Difference between revisions of "LeviathanTempest:ChapterFour"

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(Insidious Creature (Ancestral Channel))
(Unchained Heart of the World (Descendent Channel))
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* Cultist Proxy (OOO): The Leviathan may spend a point of Ichor to mark one of his Beloved. For the rest of the day, in Depth 3 and below, he may exercise this Channel "through" his proxy, allowing him to use the power as though he were physically in their location. The Leviathan must be aware of the rough position of the Cultist and be facing that direction. (Spine of the World cannot be used through a proxy)   
 
* Cultist Proxy (OOO): The Leviathan may spend a point of Ichor to mark one of his Beloved. For the rest of the day, in Depth 3 and below, he may exercise this Channel "through" his proxy, allowing him to use the power as though he were physically in their location. The Leviathan must be aware of the rough position of the Cultist and be facing that direction. (Spine of the World cannot be used through a proxy)   
 
*Biblical Quake (OOOOO): The Leviathan's Earthquakes last for ten minuets per success.  
 
*Biblical Quake (OOOOO): The Leviathan's Earthquakes last for ten minuets per success.  
*Spine of the World (OOOOO O, Requires A Mountain Walked): In Depth 6 and at it's full size the Leviathan slumbers within the ocean, as it sleeps a shell of rock and earth forms around it (any time the Leviathan is considered to be Dreaming, it may activate Spine of the World). With A Mountain Walked 3 the island has a radius of 5 Miles and an additional 5 miles per extra dot in A Mountain Walked. These islands are nothing more than bare rock but the passage of time will shape and populate them as with any other landmass. While supporting an Island the Leviathan is considered to be dreaming and its Wake is handled differently: anyone upon the Island is considered to be within the Leviathan's Wake and the Fringes extend from the Wake's usual distance out to sea. Recognizing a Leviathan from a natural island is easy enough, even without the wake: They float on the sea rather than rise from the bed, though they remain stationary. Should the Leviathan cease to slumber, what remains of the island will sink.
+
*Spine of the World (OOOOO O, Requires A Mountain Walked): In Depth 6 and at its full size the Leviathan slumbers within the ocean, as it sleeps a shell of rock and earth forms around it (any time the Leviathan is considered to be Dreaming, it may activate Spine of the World). With A Mountain Walked 3 the island has a radius of 5 Miles and an additional 5 miles per extra dot in A Mountain Walked. These islands are nothing more than bare rock but the passage of time will shape and populate them as with any other landmass. While supporting an Island the Leviathan is considered to be dreaming and its Wake is handled differently: anyone upon the Island is considered to be within the Leviathan's Wake and the Fringes extend from the Wake's usual distance out to sea. Recognizing a Leviathan from a natural island is easy enough, even without the wake: They float on the sea rather than rise from the bed, though they remain stationary. Should the Leviathan cease to slumber, what remains of the island will sink.
  
 
==== Swallowing the Sun (Descendent Channel) ====
 
==== Swallowing the Sun (Descendent Channel) ====

Revision as of 01:58, 18 September 2014

[PICTURE: Full page, three-quarters top-down view. An alleyway. A man in a black suit, wearing a bronze face mask depicting an impassive man's face in a Sumerian style, recoils from a prone figure. The prone body is a young man with AmerInd features. He is in a flannel shirt and ripped jeans, and is lying in a pool of blood. His teeth are gritted as he glares defiantly at the masked man. The teeth are triangular, and his left eye is a featureless black pool. The blood is rising up unnaturally at his side and forming a distinct shape - a vulture's body with a peacock's tail feathers. Instead of a vulture's head, three serpents emerge from the neck. The central serpent is hooded, like a cobra. The creature is formed out of blood at its feet but solid elsewhere, and is clearly taking flight towards the masked man.]

Contents

Chapter 4 : Supernatural Powers

Can you fill his hide with harpoons, or his head with fishing spears? If you lay a hand on him, you will remember the struggle, and never do it again! Any hope of subduing him is false; the mere sight of him is overpowering.

  • Job 41:7-9

Supplementing the mystical advantages – and afflictions - that separate the Tribe from humanity is the exploration of the power available from their Progenitor's bloodline. While Sheol measures the degree to which a Leviathan is coming to terms with his or her lineage, this method of exploration is not the only one available to them. The Schools of the Tribe emphasize an approach towards definition of the self, and part of that goal is the realization and reclamation of the Tribe's lost power.

Most Leviathans do not spend particularly much energy simply attempting to gain mystical power. While such things can provide considerable control over the immediate circumstances of a Leviathan's life, delving deeply into one's bloodline involves acknowledging the Tribe's inhumanity in a way that can be frightening to an insecure Leviathan, and even the more balanced and stable members of the Tribe often find that they feel more “stable” spending their time on other studies. At least a portion of this anxiety stems from the fact that the Tribe's power expresses itself imperfectly in humanoid visages – a member of the Tribe must become monstrous to make use of the lore encoded in his blood.

