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− | [PICTURE: Full page. | + | [PICTURE: Full page. Something ] |
= Chapter 3 : Systems and Advantages = | = Chapter 3 : Systems and Advantages = | ||
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<td align="center">10</td> | <td align="center">10</td> | ||
<td align="center">1</td> | <td align="center">1</td> | ||
− | <td align="center"> | + | <td align="center">10 feet</td> |
<td align="center">-1</td> | <td align="center">-1</td> | ||
</tr> | </tr> | ||
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<td align="center">12</td> | <td align="center">12</td> | ||
<td align="center">2</td> | <td align="center">2</td> | ||
− | <td align="center"> | + | <td align="center">15 feet</td> |
<td align="center">-1</td> | <td align="center">-1</td> | ||
</tr> | </tr> | ||
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<td align="center">16</td> | <td align="center">16</td> | ||
<td align="center">3</td> | <td align="center">3</td> | ||
− | <td align="center"> | + | <td align="center">30 feet</td> |
<td align="center">-1</td> | <td align="center">-1</td> | ||
</tr> | </tr> | ||
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<td align="center">20</td> | <td align="center">20</td> | ||
<td align="center">4</td> | <td align="center">4</td> | ||
− | <td align="center"> | + | <td align="center">60 feet</td> |
<td align="center">-1</td> | <td align="center">-1</td> | ||
</tr> | </tr> | ||
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<td align="center">25</td> | <td align="center">25</td> | ||
<td align="center">5</td> | <td align="center">5</td> | ||
− | <td align="center"> | + | <td align="center">100 feet</td> |
<td align="center">-2</td> | <td align="center">-2</td> | ||
</tr> | </tr> | ||
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<td align="center">30</td> | <td align="center">30</td> | ||
<td align="center">6</td> | <td align="center">6</td> | ||
− | <td align="center"> | + | <td align="center">200 feet</td> |
<td align="center">-2</td> | <td align="center">-2</td> | ||
</tr> | </tr> | ||
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<td align="center">40</td> | <td align="center">40</td> | ||
<td align="center">7</td> | <td align="center">7</td> | ||
− | <td align="center"> | + | <td align="center">400 feet</td> |
<td align="center">-2</td> | <td align="center">-2</td> | ||
</tr> | </tr> | ||
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<td align="center">60</td> | <td align="center">60</td> | ||
<td align="center">8</td> | <td align="center">8</td> | ||
− | <td align="center"> | + | <td align="center">800 feet</td> |
<td align="center">-3</td> | <td align="center">-3</td> | ||
</tr> | </tr> | ||
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<td align="center">80</td> | <td align="center">80</td> | ||
<td align="center">10</td> | <td align="center">10</td> | ||
− | <td align="center"> | + | <td align="center">1500 feet</td> |
<td align="center">-3</td> | <td align="center">-3</td> | ||
</tr> | </tr> | ||
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<td align="center">100</td> | <td align="center">100</td> | ||
<td align="center">15</td> | <td align="center">15</td> | ||
− | <td align="center"> | + | <td align="center">3000 feet</td> |
<td align="center">-3</td> | <td align="center">-3</td> | ||
</tr> | </tr> | ||
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* '''Birthrights''': Ichor is expended to activate Birthrights. | * '''Birthrights''': Ichor is expended to activate Birthrights. | ||
− | * The amount of Ichor that a Leviathan can safely expend in a turn is limited by his Sheol score. He may expend up to two points beyond this limit, but must undergo an Outburst check if he does so | + | * The amount of Ichor that a Leviathan can safely expend in a turn is limited by his Sheol score. He may expend up to two points beyond this limit, but must undergo an Outburst check if he does so. |
=== Regaining Ichor === | === Regaining Ichor === | ||
− | * '''Resonance''': Leviathans can recover Ichor by harmonizing with the lingering connection that all water holds to the Primordial Sea. If the Leviathan spends at least two hours submerged in a body of water with at least the volume of a large tub, they will recover | + | * '''Resonance''': Leviathans can recover Ichor by harmonizing with the lingering connection that all water holds to the Primordial Sea. If the Leviathan spends at least two hours submerged in a body of water with at least the volume of a large tub, they will recover a point of Ichor. Multiple Leviathans can benefit from a large body of water, provided that it has at least the minimum necessary volume for each member of the Tribe. Unless the water is flowing naturally (such as a lake, river, or ocean), a given body of water can only provide this power once per day. Conversely, every two hours spent without water in an environment in which dehydration is a threat - such as a desert - the Leviathan bleeds off a point of Ichor. |
− | * '''Immersion''': A Leviathan that is travelling the | + | * '''Immersion''': A Leviathan that is travelling the Depths recovers one point of Ichor per hour. |
− | + | * '''Worship''': A Leviathan with a Cult recovers one point of Ichor each morning as a natural consequence of being deified. He may direct his Cult to spend time partaking in more elaborate rituals in his honor, but doing so requires considerable time and poses potential problems regarding detection and interference in cultist's daily lives. If the Cult is directed in this fashion, the Leviathan will regain additional Ichor equal to their Zeal upon the next morning. | |
− | |||
− | * '''Worship''': A Leviathan with a Cult recovers one point of Ichor each morning as a natural consequence of being deified. He may | ||
* '''Degeneration''': Upon degenerating due to failing a Tranquility check, the Leviathan regains Ichor equal to its previous Tranquility score. | * '''Degeneration''': Upon degenerating due to failing a Tranquility check, the Leviathan regains Ichor equal to its previous Tranquility score. | ||
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* '''Havoc''': Members of the Tribe can, in a pinch, use destruction to attempt to assuage their bloodline and re-connect with their lost nature. If a Leviathan purposefully destroys an inanimate object of Size 5 or greater or injures or kills a living creature (outside of the bounds of combat), he may attempt a Havoc roll. The Leviathan must directly cause the destruction to feed off of it - he cannot benefit from arson or a cush job in demolitions, for instance. If the Leviathan recovers more Ichor from a Havoc check than his Composure, he must make an Outburst check. | * '''Havoc''': Members of the Tribe can, in a pinch, use destruction to attempt to assuage their bloodline and re-connect with their lost nature. If a Leviathan purposefully destroys an inanimate object of Size 5 or greater or injures or kills a living creature (outside of the bounds of combat), he may attempt a Havoc roll. The Leviathan must directly cause the destruction to feed off of it - he cannot benefit from arson or a cush job in demolitions, for instance. If the Leviathan recovers more Ichor from a Havoc check than his Composure, he must make an Outburst check. | ||
*** '''Dice Pool''': Resolve + Sheol | *** '''Dice Pool''': Resolve + Sheol | ||
− | *** '''Action''': | + | *** '''Action''': Instant |
*** '''Roll Results''' | *** '''Roll Results''' | ||
**** ''Dramatic Failure'': No Ichor is recovered - instead, the violence forces an Outburst check. | **** ''Dramatic Failure'': No Ichor is recovered - instead, the violence forces an Outburst check. | ||
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'''Derangements''': A failed degeneration roll means that the Leviathan must make a Tranquility roll to avoid acquiring a Derangement, if his Tranquility is lower then 8. The new Derangement is linked to the lost dot of Tranquility: if the Leviathan's Tranquility is raised back to its original level, the Derangement is removed. | '''Derangements''': A failed degeneration roll means that the Leviathan must make a Tranquility roll to avoid acquiring a Derangement, if his Tranquility is lower then 8. The new Derangement is linked to the lost dot of Tranquility: if the Leviathan's Tranquility is raised back to its original level, the Derangement is removed. | ||
− | '''Afflictions''': When a Leviathan with a Tranquility of below | + | '''Afflictions''': When a Leviathan with a Tranquility of below 7 gains a Derangement, they also must resist gaining an Affliction, a physical mutation that marks their mental and spiritual decay. Afflictions can be Mild or Severe, and match the severity of the Derangement that triggered them. To resist gaining an Affliction, the Leviathan must make a Tranquility check. Leviathans with a Sheol of 6 or 7 suffer a -1 penalty on this roll, and those with a Sheol of 8 or higher suffer a -2 penalty. |
Disruptions are generally codified as one of three varieties of transgression, with their severity dependent on the intersection of various negative behaviors: | Disruptions are generally codified as one of three varieties of transgression, with their severity dependent on the intersection of various negative behaviors: | ||
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<tr> | <tr> | ||
<td align="center">5</td> | <td align="center">5</td> | ||
− | <td>Intentional murder, sadism, ritual violence. Going a month without seeing a known Atoll in the area | + | <td>Intentional murder, sadism, ritual violence. Going a month without seeing a known Atoll in the area Going a fortnight without transforming (Roll three dice).</td> |
</tr> | </tr> | ||
<tr> | <tr> | ||
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=== Drawbacks of Tranquility === | === Drawbacks of Tranquility === | ||
− | * '''Violent Tendencies''': As Tranquility fails, the more monstrous side of the Leviathan's nature becomes more difficult to resist. A Leviathan with Tranquility 5 or 6 suffers no penalty. At Tranquility 3 or 4, the Leviathan suffers a -1 penalty to all checks to return to a more human form and to resist an Outburst. At Tranquility 1 or 2, this increases to -2. A Typhon | + | * '''Violent Tendencies''': As Tranquility fails, the more monstrous side of the Leviathan's nature becomes more difficult to resist. A Leviathan with Tranquility 5 or 6 suffers no penalty. At Tranquility 3 or 4, the Leviathan suffers a -1 penalty to all checks to return to a more human form and to resist an Outburst. At Tranquility 1 or 2, this increases to -2. A Typhon simply ''cannot'' attempt to return to a more human shape. |
* '''Afflictions''': A descending Tranquility results in Derangements, which might be accompanied by the Leviathan developing an Affliction. An Affliction is a physical or behavioral marker, some minor or major alteration of the body, which is present in all of the Leviathan's forms. Each Affliction is tied to a Derangement and has the same severity. Should a Derangement increase or decrease in severity, or be removed, the Affliction is altered appropriately - a more serene mind can reassert control over its body. A mild Affliction, if apparent, imposes a -1 penalty on social rolls. A severe Affliction imposes a -3 penalty. Cultists are not so squeamish - it is only interaction with the outside world that is impeded. | * '''Afflictions''': A descending Tranquility results in Derangements, which might be accompanied by the Leviathan developing an Affliction. An Affliction is a physical or behavioral marker, some minor or major alteration of the body, which is present in all of the Leviathan's forms. Each Affliction is tied to a Derangement and has the same severity. Should a Derangement increase or decrease in severity, or be removed, the Affliction is altered appropriately - a more serene mind can reassert control over its body. A mild Affliction, if apparent, imposes a -1 penalty on social rolls. A severe Affliction imposes a -3 penalty. Cultists are not so squeamish - it is only interaction with the outside world that is impeded. | ||
