unrelated to the sea or stars but for simplicity the sample Rituals use the planets of the Western Zodiac and a system of four tides of our own creation.
  
 
When the stars are right rituals are more effective. Each auspicious Portent that shines upon a Ritual gives +1 to the dicepool. However each ominous Portent gives a -1. If both auspicious Portents and neither ominous Portent are true then the dice pool also gets 9again however attempting a Ritual when both ominous Portents are true without the security of either auspicious Portent degrades a normal Failure into a Dramatic Failure. Fortunately under the following system each 12 hour tidal cycle is divided into four tides that last four hours. Only the most ignorant or desperate Leviathan need perform a Ritual against a hostile tide.
 
When the stars are right rituals are more effective. Each auspicious Portent that shines upon a Ritual gives +1 to the dicepool. However each ominous Portent gives a -1. If both auspicious Portents and neither ominous Portent are true then the dice pool also gets 9again however attempting a Ritual when both ominous Portents are true without the security of either auspicious Portent degrades a normal Failure into a Dramatic Failure. Fortunately under the following system each 12 hour tidal cycle is divided into four tides that last four hours. Only the most ignorant or desperate Leviathan need perform a Ritual against a hostile tide.
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===== Sidebar: Increasing the power of Portents (Optional Rule) =====
 
===== Sidebar: Increasing the power of Portents (Optional Rule) =====
  
For simplicity we've kept the number of Portents in every Ritual to a minimum. It does however make sense that more powerful Rituals would require a more intricate balance of signs. Storytellers who wish to focus on the religious themes have two options for expanding the power of Portents. These rules may be done on a player by player basis, after all every Leviathan's Rituals are unique.  
+
For simplicity we've kept the number of Portants in every Ritual to a minimum. It does however make sense that more powerful Rituals would require a more intricate balance of signs. Storytellers who wish to focus on the religious themes have two options for expanding the power of Portents. These rules may be done on a player by player basis, after all every Leviathan's Rituals are unique.  
  
 
The first is to increase the number of ominous, but not auspicious, portents to represent the increased difficulty of more powerful Rituals. Either one negative portent per Dot or per two Dots rounded up.
 
The first is to increase the number of ominous, but not auspicious, portents to represent the increased difficulty of more powerful Rituals. Either one negative portent per Dot or per two Dots rounded up.
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The second is to allow the players to change the amount of portents in a Ritual in exchange for Experience points. Every auspicious Portent increases the cost by one and every ominous Portent decreases the cost of the Ritual by one. The Storyteller may include a minimum number of Portents.  
 
The second is to allow the players to change the amount of portents in a Ritual in exchange for Experience points. Every auspicious Portent increases the cost by one and every ominous Portent decreases the cost of the Ritual by one. The Storyteller may include a minimum number of Portents.  
  
When changing the number of Portents the Storyteller should consider how how this changes the probability of getting only and all auspicious or ominous Portents. We recommend that the current effects occur if either side outnumbers the other by two Portents. If one side outnumbers the other by a whole four Portents consider introducing a further effect respectively: 8again and no rerolls with 1s subtracting successes.
+
When changing the number of Portents the Storyteller should consider how how this changes the probability of getting only and all auspicious or ominous Portents. We recommend that the current effects occur if either side outnumbers the other by two Portents. If one side outnumbers the other by a whole four Portents consider indroducing a further effect respectively: 8again and no rerolls with 1s subtracting successes.
  
 
===== Sidebar: Signs and Symbols =====
 
===== Sidebar: Signs and Symbols =====
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* High Tide: A High Tide is used whenever the Leviathan is directly using his powers or enhancing his own strength.  
 
* High Tide: A High Tide is used whenever the Leviathan is directly using his powers or enhancing his own strength.  
* Flood Tide: A Flood Tide is favorable when the Leviathan is granting a blessing to others, most commonly her Beloved.  
+
* Flood Tide: A Flood Tide is favourable when the Leviathan is granting a blessing to others, most commonly her Beloved.  
 
* Ebb Tide: An Ebb Tide grants fortune when the Leviathan is placing a curse upon others, or granting a blessing saner individuals would consider a curse.
 
* Ebb Tide: An Ebb Tide grants fortune when the Leviathan is placing a curse upon others, or granting a blessing saner individuals would consider a curse.
* Low Tide: A Low Tide blesses any Ritual designed to weaken the Leviathan who performs it, it is rarely an Auspicious Portent
+
* Low Tide: A Low Tide blesses any Ritual designed to weaken the Leviathan who performs it, it is rarely an Aspicous Portent
  
 
*Mercury signifies social interaction.
 
*Mercury signifies social interaction.
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Effigy: A Cultist uses meditation, massage or hypnotherapy to enter the right state of mind. They still suffer nightmares but not the fever and repeated uses of this ritual are not risky. Some find it gets easier with practice.  
 
Effigy: A Cultist uses meditation, massage or hypnotherapy to enter the right state of mind. They still suffer nightmares but not the fever and repeated uses of this ritual are not risky. Some find it gets easier with practice.  
  
Auspicious Portents: Flood Tide and Mercury
+
Aspicous Portents: Flood Tide and Mercury
  
 
Ominous Portents: Ebb Tide and Mars
 
Ominous Portents: Ebb Tide and Mars
  
Sample acts: The cultist meditates on a personal possession of the Leviathan. The cultist breaths deeply from a object that carries the Leviathans scent. The Cult burn or throw small bribes into a pool. The Cult spend time treating a cultist as though she was the Leviathan, such as by feeding her the Leviathan's favorite foods.  
+
Sample acts: The cultist meditates on a personal possession of the Leviathan. The cultist breaths deeply from a object that carries the Leviathans scent. The Cult burn or throw small bribes into a pool. The Cult spend time treating a cultist as though she was the Leviathan, such as by feeding her the Leviathan's favourite foods.  
  
Roll: Sheol+Zeal+Occult
+
Roll: Zeal
  
 
Suggested Modifiers: The Leviathan is dreaming (+1). The Leviathan possesses Eye of the Watchful Deity (+2). The Leviathan possesses Anointing the Prophet (+1). The Leviathan possesses Besieging the Tower of Will (+2). The mouthpiece has a mild derangement (+1). The mouthpiece has a sever Derangement (+3).  
 
Suggested Modifiers: The Leviathan is dreaming (+1). The Leviathan possesses Eye of the Watchful Deity (+2). The Leviathan possesses Anointing the Prophet (+1). The Leviathan possesses Besieging the Tower of Will (+2). The mouthpiece has a mild derangement (+1). The mouthpiece has a sever Derangement (+3).  
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Effigy: A bowl of water mixed with twigs floating on the surface.
 
Effigy: A bowl of water mixed with twigs floating on the surface.
  
Auspicious Portents: High Tide and Jupiter
+
Aspicous Portents: High Tide and Jupiter
  
 
Ominous Portents: Low Tide and Saturn
 
Ominous Portents: Low Tide and Saturn
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Sample Acts: The Leviathan meditates on the bowl while the rest of the cult chants, the Leviathan leads the cult in a chant praying for guidance before looking into the bowl, the cult meditates on an image of whatever it is the Leviathan seeks while the Leviathan himself stares into the bowl. The Leviathan interprets bones thrown or blood splattered onto a map.  
 
Sample Acts: The Leviathan meditates on the bowl while the rest of the cult chants, the Leviathan leads the cult in a chant praying for guidance before looking into the bowl, the cult meditates on an image of whatever it is the Leviathan seeks while the Leviathan himself stares into the bowl. The Leviathan interprets bones thrown or blood splattered onto a map.  
  
Roll: Sheol+Zeal+Occult
+
Roll: Sheol+Zeal
  
 
Dramatic Failure: Rather than the Leviathan getting any information on their target, the target (or someone related to it in the case of an inanimate object) gets a sudden flash of insight that something is stalking them. A Leviathan looking for a rift artifact recovered by an archeologist may find that security on the warehouse where it is being kept has been tightened due to suspicion that a burglar will rob the place, for example.
 