Vestiges

The avenues of supernatural power open to the Tribe are referred to as Vestiges. A Vestige is understood as just that, a fragmentary remnant of some facet of the power of the Progenitors which a Leviathan can, with study, seek to emulate. Comprehension of a Vestige, as well as a Leviathan's conception of how that power is achieved, shapes the Leviathan's monstrous forms – the closer he moves towards the far limits of his transformative ability, the more of the power of the Vestige is made manifest. Meditation and exploration of a Vestige also serves as a method of forming a personal image of the Tribe's lost heritage – the Leviathan's School shapes the ways in which he comprehends the Vestiges and the ways in which they become physically manifest as he attempts to achieve an understanding of his bloodline that gives him a goal to aim for. In other words, the Tribe's study of Vestiges is part of their attempt to construct an ideal form in which they will feel “complete.”

The Tribe has access to seven Vestiges, corresponding to the seven most major Strains. All of the Tribe's abilities fall under the blanket of one of these seven categories, and can be further subdivided into Channels. A Channel is a part of the whole – members of Abzu's Camp tend to refer to them as imperfect emanations of perfect concepts – and serves as a manageable portion of an otherwise massive concept. Leviathans explore a Vestige by comprehending its individual Channels. The most straightforward of these are referred to as Ancestral Channels – they represent certain physical concepts that must be grasped before the more esoteric Descendant Channels can be understood. Descendant Channels involve the conjuration and direction of the forces at the Tribe's command and, as such, require a greater degree of focus and the power of Ichor to invoke.

The Vestiges are a gift shared by all members of the Tribe. While a given Strain may favor certain aspects of the bloodline, there are no aspects of the Tribe's power that cannot be gained by a Leviathan that undergoes proper study. On a practical level this means that there are no Channels that are unique to a given Strain or School, and even if a small group of Leviathans “discovered” a lost Channel, the route they took to this discovery could not be the only one – through meditation and experimentation, it would be possible for a Leviathan with infinite time (and patience) to grasp every Channel of every Vestige. The roadmap to these traits is, after all, contained in the blood of each and every Leviathan, and reproduced in imperfect fragments in the families that gave birth to them.

Birthrights

Remarkably, the first tentative steps taken in the exploration of a Vestige tend to cover similar ground, no matter the Channel being considered or the methods of the Leviathan in question. This “common ground” represents a Vestige's Birthright – the most basic expression of that Vestige, a small blessing that any Leviathan that has explored that Vestige has access to in any form. The trick offered by a Birthright is usually limited, a predecessor to the Vestige's more formal powers, but most members of the Tribe find that the ability to produce their Birthrights at any time more than makes up for the lack of a spectacular effect.

Mechanically, a Birthright is a single power available to a Leviathan regardless of form, which has one effect and an associated Ichor cost. The invocation of a Birthright involves either no transformation or an imperceptible amount of change – it takes supernatural awareness to mark their use. A Leviathan gains access to a Vestige's Birthright upon purchasing any of its Ancestral Channels.

Adaptations

Comparatively, there are paths that a Leviathan can avoid taking in their exploration of a Channel, certain modes of thought or varieties of adaptation that only become apparent to those that search for them specifically. The Tribe refers to these elaborations of the Vestige as its Adaptations. They are of somewhat greater social and mental importance to a Leviathan than the Channels themselves, as they are improvements that are deliberately sought – by internalizing these traits, a Leviathan is making a claim as to what he believes his (or even the) ideal form ought to be. While the marking of a Progenitor's bloodline causes a Strain to favor certain Vestiges, it is the will of the Leviathan that guides him to more readily undertake a group of Adaptations.

Mechanically, an Adaptation is like a Merit – a unique feature purchased separately from other traits. Adaptations are tied to Vestiges or Channels, and provide to the linked powers either additional benefits, new avenues of use, or reduced limitations. Adaptations always have a physical marker that makes them readily apparent to observers – a true scholar of the Tribe might even be able to identify a Leviathan's School and mastered Channels from observing his Adaptations.

Sidebar Page: Attribute-Boosting Channels

A number of Channels provide the Leviathan with bonuses to a specific Attribute. These follow a general template, depending on whether the Attribute is from the Power, Finesse, or Resistance group. To save on space, the basic templates are below, with specific details listed under the individual Channel.

