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To expand upon the "environmental requirements" mentioned above, this should play into the rarity of Leviathans (and their non-aquatic cousins) and add to the out-of-the-way placement of high-Sheol Leviathans; the strictness of requirements should scale with Sheol and possibly bleed into the higher Depths as Sheol rises.  (Another note: change all mentions of "Depth _ or lower" to "at least Depth _"; this is less confusing.) As an offhand concoction, I propose that Depth-bleedthrough occur at Sheol 6 and above (starting with Depth 5 at Sheol 6 and working up to Depth 1 at Sheol 10), requiring gradually less of the appropriate condition (so a Depth 1 Leviathan of sufficient power might only need to get their feet wet, while the same Leviathan would need to be immersed in water up to the waist at Depth 3 and up to the head at Depth 5). Alternately, have extra conditions for Apotheosis Form come into play at  higher Sheol — this gets us the tree-people and the deep sea vent-worms with two or three extra requirements. The point of this is, Leviathans and their related cryptid-likes should be out of the way and hard to find in their monstrous forms; to wax Lovecraftean for a moment, the more powerful ones should feel Not Of This Earth — creatures who can't live in the light or on the land or around people. Heat, light, pressure and chemical setup seem like ideal starting points for these requirements. Possibly implement this in a manner similar to changeling frailties or vampiric bloodline weaknesses.
 
To expand upon the "environmental requirements" mentioned above, this should play into the rarity of Leviathans (and their non-aquatic cousins) and add to the out-of-the-way placement of high-Sheol Leviathans; the strictness of requirements should scale with Sheol and possibly bleed into the higher Depths as Sheol rises.  (Another note: change all mentions of "Depth _ or lower" to "at least Depth _"; this is less confusing.) As an offhand concoction, I propose that Depth-bleedthrough occur at Sheol 6 and above (starting with Depth 5 at Sheol 6 and working up to Depth 1 at Sheol 10), requiring gradually less of the appropriate condition (so a Depth 1 Leviathan of sufficient power might only need to get their feet wet, while the same Leviathan would need to be immersed in water up to the waist at Depth 3 and up to the head at Depth 5). Alternately, have extra conditions for Apotheosis Form come into play at  higher Sheol — this gets us the tree-people and the deep sea vent-worms with two or three extra requirements. The point of this is, Leviathans and their related cryptid-likes should be out of the way and hard to find in their monstrous forms; to wax Lovecraftean for a moment, the more powerful ones should feel Not Of This Earth — creatures who can't live in the light or on the land or around people. Heat, light, pressure and chemical setup seem like ideal starting points for these requirements. Possibly implement this in a manner similar to changeling frailties or vampiric bloodline weaknesses.
  
Speaking of vampires: the bloodsuckers do a Damned good job of acting as [potentially aquatic] Eldritch Abominations — read Night Horrors: Immortal Sinners (check out the Tatzlwurm or Billy Reed for a look at what I mean) or the clanbooks for the Gangrel (Of Rose and Thorn allows for that lovely arboreal creepiness and the clan's deal in general makes them very well-suited to being dead bestial gods at higher Blood Potency) and the Nosferatu (pretty much the authority on how the Blood can physically change you). Vampires don't need to breathe, can transform their bodies, and are very good at pulling the whole "get more alien with age" shtick. They're dead and dreaming during the day, to boot.
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Speaking of vampires: the bloodsuckers do a Damned good job of acting as [potentially aquatic] Eldritch Abominations — read Night Horrors: Immortal Sinners (check out the Tatzlwurm or Billy Reed for a look at what I mean) or the clanbooks for the Gangrel (Of Rose and Thorn allows for that lovely arboreal creepiness and the clan's deal in general makes them very well-suited to being dead bestial gods at higher Blood Potency) and the Nosferatu (pretty much the authority on how the Blood can physically change you with age). Vampires don't need to breathe, can transform their bodies, and are very good at pulling the whole "get more alien with age" shtick.  
  
 
Because I will never shut up about the Size debate: the Giant Movie Monster is itself an Unbuilt Trope — watch ''The Beast From 20,000 Fathoms'' sometime. ''Giant things are not immune to bullets by sheer dint of their giantness.'' If a player wants to be able to pull a Godzilla or a Cloverfield, they ought to ''build for it.'' Four Ichor and a point of Willpower is not a "nuclear option"; plenty of the existing Depth 6 powers have that same cost sans Willpower and I don't think the Willpower point ups the ante all that much. Yes, getting from Depth 0 to Apotheosis costs six points of Ichor, but unless people are out to get you or you're particularly paranoid about getting put on a slab, there's no reason not to walk around in Depth 1, and Havoc rolls (''really'' need a new term for that, since it's already being double-used by Genius and Mage) are trivially easy to succeed on with increasing momentum. I realize people will want to "be the Kraken" and drag a freighter under once in a while, but odds are quite good that most of the game will be taking place inland; going for Tier 3 stuff like breaking an aircraft carrier in half is all well and good, but if we don't cover the street-level Tier 1 stuff first things will get, for lack of a better term, screwed up. Give A Mountain Walked some actual ''bite'' in terms of cost. It should not be so trivially easy to invoke at the level of "lol naval frigate." If nothing else, make the Size increase cost Ichor on a per-point basis. Given the rate of progression for Ichor based on Sheol, cost will work as a better limiting factor than a cap would.
 
Because I will never shut up about the Size debate: the Giant Movie Monster is itself an Unbuilt Trope — watch ''The Beast From 20,000 Fathoms'' sometime. ''Giant things are not immune to bullets by sheer dint of their giantness.'' If a player wants to be able to pull a Godzilla or a Cloverfield, they ought to ''build for it.'' Four Ichor and a point of Willpower is not a "nuclear option"; plenty of the existing Depth 6 powers have that same cost sans Willpower and I don't think the Willpower point ups the ante all that much. Yes, getting from Depth 0 to Apotheosis costs six points of Ichor, but unless people are out to get you or you're particularly paranoid about getting put on a slab, there's no reason not to walk around in Depth 1, and Havoc rolls (''really'' need a new term for that, since it's already being double-used by Genius and Mage) are trivially easy to succeed on with increasing momentum. I realize people will want to "be the Kraken" and drag a freighter under once in a while, but odds are quite good that most of the game will be taking place inland; going for Tier 3 stuff like breaking an aircraft carrier in half is all well and good, but if we don't cover the street-level Tier 1 stuff first things will get, for lack of a better term, screwed up. Give A Mountain Walked some actual ''bite'' in terms of cost. It should not be so trivially easy to invoke at the level of "lol naval frigate." If nothing else, make the Size increase cost Ichor on a per-point basis. Given the rate of progression for Ichor based on Sheol, cost will work as a better limiting factor than a cap would.

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