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** ''Example severe Afflictions'': Bleeds seawater, can only digest rotting flesh, two rows of triangular teeth, exudes strong odor of seaside swamp, one hand fused into a club-like fin, pronounced dorsal fin | ** ''Example severe Afflictions'': Bleeds seawater, can only digest rotting flesh, two rows of triangular teeth, exudes strong odor of seaside swamp, one hand fused into a club-like fin, pronounced dorsal fin | ||
− | * '''Giving In''': Upon reaching Tranquility 0, degeneration strips a Leviathan of two of his threefold nature. Acting on base impulses and uncontrolled urges leads to a Typhon, little more than a wild animal driven by atavistic impulses. Abuse of the Wake and her Beloved turns a Leviathan into a | + | * '''Giving In''': Upon reaching Tranquility 0, degeneration strips a Leviathan of two of his threefold nature. Acting on base impulses and uncontrolled urges leads to a Typhon, little more than a wild animal driven by atavistic impulses. Abuse of the Wake and her Beloved turns a Leviathan into a Deep One, uninhibited she channels the alien madness and shifting currents of the Tempest. Utter rejection of his monstrous heritage will revert a Leviathan back to humanity, but his mind never recovers from the loss of two natures. He will spend the rest of his life unable to perform the most basic functions unaided. |
== Transformation == | == Transformation == | ||
If not the most notable power of the Tribe, the assumption of monstrous shapes is certainly the most dramatic. Most Leviathans consider this ability with a mixture of pride and outright terror. On the one hand, the exploration of self that is involved in the shaping of one's other forms is a key element of the search for self-reliance. On the other, transformation most often occurs without the consent of the Leviathan – as a disastrous Outburst, brought on by the difficulties of life and the stresses of interacting with normal humans. The ability to transform makes everything awkward and wrong about the Leviathan visible, and that concept is hardly comforting to a member of the Tribe trying to get by without a roadmap. | If not the most notable power of the Tribe, the assumption of monstrous shapes is certainly the most dramatic. Most Leviathans consider this ability with a mixture of pride and outright terror. On the one hand, the exploration of self that is involved in the shaping of one's other forms is a key element of the search for self-reliance. On the other, transformation most often occurs without the consent of the Leviathan – as a disastrous Outburst, brought on by the difficulties of life and the stresses of interacting with normal humans. The ability to transform makes everything awkward and wrong about the Leviathan visible, and that concept is hardly comforting to a member of the Tribe trying to get by without a roadmap. | ||
− | |||
− | |||
The Tribe recognizes seven distinct stages of transformation, from the human body to the truly monstrous, and some members have speculated on these convenient points of reference. They reason that, were transformation truly occurring at random, it could not be so easily stratified, and identify stages with other, mythically-supported sevens – seven vices, seven heads of the beast in the Book of Daniel, and so forth. No consensus on the matter exists or is likely to arise, and certainly the markers of Afflictions and the increasing complexity that a developing Leviathan adds to each form suggests that the boundaries are not so easily predetermined. Others theorize that these “contact points” are bastions of order extending in a line towards the deified Progenitors, and take great pains to try and push “Beyond” the seventh step – or, back, attempting to return “past” the human form to actual humanity. So far, no dice. | The Tribe recognizes seven distinct stages of transformation, from the human body to the truly monstrous, and some members have speculated on these convenient points of reference. They reason that, were transformation truly occurring at random, it could not be so easily stratified, and identify stages with other, mythically-supported sevens – seven vices, seven heads of the beast in the Book of Daniel, and so forth. No consensus on the matter exists or is likely to arise, and certainly the markers of Afflictions and the increasing complexity that a developing Leviathan adds to each form suggests that the boundaries are not so easily predetermined. Others theorize that these “contact points” are bastions of order extending in a line towards the deified Progenitors, and take great pains to try and push “Beyond” the seventh step – or, back, attempting to return “past” the human form to actual humanity. So far, no dice. | ||
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=== Stages of Transformation === | === Stages of Transformation === | ||
− | * ''' | + | * '''First Form''' - In other words, human form. In this Depth, the Leviathan is roughly indistinguishable from other humans, but can only make use of Birthrights. |
− | * ''' | + | * '''Second Form''' – "The near hybrid." At this degree of transformation, the Leviathan is still mostly human in appearance - only a wary onlooker can piece together the subtle visual cues that betray his nature. He begins to benefit from his Vestiges and gains access to the least of their powers. At this Depth treat a Leviathan's Stamina as though it were one dot higher for the purposes of holding it's breath. |
− | * ''' | + | * '''Third Form''' – "The distant hybrid." This degree represents the level of many hybrids. While one might mistake them for a human from a distance or if they were suitably garbed, the signs that were previously merely hints begin to declare the unnatural essence of the Leviathan. At this Depth the he can breath comfortably underwater even during combat. |
− | * ''' | + | * '''Fourth Form''' – "The bestial." The Leviathan can no longer pass as human - this form melds the aquatic and the terrestrial into something monstrous and twisted. This form is something out of a horror movie. At this point, the Leviathan increases in stature, and he gains access to the greater reaches of his Vestiges. |
− | ** The Leviathan's Size increases by 1 | + | ** The Leviathan's Size increases by 1. |
− | * ''' | + | * '''Fifth Form''' – "The horrific." At this Depth, the Leviathan is entirely monstrous - large and marked by the transformations wrought by his Vestiges. His nature expresses itself so fully that, without supernatural aid, no aspect of his being can be construed as human - even his voice, heard over the phone, immediately proclaims that the speaker is nothing that should exist. |
− | * ''' | + | * '''Sixth Form''' – "The terrible." The Leviathan is no longer even remotely human in appearance - his conception of his nature informs the exact markings that he takes on, but he is entirely a construct of his unnatural bloodline. He is near the peak of his power, but immediately repulses those that are not already deeply under his control. |
− | * ''' | + | * '''Seventh Form''' - "Apotheosis." The Leviathan reaches the greatest reaches of transformation, becoming a thing that is entirely of the Primordial Seas. He is ''at least'' ten feet in size at this point, and his shape is nearly entirely aquatic - his appearance owes more to sea monsters than it does to homo sapiens. The pinnacle of change also unlocks the Leviathan's full potential, making the greatest use of his Vestiges. |
** The Leviathan's Size increases by 2, cumulative with the previous increase. | ** The Leviathan's Size increases by 2, cumulative with the previous increase. | ||
− | ** Exposure to air drains the Leviathan of power. He may go (Stamina) rounds before this begins, at which point he begins to lose 1 Ichor per round until drained of power or returning to water or a more human form. Partial submersion in a body of water of at least five times his size – five | + | ** Exposure to air drains the Leviathan of power. He may go (Stamina) rounds before this begins, at which point he begins to lose 1 Ichor per round until drained of power or returning to water or a more human form. Partial submersion in a body of water of at least five times his size – five square feet per foot of the Leviathan, not five times Size – will prevent this loss. |
− | ** If the Leviathan has 0 Ichor in this form | + | ** If the Leviathan has 0 Ichor in this form, he must roll a degeneration check for his current Tranquility each turn. In this fashion, a Leviathan stranded on dry land will go mad. Typhons stranded without Ichor begin to lose Health Levels instead. |
** Mortal onlookers with existing mild Derangements have those conditions aggravated into Severe equivalents for the duration of their exposure and (10 - their Willpower) hours afterwards. This category includes many Hybrids and Lahmasu. | ** Mortal onlookers with existing mild Derangements have those conditions aggravated into Severe equivalents for the duration of their exposure and (10 - their Willpower) hours afterwards. This category includes many Hybrids and Lahmasu. | ||
− | ** Mortal onlookers have trouble remembering the precise details of the Leviathan's appearance, | + | ** Mortal onlookers have trouble remembering the precise details of the Leviathan's appearance, it's actions and overall appearance will be remembered correctly. While this has no mechanical effect accounts of the tribe do tend to be somewhat inconsistent. |
=== Mechanics of Transformation === | === Mechanics of Transformation === | ||
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==== Willing Transformation ==== | ==== Willing Transformation ==== | ||
− | * '''Cost''': One Ichor | + | * '''Cost''': One Ichor per degree of change |
* '''Dice Pool''': Stamina + Sheol - degree of change | * '''Dice Pool''': Stamina + Sheol - degree of change | ||
* '''Action''': Instant | * '''Action''': Instant | ||
** '''Roll Results''' | ** '''Roll Results''' | ||
− | *** ''Dramatic Failure'': The Leviathan instead transforms a step in the opposite direction. If this would be impossible, the Leviathan instead suffers a health level of lethal damage | + | *** ''Dramatic Failure'': The Leviathan instead transforms a step in the opposite direction. If this would be impossible, the Leviathan instead suffers a health level of lethal damage. |
*** ''Failure'': The Leviathan does not change. | *** ''Failure'': The Leviathan does not change. | ||
*** ''Success'': The Leviathan achieves the desired form. | *** ''Success'': The Leviathan achieves the desired form. | ||
*** ''Exceptional Success'': The Leviathan achieves the desired form and recovers a point of Ichor due to the effortless exercise of his power. | *** ''Exceptional Success'': The Leviathan achieves the desired form and recovers a point of Ichor due to the effortless exercise of his power. | ||
** Suggested Modifiers | ** Suggested Modifiers | ||
− | |||
*** -2: Shapechanging towards human form with a Tranquility of 1 or 2. | *** -2: Shapechanging towards human form with a Tranquility of 1 or 2. | ||
*** -1: Shapechanging towards human form with a Tranquility of 3 or 4. | *** -1: Shapechanging towards human form with a Tranquility of 3 or 4. | ||
*** +1: Shapechanging towards human form with high (8+) Tranquility. | *** +1: Shapechanging towards human form with high (8+) Tranquility. | ||
− | *** +1: Submerged up to one's waist in water | + | *** +1: Submerged up to one's waist in water |
− | *** +2: | + | *** +2: Inside a body of water of the size of a lake or larger. |
− | |||
==== Outbursts ==== | ==== Outbursts ==== | ||