Power Attribute Boosting Ancestral Channel
  • “Depth 0”: Birthright, as appropriate
  • “Depth 1”: 9-Again on rolls with (Attribute)
  • “Depth 2”: As above, and +1 to the Attribute
  • “Depth 3”: As above, but now 8-Again on rolls, and when the Leviathan spends Willpower on an active (Attribute)-based roll, they gain +5 dice instead of +3.
  • “Depth 4”: As above, but now +2 to the Attribute
  • “Depth 5”: As above, and when acting unopposed or unresisted, the Leviathan may perform (Attribute) actions as rote actions.
  • “Depth 6”: As above, but now +3 to the Attribute; (unique power)
Finesse Attribute Boosting Ancestral Channel
  • “Depth 0”: Birthright, as appropriate
  • “Depth 1”: (Unique Power)
  • “Depth 2”: As above, and 9-Again on rolls with (Attribute).
  • “Depth 3”: As above, and +1 to the Attribute, and when the Leviathan spends Willpower on an active (Attribute)-based roll, they gain +5 dice instead of +3.
  • “Depth 4”: As above, but now 8-Again; (Unique Power)
  • “Depth 5”: As above, but now +2 to the Attribute.
  • “Depth 6”: As above; (unique power)
Resistance Attribute Boosting Ancestral Channel
  • “Depth 0”: Birthright, as appropriate
  • “Depth 1”: When the Leviathan is using (Attribute) to resist a rolled action, his attacker does not benefit from 10-Again. 9-Again or 8-Again will "degrade" one step.
  • “Depth 2”: As above, but now an attacker with no re-rolls negates one success for each "1" rolled. 9-Again will "degrade" to no reroll, while 8-Again will "degrade" to 10-again.
  • “Depth 3”: As above, and +1 to (Attribute) and the Leviathan boosts his resistance by 4, not 2, when spending Willpower to increase the Attribute.
  • “Depth 4”: 8-Again will "degrade" to no re-roll.
  • “Depth 5”: As above, but now +2 to (Attribute); (unique power)
  • “Depth 6”: As above, attackers benefit from no re-rolls under any circumstances; (unique power)

At Depths 2 and 4, the Leviathan also gains the 9-again and 8-again properties for uncontested rolls incorporating the Attribute. At Depth 3, he gains +5 dice instead of +3 when expending Willpower to improve a roll incorporating the Attribute.

Sidebar: Stacking Multiple Bonuses

One thing Leviathans are really good at is enhancing their own abilities through Transformations. It is quite plausible that a Leviathan will have multiple Channels enhancing a trait. When this happens Channels stack in the following way:

When the Leviathan benefits to a change in the dice roll (such as 9again, 8again, Rote Actions, or automatic Successes), choose the best mechanic from all the Channels. If there is any ambiguity the player chooses before rolling.

The Leviathan may only benefit from a single passive increase to any one Attribute, Skill, Armour, or natural weapon. A passive increase is one which occurs automatically with Transformation, such as any of the Attribute boosting Ancestral Channels or Channels that add Sheol to a Skill. If more than one passive Benefit applies use the greatest benefit and ignore all others. For the purposes of this rule a "single benefit" consists of one Channel and any relevant Adaptations of that Channel.

Benefits to Attributes, Skills, Armour and natural weaponry that require an expenditure of Willpower or Ichor to activate stack with passive benefits. However, only one such benefit may be active for a particular Attribute, Skill, Armour, or weapon at any one time.

Channels that directly benefit a derived trait such as Speed, Health, or Defence always stack.

Size from a Channel stacks with the natural increase of Size from Transformation, but two Size boosts from two separate Channels may never be stacked.

Channels that provide unique effects without modifying the dice roll or the Leviathans traits, such as turning the Leviathan invisible or poisoning anyone struck by a natural weapon, are not covered by the above rules. Generally they can be assumed to stack with anything.

Vestiges of Awareness

There are countless adaptations that permit natural animals to discern amazing degrees of information from their environment - organs that measure electrical impulses, sort and interpret scents, and adaptations that "feel" the impression made by thrashing fish in the water. All of these various miracles of biology - and supernatural improvements beyond the limits of flesh - are available to the Tribe. The Progenitors, if myths are to be believed, had senses that could measure the quiver of thoughts in the heads of their prey, or pierce the limits of space and time. While their descendants cannot make such grandiose claims, the remaining fragments of these impossible gifts are still impressive.

Those members of the Tribe that explore the relics of their lost civilization see these gifts as represented by a wheel of staring eyes or as an indigo mirror, lens, or jewel. The Progenitor most famed for perception is Lahamu, the ancestor of the Lahamin, yet the Taninim, Nu and Bahamutan Strains also have a strong grasp of these talents.

[PICTURE: The icon of Awareness: A wheel of staring eyes. Above it a single wavy line that represents the top of the sea and above that is the sun. This image serves as a watermark]

Birthright of Awareness

The Birthright of the Vestige of Awareness is the Gaze of the Depths. Upon its invocation, the Leviathan's vision ceases to be impaired by water, and he reduces darkness-related vision penalties by his Sheol. He may keep his eyes open underwater, regardless of water quality, without discomfort. These effects last for the rest of the scene.

  • Cost: 1 Ichor

Lambent Eyes of Judgment (Ancestral Channel)

The Leviathan's gaze strips away deception and peers into the heart of matters – he seeks out the blackness at the core of all issues, and reads the lines of guilt in the faces of others.