Dramatic Failure: Rather than the Leviathan getting any information on their target, the target (or someone related to it in the case of an inanimate object) gets a sudden flash of insight that something is stalking them. A Leviathan looking for a rift artifact recovered by an archeologist may find that security on the warehouse where it is being kept has been tightened due to suspicion that a burglar will rob the place, for example.
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Effigy: The Leviathan slowly destroys a representation of an enemy while whipping the cult into righteous anger.   
 
Effigy: The Leviathan slowly destroys a representation of an enemy while whipping the cult into righteous anger.   
  
Auspicious Portents: Flood Tide and Venus
+
Aspicous Portents: Flood Tide and Venus
  
 
Ominous Portents: Ebb Tide and Saturn
 
Ominous Portents: Ebb Tide and Saturn
  
Sample acts: The Leviathan hosts mock combat to get the adrenaline flowing. The Leviathan leads the cult in a series of prayers to the Progenitors lasting a full day. The Leviathan preaches the inherent inferiority of unbelievers.  The Leviathan leads their cult in a complex ceremony said to grant divine favor to the cultists.
+
Sample acts: The Leviathan hosts mock combat to get the adrenaline flowing. The Leviathan leads the cult in a series of prayers to the Progenitors lasting a full day. The Leviathan preaches the inherent inferiority of unbelivers.  The Leviathan leads their cult in a complex ceremony said to grant divine favour to the cultists.
  
Roll: Sheol+Zeal+Occult
+
Roll: Sheol + Zeal
  
 
Suggested Modifiers: The Leviathan has the Hunter’s Terrible Beauty Channel (+2), The cult completed their last task with an exceptional success (+2) The Leviathan is greatly liked by their cult (+1), The Leviathan is greatly feared by their cult (+1), The cult failed in their last task (-1), The cult exceptionally failed their last task (-2), The cult lost a dot in either numbers or a temporary dot in zeal as a result of a failure in their last task (-2), The cult lost both a dot in numbers and a temporary dot in Zeal as the result of a failure in their last task (-3).
 
Suggested Modifiers: The Leviathan has the Hunter’s Terrible Beauty Channel (+2), The cult completed their last task with an exceptional success (+2) The Leviathan is greatly liked by their cult (+1), The Leviathan is greatly feared by their cult (+1), The cult failed in their last task (-1), The cult exceptionally failed their last task (-2), The cult lost a dot in either numbers or a temporary dot in zeal as a result of a failure in their last task (-2), The cult lost both a dot in numbers and a temporary dot in Zeal as the result of a failure in their last task (-3).
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Failure: You efforts may invigorate the cultists temporarily, but you fail to truly increase the depth of their fanaticism.
 
Failure: You efforts may invigorate the cultists temporarily, but you fail to truly increase the depth of their fanaticism.
  
Success: Your supernatural hold over the minds of your cultists is increased. For the next task you order your cult to undertake, you gain additional dice equal to the number of successes scored in this ritual. If you do not undertake another task within the next week, the effects of this ritual are lost. For as long as the Cult possesses this bonus they gain a mild Derangement to represent fanatical zeal, Narcissism and Vocalization are common, feelings of guilt may cause Suspicion as the cultist feels everyone knows what happened at the last meeting.  
+
Success: Your supernatural hold over the minds of your cultists is increased. For the next task you order your cult to undertake, you gain additional dice equal to the number of successes scored in this ritual. If you do not undertake another task within the next week, the effects of this ritual are lost. For as long as the Cult possesses this bonus they gain a mild Derangement to represent fanatical zeal, Narcissism and Vocalisation are common, feelings of guilt may cause Suspicion as the cultist feels everyone knows what happened at the last meeting.  
  
 
Exceptional Success: No additional benefits beyond gaining an even greater bonus to the next task you attempt.
 
Exceptional Success: No additional benefits beyond gaining an even greater bonus to the next task you attempt.
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This ritual enables the Leviathan lay a curse of vengeance on any Wake-vulnerable target that renders them vulnerable to the Leviathan's wrath.  
 
This ritual enables the Leviathan lay a curse of vengeance on any Wake-vulnerable target that renders them vulnerable to the Leviathan's wrath.  
  
Sacrifice: The Leviathan repeatedly scars himself. With each scar he names a crime committed by the accused and swears vengeance. These crimes can be anything provided the Leviathan genuinely believes they deserve punishment. Scarification causes two dots of Lethal damage which under normal circumstances will not heal for as long as the ritual is active. Supernatural healing can be used but this breaks the oath: For the remainder of the Ritual's duration both bonuses and penalties are reversed and the victim becomes immune to the Wake. The accused will still subconsciously recognize that the Leviathan is at a disadvantage, this does not override common sense.  
+
Sacrifice: The Leviathan repeatedly scars himself. With each scar he names a crime committed by the accused and swears vengeance. These crimes can be anything provided the Leviathan genuinely believes they deserve punishment. Scarification causes two dots of Lethal damage which under normal circumstances will not heal for as long as the ritual is active. Supernatural healing can be used but this breaks the oath: For the remainder of the Ritual's duration both bonuses and penalties are reversed and the victim becomes immune to the Wake. The accused will still subconsciously recognise that the Leviathan is at a disadvantage, this does not override common sense.  
  
 
Effigy: The Leviathan tightly binds knotted ropes, jewellery, or some other mnemonic to her body. If the mnemonic is removed for more than Composure turns this will break the oath.  
 
Effigy: The Leviathan tightly binds knotted ropes, jewellery, or some other mnemonic to her body. If the mnemonic is removed for more than Composure turns this will break the oath.  
  
Auspicious Portents: High Tide and Mars
+
Aspicous Portents: High Tide and Mars
  
 
Ominous Portents: Low Tide and Pluto
 
Ominous Portents: Low Tide and Pluto
  
Sample acts: A defense attorney defends the accused but is defeated. The Leviathan makes reference to coded laws, either national laws or those of his cult. Witnesses are called to testify before the congregation.  
+
Sample acts: A defence attorney defends the accused but is defeated. The Leviathan makes reference to coded laws, either national laws or those of his cult. Witnesses are called to testify before the congregation.  
  
Roll: Sheol+Zeal+Occult
+
Roll: Sheol + Zeal.
  
 
Suggested Modifiers: The accused committed an actual crime such as theft (+1). A serious crime such as rape or murder (+2). An unforgivable crime such as murdering a baby (+4). The accused is a Beloved who betrayed the Leviathan or broke the laws of her cult (+2). Only the Leviathan could consider the crime worthy of punishment “She insulted me!” (-1). Even other Leviathans would consider the crime incredibly petty “He cut me off in traffic!” (-2). The accused is a police officer, judge or other servant of the law (-1). The Leviathan is a Tanninim (+1).  
 
Suggested Modifiers: The accused committed an actual crime such as theft (+1). A serious crime such as rape or murder (+2). An unforgivable crime such as murdering a baby (+4). The accused is a Beloved who betrayed the Leviathan or broke the laws of her cult (+2). Only the Leviathan could consider the crime worthy of punishment “She insulted me!” (-1). Even other Leviathans would consider the crime incredibly petty “He cut me off in traffic!” (-2). The accused is a police officer, judge or other servant of the law (-1). The Leviathan is a Tanninim (+1).  
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Failure: Nothing happens.
 
Failure: Nothing happens.
  
Success: The Leviathan receives a bonus equal to her Successes for physical attacks against the accused and any opposed rolls made by the accused to hide or flee from the Leviathan are penalized by Successes. This lasts a week. While under the rituals effects the accused feels a constant scene of dread while under the Leviathan's Wake and instinctively recognizes that the Leviathan is attempting to kill them though they might doubt their instincts if the Leviathan does nothing hostile.  
+
Success: The Leviathan receives a bonus equal to her Successes for physical attacks against the accused and any opposed rolls made by the accused to hide or flee from the Leviathan are penalised by Successes. This lasts a week. While under the rituals effects the accused feels a constant scene of dread while under the Leviathan's Wake and instinctively recognizes that the Leviathan is attempting to kill them though they might doubt their instincts if the Leviathan does nothing hostile.  
  
 
Exceptional Success: No additional benefit above a very potent effect.
 