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* The Leviathan... | * The Leviathan... | ||
** ...fails a Tranquility check while in human form. | ** ...fails a Tranquility check while in human form. | ||
− | ** ...suffers | + | ** ...suffers two or more levels of damage. |
** ...dramatically fails a roll, especially a social roll. | ** ...dramatically fails a roll, especially a social roll. | ||
** ...is subject to extreme emotions. | ** ...is subject to extreme emotions. | ||
** ...witnesses the death of a fellow Leviathan or an Atoll. | ** ...witnesses the death of a fellow Leviathan or an Atoll. | ||
− | Regardless of the trigger, an Outburst can shake a Leviathan's self-control, reminding him of the ways in which he is subject to the vicissitudes of fate. This constitutes a | + | Regardless of the trigger, an Outburst can shake a Leviathan's self-control, reminding him of the ways in which he is subject to the vicissitudes of fate. This constitutes a Tranqulity-8 Disruption, as it is primarily jarring to those members of the Tribe that feel as though they have been making progress on their road to self-definition. |
* '''Dice Pool''': Tranquillity | * '''Dice Pool''': Tranquillity | ||
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The degree of effort necessary to discern that the Leviathan is anything other than human depends on the Depth that he is currently inhabiting. The practical upshot is that any exercise of power beyond the human form is made at considerable risk of discovery – it only takes one twist of fate to get “outed” by an inquisitive co-worker or relative after an Outburst – and, as such, members of the Tribe try to avoid positions of high stress and high scrutiny as much as possible. When they do have need of their powers, most canny Leviathans attempt to maneuver into positions where they can use their gifts without detection, or only display them to witnesses that can be silenced or co-opted. | The degree of effort necessary to discern that the Leviathan is anything other than human depends on the Depth that he is currently inhabiting. The practical upshot is that any exercise of power beyond the human form is made at considerable risk of discovery – it only takes one twist of fate to get “outed” by an inquisitive co-worker or relative after an Outburst – and, as such, members of the Tribe try to avoid positions of high stress and high scrutiny as much as possible. When they do have need of their powers, most canny Leviathans attempt to maneuver into positions where they can use their gifts without detection, or only display them to witnesses that can be silenced or co-opted. | ||
− | * ''' | + | * '''First Form''' - Only supernatural senses and the detection of the Wake can divide the Leviathan from a normal human. |
− | * ''' | + | * '''Second Form''' - Close inspection and a successful Wits + Occult roll can detect that the Leviathan is not what he seems. |
− | * ''' | + | * '''Third Form''' - As above, but with a +2 bonus to the roll. |
− | * ''' | + | * '''Fourth Form''' - As above, but the roll automatically succeeds - only inspection is necessary. Natural animals are terrified of the Leviathan. |
− | * ''' | + | * '''Fifth Form''' - As above, but only perfunctory exposure or scrutiny is necessary. |
− | * ''' | + | * '''Sixth Form''' - As above, but only a glance or snippet of exposure is necessary. Natural animals panic at the Leviathan's presence. |
− | * ''' | + | * '''Seventh Form''' - As above, and all creatures that can sense the Leviathan or are within the radius of its Wake are aware that an unnatural creature is present. Natural animals flee the region if possible. |
=== Social Effects of Transformation === | === Social Effects of Transformation === | ||
− | + | * '''First form''' - No change | |
− | + | * '''Second Form''' - Though essentially human the Leviathan becomes more ugly according to most definitions of beauty. When attempting to seduce, distract or otherwise make a social roll where his appearance is a major factor the Leviathan suffers -1. If the Leviathan has the Striking Looks Merit instead of a penalty decrease the Merit's effectiveness by 1. | |
− | * ''' | + | * '''Third Form''' - The penalty increases to -2. In addition a form on the border between human and other makes people find him subconsciously disconcerting, what psychologists call the uncanny valley. Unless sufficiently concealed he looses 10again on social rolls or degrades 8again and 9again by one step. |
− | * ''' | + | * '''Forth Form''' - Instead of a penalty the Leviathan is assumed to automatically fail any rolls where physical attractiveness is a major factor, additionally she gains a new penalty applying to all social rolls rated at -2 due to a fearsome, nauseating or just plain alien form. This penalty does not apply to Intimidation and can be removed if the Leviathan convinces others to trust her. Between the Wake and her own appearance it won't be easy. Since she has moved past the far side of the uncanny valley there is no longer any effect on 10again. |
− | * ''' | + | * '''Fifth Form''' - As the Leviathan approaches the apex of his transformation the effects of his appearance go beyond aesthetics. At this Depth she combines psychic pressure with deeply routed instinctual fears, relics of ancient abuses committed by the tribe. The Penalty on social rolls increases to -4 and cannot be reduced below -2. Being fully immune to the Tribe's psychic effects means that Atolls are an exception, as with anyone else possess instinctual fears but are exempt from the mental effects and so only suffer a -3 penalty. With persuasion the penalty can be removed entirely. |
− | * ''' | + | * '''Sixth Form''' - Instinctual dread of the Leviathan becomes insurmountable. All social rolls automatically fail, even Intimidation becomes useless for anything more precise than provoking blind panic or self defence. For Atolls the penalty increases to -5. |
− | |||
− | * ''' | ||
− | * ''' | ||
− | |||
− | |||
== The Wake == | == The Wake == | ||
− | The Wake is the term used by Leviathans for what is, in effect, the sensation that their | + | The Wake is the term used by Leviathans for what is, in effect, the sensation that their subdued nature produces on normal humans. It is a psychic pressure front that humans feel on an instinctual level - it is the dread majesty of a Leviathan's birthright. Tribe scholars claim that it is the "shadow" cast by the Leviathan's true form, and it affects a region around him, which grows as the Leviathan's Sheol increases. |
Mortals affected by a Leviathan's Wake are infused with a mixture of awe, terror, and deference. For all that this seems attractive, it is a deeply isolating effect. A Leviathan can't enter a room without people lowering their voices, or go to the grocery store without people self-consciously apologizing for getting in your way (even if they weren't) - the Wake functions as a psychological battering ram, preventing the Tribe from blending in with a crowd. A Leviathan is always, willingly or not, intimidating every mortal in his presence. The Wake is a beacon, a message from the days of the Primordial that impresses itself on human minds - "You're less important than me; everything here is mine if I want it." | Mortals affected by a Leviathan's Wake are infused with a mixture of awe, terror, and deference. For all that this seems attractive, it is a deeply isolating effect. A Leviathan can't enter a room without people lowering their voices, or go to the grocery store without people self-consciously apologizing for getting in your way (even if they weren't) - the Wake functions as a psychological battering ram, preventing the Tribe from blending in with a crowd. A Leviathan is always, willingly or not, intimidating every mortal in his presence. The Wake is a beacon, a message from the days of the Primordial that impresses itself on human minds - "You're less important than me; everything here is mine if I want it." | ||
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* '''Fully Affected''': Normal beings - both sentient and animal - are subject to the full effects of the Wake. | * '''Fully Affected''': Normal beings - both sentient and animal - are subject to the full effects of the Wake. | ||
− | * '''Potentially Affected''': | + | * '''Potentially Affected''': Supernatural beings whose power attribute is two or more lower than the Sheol of the Leviathan are vulnerable to that Leviathan's Wake. They are otherwise immune. |
* '''Not Affected''': Leviathans, Atolls and Ahabs are always immune to the Wake's effects. | * '''Not Affected''': Leviathans, Atolls and Ahabs are always immune to the Wake's effects. | ||
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* '''Ease of Control''': The Leviathan does not suffer the unskilled penalty for using Social skills against beings subject to the Wake. | * '''Ease of Control''': The Leviathan does not suffer the unskilled penalty for using Social skills against beings subject to the Wake. | ||
− | * '''Psychic Pressure''': When using Intimidation against beings subject to the full effect of the Wake, the Leviathan benefits from | + | * '''Psychic Pressure''': When using Intimidation against beings subject to the full effect of the Wake, the Leviathan benefits from 8-again. This bonus extends to all Social Skill rolls when the subject is one of the Leviathan's Beloved or bonded Lahmasu. |
* '''Focusing the Wake''': Leviathans can deliberately focus the wake on one vulnerable target, expending one Ichor. For the rest of the scene, the victim is subject to the following effects: | * '''Focusing the Wake''': Leviathans can deliberately focus the wake on one vulnerable target, expending one Ichor. For the rest of the scene, the victim is subject to the following effects: | ||
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Since the fall of the Primordial Seas one curse has hounded the Wicked Tribe like no other. Electricity. The legends of the Tribe are numerous and contradictory: The most common tale puts a mythical source to the Tribe's bane, the lightning bolt has long been a symbol of sky gods such as Zeus, Jehovah and Marduk. Mythologically inclined Leviathans are quick to note the common theme of such gods defeating a primordial being to claim the heavens. Some go as far as to propose lighting was the literal weapon Marduk used to slay Tiamat and the scars have never healed. | Since the fall of the Primordial Seas one curse has hounded the Wicked Tribe like no other. Electricity. The legends of the Tribe are numerous and contradictory: The most common tale puts a mythical source to the Tribe's bane, the lightning bolt has long been a symbol of sky gods such as Zeus, Jehovah and Marduk. Mythologically inclined Leviathans are quick to note the common theme of such gods defeating a primordial being to claim the heavens. Some go as far as to propose lighting was the literal weapon Marduk used to slay Tiamat and the scars have never healed. | ||
− | Other legends speak of men, not gods. Though to hear them told you might find it hard to tell the two apart. In these stories the fall of the Primordial is inseparable from Man's | + | Other legends speak of men, not gods. Though to hear them told you might find it hard to tell the two apart. In these stories the fall of the Primordial is inseparable from Man's assent to reason and dominion over the natural world; a change symbolised by electricity. The force of the gods tamed by science and the beating heart of civilisation. |