  • “Depth 0”: Birthright of Awareness
  • “Depth 1”: When the Leviathan uses the Empathy skill to read another character, she may see the form of the target's soul. This manifests to her senses as an Aura around the target. For the rest of the scene, she is aware of all the emotions the target is feeling and their degree.
  • “Depth 2”: As above, but the Leviathan is also aware of the target's nature (mortal, atoll, Ahab, Leviathan, or even other supernaturals if she's encountered them before) and rough [Power Trait].
  • “Depth 3”: As above, but now the Leviathan adds her Sheol to uses of the Empathy skill.
  • “Depth 4”: As above, but now the Leviathan's understanding of the soul is so complete as to be indistinguishable from mind-reading. She is aware of the surface thoughts of anyone whose soul she currently perceives. The Leviathan may also use her Empathy skill (Wits + Empathy + Sheol vs. Target's Composure + Power Trait) to probe the minds of other characters.
    • -1: The Leviathan searches for information more than a day and less than a year old.
    • -2: The Leviathan searches for buried or unconscious information.
  • “Depth 5”: As above, but once per round the Leviathan may use the Empathy skill reflexively.
  • “Depth 6”: As above, and Leviathan knows the Virtue, Vice, and [Morality Trait] of any character whose soul she has seen.

Adaptations

  • Light of Truth (O) In Depth 1 and lower, the Leviathan's eyes (or body, or some new and horrific organ) give off light – roughly equivalent to candlelight (about a yard of illumination). In this region, Wake-vulnerable subjects lose 10-again on their Subterfuge rolls.
  • Lantern of Shame (OO, requires Light of Truth): At Depth 3 and below, the light's intensity increases to that of a lantern, and its light removes the ability of Wake-vulnerable subjects to regain Willpower from their Vice. Wake-vulnerable subjects in the light suffer a penalty to their Subterfuge checks equal to the Tribe member's Sheol.
  • Pyre for Sinners (OOOOO, requires Lantern of Shame): At Depth 6, the light's intensity increases to that of a bonfire (ten yards of illumination). In addition to the other effects, Wake-vulnerable beings in the light cannot use Subterfuge against the Leviathan at all. This includes use of occult abilities that involve Subterfuge, such as the Obfuscate ability “The Familiar Stranger” (Vampire pg 137).
Sidebar: Auras

Leviathans have three separate Auras: The Human, the Divine and the Bestial. At high Tranquility the three diffuse into each other but as Tranquility falls they become clearly separate and swirl around each other like water in a storm with one nature showing signs of dominance over the other two. A Leviathan's Aura is huge, covering the entirety of his Wake pressing down on the Aura of any Wake Vulnerable individual they encompass. When two Leviathans meet their Auras press against each other at the midpoint between them.

A Leviathan's human aura looks just like a regular human's Aura, the Bestial nature looks like a regular animal's aura; like a humans but with starker colours and less emotional range. And the Divine Aura, the Divine aura is odd. To a Leviathan it's pretty comprehensible, it just looks like the a window into the Rift though the details are too small to make out. To anyone else the Divine Aura sometimes looks like impossible alien colours, sometimes like blasphemous symbols in an unknowable alphabet; it usually feels like great and terrible secret truths are just on the tip of your tongue.

A Beloved's Aura looks like someone has torn jagged chunks out of their regular aura. Glimpses of a Leviathan's divine Aura can sometimes be seen in the gaps.

An Atoll has a normal human Aura. However, it draws any Leviathan's aura towards it and the serenity of an Atoll's presence is visible in Leviathans', as though nearby Leviathans were several Tranquility dots higher.

Hybrids Have entirely human Auras; when they lack human intelligence a Hybrid's Aura is simpler than a human's but more complex than a beast's.

One Brain, Many Minds (Ancestral Channel)

While modern creatures are sadly limited to forming but a single consciousness from the offerings of their brain, Leviathans lack the restrictions that bind such lesser beings. As their ancestors once did, they can support a chorus of coordinated psyches within their brains.

One Brain, Many Minds is a Finesse Attribute-boosting Channel. It benefits Wits and has the following unique powers:

  • “Depth 0”: Birthright of Awareness
  • “Depth 1”: The character can take in every detail of his surroundings at once. He ignores (Sheol) points of penalties from external distractions (including feints in combat and defense penalties from multiple attackers) or obstructions (including poor visibility, covered-up tracks, and so on).
  • “Depth 4”: As above, and when performing a Wits-based information gathering check the Leviathan may simultaneously investigate up to (Wits) characters or objects in sensory range. For example, the Leviathan could roll Wits + Empathy once to determine if any of the characters around him have been deceptive this scene.
  • “Depth 6”: As above, and when the Leviathan acts against an individual whom he has focused his wake on, if that individual's (Willpower + Power Trait) does not exceed the Leviathan's (Wits + Sheol), the Leviathan rolls twice and takes the better result.

Adaptations

  • Minds' Eye (O): At Depth 1 or lower, the Leviathan may use his Wits to determine Defense even if his Dexterity is lower.
  • Swarm Intelligence (OOO): The amount of time it takes the character to perform an Extended Mental Action is divided by the character's (Sheol + 1). For example, at Sheol 1, an action that would normally take an hour per roll takes a half hour instead.

Empire-Forging Omniscience (Ancestral Channel)

The Progenitors embodied all that was and is and will be. Theirs was the lore of the stars and the tides: the secrets of pattern, energy, and matter.