Exceptional Success: No additional benefit above a very potent effect.
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Ritually drowning can be used to create a loyal slave unimaginatively named a Drowned. The Drowned are a curious specimen. When following their instructions they possess all the skills and memories they had in life but lack any independent thought or initiative, this limits them to clear goals. “Take detective Jones off the docklands-ripper case” is good, “Run the sheriff's office like normal until I need you” just wont work. When a Drowned really is required to run the office most Leviathans assign a Beloved to do the thinking. Those of the Tribe who care still debate weather the original mind still exists trapped within the Drowned or if it perishes during the ritual, so far no psychic Channel of the Tribe has found any trace.
 
Ritually drowning can be used to create a loyal slave unimaginatively named a Drowned. The Drowned are a curious specimen. When following their instructions they possess all the skills and memories they had in life but lack any independent thought or initiative, this limits them to clear goals. “Take detective Jones off the docklands-ripper case” is good, “Run the sheriff's office like normal until I need you” just wont work. When a Drowned really is required to run the office most Leviathans assign a Beloved to do the thinking. Those of the Tribe who care still debate weather the original mind still exists trapped within the Drowned or if it perishes during the ritual, so far no psychic Channel of the Tribe has found any trace.
  
A Drowned can survive for one day per Sheol. After that they start to bloat and decompose like a waterlogged corpse losing one dot in every Physical Attribute per day. Once an Attribute reaches zero dots the Drowned is permanently destroyed. Curing a Drowned with anything less powerful than outright resurrection is probably impossible, if it can be done it hasn't come to the attention of the Tribe.
+
A Drowned can survive for one day per Sheol. After that they start to bloat and decompose like a waterlogged corpse losing one dot in every Physical Attribte per day. Once an Attribute reaches zero dots the Drowned is permanently destroyed. Curing a Drowned with anything less powerful than outright resurrection is probably impossible, if it can be done it hasn't come to the attention of the Tribe.
  
 
Sacrifice: A Wake vulnerable victim is force fed a live fish or creature that resembles the Leviathan (and it must remain alive, no chewing) then held underwater until dead by drowning. This for those who can't see the obvious, is murder. A willing Cult requires Zeal 3, Zeal 4 in the case of self sacrifice.
 
Sacrifice: A Wake vulnerable victim is force fed a live fish or creature that resembles the Leviathan (and it must remain alive, no chewing) then held underwater until dead by drowning. This for those who can't see the obvious, is murder. A willing Cult requires Zeal 3, Zeal 4 in the case of self sacrifice.
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Effigy: None, the victim is the entire point. Technically an Effigy of the fish can be used at the usual penalty but by the time a Cult is performing this ritual they've long gone past caring about animal cruelty.
 
Effigy: None, the victim is the entire point. Technically an Effigy of the fish can be used at the usual penalty but by the time a Cult is performing this ritual they've long gone past caring about animal cruelty.
  
Auspicious Portents: Ebb Tide and Pluto
+
Aspicous Portents: Ebb Tide and Pluto
  
 
Ominous Portents: Flood Tide and Neptune
 
Ominous Portents: Flood Tide and Neptune
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Sample acts: The victim is made to sign a contract of servitude. The victim abandons something symbolic to their old life. Practices from the cults funeral or birth services are incorporated into the ritual. The victim undergoes the ritual after mundane indoctrination. The victim is sent into visionary trances themed around servitude or the Leviathan's magnificence.
 
Sample acts: The victim is made to sign a contract of servitude. The victim abandons something symbolic to their old life. Practices from the cults funeral or birth services are incorporated into the ritual. The victim undergoes the ritual after mundane indoctrination. The victim is sent into visionary trances themed around servitude or the Leviathan's magnificence.
  
Roll: Sheol+Zeal+Occult
+
Roll: Sheol + Zeal
  
 
Suggested Modifiers: The victim has a mild derangement (+1). The victim has a sever derangement (+2). The victim's Willpower is greater than the Leviathan's Presence + Sheol (-2). The Leviathan's Presence + Sheol is greater than the victim's Willpower (+1). The fish only vaguely resembles the Leviathan (-1). The Victim is an Ahab or Atoll (automatic failure but they will obviously still die if drowned).
 
Suggested Modifiers: The victim has a mild derangement (+1). The victim has a sever derangement (+2). The victim's Willpower is greater than the Leviathan's Presence + Sheol (-2). The Leviathan's Presence + Sheol is greater than the victim's Willpower (+1). The fish only vaguely resembles the Leviathan (-1). The Victim is an Ahab or Atoll (automatic failure but they will obviously still die if drowned).
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Effigy: The Leviathan devours an effigy of a human with an image of the target attached. A man made out of sausages adorned with a photograph of the victim, for example. Yes, you have to eat the photograph as well.
 
Effigy: The Leviathan devours an effigy of a human with an image of the target attached. A man made out of sausages adorned with a photograph of the victim, for example. Yes, you have to eat the photograph as well.
  
Auspicious Portents: High Tide and Pluto
+
Aspicous Portents: High Tide and Pluto
  
 
Ominous Portents: Low Tide and Mars
 
Ominous Portents: Low Tide and Mars
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Sample Acts: Devouring the screaming victim whole while the cult chants, Having a cannibal feast where the Leviathan and members of the cult eat the victim together, Having the cooked flesh of the victim served to the Leviathan one piece at a time by the cult in a mockery of an extravagant dinner. The Leviathan adorns the victim's personal possessions or identification.  
 
Sample Acts: Devouring the screaming victim whole while the cult chants, Having a cannibal feast where the Leviathan and members of the cult eat the victim together, Having the cooked flesh of the victim served to the Leviathan one piece at a time by the cult in a mockery of an extravagant dinner. The Leviathan adorns the victim's personal possessions or identification.  
  
Roll: Sheol+Zeal+Occult
+
Roll: Zeal+Sheol
  
 
Dramatic Failure: The ritual distorts the Leviathan's features into a bizarre mix of traits from both his normal form and the victims form, such as having one of the victims eyes growing sideways on his forehead while a twisted, deformed arm dangles from his chest. For the next week, the Leviathan is obviously inhuman to all observers regardless of what Depth he is in.
 
Dramatic Failure: The ritual distorts the Leviathan's features into a bizarre mix of traits from both his normal form and the victims form, such as having one of the victims eyes growing sideways on his forehead while a twisted, deformed arm dangles from his chest. For the next week, the Leviathan is obviously inhuman to all observers regardless of what Depth he is in.
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Suggested Modifiers: You possess the No Mysteries of the Flesh Descendant Channel (+2), The victim looked fairly similar to the Leviathan (+1), The Leviathan's vice is gluttony (+1), The victim was a different sex than the Leviathan (-1), The victim looked absolutely nothing like the Leviathan at all (-1), The victim's normal size was different than the Leviathan's normal depth 0 size (-2, -3 if they were 2 points away from the Leviathan's base size.)
 
Suggested Modifiers: You possess the No Mysteries of the Flesh Descendant Channel (+2), The victim looked fairly similar to the Leviathan (+1), The Leviathan's vice is gluttony (+1), The victim was a different sex than the Leviathan (-1), The victim looked absolutely nothing like the Leviathan at all (-1), The victim's normal size was different than the Leviathan's normal depth 0 size (-2, -3 if they were 2 points away from the Leviathan's base size.)
  
==== Chimera Ritual (OO) ====
+
==== Chimera Ritual (OOO) ====
  
 
This particularly hideous ritual allows a Leviathan to turn a willing, or unwilling, mortal into a Lemashu. In the past this has been used to create armies of slathering Hybrids, to create more subjects for breeding programs (A venture doomed to failure. Hybrids created by this ritual birth children with horrible genetic defects but Tiamat's blood runs no thicker in their veins than it would had their parent not undergone this ritual.) Most horribly this ritual has been used to break the body and minds of those who displeased the Leviathan.  
 
This particularly hideous ritual allows a Leviathan to turn a willing, or unwilling, mortal into a Lemashu. In the past this has been used to create armies of slathering Hybrids, to create more subjects for breeding programs (A venture doomed to failure. Hybrids created by this ritual birth children with horrible genetic defects but Tiamat's blood runs no thicker in their veins than it would had their parent not undergone this ritual.) Most horribly this ritual has been used to break the body and minds of those who displeased the Leviathan.  
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Effigy: None, the sacrifice is the entire point.  
 