− | Some of the tribe prefer a more materialistic explanation. The Ichor coursing through the Tribe's veins makes them as conductive as the sea water they call home. Through this the tribe becomes vulnerable to electricity. Regardless of which story a Leviathan believes the facts remain constant: electricity does Aggravated damage to the Wicked Tribe and ignores any | + | Some of the tribe prefer a more materialistic explanation. The Ichor coursing through the Tribe's veins makes them as conductive as the sea water they call home. Through this the tribe becomes vulnerable to electricity. Regardless of which story a Leviathan believes the facts remain constant: electricity does Aggravated damage to the Wicked Tribe and ignores any armour granted by Vestiges. Electricity-based Bashing damage isn't quite as deadly: Leviathans take a point of Aggravated damage for every two points of Bashing damage. Hybrids aren’t as vulnerable, as electricity bypasses any natural Armour for them but has no other effects. |
=== The Sigil of Marduk, Man's Power of Virtue === | === The Sigil of Marduk, Man's Power of Virtue === | ||
− | Hidden in dusty tomes of occult lore, a little bonus for more observant viewers in surf horror flicks, mentioned in cautionary tales told to unruly children. The Sigil of Marduk is a surprisingly resilient icon – a depiction of Marduk atop his chariot wielding a lightning bolt – though | + | Hidden in dusty tomes of occult lore, a little bonus for more observant viewers in surf horror flicks, mentioned in cautionary tales told to unruly children. The Sigil of Marduk is a surprisingly resilient icon – a depiction of Marduk atop his chariot wielding a lightning bolt – though it's exact origin's are lost to history but the Sigil is known to be truly ancient: The oldest examples uncovered by archaeology were in the ruins of ancient Mesopotamian cites. |
− | For the most part outside the Marduk Society the true purpose of the Sigil is forgotten. Or rather the Sigil's purpose is well documented but so is the numerous alternative theories, mystic groups incorporating a well known icon into their own paradigm, conspiracy theories and fringe archaeological pseudo-science. It takes a knowledgeable occultist or research to uncover the truth. The Wicked Tribe has never forgotten, they know the Sigil as well as they did the day it was forged. Tribal lore posits that Marduk's defeat of Tiamat created an instinctual fear of his image in her descendants. An alternative theory states that the dread evolved over centuries of persecution by the Marduk Society – who use the Sigil as their emblem. Whatever the cause attempting to pass the Sigil is a horrifying sensation: The Leviathan's blood pounds to the rhythm of armies marching against her, Marduk's lightning crackles through her skin while her bones rattle with the echo of Tiamat's death-roar. To | + | For the most part outside the Marduk Society the true purpose of the Sigil is forgotten. Or rather the Sigil's purpose is well documented but so is the numerous alternative theories, mystic groups incorporating a well known icon into their own paradigm, conspiracy theories and fringe archaeological pseudo-science. It takes a knowledgeable occultist or research to uncover the truth. The Wicked Tribe has never forgotten, they know the Sigil as well as they did the day it was forged. Tribal lore posits that Marduk's defeat of Tiamat created an instinctual fear of his image in her descendants. An alternative theory states that the dread evolved over centuries of persecution by the Marduk Society – who do use the Sigil as their emblem. Whatever the cause attempting to pass the Sigil is a horrifying sensation: The Leviathan's blood pounds to the rhythm of armies marching against her, Marduk's lightning crackles through her skin while her bones rattle with the echo of Tiamat's death-roar. To pass an area protected by a Sigil of Marduk a Leviathan requires Sheol successes on a Resolve + Composure roll, if they fail they cannot try again for Sheol days. Creatures spawned by the Womb of Terrors Channel must score get their creator's Sheol on a Resolve + Composure roll. Hybrids have it easier, they only need one Success and on a failure can try again after an hour. |
− | Creating the Sigil is easy enough. Instructions have to be found, easily located in libraries or online. Accurate instructions are a bit harder. Following these instructions requires a single success on a Dexterity + Crafts roll. During the creation of a Sigil proper instructions will instruct for a series of meditations and mantras at various points, these are cleverly created, a work of genius really, to guide the user into investing a portion of their Virtue into the Sigil which requires a Resolve + Occult roll. Without this virtue the Sigil will shock and disgust a Leviathan but offers no actual protection. Investing a portion of one's virtue costs a Willpower | + | Creating the Sigil is easy enough. Instructions have to be found, easily located in libraries or online. Accurate instructions are a bit harder. Following these instructions requires a single success on a Dexterity + Crafts roll. During the creation of a Sigil proper instructions will instruct for a series of meditations and mantras at various points, these are cleverly created, a work of genius really, to guide the user into investing a portion of their Virtue into the Sigil which requires a Resolve + Occult roll. Without this virtue the Sigil will shock and disgust a Leviathan but offers no actual protection. Investing a portion of one's virtue costs a Willpower dot, this cannot be brought back with exp but as an instant action you can take it back from the Sigil. If the creator fulfils their Virtue in the scene where they crafted a Sigil, and the Sigil was instrumental to fulfilling their Virtue then instead of refilling their willpower pool they may regain the invested dot. Effectively fuelling the Sigil with a truly virtuous act rather than their own strength. |
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Someone who has successfully created a Sigil may try to recapture the feeling of investing virtue without the whole process, this can be done but at a -3 penalty. If they succeed subsequent attempts no longer suffer -3. This can remove the requirements for a crafts roll, a photocopy of the Sigil works just as well. It's also possible to use an alternative image providing that it represents the creators idea of virtue. Religious imagery, philosophy quotes or national symbols for example. This provides +2 on the roll (also award +2 to anyone who actually associates the traditional Sigil with virtue) but has a significant drawback: Unlike the Sigil of Marduk it is meaningless to Leviathans who only require a single success to pass. | Someone who has successfully created a Sigil may try to recapture the feeling of investing virtue without the whole process, this can be done but at a -3 penalty. If they succeed subsequent attempts no longer suffer -3. This can remove the requirements for a crafts roll, a photocopy of the Sigil works just as well. It's also possible to use an alternative image providing that it represents the creators idea of virtue. Religious imagery, philosophy quotes or national symbols for example. This provides +2 on the roll (also award +2 to anyone who actually associates the traditional Sigil with virtue) but has a significant drawback: Unlike the Sigil of Marduk it is meaningless to Leviathans who only require a single success to pass. | ||
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== Leviathan and Merits == | == Leviathan and Merits == | ||
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Many of the normal Merits listed in the World of Darkness core rules remain useful for members of the Tribe. With the exception of those which are precluded by the Leviathan's monstrous nature, such as Unseen Sense, they remain available. Your Storyteller may see fit to suggest certain choices, or preclude or limit others - for example, it might be the case that the Fighting Styles that mortals devised aren't suited to the inhuman anatomy of a transformed Leviathan. Physical Merits might represent the unnatural vigor of the divine bloodline coming forth as Olympian prowess, and are somewhat common among the Tribe. Comparatively, Social Merits that rely on long-held positions are somewhat rarer, as the Leviathan must cope with the Wake and the constant threat of an Outburst. This tendency to live a transient lifestyle also means that few Leviathans have significant Resources. The supernatural gifts available to a Leviathan, as well as some of the unnatural Merits listed below, can be superior to normal Merits and may make certain choices suboptimal when compared to exercising the powers of the Tribe. | Many of the normal Merits listed in the World of Darkness core rules remain useful for members of the Tribe. With the exception of those which are precluded by the Leviathan's monstrous nature, such as Unseen Sense, they remain available. Your Storyteller may see fit to suggest certain choices, or preclude or limit others - for example, it might be the case that the Fighting Styles that mortals devised aren't suited to the inhuman anatomy of a transformed Leviathan. Physical Merits might represent the unnatural vigor of the divine bloodline coming forth as Olympian prowess, and are somewhat common among the Tribe. Comparatively, Social Merits that rely on long-held positions are somewhat rarer, as the Leviathan must cope with the Wake and the constant threat of an Outburst. This tendency to live a transient lifestyle also means that few Leviathans have significant Resources. The supernatural gifts available to a Leviathan, as well as some of the unnatural Merits listed below, can be superior to normal Merits and may make certain choices suboptimal when compared to exercising the powers of the Tribe. | ||
− | ==== | + | ==== Breath of the Lungfish (O) ==== |
− | + | Your Character transforms into some form of air-breathing marine life. In place of the ability to breath underwater, treat Stamina as though it was one dot greater per Depth for the purposes of holding your breath. Additionally, at Depth two and lower, you no longer lose air at a faster rate during combat. | |
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− | + | As a side-effect of this Merit, your character may remain on land in her Apotheosis Form for an additional Sheol turns before she begins to suffer the effects of exposure. | |
− | + | ==== Cult (Special, O to OOOOO+) ==== | |
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When brushed with the Wake of the Leviathan, certain mortals are more touched than others - becoming Beloved. These faithful can be directed into a unit, a Cult, which reveres the Leviathan and seeks to serve and honor him. Some Leviathan season their cults by bonding Lahmasu into their service, taking them in and giving them meaning. The full rules for Beloved and Lahmasu are listed later, but a Leviathan that wishes to have a Cult following may invest in this Merit. A Cult can provide Ichor through worship or work in the world as the Leviathan's hands (or claws) at a reach. The Cult Merit is broken into three categories - Number, Zeal, and Fervor. It additionally has a handful of variables that can be purchased to increase the capabilities of the Cult. Dots spent on this Merit can be divided between all of these. | When brushed with the Wake of the Leviathan, certain mortals are more touched than others - becoming Beloved. These faithful can be directed into a unit, a Cult, which reveres the Leviathan and seeks to serve and honor him. Some Leviathan season their cults by bonding Lahmasu into their service, taking them in and giving them meaning. The full rules for Beloved and Lahmasu are listed later, but a Leviathan that wishes to have a Cult following may invest in this Merit. A Cult can provide Ichor through worship or work in the world as the Leviathan's hands (or claws) at a reach. The Cult Merit is broken into three categories - Number, Zeal, and Fervor. It additionally has a handful of variables that can be purchased to increase the capabilities of the Cult. Dots spent on this Merit can be divided between all of these. | ||