Empire-Forging Omniscience is a Power-Attribute boosting Channel. It affects Intelligence and has the following unique powers:

  • "Depth 6": When the character focuses his wake on an individual whose (Willpower + Power Trait) does not exceed the Leviathan's (Intelligence + Sheol), he may spend an instant action and 1 Willpower to perfectly analyze the target. Storytellers are encouraged to share all relevant traits of an affected target, including Attributes, creature type, Physical Skills, and prominent Merits at the very least. Inanimate objects are considered to have a (Willpower + Power Trait) of 0. This ability does not grant insights into a character's personality or backstory beyond those conferred by the character sheet.

Adaptations

  • Mind Over Matter (OOOO, requires Sheol 3+): At Depth 6, the character may spend a point of Willpower to replace his Strength or Dexterity with his Intelligence for a scene.

Oroborus' Kin (Ancestral Channel)

In the primordial ocean, time flowed as all waters did. Some of the great beasts of that ocean stretched themselves along such flows and devoured their pasts and future in single gulps. This feat lies beyond modern Leviathans, but they may still hunt the strange eddies of time.

  • “Depth 0”: Birthright of Awareness
  • “Depth 1”: the Leviathan may use his five normal senses to discern the past and future. He rolls Wits + Occult to interpret "sensations" from a person, location or object that emanate from up to seven minutes divorced from the present, in any direction. These "sensations" default to the most "important" or impressive event in the time frame sensed, and provide only hints. A fisherman who will drown might provide the taste of salt water, for instance. Events are considered "important" based off of some notion of their "notability" and import to the subject.
  • “Depth 2”: As above, but now the maximum time is seven hours, in either direction.
  • “Depth 3”: As above, and the character may add his Sheol to all divination rolls.
  • “Depth 4”: As above, but now the maximum time is seven days, in either direction. This takes one hour of concentration.
  • “Depth 5”: As above, but now the maximum time is seven months, in either direction. This takes three hours.
  • “Depth 6”: As above, but now the maximum time is seven years, in either direction. This takes six hours. In addition, the Leviathan may "see" temporal anomalies as well as unusual alterations in the fabric of fate. This permits him to use normal senses to note the presence of mystically-warped fates or regions in which supernatural means have been used to distort time.

Adaptations

  • Divine Perspective (OOO, Sheol 2): At Depth 6 the Leviathan can recognize the nature of temporal anomalies and alterations to fate, not just notice their existence.
  • Third Eye (OO or OOOO, Sheol 4 or 5): At Depth 6, the Leviathan may reflexively and constantly receives sensory data from people and objects that extends up to seven minutes in either direction in their personal timeline, as detailed under Third Eye. The four-dot version of this Merit gathers information for up to seven hours.

Eye of the Watchful Deity (Descendant Channel)

The Leviathan may ride the senses of its followers, making use of their eyes and ears to extend its reach and review the world from safety.

  • “Depth 0”: Birthright of Awareness
  • “Depth 1”: The Leviathan can share the senses of a Beloved within (Sheol x 10) feet, seeing and hearing what they do. The Leviathan is in a trance state (unaware, no Defense) while doing this, and does not independently roll to notice things - he or she merely perceives what the subject does. The Leviathan needs to know the vague direction towards a subject to tap in - they can't guess until they get the correct answer, however. The subject is aware of this effect. It lasts until terminated, until the end of the scene, or until the subject leaves the target area. The Leviathan must terminate the effect to move and act freely. People who can see into Twilight may be able to see the Leviathan hovering near its target; if the person's awareness is limited to certain kinds of Twilight entities, for Leviathans the relevant trait is the ability to perceive astral projections.
  • “Depth 2”: As above, but within (Sheol x 10) yards.
  • “Depth 3”: As above, but within (Sheol x 100) yards. The Leviathan may now expend 1 additional Ichor to target any Mortal or Lahmasu instead of just a Beloved. Targeting an unwilling subject requires a Contested roll (Presence + Investigation + Sheol vs Resolve). In addition to the direction to the subject, the Leviathan must also either know the target's name or be able to see them with the naked (if supernaturally enhanced) eye.
  • “Depth 4”: As above, but within (Sheol/2) miles.
  • “Depth 5”: As above, but within (Sheol) miles.
  • “Depth 6”: As above, but within (Sheol x 10) miles. The Leviathan can expend 3 additional Ichor to target unwilling subjects that are vulnerable to the Wake - this requires an Contested roll (Presence + Investigation + Sheol vs Resolve + Power Trait). The normal restrictions for targeting non-Beloved apply.