Effigy: None, the sacrifice is the entire point.  
  
Auspicious Portents: Ebb Tide and Pluto
+
Aspicous Portents: Ebb Tide and Pluto
  
 
Ominous Portents: Flood Tide and Neptune
 
Ominous Portents: Flood Tide and Neptune
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Sample acts: The mortal destroys or gives away something representing their old life. The mortal adorns body paint or costumes so they resemble a Hybrid. Lemashu take the mortal from a group of mortals and walk him to the alter. The mortal shares a meal or some other domestic scene with Lemashu.  
 
Sample acts: The mortal destroys or gives away something representing their old life. The mortal adorns body paint or costumes so they resemble a Hybrid. Lemashu take the mortal from a group of mortals and walk him to the alter. The mortal shares a meal or some other domestic scene with Lemashu.  
  
Roll: Sheol+Zeal+Occult extended. Mortals may resist with Stamina alone.  
+
Roll: Sheol + Zeal extended. Mortals may resist with Stamina alone.  
  
 
Suggested Modifiers: The Leviathan possesses Everflowing Fetid Growth (+2). The victim comes from a family closely marked by the Tribe (+1). The victim has little or no Tribe ancestry (-1). The Victim has Iron Stamina (-1 per dot). The Victim has Natural Immunity (-2).  
 
Suggested Modifiers: The Leviathan possesses Everflowing Fetid Growth (+2). The victim comes from a family closely marked by the Tribe (+1). The victim has little or no Tribe ancestry (-1). The Victim has Iron Stamina (-1 per dot). The Victim has Natural Immunity (-2).  
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Failure or the Mortal wins the roll: The mortal takes lethal damage equal to the Leviathan's Sheol as their body violently rejects the ritual.  
 
Failure or the Mortal wins the roll: The mortal takes lethal damage equal to the Leviathan's Sheol as their body violently rejects the ritual.  
  
Success: The mortal gains the Lemaushu template appropriate to the Leviathan's Strain with it's appropriate Mutation and two additional dots of Mutations per Success assigned by the Storyteller. If the mortal was not Beloved they immediately become so, although the mental strain causes a severe Derangement that lasts until they lose their Beloved status. On rare occasions this rituals has been known to result in an Ahab, even if performed on a Beloved (actual Ahabs always remain an Ahab).  
+
Success: The mortal gains the Lemaushu template appropriate to the Leviathan's Strain with it's appropriate Mutation and two additional dots of Mutations per Success assigned by the Storyteller. If the mortal was not Beloved they immediately become so although the mental strain causes a sever Derangement that lasts until they loose Beloved status. On rare occasions this rituals has been known to result in an Ahab, even if performed on a Beloved (actual Ahabs always remain an Ahab).  
  
 
If the Lemashu's final Depth is low enough that their maximum Intelligence is lower than their current Intelligence then the Hybrid gains a permanent sever Derangement and looses two dots of Morality for every dot of Intelligence lost to represent catastrophic mental damage.
 
If the Lemashu's final Depth is low enough that their maximum Intelligence is lower than their current Intelligence then the Hybrid gains a permanent sever Derangement and looses two dots of Morality for every dot of Intelligence lost to represent catastrophic mental damage.
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Exceptional Success: The Leviathan may choose where to apply half the new Aspect dots, the other half are chosen by the Storyteller.
 
Exceptional Success: The Leviathan may choose where to apply half the new Aspect dots, the other half are chosen by the Storyteller.
 
'''Creating the Eternal Spring (OOO)'''
 
 
This ritual, quite simply, creates a tiny gate into the Rift, through which the waters of that strange realm eternally flow. The water from this spring behaves just like normal water except that if a Leviathan uses it to regain Ichor via Resonance it occurs at twice the rate, one Ichor per hour. The water pours out at about the rate of that from a garden hose.
 
 
Sacrifice: A mortal (willing or unwilling) is made to hold his wrist over a bowl and one of the arteries in his wrist is cut. Enough blood is drained into the bowl to fill it to the brim. Without immediate medical attention it is quite possible that the sacrifice will bleed to death.
 
 
Effigy: an animal of at least Size 4 is used in place of a human. Auspicious Portents: High Tide and Jupiter
 
 
Ominous Portents: Low Tide and Saturn
 
 
Sample acts: The blood in the bowl is mingled with a Leviathan’s. The Leviathan exalts the power of the Progenitors to come into the world while the Cult dances in circles around him. The Leviathan pours the blood onto the spot where the spring is meant to be. The blood is poured into an ornate fountain carved with ancient glyphs.
 
 
Roll: Sheol+Zeal+Occult
 
 
Suggested Modifiers: The location of the ritual is near a large water source such as the sea or a large lake (+2), the location of the ritual is near a moderately large water source such as a river (+1), the Leviathan performs the ritual in the Rift while the cultists perform it simultaneously in the normal world (+1), the location of the ritual is not near any significant natural source of water (-2), the Leviathan posesses the channel Being of Primordial Waters (+1).
 
 
Dramatic Failure: Instead of water pouring out, a supernatural venom erupts from the spring. Any who touch it suffer 1 point of Lethal damage for each turn they are in contact with it as well as extreme pain and disorientation. The spring flows for minutes equal to the Leviathan’s (Sheol x 2) and when the spring dries up all extant poison vanishes as well. Any plants that touch the venom lose their leaves and die while twisting into shapes which almost make it seem that they are contorted in pain. Surfaces that the venom flows over gain decay; iron rusts, copper goes green with verdigris and wood rots.
 
 
Failure: The ritual has no effect.
 
 
Success: The ritual succeeds in creating an eternal spring of water imbued with the power of the Rift. The spring can only be destroyed by supernatural means or complete restructuring of the area.
 
 
Exceptional Success: The spring is noticeably larger, instead of a garden hose it is more like a low- powered fire hose.
 
  
 
==== Creating the Lesser God (OOO) ====
 
==== Creating the Lesser God (OOO) ====
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Effigy: An animal no smaller then the offshoot being summoned is ritually scared and thrown into a body of water large enough to completely submerge it.
 
Effigy: An animal no smaller then the offshoot being summoned is ritually scared and thrown into a body of water large enough to completely submerge it.
  
Auspicious Portents: Ebb Tide and Pluto
+
Aspicous Portents: Ebb Tide and Pluto
  
 
Ominous Portents: Flood Tide and Saturn
 
Ominous Portents: Flood Tide and Saturn
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Sample acts: The cultist carves the features of the offshoot they want to become into their flesh. The cultist acts like the offshoot they want to become. Cultists chant about the virtues of inhumanity.
 
Sample acts: The cultist carves the features of the offshoot they want to become into their flesh. The cultist acts like the offshoot they want to become. Cultists chant about the virtues of inhumanity.
  
Roll: Sheol+Zeal+Occult
+
Roll: Zeal
  
 
Suggested Modifiers: The Leviathan is dreaming (+1). The Leviathan possesses the Creator of Life Adaptation (+1). The Leviathan possesses the Craftsman of Life Adaptation (+1). The Leviathan possesses Everflowing Fetid Growth (+2). The Cultist has a mild derangement (+1). The Cultist has a severe Derangement (+3) The Leviathan lacks Womb of Terrors (-3).
 
Suggested Modifiers: The Leviathan is dreaming (+1). The Leviathan possesses the Creator of Life Adaptation (+1). The Leviathan possesses the Craftsman of Life Adaptation (+1). The Leviathan possesses Everflowing Fetid Growth (+2). The Cultist has a mild derangement (+1). The Cultist has a severe Derangement (+3) The Leviathan lacks Womb of Terrors (-3).
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Effigy: The second is held underwater and beaten, nothing more than mild bruising is required.  
 
Effigy: The second is held underwater and beaten, nothing more than mild bruising is required.  
  
Auspicious Portents: High Tide and Uranus
+
Aspicous Portents: High Tide and Uranus
  
 
Ominous Portents: Low Tide and Jupiter  
 
Ominous Portents: Low Tide and Jupiter  
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Sample Acts: Jars of water from the Rift are left on the target. The Sacrifice is drowned within the rift itself. A “map” of the Rift is overlayed onto a map of the Shore and the ritual is modified for the target's position.  
 