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'''Number''' | '''Number''' | ||
− | This category represents the size of the loyal mass attending the Leviathan. On a practical level, it limits the number of tasks that the Leviathan can direct his Cult to perform in a given | + | This category represents the size of the loyal mass attending the Leviathan. On a practical level, it limits the number of tasks that the Leviathan can direct his Cult to perform in a given story - one, plus one per dot of Number. "Tasks" includes dangerous work as measured by Zeal, but also instances in which the Leviathan directs the faithful to perform rituals or act publicly - the assumption being that the Cult's numbers permit members to exchange duties, cover shifts, and otherwise permit the Beloved to fulfill their everyday chores alongside those mandated by their deity. A Cult composed of Lahmasu can do one fewer task per story, and has far more limited numbers - as listed below. |
A Cult must have at least one dot of Number - otherwise, who will bring the goat? | A Cult must have at least one dot of Number - otherwise, who will bring the goat? | ||
− | * Number O - Five followers, one task per story | + | * Number O - Five followers (or one Lahmasu), one task per story |
− | * Number OO - Ten followers, two tasks per story | + | * Number OO - Ten followers (or two Lahmasu), two tasks per story |
− | * Number OOO - Twenty followers , three tasks per story | + | * Number OOO - Twenty followers (or four Lahmasu), three tasks per story |
− | * Number OOOO - Fifty followers, four tasks per story | + | * Number OOOO - Fifty followers (or ten Lahmasu), four tasks per story |
− | * Number OOOOO - One hundred followers, five tasks per story | + | * Number OOOOO - One hundred followers (or twenty Lahmasu), five tasks per story |
'''Zeal''' | '''Zeal''' | ||
− | This category measures the loyalty of the Leviathan's followers - the depth to which their religion shapes their life. It provides one bonus die per dot for all attempts to convince the Cult to undertake a task (in the rare case that this necessitates a roll) and inflicts a -1 penalty per dot to the attempts of others to turn a Cult member against the Leviathan. If directed to spend a day praying and performing rituals for the Leviathan (Which counts as a Task), the Cult provides additional Ichor equal to its Zeal | + | This category measures the loyalty of the Leviathan's followers - the depth to which their religion shapes their life. It provides one bonus die per dot for all attempts to convince the Cult to undertake a task (in the rare case that this necessitates a roll) and inflicts a -1 penalty per dot to the attempts of others to turn a Cult member against the Leviathan. If directed to spend a day praying and performing rituals for the Leviathan (Which counts as a Task), the Cult provides additional Ichor equal to its Zeal to the Leviathan. |
− | A Cult doesn't have to have a dot of Zeal, but most do. | + | A Lahmasu Cult is treated as having a Zeal one dot higher for the purpose of prayer but not loyalty. A Cult doesn't have to have a dot of Zeal, but most do. |
* Zeal X - Cultists are loyal to you personally but not so much to the Cult or its doctrine - Sunday Cultists, basically. | * Zeal X - Cultists are loyal to you personally but not so much to the Cult or its doctrine - Sunday Cultists, basically. | ||
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'''Fervor''' | '''Fervor''' | ||
− | This category measures how dangerous your Cult is when motivated - the degree to which it can direct its assets and achieve dangerous jobs. Directing the Cult to do typical tasks that one would expect of an organized group - mounting a one-day search, putting up flyers in a neighborhood, mounting a protest - does not require a roll. Only dangerous and illegal tasks, or ones requiring violence, require a check of Fervor. | + | This category measures how dangerous your Cult is when motivated - the degree to which it can direct its assets and achieve dangerous jobs. Directing the Cult to do typical tasks that one would expect of an organized group - mounting a one-day search, putting up flyers in a neighborhood, mounting a protest - does not require a roll. Only dangerous and illegal tasks, or ones requiring violence, require a check of Fervor. For the purpose of tasks related to inflicting harm to normal humans, Lahmasu gain a +1 bonus to their Fervor. They're quite eager. |
A Fervor check involves rolling the Cult's Fervor minus a number of dice relevant to the difficulty of the task - in general, most major crimes (kidnapping or killing a civilian) are at -3, while truly world-shaking events (such as assassinating high-profile targets or swiping military hardware) are at -5. Minor crimes (stealing a car or disappearing the car when work is done) are rolled without penalty. Success means success, while Failure permits the player to choose - complete the task but lose a dot of Cult Number permanently, or fail and lose a dot of Cult Zeal for the duration of the story. A Dramatic Failure inflicts a both penalties, and the task fails. If appropriate circumstances or equipment are ensured beforehand, bonus dice might apply to the roll. Conversely, if the Cult's gear or numbers are inadequate, penalties might be in order. | A Fervor check involves rolling the Cult's Fervor minus a number of dice relevant to the difficulty of the task - in general, most major crimes (kidnapping or killing a civilian) are at -3, while truly world-shaking events (such as assassinating high-profile targets or swiping military hardware) are at -5. Minor crimes (stealing a car or disappearing the car when work is done) are rolled without penalty. Success means success, while Failure permits the player to choose - complete the task but lose a dot of Cult Number permanently, or fail and lose a dot of Cult Zeal for the duration of the story. A Dramatic Failure inflicts a both penalties, and the task fails. If appropriate circumstances or equipment are ensured beforehand, bonus dice might apply to the roll. Conversely, if the Cult's gear or numbers are inadequate, penalties might be in order. | ||
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These additional qualities for a Cult are rated in dots and cost the listed amount. They exist primarily to help define or focus a Cult. The Storyteller and players might work out other possibilities - the only limit is, in general, these bonuses should not render the three core traits irrelevant. | These additional qualities for a Cult are rated in dots and cost the listed amount. They exist primarily to help define or focus a Cult. The Storyteller and players might work out other possibilities - the only limit is, in general, these bonuses should not render the three core traits irrelevant. | ||
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* ''Indoctrination'' (O) - Once per story, as a Task, the player may declare one attempt to turn members the Cult against the Leviathan as an automatic failure. The Leviathan need not be aware of the attempt - the player is declaring the Cult uncorruptible as a method of narrative control. | * ''Indoctrination'' (O) - Once per story, as a Task, the player may declare one attempt to turn members the Cult against the Leviathan as an automatic failure. The Leviathan need not be aware of the attempt - the player is declaring the Cult uncorruptible as a method of narrative control. | ||
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* ''Offerings'' (O) - Once per story, as a Task, the Leviathan may use his Cult to make a purchase with a Resource cost of 1 + the Cult's Zeal. | * ''Offerings'' (O) - Once per story, as a Task, the Leviathan may use his Cult to make a purchase with a Resource cost of 1 + the Cult's Zeal. | ||
+ | * ''Home Turf'' (O or OO) - The Cult has a favored stomping ground, around the size of a neighborhood or a region of wilderness - along the lines of "The quarry" or "The old lumber yard." When assigned to dangerous tasks in this region, it receives a +1 bonus, but suffers a -1 penalty elsewhere. The two-dot version negates the penalty. | ||
+ | * ''Conspirators'' (O to OOOOO) - Members of your Cult have Status equal to dots in Conspirators within an organization chosen when you purchase this Merit. This merit may be taken multiple times. | ||
+ | * ''Resolute'' (OO) - The Leviathan's Cult requires his presence only once a month. | ||
* ''Old Hands'' (OOO) - Pick one unpleasant task or crime (car theft, kidnapping, murder). The Fervor roll for that sort of crime is a rote action for your Cult. Remember that crime waves are suspicious and that being a zany cult isn't a barrier against criminal investigation. | * ''Old Hands'' (OOO) - Pick one unpleasant task or crime (car theft, kidnapping, murder). The Fervor roll for that sort of crime is a rote action for your Cult. Remember that crime waves are suspicious and that being a zany cult isn't a barrier against criminal investigation. | ||
* ''Recognition'' (OOO)- Unless it is! Your Cult is a legally-recognized religious organization. Attempts to legally interfere in your dealings or investigate the Cult's beliefs or business suffer a -2 penalty. This is in addition to the other intangible bonuses of this status, which can be represented by other Merits. | * ''Recognition'' (OOO)- Unless it is! Your Cult is a legally-recognized religious organization. Attempts to legally interfere in your dealings or investigate the Cult's beliefs or business suffer a -2 penalty. This is in addition to the other intangible bonuses of this status, which can be represented by other Merits. | ||
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==== Deep Wake (OO) ==== | ==== Deep Wake (OO) ==== | ||
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'''Drawback''': You suffer a -1 penalty on Outburst checks. | '''Drawback''': You suffer a -1 penalty on Outburst checks. | ||
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==== Heirloom (O to OOOOO) ==== | ==== Heirloom (O to OOOOO) ==== | ||
− | Your character has some physical artifact that is a rememberence of the Tribe or the Tribe's lost civilization. It might be an art object or everyday tool, but it is generally unsuitable for its original task - too brittle or too precious to make use of. Its primary role, instead, is its ability to resonate with the bloodline of the Tribe, stirring the remnants of Ichor inside a Leviathan. A member of the Tribe may regain Ichor through meditating with the object in hand. This requires a Composure + Occult roll representing ten minutes of meditation. One point of Ichor is regained per success, to the limit of the Heirloom. A given Heirloom can provide one point of Ichor per dot before becoming "dull", and its available pool is recharged each week. Each Heirloom recharges on a different day at a different time, but the overwhelming majority are | + | Your character has some physical artifact that is a rememberence of the Tribe or the Tribe's lost civilization. It might be an art object or everyday tool, but it is generally unsuitable for its original task - too brittle or too precious to make use of. Its primary role, instead, is its ability to resonate with the bloodline of the Tribe, stirring the remnants of Ichor inside a Leviathan. A member of the Tribe may regain Ichor through meditating with the object in hand. This requires a Composure + Occult roll representing ten minutes of meditation. One point of Ichor is regained per success, to the limit of the Heirloom. A given Heirloom can provide one point of Ichor per dot before becoming "dull", and its available pool is recharged each week. Each Heirloom recharges on a different day at a different time, but the overwhelming majority are refueled on Saturday night, a source of some speculation among members of the Tribe. |