Adaptations

  • Gentle Touch (O) If the Leviathan's Subterfuge + Sheol is greater than the subject's Willpower + Power Trait, they are not aware of being monitored. This does not prevent a subject from resisting if unwilling - in this case the victim, should they be affected, is aware that they were subject to mental assault but is not aware of whether they are still being "hijacked" or not.
  • Split Focus (OOO): In Depth 3 and below, when the Leviathan taps into the senses of a Beloved they retain awareness of both their surroundings and their subject. The Leviathan may also opt not to use a subject's senses for a while, regaining the ability to act normally, without breaking the connection.
  • All-Seeing (OOOO, requires Split Focus): At Depth 6, the Leviathan is able to act freely while simultaneously using the senses of a Beloved.
  • Anointing the Prophet (OOOO): The Leviathan may posses the body of her Beloved to use as her avatar. She uses the Beloved's physical Attributes, but her own Skills, Mental Attributes and Social Attributes. She cannot make use of Channels (even purely psychic Channels) but she can lead rituals, use any Mutations a Beloved possess and she projects her Wake and its associated effects through her avatar. The Leviathan must remain immobile while this power is in effect.
  • Lidless Eye (OOOOO, requires All-Seeing, Anointing the Prophet, and Sheol 6): In Depth 6 the Leviathan can obtain sensory information about anything within (Sheol x 100) miles of its position. The Lidless Eye pierces all mundane concealment and obstruction, allowing its user to, for example, see a person's internal organs or the inner workings of a safe. Only psychic wards or the Sigil of Marduk can protect against the Leviathan's gaze. When searching for faraway targets, the Leviathan merely needs to succeed on a Presence + Investigation + Sheol roll (opposed by any supernatural concealment affecting its desired target) in order to locate its target, though it can focus on only one subject at a time. In addition, so long as it remains in Apotheosis Form, the user gains (Sheol) automatic successes on any perception rolls related to its immediate environment even when unconscious, making beings with this Adaptation nigh-impossible to surprise. As always the Leviathan is visible in twilight where it's attention is focused.
  • Visionary Dreams (OO, Requires Anointing the Prophet, Piercing the Veil of Slumber): The Leviathan can make use of Anointing the Prophet while dreaming. The Leviathan faces the usual issues when attempting to split his focus between the Prophet and his own abilities, such as the usual uses of Piercing the Veil of Slumber.

Memories Before Time (Descendant Channel)

Beyond the confines of the world as it is now exist wonders unimagined. Some Leviathans can do more, however, than imagine them. For some, the memory of these things is present and terrible, and waiting to be called to the fore.

    • Dice Pool: Wits + Occult + Sheol
  • “Depth 0”: Birthright of Awareness
  • “Depth 1”: The Leviathan may dip into the reserve of ancestral memory and conjure up knowledge of a Skill it does not possess. It may use the Skill at a rating of 1 for a number of rolls equal to its successes.
  • “Depth 2”: The Leviathan now uses conjured skills at a rating of 2.
  • “Depth 3”: The Leviathan may now expend 1 additional Ichor to include a Specialty alongside a conjured skill.
  • “Depth 4”: The Leviathan now uses conjured skills at a rating of 3.
  • “Depth 5”: The Leviathan now uses conjured skills at a rating of 4.
  • “Depth 6”: The Leviathan can expend 3 additional Ichor to conjure a Skill with an accompanying Specialty at a rating of 5 or two skills, each with its own Specialty, at a rating of 3.

Adaptations

  • Lasting Impression (O): When using the Depth 1 iteration of this Channel, the Leviathan may "conjure" a memory instead of a Skill, he can go as far back as when he first gained awareness in his mother's womb without penalty. If he does so he will relive the memory from a first person perspective with perfect clarity. The Leviathan will automatically benefit from any successful rolls, if he successfully translated that ancient text or noticed the hidden button the first time he will remember doing so, however the Leviathan may make additional rolls. If the Leviathan failed to translate the text before the book was burned, he can relive the memory after having learned Sanskrit. Reliving a memory requires the Leviathan to sleep for one tenth of the memory's duration, though they can be roused as they would be from any other dream.
  • Ancestral Memories (OOO, Requires Sheol 3, Besieging the Tower of Will, Assimilation): In Depth 6 the Leviathan search deep within her own genetics, uncovering traces of memory from her ancestors embedded in nucleotides. In effect they can fill one of the Memory Slots with a perfect recreation of their ancestor's mind, as it was at the point of conception. Dredging up Ancestral memories takes a long while, it requires five Successes per dot of the target's Sheol (at whatever point the mind is preserved), roll Wits + Occult + Sheol at 6 hours per roll. A Leviathan can look back at most Sheol Generations, though they can look through memories of an ancestor looking through an even older ancestor's memory. So far no one's found a chain that goes back nearly far enough to find or disprove the Progenitors.
  • Lost Tongue (O): When using the Depth 1 iteration of this Channel, the Leviathan may "conjure" a Language instead of a Skill. If he does so, it lasts for a number of minutes equal to his successes and is possessed at the same dot rating as a conjured Skill would have been at.
  • Lost Lore (OOO): In Depth 3 and below, the Leviathan may expend 1 Ichor to attempt to remember an obscure fact as though he possessed the Merit Encyclopedic Knowledge.
  • Tutelary Cocoon (OOO): In Depth 3 and below, The Leviathan may chose to expend 1 Willpower to form a cocoon, sealing itself away in a sleep-like trance which lasts 24 hours. During this time, the Leviathan may conjure a Skill (or Merit, if available) and purchase or improve it with experience points, as though it had received adequate training and instruction from adept tutors. Only one purchase may be made with each trance period. The Leviathan may "borrow" experience up to twice its Resolve if available points are insufficient, but gains a minor Derangement for doing so. A Leviathan in experience debt continues to gain experience as normal but must pay off the balance before it can purchase or improve Traits with experience. When the debt is paid off, the Derangement is also removed.