Sample Acts: Jars of water from the Rift are left on the target. The Sacrifice is drowned within the rift itself. A “map” of the Rift is overlayed onto a map of the Shore and the ritual is modified for the target's position.  
  
Roll: Sheol+Zeal+Occult extended.  
+
Roll: Zeal + Sheol extended.  
  
 
Dramatic Failure: The ritual chamber is pulled into the Rift. The Leviathan will have to act fast to protect her Cult from the Tempest or just drowning.  
 
Dramatic Failure: The ritual chamber is pulled into the Rift. The Leviathan will have to act fast to protect her Cult from the Tempest or just drowning.  
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Exceptional Success: Not only does the Cult make significant progress, if the Ritual is completed the target will arrive in a convenient part of the Rift.
 
Exceptional Success: Not only does the Cult make significant progress, if the Ritual is completed the target will arrive in a convenient part of the Rift.
  
Suggested Modifiers: Natural Gatewater present (+2). Naturally calm waters (-1). The Sacrifice and the anchor are related only by a blood brothers declaration (-1), they're blood family (+0), siblings (+1), fraternal twins (+2), identical twins (+4), the target is out of sight of land (+1), the target is near significant amounts of land (-1), the target is docked at land (-4), The target is in a Gatewater (+2).
+
Suggested Modifiers: Natural Gatewater present (+2). Naturally calm waters (-1). The Sacrifice and the anchor are related only by a blood brothers deceleration (-1), they're blood family (+0), siblings (+1), fraternal twins (+2), identical twins (+4), the target is out of sight of land (+1), the target is near significant amounts of land (-1), the target is docked at land (-4), The target is in a Gatewater (+2).
  
 
==== Plague Ritual (OOO) ====
 
==== Plague Ritual (OOO) ====
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Effigy: Ritual chanting while the cult circles a human suffering from an illness or non-fatal poisoning. Poisoning a member of your own cult is an acceptable way of getting this effigy, though doing so would be a tranquility 5 disruption.
 
Effigy: Ritual chanting while the cult circles a human suffering from an illness or non-fatal poisoning. Poisoning a member of your own cult is an acceptable way of getting this effigy, though doing so would be a tranquility 5 disruption.
  
Auspicious Portents: Ebb Tide and Saturn
+
Aspicous Portents: Ebb Tide and Saturn
  
 
Ominous Portents: Flood Tide and Venus
 
Ominous Portents: Flood Tide and Venus
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Sample Acts: Blood or vomit from the sacrifice (or effigy) is splashed across an image of the target, the cult carries out the ritual dressed as plague doctors, efforts are made to aggravate the symptoms of the sacrifice's illness through drugs or other means prior to their death.
 
Sample Acts: Blood or vomit from the sacrifice (or effigy) is splashed across an image of the target, the cult carries out the ritual dressed as plague doctors, efforts are made to aggravate the symptoms of the sacrifice's illness through drugs or other means prior to their death.
  
Roll: Sheol+Zeal+Occult vs the victims Stamina+Supernatural Power trait.
+
Roll: Zeal+Sheol vs the victims Stamina+Supernatural Power trait.
  
 
Dramatic Failure: The illness is completely wiped out by the victim's immune system. Further, exposure to this disease has left the victim's immune system highly active, giving them +3 to rolls to resist diseases for an entire month.
 
Dramatic Failure: The illness is completely wiped out by the victim's immune system. Further, exposure to this disease has left the victim's immune system highly active, giving them +3 to rolls to resist diseases for an entire month.
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==== Isolation Ritual (OOO) ====
 
==== Isolation Ritual (OOO) ====
  
The Leviathan is insidious, it can worm its way into the heart of a community. Spreading its tendrils and cults into institutions and bind leaders to itself in madness and worship. Many among the tribe find that ease of travel makes it harder to take over. People traveling away leave the Wake's grip behind, changes that seemed subtle one by one become obvious warnings to a fresh pair of eyes from out of town.  
+
The Leviathan is insidious, it can worm its way into the heart of a community. Spreading its tendrils and cults into institutions and bind leaders to itself in madness and worship. Many among the tribe find that ease of travel makes it harder to take over. People travelling away leave the Wake's grip behind, changes that seemed subtle one by one become obvious warnings to a fresh pair of eyes from out of town.  
  
 
When a Leviathan wishes to isolate a community they turn to this ritual and call down a wall of fog that saps the strength of any who wish to leave. Those left within are isolated pray for the Leviathan and it's cult.  
 
When a Leviathan wishes to isolate a community they turn to this ritual and call down a wall of fog that saps the strength of any who wish to leave. Those left within are isolated pray for the Leviathan and it's cult.  
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Effigy: Any form of doll, mannequin or similar object can serve in place of a victim.  
 
Effigy: Any form of doll, mannequin or similar object can serve in place of a victim.  
  
Auspicious Portents: High Tide and Saturn
+
Aspicous Portents: High Tide and Saturn
  
Ominous Portents: Low Tide and Mercury
+
Ominous Portents: Low Tide and Mercuary
  
Sample acts: The victim is some form of escapee, a runaway or escaped convict. The victim frequently travels, a trucker or sailor. The victim is kept cold. The victim is surrounded by danger real or symbolized.  
+
Sample acts: The victim is some form of escapee, a runaway or escaped convict. The victim frequently travels, a trucker or sailor. The victim is kept cold. The victim is surrounded by danger real or symbolised.  
  
Roll: Sheol+Zeal+Occult
+
Roll: Sheol + Zeal.
  
 
Suggested Modifiers: Naturally isolated geography (+1). Naturally insular community (+1). Open geography (-1). Frequent travel (-1). Lots of water in the surrounding area (+1). Natural fog is present where needed (+2).  
 
Suggested Modifiers: Naturally isolated geography (+1). Naturally insular community (+1). Open geography (-1). Frequent travel (-1). Lots of water in the surrounding area (+1). Natural fog is present where needed (+2).  
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Success: A hollow dome of fog forms with a radius of one mile per success. Less if the player chooses. Wake vulnerable people trying to pass through must succeed on a Resolve + Stamina roll with a penalty equal to the Leviathan's successes. On a failure they must turn back or collapse from exhaustion. The penalty decreases by one a day starting from the moment the victim is removed from the cage (effigies get one free day before the fog starts to fade) or recovers their strength with the fog dissipating at zero. If the Cult is performing a task at the temple such as guarding it this may be extended to include maintaining the ritual at no cost.  
 
Success: A hollow dome of fog forms with a radius of one mile per success. Less if the player chooses. Wake vulnerable people trying to pass through must succeed on a Resolve + Stamina roll with a penalty equal to the Leviathan's successes. On a failure they must turn back or collapse from exhaustion. The penalty decreases by one a day starting from the moment the victim is removed from the cage (effigies get one free day before the fog starts to fade) or recovers their strength with the fog dissipating at zero. If the Cult is performing a task at the temple such as guarding it this may be extended to include maintaining the ritual at no cost.  
  
The barrier is not unbeatable. It can be bypassed by tunneling underneath or with vehicle that will keep moving after the driver collapses (a risky strategy). While radio waves cannot penetrate the fog a signal traveling by wire can. To truly isolate a town may require that the Leviathan and her cult dig up cables.  
+
The barrier is not unbeatable. It can be bypassed by tunnelling underneath or with vehicle that will keep moving after the driver collapses (a risky strategy). While radio waves cannot penetrate the fog a signal travelling by wire can. To truly isolate a town may require that the Leviathan and her cult dig up cables.  
  
 
Exceptional Success: No extra benefit apart from an unusually strong barrier.
 
Exceptional Success: No extra benefit apart from an unusually strong barrier.
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Effigy: Completing the ritual without the death of the human used as a sacrifice. You may incapacitate them and have them removed, or simply let them find their way out on their own.
 
Effigy: Completing the ritual without the death of the human used as a sacrifice. You may incapacitate them and have them removed, or simply let them find their way out on their own.
  
Auspicious Portents: Flood Tide and Uranus
+
Aspicous Portents: Flood Tide and Uranus
  
 
Ominous Portents: Ebb Tide and Mercury  
 
Ominous Portents: Ebb Tide and Mercury  
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Sample Acts: Efforts to encourage as much fear and confusion into the sacrifice as possible as they run, Having extensive work done on the area in advance to make it more "maze-like", Using mechanisms to actively change areas the sacrifice has already been through such as having a sliding wall mechanism that conceals a door that the victim used the last time they were in the room.
 