The average Heirloom is Size 1 or 2. Rumors abound of larger Heirlooms which can provide far greater amounts of Ichor, or which have additional mystic traits, but these are not readily available as Merits. | The average Heirloom is Size 1 or 2. Rumors abound of larger Heirlooms which can provide far greater amounts of Ichor, or which have additional mystic traits, but these are not readily available as Merits. | ||
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===== Sidebar: That Belongs in a Museum! ===== | ===== Sidebar: That Belongs in a Museum! ===== | ||
Leviathans aren’t the only ones with interest in Heirlooms; Marduk always keeps an eye open and Mystical orders such as the Aegis Kai Doru are frequently tempted either by what they could learn or an Heirloom’s practical applications as a mystical talisman. Private collectors, archaeologists and museums also have a stake in owning an Heirloom. Despite this Heirlooms tend to cause little stir among those not in the know: vanishingly few Heirlooms predate known civilisation, most come much more recent exploits of the Tribe and aren’t markedly distinct from entirely human artefacts of the period. It’s unsure what exactly would happen if regular academics did get hold of a Heirloom that predated Tiamat’s death, such a discovery could rewrite known history but only if it wasn’t snatched by Leviathans, Marduk or some other party. It would certainly make an interesting story. | Leviathans aren’t the only ones with interest in Heirlooms; Marduk always keeps an eye open and Mystical orders such as the Aegis Kai Doru are frequently tempted either by what they could learn or an Heirloom’s practical applications as a mystical talisman. Private collectors, archaeologists and museums also have a stake in owning an Heirloom. Despite this Heirlooms tend to cause little stir among those not in the know: vanishingly few Heirlooms predate known civilisation, most come much more recent exploits of the Tribe and aren’t markedly distinct from entirely human artefacts of the period. It’s unsure what exactly would happen if regular academics did get hold of a Heirloom that predated Tiamat’s death, such a discovery could rewrite known history but only if it wasn’t snatched by Leviathans, Marduk or some other party. It would certainly make an interesting story. | ||
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==== Mandate of Babel (O) ==== | ==== Mandate of Babel (O) ==== | ||
− | When your character expends Ichor to focus his Wake on a subject whose primary language is foreign to the Leviathan, he gains the supernatural ability to make his words understood to that target, and understand that subject's words, as though they were both fully fluent in the language the other is using. They cannot understand written words of the supernaturally-comprehended language unless the words were hand-written by the other participant | + | When your character expends Ichor to focus his Wake on a subject whose primary language is foreign to the Leviathan, he gains the supernatural ability to make his words understood to that target, and understand that subject's words, as though they were both fully fluent in the language the other is using. They cannot understand written words of the supernaturally-comprehended language unless the words were hand-written by the other participant. |
==== Muted Wake (OO) ==== | ==== Muted Wake (OO) ==== | ||
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'''Drawback''': Well, the thing the Merit does, sort of. | '''Drawback''': Well, the thing the Merit does, sort of. | ||
− | ==== Temple (Special, O | + | ==== Temple (Special, O to OOOOO+) ==== |
You Leviathan, or perhaps her Cult, has access to a Temple. A Temple is a place of prayer but it is also much more. A temple is a refuge from the tensions of the outside world. A place where everyone is understanding about the occasional ritual. Most of all a Temple can be a home. | You Leviathan, or perhaps her Cult, has access to a Temple. A Temple is a place of prayer but it is also much more. A temple is a refuge from the tensions of the outside world. A place where everyone is understanding about the occasional ritual. Most of all a Temple can be a home. | ||
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'''Size''' | '''Size''' | ||
− | Temple Size is important to any Cohort who sees their temple as anything more than a well fortified place to hide. A Temple with no dots in Size perhaps represents a cramped cave or small basement. By spending points in Temple Size the Cohort creates room for creature comforts and chambers dedicated to a verity of practical effects. Perhaps more importantly | + | Temple Size is important to any Cohort who sees their temple as anything more than a well fortified place to hide. A Temple with no dots in Size perhaps represents a cramped cave or small basement. By spending points in Temple Size the Cohort creates room for creature comforts and chambers dedicated to a verity of practical effects. Perhaps more importantly it becomes possible to host a much larger Cult, if in doubt assume that each dot in Temple Size means there is enough space to comfortably host equal dots in Cult Numbers. Lahmasu Cults are smaller and thus have an easier time finding space. |
* O – A small apartment or lakeside cave. One to two rooms. | * O – A small apartment or lakeside cave. One to two rooms. | ||
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'''Temple Security''' | '''Temple Security''' | ||
− | Even the grandest temple is worthless if rival Leviathans or Marduk just | + | Even the grandest temple is worthless if rival Leviathans or Marduk just wonder in, to prevent this Leviathans may invest in security for their temple. Every dot in Temple Security provides -1 to all attempts to break in and +1 initiative when defending the temple. A Leviathan may supplement the physical security by directing it's Cult to post guards, this counts as one Task for rules purposes. As a final benefit the Leviathans may choose between disguising the temple as respectable place of worship or hiding the temple by placing it in an underground cave or disguising it as a normal home or office. |
− | Disguised temples grant -1 per dot of temple security to find weapons caches or discover the ritual chamber is anything more than a simple prayer room | + | Disguised temples grant -1 per dot of temple security to find weapons caches or discover the ritual chamber is anything more than a simple prayer room however the Cult will have to put up with curious visitors some of whom may be police or Marduk agents. Hidden Temples grant -1 per dot of temple security to find the Temple but get no special benefit once it has been located. While well hidden Temples don't have casual visitors once they have been found they remain found. Regardless of weather a Leviathan disguises or hides their temple the Ripple effect helps those searching for it. |
'''Temple Amenities''' | '''Temple Amenities''' | ||
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− | Every time the player purchases a new dot in Temple Amenities | + | Every time the player purchases a new dot in Temple Amenities they gain one free temple feature which provides a practical benefit to the Cohort. Select from the list below. |
− | * Armoury: Not all Cults serve as a Leviathan's personal army | + | * Armoury: Not all Cults serve as a Leviathan's personal army but for those who do proper equipment is essential. At Amenities one an Armoury barely deserves the name and consists only of baseball bats and kitchen knives. Amenities two or three grants common weapons: pistols, shotguns or hunting rifles as well as fancy ceremonial weapons. Amenities four or five grants military grade equipment. Unfortunately weapons don't just turn up in unmarked crates when you upgrade Temple Amenities. The Cohort can get up to Amenities three (less in countries with stricter gun laws) by buying the equipment, any higher and the players must spend time making black market connections or organising a daring theft of military supplies. An Armoury grants +1 per dot of Amenities to Cult Tasks, provided the Cohort can keep it supplied. |
− | * Gatewater: To enter the rift merely requires a tub full of water | + | * Gatewater: To enter the rift merely requires a tub full of water, at Amenities one it's safe to assume you can find that in your temple. Having a Gatewater means that your temple includes a ritually prepared pool designed to make the passage easier. This grants +1 per dot of Amenities to crossing into the rift, at Amenities three you can take items without a Willpower point. Perhaps more usefully owning a Gatewater means its very easy to find your way home, while in the Rift the Cohort can get +1 per dot of Amenities to locate their Gatewater. Unless they have been granted access by the Cohort other Leviathans have no navigation bonuses and crossing into the Temple from the rift has a -1 per dot of Temple Security. |
− | * Private Pool: Any Leviathan can recover Ichor through Resonance with water | + | * Private Pool: Any Leviathan can recover Ichor through Resonance with water, having a few bathtubs around can be assumed at Amenities one. A Private Pool grants more, weather by diverting a convenient lake into the temple's basement or building above an underground river the Temple has naturally flowing water within it's walls. Storytellers may disallows this feature if there is no practical source of water or even give it free if the Temple has it anyway: Such as a sea-cave complete with seawater. |
− | * Reception Chamber: Perhaps the Cohort wishes to cement an alliance with another Cohort | + | * Reception Chamber: Perhaps the Cohort wishes to cement an alliance with another Cohort, maybe it's fallen upon them to host the next taxon meeting. For whatever reason they are going to be spending time with their Cousins and where better to do that than beneath a 40 foot solid gold monument to your divinity? Reception Chambers are designed to do one thing: impressive other Leviathans, whatever style the Cohort chooses assume it impresses the vast majority of Leviathans: They get a bonus to all social rolls where making a good impression is of use: +1 at Amenities 3, +2 at Amenities 4 and +3 at Amenities 5. At lower Amenities there is no benefit. |
− | * Ritual Chamber: To perform a | + | * Ritual Chamber: To perform a Ritual only needs sufficient Zeel but proper incense, décor and a grooved alter can help. A Ritual Chamber grants +1 per dot of Amenities to rituals. |
− | * Rumpus Room: Leviathans are creatures of powerful Vices and low self-control. Many furnish their Temples and their cults to feed their base desires. When building a Rumpus Room choose one Vice (a Temple may have many Rumpus Rooms), spending an hour indulging automatically | + | * Rumpus Room: Leviathans are creatures of powerful Vices and low self-control. Many furnish their Temples and their cults to feed their base desires. When building a Rumpus Room choose one Vice (a Temple may have many Rumpus Rooms), spending an hour indulging automatically fulfils that Vice. When the Cohort chooses a Rumpus Room ask them to explain how it works: A Glutton may have a twenty four hour kitchen while a Slothful Leviathan's Rumpus “Room” may be a dozen cultists who ensure he never need lift a finger. Assume that staffing the Rumpus Room takes one Task and remember: Even though Cultists are usually willing it's only because of the Wake. In terms of morality and Tranquillity you must ask what they would do without the Wake. So think twice before building that Gladiator Pit. |
==== Vicious Heritage (O or OOO) ==== | ==== Vicious Heritage (O or OOO) ==== | ||