Vestiges of Elements

Birthright of Elements

The Birthright of the Vestige of Elements is the Veil of Seas. The Leviathan may compel moisture in the air to condense into a cloud of fog, which inflicts a -3 sight penalty on all relevant rolls made on objects obscured by it. The fog expands considerably – the cloud's radius is roughly equal to the Leviathan's Size * Sheol in yards. The cloud lasts until the end of the scene or until mystically dispersed.

  • Cost: 1 Ichor

Uncrowned Fisher King (Ancestral Channel)

The Leviathan at sea is a creature within it's element. It's every movement is in perfect harmony with the depths.

  • “Depth 0”: Birthright of Elements
  • “Depth 1”: The Leviathan gains 9again for all swimming rolls.
  • “Depth 2”: As above but the Leviathan now gains 9again for any Survival rolls while in a natural body of water at least the size of a lake or river.
  • “Depth 3”: As above but the Leviathan adds his Sheol to swimming and applicable Survival rolls.
  • “Depth 4”: As above, but the Leviathan gains the ability to produce a form of “whale song”. They can communicate for Strength + Sheol x 10 miles but the sound will not break the surface of the water. Anyone who hears the Leviathan's call is instantly aware that it came from an unnatural creature. A Leviathans whale song actually contains their usual language, they gain no automatic ability to communicate with Leviathans who don't share a language and with effort it can be electronically decoded.
  • “Depth 5”: As above, but 9again becomes 8again.
  • “Depth 6”: The Leviathan can cross oceans and circumvent the globe. Her maximum speed becomes 75 miles per hour per Sheol and her acceleration is equal to her Speed. Note: To covert from Speed to miles per hour divide by 1.46, to convert from miles per hour to Speed multiply by 1.46

Adaptations

  • Claiming the Heron Throne (OOOO): At Depth 4 and below the Leviathan gets 9again on all physical skills while in a body of natural water at least the size of a lake or river . So perfect is her symbiosis with Primordial Waters.

Rain-Dance of the Tempest (Ancestral Channel)

Calling down the truth of his hyperdimensional nature, the Leviathan awakens to a tune only he can hear, stuttering between spaces and sidestepping the raindrops of time. As he falls deeper, his movements embody principles of fractal infinity: tentacles spiraling like galaxies, Wake like a black hole.

  • “Depth 0”: Birthright of Elements
  • “Depth 1”: You reflexively create spatial distortions in an area around you with a radius of (Sheol) yards. These distortions impose a -1 penalty to all physical actions in the affected region, though you are immune.
  • “Depth 2”: As above, and your allies also become immune to the distortion. The radius of the distortion is increased to that of your Wake.
  • “Depth 3”: As above, and the penalty increases to -2.
  • “Depth 4”: As above, and, as an instant action, you may roll (Intelligence + Composure). If you succeed, you may move at your Speed without passing through intervening space.
  • “Depth 5”: As above, but the check to move outside of space is now reflexive once per turn. Any attack made the turn of such rapid extraspatial movement suffers a penalty equal to (5 - successes rolled) due to disorientation.
  • “Depth 6”: As above, and you gain a bonus to your Defense equal to your Composure. This additional Defense is not multiplied when dodging, but is applied against any attack with a physical component, including firearms attacks.

Adaptations

  • Creation of Momentum (OO): At Depth 3 and below, the Leviathan no longer suffers Defense reduction from successive attacks.
  • Obscene Geometries (OOO): At Depth 3 and below, the dice bonus provided by aiming at the Leviathan instead becomes a penalty. At Depth 5 and below, no character within the radius of a spatial distortion benefits from Cover against the Leviathan or its allies.
  • As One (OOOOOO, Requires Sheol 6): At Depth 6, the Leviathan can be considered "submerged" as long as his Wake overlaps a suitably large body of water above ground (submerged reservoirs and wells are unsuitable)

The Sky Cauldron (Descendant Channel)

Stirring the sky, the Leviathan may command the storm itself, calling up rain, winds, and hail. At the farthest reaches of this power, the Leviathan may call down or end boat-sundering storms with ease.

    • Dice Pool: Intelligence + Occult + Sheol
    • Action Type: Extended (Each roll represents one hour of commanding the skies)

The Leviathan may summon inclement weather, activating this power repeatedly to increase the intensity or duration. The Depth that the Leviathan is at determines the maximum intensity of weather available to him. The weather lasts for a number of minutes equal to the Leviathan's successes and covers a region with a radius of 100 yards per point of Sheol. The Leviathan may opt to create weather less disastrous than he has access to but must succeed on a Tranquilly check or spend a point of Willpower. If the Leviathan does neither they must keep rolling until they've created the strongest weather available or used every available roll. If existing weather is present, the Leviathan may reduce the necessary successes by the degree of difference between current conditions and the intended goal (i.e. if heavy rain exists, the Leviathan needs only 5 additional successes to ratchet it up to a hailstorm. The Sky Cauldron can be used in reverse, negating rather than creating a storm. When doing so the Leviathan must be with Sheol * 100 yards of the center of the storm.