Sample Acts: Efforts to encourage as much fear and confusion into the sacrifice as possible as they run, Having extensive work done on the area in advance to make it more "maze-like", Using mechanisms to actively change areas the sacrifice has already been through such as having a sliding wall mechanism that conceals a door that the victim used the last time they were in the room.
  
Roll: Sheol+Zeal+Occult with a target of Temple Size. For locations other than a Temple use equivalent sizes.  
+
Roll: Zeal+Sheol with a target of Temple Size. For locations other than a Temple use equivalent sizes.  
  
 
Dramatic Failure: For the duration of the story, the ritual's effect takes hold in the opposite way it was intended. If this ritual was used on your Temple, consider it's size and security both one dot lower due to the compact and straightforward access routes throughout the altered temple. If this effect was used on a location other than your temple, such as a swamp, all people passing through the area do so twice as fast as normal and get +3 on survival rolls to navigate the area.
 
Dramatic Failure: For the duration of the story, the ritual's effect takes hold in the opposite way it was intended. If this ritual was used on your Temple, consider it's size and security both one dot lower due to the compact and straightforward access routes throughout the altered temple. If this effect was used on a location other than your temple, such as a swamp, all people passing through the area do so twice as fast as normal and get +3 on survival rolls to navigate the area.
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Effigy: Personal pleas written in the blood of each Cultist (causing at least one point of lethal damage) along the edges of a pattern sacred to the Leviathan.
 
Effigy: Personal pleas written in the blood of each Cultist (causing at least one point of lethal damage) along the edges of a pattern sacred to the Leviathan.
  
Auspicious Portents: Ebb Tide and Venus
+
Aspicous Portents: Ebb Tide and Venus
  
 
Ominous Portents: Flood Tide and Saturn
 
Ominous Portents: Flood Tide and Saturn
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Sample acts: The cultists lead prayer sessions begging their patron for intersession. The cult performs a ritual symbolizing their troubles. The cult burns offerings of food to the Leviathan and scatter it around the sight of the Ritual.
 
Sample acts: The cultists lead prayer sessions begging their patron for intersession. The cult performs a ritual symbolizing their troubles. The cult burns offerings of food to the Leviathan and scatter it around the sight of the Ritual.
  
Roll: Sheol+Zeal+Occult
+
Roll: Zeal
  
 
Suggested Modifiers: The Leviathan is dreaming (+1). The Leviathan possesses the Creator of Life Adaptation (+1). The Leviathan possesses the Sculptor of Life Adaptation (+1). The Leviathan possesses the Hone champion Adaptation (+2). The Leviathan possesses The Hydra's Rebirth (+2). The Leviathan lacks Womb of Terrors (-3). The Leviathan lacks the Dread Champion Adaptation (-2).
 
Suggested Modifiers: The Leviathan is dreaming (+1). The Leviathan possesses the Creator of Life Adaptation (+1). The Leviathan possesses the Sculptor of Life Adaptation (+1). The Leviathan possesses the Hone champion Adaptation (+2). The Leviathan possesses The Hydra's Rebirth (+2). The Leviathan lacks Womb of Terrors (-3). The Leviathan lacks the Dread Champion Adaptation (-2).
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Failure: The effort is wasted.
 
Failure: The effort is wasted.
  
Success: The Leviathan is contacted and may spend 5 Ichor to create a third-stage offshoot at the site of the Ritual and possess it as per Dread Champion. If the Leviathan possesses the Hone Champion Adaptation, it functions as normal. The Leviathan may create a new offshoot when this Ritual is being preformed, but doing so levies a -2 penalty to the roll. This offshoot is not added to the Leviathan's normal collection of offshoots.
+
Success: The Leviathan is contacted and may spend 5 ichor to create a third-stage offshoot at the site of the Ritual and possess it as per Dread Champion. If the Leviathan possesses the Hone Champion Adaptation, it functions as normal. The Leviathan may create a new offshoot when this Ritual is being preformed, but doing so levies a -2 penalty to the roll. This offshoot is not added to the Leviathan's normal collection of offshoots.
  
 
Exceptional Success: None except the extra successes for the Hone Champion Adaptation.
 
Exceptional Success: None except the extra successes for the Hone Champion Adaptation.
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The rift is a claustrophobic dangerous place, wrecked by the Tempest and patrolled by ancient instincts and neurosis. Even to a Leviathan it is not the safest way to travel but this Ritual can change that. By rapidly skimming between the Rift and the Shore a Leviathan can travel outside the limits of geometry circumventing the globe in the blinking of an eye.  
 
The rift is a claustrophobic dangerous place, wrecked by the Tempest and patrolled by ancient instincts and neurosis. Even to a Leviathan it is not the safest way to travel but this Ritual can change that. By rapidly skimming between the Rift and the Shore a Leviathan can travel outside the limits of geometry circumventing the globe in the blinking of an eye.  
  
This Ritual is limited to traveling between two points connected by navigable water. In this context navigable is defined as unbroken water deep and wide enough for the boat to safely travel. Locks, tidal dams (when closed) and other such features will block the Ritual. Generally a Leviathan with this ritual can reliably move from between any two points connected to the ocean but has more trouble inland. If in doubt it's best to think what leads to interesting stories rather than get out maps of the local waterways.
+
This Ritual is limited to travelling between two points connected by navigable water. In this context navigable is defined as unbroken water deep and wide enough for the boat to safely travel. Locks, tidal dams (when closed) and other such features will block the Ritual. Generally a Leviathan with this ritual can reliably move from between any two points connected to the ocean but has more trouble inland. If in doubt it's best to think what leads to interesting stories rather than get out maps of the local waterways.
  
 
Sacrifice: Performing this Ritual is easiest with a counterweight. Something with strong ties to the Shore to balance the Leviathan's tie's to the Rift. Any human will do nicely, just one thing. Acting as a counterweight gives the sacrifice a front row seat to the desecration of natural geometry. If she fails on a Resolve roll she will gain a permanent mild derangement or upgrade an existing mild derangement to severe (for their own part Leviathans are safe, moving between the Rift and Shore is natural for the Tribe). Because this leaves permanent damage treat it as serious torture for purposes such as calculating the required Zeal. Traditionally the Sacrifice was nailed to the ship as a figurehead but this is not necessary.  
 
Sacrifice: Performing this Ritual is easiest with a counterweight. Something with strong ties to the Shore to balance the Leviathan's tie's to the Rift. Any human will do nicely, just one thing. Acting as a counterweight gives the sacrifice a front row seat to the desecration of natural geometry. If she fails on a Resolve roll she will gain a permanent mild derangement or upgrade an existing mild derangement to severe (for their own part Leviathans are safe, moving between the Rift and Shore is natural for the Tribe). Because this leaves permanent damage treat it as serious torture for purposes such as calculating the required Zeal. Traditionally the Sacrifice was nailed to the ship as a figurehead but this is not necessary.  
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Effigy: The Leviathan performs this Ritual without a counterweight.  
 
Effigy: The Leviathan performs this Ritual without a counterweight.  
  
Auspicious Portents: High Tide and Jupiter
+
Aspicous Portents: High Tide and Jupiter
  
 
Ominous Portents: Low Tide and Neptune
 
Ominous Portents: Low Tide and Neptune
  
Sample Acts: The journey begins or ends in a storm. The ship is sent underwater to symbolize entering the Rift, since most Leviathan's don't own a submarine capsizing can be used instead, the ship will right itself if the ritual succeeds.  
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Sample Acts: The journey begins or ends in a storm. The ship is sent underwater to symbolise entering the Rift, since most Leviathan's don't own a submarine capsizing can be used insead, the ship will right itself if the ritual succeeds.  
  
Roll: Sheol+Zeal+Occult
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Roll: Sheol+Zeal  
  
 
Dramatic Failure: The ship is thrown wildly off course and probably smashed to splinters. It might end up deep in the Rift or grounded in a desert but it's almost certainly far from where the Leviathan wanted to be.  
 