Each of the major Strains is associated mystically with one of the Seven Sins. Your Leviathan expresses his Strain's associated Vice, gaining it in addition to his original Vice or, if it already was his Vice, regaining two Willpower when he indulges in it. | Each of the major Strains is associated mystically with one of the Seven Sins. Your Leviathan expresses his Strain's associated Vice, gaining it in addition to his original Vice or, if it already was his Vice, regaining two Willpower when he indulges in it. | ||
− | If the Leviathan purchases the three-dot version, he not only gains the Vice - it supplants his Virtue. He regains only one Willpower for fulfilling his Virtue and his whole Willpower pool for significantly submitting to his Strain's associated Vice. | + | If the Leviathan purchases the three-dot version, he not only gains the Vice - it supplants his Virtue. He regains only one Willpower for fulfilling his Virtue and his whole Willpower pool for significantly submitting to his Strain's associated Vice. |
+ | |||
+ | == The Rift == | ||
+ | |||
+ | The Rift is what remains. It's what Leviathans can access now instead of permanently bathing in the glory that was the Primordial Sea. It is a separate reality, while the Primordial Sea was a part of the physical world; it is a stunted, narrow place, while the Sea was all-encompassing. It is a dark, claustrophobic, tormented place, and for good reason. The Rift is an embodiment of the collective subconscious of all Leviathans, Lahmasu, and all descendents of the Progenitors. It is also a living graveyard where neuroses, afflictions and fears survive long after their owners and originators have physically died. And it is the closest thing that Leviathans have to a home. | ||
+ | |||
+ | === Getting there === | ||
+ | |||
+ | All Leviathans can in theory access the Rift. Water, in its various forms, is a powerful conduit and a Leviathan needs to be submerged in one of its variations to attempt to dive into the Rift. Sea water is the most powerful of these, but in a pinch, clear water, fog or blood can serve. The Storyteller remains final judge of whether or not a Leviathan is "submerged" at the time, but ideally the character should be invisible from those outside the lake, fog bank or other obscuring feature. | ||
+ | |||
+ | Mechanically, the Leviathan rolls his Tranquility and spends a point of Ichor and slips into the alternate reality of the Rift. Attempting this in sea water carries no penalty. Blood or natural clear water (lake, river) impose a -1 penalty. Tap water is further removed from nature and therefore carries a -2 dice penalty. Other cases are left at the appreciation of the storyteller. The Leviathan can carry other people into the Rift if they are in physical contact with her; one additional success is necessary per extra person. | ||
+ | |||
+ | When diving into the Rift, the Leviathan entirely disappears from the Shore (the real world). He does not carry through any items unless he spends a Willpower point to do so; even then, some items may stubbornly refuse to go through. Crossing over creates turmoil: waves, wind, storm or fog may be left behind, possibly making the area (such as a tub of tap water) unsuitable for return. | ||
+ | |||
+ | In some areas, called Gatewaters, the Rift is much closer to our reality. Humans will get sucked in sometimes, and even those who don't are more likely to develop Derangements (these areas give a -1 penalty on all rolls to avoid getting Derangements). Most Gatewaters are in areas deeply associated with water: either on the ocean itself, around certain islands, or in marshes, bogs or river deltas. | ||
+ | |||
+ | === Travelling the Rift === | ||
+ | |||
+ | The Rift appears as a vast expanse of a breathable, water-like substance. A roiling bright light shines through the Shallows (the upper parts of the Rift), but disappears as you dive deeper. A Leviathan who breaks through into the Rift always appears near the surface (Depth 0). | ||
+ | |||
+ | The Rift posesses Depths, exactly as transforming Leviathans experience them. This is not surprising; as the Rift is essentially an expression of Leviathan psyche, it mimics the experience of Tribe members coming closer to their monstrous heritage. Leviathans appear to transform as they go deeper into the Rift, so that they take the shape of the corresponding Depth to their environment. | ||
+ | |||
+ | The Rift is pretty much synonymous with the Tempest. Most of it is continually wracked by violent currents, arc lightning and fast, sharp ice or rocks. The existence of this realm ensure the continuation of the Tribe's curse of restlessness and madness, just as the Leviathans' chaotic behaviour encourage a more chaotic Rift. The Tempest usually worsens as one goes deeper. However, certain areas of perfect calm exist as well; called Doldrums, they are sometimes large enough to hold sunken cities of eerie quiet and stillness. | ||
+ | |||
+ | Someone who makes no effort appears stationary in the Rift unless acted upon by the Rift itself. Moving around requires Athletics rolls, with the characteristics depending on the type of movement required (Stamina for sustained travel, Strength for brute speed and power, Dexterity for fine manoeuvring). To go deeper, however, a Leviathan also needs to transform into the corresponding Depth of his own shape. | ||
+ | |||
+ | Mortals can not go deeper than the first Depth, unless a Leviathan physically carries them. There is one exception to this rule: Atolls are unaffected by Depth in all cases, although they are still quite vulnerable to other dangers that lurk in the Rift. | ||
+ | |||
+ | === Ecology === | ||
+ | |||
+ | The Rift, like the mundane ocean, is a deceptively empty place, prowled by ungainly beasts. Memories take form down there, as well as neuroses, phobias and dark impulses which become predator beasts, parasitic worms or spiked monstrosities. There are islands made up of the bones of Progenitors, hard remaining nuggets of a sense of identity long left behind by a dead monster-god. From time to time, one can find fossilised information about older times, sometimes guarded by the psychological complex which gave it worth to the long-disappeared creature that knew them. | ||
+ | |||
+ | This is why Leviathans brave the dangers of the Rift: because despite all it forces them to face, they can find things forgotten by all under the surface of this dark, unsettling realm. The natural dangers of the Rift are many, but the Leviathan also brings some with him. Any person who goes into the Rift while possessing Derangements creates one monster for each of them. These are highly personalised, sometimes quite cunning beings, who want nothing more than the death of their originator as an overall solution to their own existence. Killing them does not destroy the Derangement, either: it is still just as present when the Afflicted person gets back to the Shore. | ||
+ | |||
+ | The Rift possesses a strange structure, like an inverted cone. At the surface, the Rift seems endless, as unfathomably wide as the myriad minds that it reflects are. But the deeper one goes, the more constrained you feel, until at the deepest, down in the dark, where you reach the oldest, most primordial beings and memories, you feel that all of the world is a single oppressive point and individuality is a lost concept. This is where the most dangerous creatures of the Rift survive, where the most incomprehensible lore can be found, inscribed in illegible alphabets on the surface of rock walls that seem to be the inside of your own skull. | ||
+ | |||
+ | Going deeper yet would, according to Tribe lore, allow a Leviathan to find the Primordial Sea again. Beyond the Tempest, coming out of the other end, so to speak, lie the tranquil, perfect and awesome world that Leviathans truly belong to. needless to say, no one who has reached it has come back to tell the tale. | ||
+ | |||
+ | === Getting back === | ||
+ | |||
+ | While going down is fairly straightforward for Leviathans, going back up is much more difficult. A Leviathan in the deepest part of the Rift forgets his own identity bit by bit, reverting to the primal monster their blood is urging them towards. To reduce Depth, the Leviathan needs not only to transform into a lesser Depth, but also to roll (Tranquility - their current Depth level). | ||
+ | |||
+ | Once just beneath the Surface (Depth 0), breaking through to the Shore is fairly straightforward. A final Tranquility roll allows the Leviathan to come back, in the closest suitable space (that is, submerged by water in some form) to the one from which the character entered the Rift. To reach another point of re-entry, the Leviathan may have to navigate the surface of the Rift, with appropriate Intelligence+Navigation rolls. | ||
== Beloved == | == Beloved == | ||
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=== Creating a Beloved === | === Creating a Beloved === | ||
− | There are two ways for a Leviathan to create a Beloved: deliberately or merely through their divine presence. When someone with the potential to become Beloved spends a non-negligible amount of time in the Wake (at least fifteen minutes) roll Presence + Sheol, contested by Resolve + Composure. The Deep Wake Merit adds one die to the Leviathan's roll, while the Muted Wake Merit subtracts one die from the Leviathan's roll. This applies to both unintentional and deliberate attempts to create a Beloved | + | There are two ways for a Leviathan to create a Beloved: deliberately or merely through their divine presence. When someone with the potential to become Beloved spends a non-negligible amount of time in the Wake (at least fifteen minutes) roll Presence + Sheol, contested by Resolve + Composure. The Deep Wake Merit adds one die to the Leviathan's roll, while the Muted Wake Merit subtracts one die from the Leviathan's roll. This applies to both unintentional and deliberate attempts to create a Beloved |
*Exceptional Success or Success for the Leviathan: Record one "Beloved Point" on the mortal's sheet. When the mortal has more Beloved Points than their *Willpower score, they become Beloved. | *Exceptional Success or Success for the Leviathan: Record one "Beloved Point" on the mortal's sheet. When the mortal has more Beloved Points than their *Willpower score, they become Beloved. | ||
*Tie or Success for the human: Nothing happens. | *Tie or Success for the human: Nothing happens. | ||
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This roll may be made once per day per person. After spending two weeks outside a Leviathan's Wake, Beloved Points are lost at a rate of two per week. A Storyteller need not actually make these rolls or track points; they simply provide a guideline for the timescale and probabilities involved. | This roll may be made once per day per person. After spending two weeks outside a Leviathan's Wake, Beloved Points are lost at a rate of two per week. A Storyteller need not actually make these rolls or track points; they simply provide a guideline for the timescale and probabilities involved. | ||
− | When a person has more Beloved Points than half their Willpower, (round up) they gain a minor derangement. This derangement will disappear upon becoming a Beloved or | + | When a person has more Beloved Points than half their Willpower, (round up) they gain a minor derangement. This derangement will disappear upon becoming a Beloved or loosing the last Beloved point. |
A Leviathan may wish to deliberately create a Beloved. Maybe controlling the mayor is the last step to completely conquering town, they might want that pretty boy or girl or just to expand their cult and they're recruiting anyone who can perform a ritual without dropping the ceremonial knife. Once a Leviathan has identified someone vulnerable, cultivating a Beloved is an extended Presence + Sheol vs Resolve + Composure roll and costs one point of Ichor to focus the Wake. If the target's Willpower is lower than the Leviathan's Presence + Sheol, subtract the Leviathan's Sheol from their dicepool. | A Leviathan may wish to deliberately create a Beloved. Maybe controlling the mayor is the last step to completely conquering town, they might want that pretty boy or girl or just to expand their cult and they're recruiting anyone who can perform a ritual without dropping the ceremonial knife. Once a Leviathan has identified someone vulnerable, cultivating a Beloved is an extended Presence + Sheol vs Resolve + Composure roll and costs one point of Ichor to focus the Wake. If the target's Willpower is lower than the Leviathan's Presence + Sheol, subtract the Leviathan's Sheol from their dicepool. | ||
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== Psychotherapy == | == Psychotherapy == | ||
− | Just as easily as a Leviathan can devour humans beneath rows of razor sharp teeth or crush them with divine might | + | Just as easily as a Leviathan can devour humans beneath rows of razor sharp teeth or crush them with divine might a Leviathan can attack the minds of her foes. Inflicting terrible mental traumas or turning people Beloved with nothing more than her very presence. |
− | Whether a Leviathan simply uses mental attacks as his weapon of choice in combat or is on a campaign of recruitment for his Cult human beings don't exist in a vacuum. Most people have friends and family to look out for them | + | Whether a Leviathan simply uses mental attacks as his weapon of choice in combat or is on a campaign of recruitment for his Cult human beings don't exist in a vacuum. Most people have friends and family to look out for them and even isolated individuals can realise when they need help and seek it out. Though if a character’s roll in the story is nothing more than a combat dicepool it probably isn't necessary to track their progress through therapy these rules can be used for key individuals or for when humans are playing mortals who are unlucky enough to cross paths with the Tribe. |
===== Sidebar: In case it needed saying. ===== | ===== Sidebar: In case it needed saying. ===== | ||
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The rules presented here are not in anyway supposed to be an accurate reflection on real life medical practices and should not be used in place of actual professional help or applied to real life at all. | The rules presented here are not in anyway supposed to be an accurate reflection on real life medical practices and should not be used in place of actual professional help or applied to real life at all. | ||
− | One possibility is to include an asylum or therapist as a major character in your story. Either as an antagonist (perhaps funded by Marduk) or foil for the Cohort, a reminder of the damage the Tribe leaves in their wake or just because important NPCs are found there. | + | One possibility is to include an asylum or therapist as a major character in your story. Either as an antagonist (perhaps funded by Marduk) or foil for the Cohort, a reminder of the damage the Tribe leaves in their wake or just because important NPCs are found there. For further advice on including hospitals and an expanded mental health system see WoD Asylum. |
=== Systems for Psychotherapy === | === Systems for Psychotherapy === | ||
− | Psychotherapy, | + | Psychotherapy, weather based on talking to the patient, drugs or other techniques can use the same system. Since therapy is as much about trust and empathy as it is about medicine treatment is an Extended Manipulation + Medicine roll. Roll once per therapy session, uncooperative patients can contest this roll with Composure + Subterfuge. |
− | When enough successes are reached: 10 for a mild derangement, 20 for a major and 30 for an extreme Derangement the Derangement can be sent into remission. Until the patient suffers a major trauma, stops taking their medication or suffers an applicable supernatural effect | + | When enough successes are reached: 10 for a mild derangement, 20 for a major and 30 for an extreme Derangement the Derangement can be sent into remission. Until the patient suffers a major trauma, stops taking their medication or suffers an applicable supernatural effect they no longer suffer any penalty for that derangement. Derangements inflicted by supernatural powers require half the successes and are removed permanently unless stated otherwise. |
− | The Beloved condition can be treated by therapists just like a Derangement. The target successes are 15 + | + | The Beloved condition can be treated by therapists just like a Derangement. The target successes are 15 + twice Zeal. A person who notices their mental breakdown on the way to becoming a beloved might also seek therapy. The Storyteller should make a choice depending on what's more useful for the potential Beloved. Either they make a Resolve + Composure roll at the end of a successful session like normal, each success removes one Beloved Point. Alternatively forgo the final roll and instead apply the total successes on both the therapist's and patient’s roll on any rolls needed to resist becoming a Beloved to a maximum of +5. The bonus decreases by one per week. |
− | Leviathans can also | + | Leviathans can also go for therapy, indeed successful therapy makes an excellent justification for increasing Tranquillity. However the Tribe faces significant problems due to the Wake and their own natures. The Leviathan's player should consider being uncooperative, perhaps focusing the Wake, even when it's in their best interests not too. It's not easy talking about traumatic or guilty memories and the Tribe has far less self control than most people (one possibility is to require a successful Tranquillity or Resolve + Composure roll if the Leviathan wishes to cooperate). Even if the Leviathan cooperates the Storyteller should make Beloved rolls for the therapist. If they gain even a single Beloved point all therapy rolls are at -1 due to a distracting fascination and a decreased ability to remain objective. When the therapist is half way to becoming Beloved increase this penalty to the Leviathan's Presence, maximum of five. Actual Beloved always suffer -5 to giving therapy. One possibility to avoid this is for Leviathans to trade therapy sessions from each others cultists (-1 penalty), but few trust another Leviathan's cult with their darkest secrets. |
− | An Atoll as a therapist would be an interesting possibility | + | An Atoll as a therapist would be an interesting possibility. Such a situation would allow a Leviathan easy access to an Atoll for as long as he could afford the fees and convince the Atoll he has actual need of therapy. Given the realities of life as a Leviathan that would not be difficult. The Atoll gains no special bonuses for therapy aside from the Leviathan's usual inability to use Subterfuge against Atolls, however the usual bonuses for access to an Atoll apply as do the usual risks. |
== Exceptional Size == | == Exceptional Size == | ||
− | From tales of Kraken devouring ships to entire islands on the back of a turtle | + | From tales of Kraken devouring ships to entire islands on the back of a turtle. The blood of Tiamat has always been associated with great size. Whether a ten foot Leviathan in Apotheosis is fighting a five foot human or a much grander spectacle is at play you can use the following rules for combat at vastly different sizes. |
The larger combatant gets the following advantages: | The larger combatant gets the following advantages: | ||
− | * Automatic Successes on a successful attack or Strength roll. At two or more size classes above an opponent this is worked out as a multiple of Strength, in melee combat, or a weapon's Damage in ranged combat. Armour Piercing, Automatic Successes or other features of a weapon do not affect the Automatic Successes | + | * Automatic Successes on a successful attack or Strength roll. At two or more size classes above an opponent this is worked out as a multiple of Strength, in melee combat, or a weapon's Damage in ranged combat. Armour Piercing, Automatic Successes or other features of a weapon do not affect the Automatic Successes. |
− | * Durability | + | * Armour and Durability |
− | * | + | * Divide damage taken after applying Durability and any other abilities that will reduce damage. Round up. |
Armour, Durability and the damage division granted by size stack with both mundane and supernatural protection however they are halved when faced against any attack that deals Aggravated damage. | Armour, Durability and the damage division granted by size stack with both mundane and supernatural protection however they are halved when faced against any attack that deals Aggravated damage. | ||
− | When calculating size: Treat hand weapons | + | When calculating size: Treat hand weapons are the size of a typical wielder and vehicle mounted weapons as the size of the vehicle. Weapons specifically designed for targets several size classes larger than themselves (such as an anti-tank rocket) should be treated one size class larger. Weapons designed for targets several size classes smaller than themselves (such as anti-infantry weapons on a tank) should be treated as one size class smaller. |
=== Size Categories === | === Size Categories === | ||
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<tr style="background-color: #DFDFDF;"> | <tr style="background-color: #DFDFDF;"> | ||
<th>SIZE CLASSES ABOVE OPPONENT</th> | <th>SIZE CLASSES ABOVE OPPONENT</th> | ||
− | <th> | + | <th>DAMMAGE BONUS</th> |
<th>DURABILITY</th> | <th>DURABILITY</th> | ||
− | <th> | + | <th>DAMMAGE DIVISION</th> |
</tr> | </tr> | ||
<tr> | <tr> | ||
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<tr> | <tr> | ||
<td align="center">2</td> | <td align="center">2</td> | ||
− | <td align="center">* | + | <td align="center">*1 successes</td> |
<td align="center">1</td> | <td align="center">1</td> | ||
<td align="center">0</td> | <td align="center">0</td> | ||
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<tr> | <tr> | ||
<td align="center">3</td> | <td align="center">3</td> | ||
− | <td align="center">*5 | + | <td align="center">*5 successes</td> |
<td align="center">2</td> | <td align="center">2</td> | ||
<td align="center">3</td> | <td align="center">3</td> | ||
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<tr> | <tr> | ||
<td align="center">4</td> | <td align="center">4</td> | ||
− | <td align="center">*10 | + | <td align="center">*10 successes</td> |
<td align="center">4</td> | <td align="center">4</td> | ||
<td align="center">4</td> | <td align="center">4</td> | ||
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<tr> | <tr> | ||
<td align="center">5</td> | <td align="center">5</td> | ||
− | <td align="center">*15 | + | <td align="center">*15 successes</td> |
<td align="center">8</td> | <td align="center">8</td> | ||
<td align="center">6</td> | <td align="center">6</td> | ||
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<tr> | <tr> | ||
<td align="center">6</td> | <td align="center">6</td> | ||
− | <td align="center">*20 | + | <td align="center">*20 successes</td> |
<td align="center">15</td> | <td align="center">15</td> | ||
<td align="center">10</td> | <td align="center">10</td> | ||
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<tr> | <tr> | ||
<td align="center">7</td> | <td align="center">7</td> | ||
− | <td align="center">*30 | + | <td align="center">*30 successes</td> |
<td align="center">20</td> | <td align="center">20</td> | ||
<td align="center">15</td> | <td align="center">15</td> | ||
</tr> | </tr> | ||
</table> | </table> | ||
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Back to the [[LeviathanTempest:CompilationProject| Compilation Page]] | Back to the [[LeviathanTempest:CompilationProject| Compilation Page]] | ||
Back to the [[LeviathanTempest:Main_Page| Main Page.]] | Back to the [[LeviathanTempest:Main_Page| Main Page.]] |