Dramatic Failure: The ship is thrown wildly off course and probably smashed to splinters. It might end up deep in the Rift or grounded in a desert but it's almost certainly far from where the Leviathan wanted to be.  
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Failure: The Ritual doesn’t take effect. Unless you symbolically capsized your boat or did something similar there is no negative effect.
 
Failure: The Ritual doesn’t take effect. Unless you symbolically capsized your boat or did something similar there is no negative effect.
  
Success: The Ritual secedes and the Leviathan's speed is increased immeasurably. This ritual doesn't provide true instantaneous travel but it's fast enough that you can arrive anywhere on Earth within a few minuets.  
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Success: The Ritual secedes and the Leviathan's speed is increased immeasurably. This ritual dosn't provide true instantaneous travel but it's fast enough that you can arrive anywhere on Earth within a few minuets.  
  
 
Exceptional Success: No further benefit.   
 
Exceptional Success: No further benefit.   
  
Suggested Modifiers: Stormy Weather (+1). Using this ritual while swimming rather than sailing (-3 due to split focus, the ritual would have to be performed on the Leviathan's back so a A Mountain Walked will be required.). Tranquility 6+ (+1). Tranquility 4- (-1).
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Suggested Modifiers: Stormy Weather (+1). Using this ritual while swimming rather than sailing (-3 due to split focus, the ritual would have to be performed on the Leviathan's back so a A Mountain Walked will be required.). Tranquillity 6+ (+1). Tranquillity 4- (-1).
  
 
==== Ritual of Transference (OOOO) ====
 
==== Ritual of Transference (OOOO) ====
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Effigy: An animal scapegoat to transfer wounds and/or diseases onto.
 
Effigy: An animal scapegoat to transfer wounds and/or diseases onto.
  
Auspicious Portents: Flood Tide and Uranus
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Aspicous Portents: Flood Tide and Uranus
  
 
Ominous Portents: Ebb Tide and Venus
 
Ominous Portents: Ebb Tide and Venus
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Sample acts: The Leviathan or the cultists inflict wounds on the victim mirroring those possessed by the beneficiary of this ritual. The cult burns a series of brands into the flesh of the victim representing the various ailments possessed by the beneficiary. A blood transfusion from the beneficiary to the scapegoat.  
 
Sample acts: The Leviathan or the cultists inflict wounds on the victim mirroring those possessed by the beneficiary of this ritual. The cult burns a series of brands into the flesh of the victim representing the various ailments possessed by the beneficiary. A blood transfusion from the beneficiary to the scapegoat.  
  
Roll: Sheol+Zeal+Occult
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Roll: Sheol + Zeal
  
 
Suggested Modifiers: The scapegoat is willing (+3), The scapegoat is in perfect health (+1), The ritual is only attempting to transfer wounds (+1) The scapegoat is already badly wounded if wounds are to be transferred (-1), The scapegoat is already sick, if illness is to transferred (-1), The scapegoat is already badly wounded (at least half of their health boxes filled), if wounds are to be transferred (-1), The scapegoat has the Natural Immunity merit, if disease is to be transferred (-2), The scapegoat is already cursed, if a curse is to be transferred (-2)
 
Suggested Modifiers: The scapegoat is willing (+3), The scapegoat is in perfect health (+1), The ritual is only attempting to transfer wounds (+1) The scapegoat is already badly wounded if wounds are to be transferred (-1), The scapegoat is already sick, if illness is to transferred (-1), The scapegoat is already badly wounded (at least half of their health boxes filled), if wounds are to be transferred (-1), The scapegoat has the Natural Immunity merit, if disease is to be transferred (-2), The scapegoat is already cursed, if a curse is to be transferred (-2)
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Effigy: The parent uses cosmetics and costumes instead to appear closer to the desired child.  
 
Effigy: The parent uses cosmetics and costumes instead to appear closer to the desired child.  
  
Auspicious Portents: Low Tide and Venus (When hoping for a human), High Tide and Venus (When hoping for a Leviathan)
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Aspicous Portents: Low Tide and Venus (When hoping for a human), High Tide and Venus (When hoping for a Leviathan)
  
 
Ominous Portents: High Tide and Pluto (When hoping for a human) Low Tide and Mercury (When hoping for a Leviathan)
 
Ominous Portents: High Tide and Pluto (When hoping for a human) Low Tide and Mercury (When hoping for a Leviathan)
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==== Hidden Divinity Ritual (OOOOO) ====
 
==== Hidden Divinity Ritual (OOOOO) ====
  
Many Leviathans never come to terms with the Wake. For good reason, so long as he possesses the Wake a Leviathan can never deal with humanity as an equal, voices hush and none meet his eyes. Then there are the Beloved, simply by spending their days together an innocent being may never be sane again and the Leviathan is forever more responsible for their Beloved's actions and well-being.  
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Many Leviathans never come to terms with the Wake. For good reason, so long as he possesses the Wake a Leviathan can never deal with humanity as an equal, voices hush and none meet his eyes. Then there are the Beloved, simply by spending their days together an innocent being may never be sane again and the Leviathan is forever more responsible for their Beloved's actions and wellbeing.  
  
 
Sometimes the Tribe seek to escape the Wake, it's not easy, it requires great sacrifice but it can be done. While escaping from the Wake, just looking a stranger in the eye, can be a morally and emotionally uplifting experience for the human part of a Leviathan rejecting her divine aspect for too long can disrupt the delicate balance of a Leviathans mind.  
 
Sometimes the Tribe seek to escape the Wake, it's not easy, it requires great sacrifice but it can be done. While escaping from the Wake, just looking a stranger in the eye, can be a morally and emotionally uplifting experience for the human part of a Leviathan rejecting her divine aspect for too long can disrupt the delicate balance of a Leviathans mind.  
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Sacrifice: The Leviathans heritage came from the Tempest and back to the Tempest it must go. To perform this ritual the Leviathan must sacrifice Ichor. At least four points per dot of Sheol to suppress. Alone this would be fine but transporting Ichor to the Rift requires a vessel: A living being that can hold the Divine Ichor in it's veins.  
 
Sacrifice: The Leviathans heritage came from the Tempest and back to the Tempest it must go. To perform this ritual the Leviathan must sacrifice Ichor. At least four points per dot of Sheol to suppress. Alone this would be fine but transporting Ichor to the Rift requires a vessel: A living being that can hold the Divine Ichor in it's veins.  
  
First the Leviathan must transfer Ichor into Hybrids (other Leviathans could be used, with difficulty) by using the Birthright of Fecundity. Because Hybrids are limited in how much Ichor they can hold this ritual usually requires mass sacrifice. Once the Leviathans Ichor is stored in Hybrids they must be killed in a matter which neither spills nor pollutes their blood, strangulation or smothering is favored. Finally the sacrifice is sent into the Rift. If the Ritual succeeds the Leviathans Divinity will go with them.  
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First the Leviathan must transfer Ichor into Hybrids (other Leviathans could be used, with difficulty) by using the Birthright of Fecundity. Because Hybrids are limited in how much Ichor they can hold this ritual usually requires mass sacrifice. Once the Leviathans Ichor is stored in Hybrids they must be killed in a matter which neither spills nor pollutes their blood, strangulation or smothering is favoured. Finally the sacrifice is sent into the Rift. If the Ritual succeeds the Leviathans Divinity will go with them.  
  
 
Effigy: The Sacrifices are sent into the Rift alive. They may be brought back at any time but this ends the Rituals effects immediately. Even near the surface the Rift is a dangerous place and to perform this ritual without sending hybrids off to their deaths requires extensive preparations. A Doldrum must be secured, provisions provided and the Hybrids must be trained and able to survive the Rift. At the very least gills are required.   
 
Effigy: The Sacrifices are sent into the Rift alive. They may be brought back at any time but this ends the Rituals effects immediately. Even near the surface the Rift is a dangerous place and to perform this ritual without sending hybrids off to their deaths requires extensive preparations. A Doldrum must be secured, provisions provided and the Hybrids must be trained and able to survive the Rift. At the very least gills are required.   
  
Auspicious Portents: Low Tide and Mercury
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Aspicous Portents: Low Tide and Mercury
  
 
Ominous Portents: How Tide and Mars
 
Ominous Portents: How Tide and Mars
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Sample Acts: Allowing a priest of the cult to lead the ritual with the Leviathan taking a role no greater than that of a normal cultist. As the Leviathan transfers Ichor the Sacrifices take over his role in the ritual. A cultist playing the part of the government welcomes the Leviathan with citizenship or a mundane part of everyday life like tax forms. The Sacrifices are wrapped with lead weights to carry gold and gifts along with the Leviathans divinity to the bottom of the Rift.  
 
Sample Acts: Allowing a priest of the cult to lead the ritual with the Leviathan taking a role no greater than that of a normal cultist. As the Leviathan transfers Ichor the Sacrifices take over his role in the ritual. A cultist playing the part of the government welcomes the Leviathan with citizenship or a mundane part of everyday life like tax forms. The Sacrifices are wrapped with lead weights to carry gold and gifts along with the Leviathans divinity to the bottom of the Rift.  
  
Roll: Sheol+Zeal+Occult, sending the sacrifices into the rift is included in this roll.  
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Roll: Zeal+Sheol, sending the sacrifices into the rift is included in this roll.  
  
 
Dramatic Failure: The Leviathans divine nature surges out of control. For the next week the Leviathans Vice can only be satisfied alongside worship and dominance of lesser beings. A Glutton cannot simply eat, his cultists must prepare food for him with terrible punishments should they not satisfy. A Prideful Leviathan seeks self affirmation in Cultists suffering to prove that they are worthy of serving him.  
 
Dramatic Failure: The Leviathans divine nature surges out of control. For the next week the Leviathans Vice can only be satisfied alongside worship and dominance of lesser beings. A Glutton cannot simply eat, his cultists must prepare food for him with terrible punishments should they not satisfy. A Prideful Leviathan seeks self affirmation in Cultists suffering to prove that they are worthy of serving him.  
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Exceptional Success: The Leviathan may treat the number of successes as one higher and the amount of Ichor sacrificed as four higher (if this means they have too much Ichor they may immediately spend it on nothing).  
 
Exceptional Success: The Leviathan may treat the number of successes as one higher and the amount of Ichor sacrificed as four higher (if this means they have too much Ichor they may immediately spend it on nothing).  
  
Suggested Modifiers: You have not left Depth 0 for a full month prior to the ritual (+3), You have not left Depth 0 for two weeks prior to the ritual (+2), You have not left Depth 0 for one week prior to the ritual (+1), You were in Depth greater than 2 during the last week (-1), You were in Apotheosis form sometime during the last month (-2), You were in Apotheosis form some time during the past week (-3). Deep Wake (-1), Muted Wake (+1).  
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Suggested Modifiers: You have not left Depth 0 for a full month prior to the ritual (+3), You have not left Depth 0 for two weeks prior to the ritual (+2), You have not left Depth 0 for one week prior to the ritual (+1), You were in Depth greater than 2 during the last week (-1), You were in Apotheosis form somtime during the last month (-2), You were in Apotheosis form some time during the past week (-3). Deep Wake (-1), Muted Wake (+1).  
  
 
==== The Tenth Plague (OOOOO) ====
 
==== The Tenth Plague (OOOOO) ====
  
A Leviathan is a divine being. It does not bargain with kings or presidents; no, it merely states its wishes and woe befalls entire nations who refuse its divine mandate.  
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A Leviathan is a divine being. It does not bargain with kings or presidents, no it merely states it's wishes and woe befalls entire nations who refuse it's divine mandate.  
  
This Ritual has no Sacrifice or Effigy, its results are a sacrifice of epic proportions. To perform this ritual the Leviathan chooses one Beloved as an envoy and sends them to make demands of a leader of man. These demands may be so heinous or self defeating that no sane human will willingly agree but it must be feasible to accomplish then.  
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This Ritual has no Sacrifice or Effigy, it's results are a sacrifice of epic proportions. To perform this ritual the Leviathan chooses one Beloved as an envoy and sends them to make demands of a leader of man. These demands may be so heinous or self defeating that no sane human will willingly agree but it must be feasible to accomplish then.  
  
Accompanying the demands must be a dire threat. This takes the form of who will die: The elderly, the young, the clergy. Providing it won't kill more than half the population its entirely at the Leviathan's discretion.  
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Accompanying the demands must be a dire threat. This takes the form of who will die: The elderly, the young, the clergy. Providing it won't kill more than half the population it's entirely at the Leviathan's desecration.  
  
 
From the moment the demands are spoken the leader will immediately be aware that this is not an idle threat but backed by a terrifying supernatural force. From this point she has ten days. The first and most obvious solution is to give into the Leviathan's demands, this ends the looming doom. Most people aren’t aware there are is a second solution: Kill the Leviathan. Leviathan's with the Dread Return Adaptation must be killed fully but those able to return through the Depth 6 iteration of Incubation of the Second Self need only be killed once. If neither of these are done then everyone who is politically or personally under the jurisdiction of the leader and matches the set criteria rolls Stamina, if they cannot match the Leviathan's successes on this ritual they die.  
 
From the moment the demands are spoken the leader will immediately be aware that this is not an idle threat but backed by a terrifying supernatural force. From this point she has ten days. The first and most obvious solution is to give into the Leviathan's demands, this ends the looming doom. Most people aren’t aware there are is a second solution: Kill the Leviathan. Leviathan's with the Dread Return Adaptation must be killed fully but those able to return through the Depth 6 iteration of Incubation of the Second Self need only be killed once. If neither of these are done then everyone who is politically or personally under the jurisdiction of the leader and matches the set criteria rolls Stamina, if they cannot match the Leviathan's successes on this ritual they die.  
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A Leviathan using this ritual should take care, for the ten days it is active his Wake becomes more noticeable if not actually more powerful. Anyone sensitive to the Wake, such as an Ahab, in the area targeted by the Leviathan's curse is immediately aware that something big is happening.
 
A Leviathan using this ritual should take care, for the ten days it is active his Wake becomes more noticeable if not actually more powerful. Anyone sensitive to the Wake, such as an Ahab, in the area targeted by the Leviathan's curse is immediately aware that something big is happening.
  
Auspicious Portents: High Tide and Mars
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Aspicous Portents: High Tide and Mars
  
 
Ominous Portents: Low Tide and Mercury
 
Ominous Portents: Low Tide and Mercury
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Sample acts: The Leviathan justifies this ritual as retaliation for communal crimes. The demands are spoken every day for the ten days. The Leviathan's followers visibly separate themselves from the targeted community by marking their homes or clothing.   
 
Sample acts: The Leviathan justifies this ritual as retaliation for communal crimes. The demands are spoken every day for the ten days. The Leviathan's followers visibly separate themselves from the targeted community by marking their homes or clothing.   
  
Roll: Sheol+Zeal+Occult
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Roll: Sheol + Zeal.
  
Suggested Modifiers: The Leviathan's Cult has a significant religious presence in the affected area (+1). A major presence (+2). No more than a few disorganized Beloved (-1). The leader does not have his people's interest's at heart (-2). The leader is a puppet of a supernatural or foreign power inimical to her people (-4). The leader is a puppet of the Leviathan before or at any point during the Ritual (automatic failure). The Leviathan possesses the Anointing the Prophet Adaptation (+1).  
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Suggested Modifiers: The Leviathan's Cult has a significant religious presence in the affected area (+1). A major presence (+2). No more than a few disorganised Beloved (-1). The leader does not have his people's interest's at heart (-2). The leader is a puppet of a supernatural or foreign power inimical to her people (-4). The leader is a puppet of the Leviathan before or at any point during the Ritual (automatic failure). The Leviathan possesses the Anointing the Prophet Adaptation (+1).  
  
 
Dramatic Failure: The titanic and devastating energies are unleashed upon the cult and the Leviathan itself. Loose a dot of both Sheol and Cult Numbers then fill the Leviathan's health track with Aggravated damage except for the last box which is filled with Bashing damage.
 
Dramatic Failure: The titanic and devastating energies are unleashed upon the cult and the Leviathan itself. Loose a dot of both Sheol and Cult Numbers then fill the Leviathan's health track with Aggravated damage except for the last box which is filled with Bashing damage.

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