  • “Depth 0”: Birthright of Elements
  • “Depth 1”: The Leviathan may summon or negate gentle rain or a slight breeze. (1 success necessary)
  • “Depth 2”: As above, but the Leviathan may summon or negate light rain or a strong breeze - enough to ruin a picnic. (3+ successes)
  • “Depth 3”: As above, but the Leviathan may summon or negate heavy rain and wind - cancelling most outdoor events. (5+ successes) The Leviathan may expend 1 additional Ichor to make a check in half an hour.
  • “Depth 4”: As above, but the Leviathan may summon or negate a large thunder or hailstorm - those exposed take a level of bashing damage for each minute of exposure (10+ successes) .
  • “Depth 5”: As above, but the Leviathan may summon or negate a catastrophic storm or monsoon - power is lost, property damaged. Those exposed take a level of bashing damage for each turn of exposure. (15+ successes)
  • “Depth 6”: As above, but the Leviathan may summon or negate a storm that grounds planes and capsizes small ships. Those exposed take a level of lethal daage for each turn of exposure (20+ successes). The Leviathan may expend 3 additional Ichor to make a check in fifteen minutes.

Adaptations

  • All-Weather Flesh (O) In Depth 1 and below, the Leviathan has Armor (Sheol) against damage inflicted by inclement weather, conjured or otherwise. This is sufficient to prevent the damage dealt by exposure to most weather.
  • Broad Storm (OOO): In Depth 3 and below, the radius of the Leviathan's conjured weather is 250 yards per point of Sheol.
  • Biblical Deluge (OOOOO): In Depth 6, the Leviathan's conjured weather lasts for 10 minutes for each success.
  • Cultist Proxy (OOO): The Leviathan may spend a point of Ichor to mark one of his Beloved. For the rest of the day, in Depth 3 and below, he may exercise this Channel "through" his proxy, allowing him to use the power as though he were physically in their location. The Leviathan must be aware of the rough position of the Cultist and be facing that direction.
  • Long Grasp (OO) In Depth 3 and below, the Leviathan can negate weather while within (250 x Sheol) yards of its centre.
  • Easy Suppression (OOO): When negating storms the Leviathan's Depth 6 iteration of this Channel is a reflexive action.

Being of Primordial Waters (Descendant Channel)

The Progenitors were not mere sea life, they were the Primordial Waters and the Primordial Waters were the Progenitors.

    • Intelligence + Occult + Sheol
    • Action Type: Extended. Each roll represents twenty minuets of commanding the seas.

The Leviathan may command the seas. Creating waves without wind or controlling the tides. The Depth that the Leviathan is at determines the maximum intensity of effects available to him. The effects lasts for a number of minutes equal to the Leviathan's successes and covers a region with a radius of 100 yards per point of Sheol. The Leviathan may opt to create weather less disastrous than he has access to but must succeed on a Tranquilly check or spend a point of Willpower. If the Leviathan does neither they must keep rolling until they've created the strongest weather available or used every available roll. In favourable conditions, the Leviathan may reduce the necessary successes by the degree of difference between current conditions and the intended goal.

Sometimes, if conditions are rough the Leviathan must first quiet them before recreating those conditions anew. This may happen if the Leviathan wishes to reverse the direction of the waves.

  • “Depth 0”: Birthright of Elements
  • “Depth 1”: The Leviathan may summon or negate gentle rolling waves. When doing so she may control the direction. (1 success necessary)
  • “Depth 2”: As above but the Leviathan may summon or negate strong waves – enough to make swimming risky for anyone except trained divers. (2 successes necessary)
  • “Depth 3”: As above but the Leviathan may summon or negate heavy waves – enough to beach smaller boats. For every size point below 15 there is a -1 penalty to Handling and a 5% decrease in speed, if traveling with the waves the captain may wish to decrease the speed penalty at a cost of -1 to Handling per 5%. On a Dramatic Failure the boat capsizes, is smashed into rocks or suffers some other unfortunate fate. Though this power is assumed to affect the surface this need not be the case, nevertheless going above or blow the affected area is a sensible solution. At this level a Leviathan may also control tidal forces raising or lowering the sea between the high and low watermark. (4 successes to create heavy waves or move from one tidal extreme to the other). The Leviathan may expend 1 additional Ichor to make a check in ten minuets.
  • “Depth 4”: As above but the leviathan may summon an outright sea-storm. The safe size for boats becomes size 25. (6 Successes necessary)
  • “Depth 5”: As above but the leviathan may summon an entirely catastrophic sea-storm, maelstrom or similar effect. The safe size for boats becomes size 35. (10 Successes necessary)
  • “Depth 6”: As above but the leviathan may summon a sea-storm that goes beyond words. The safe size for boats becomes size 45. (14 Successes necessary). The Leviathan may expend 1 additional Ichor to make a check in five minuets.

Adaptations

  • Tranquil Sea (O or OO): In Depth 1 or below the Leviathan is unaffected by the movement penalties of their own sea-storms. In Depth 2 or below and with 2 dots in this Adaptation the Leviathan us unaffected by any sea-storm (or other mass of water) natural or otherwise. The exception to this Adaptation is that it will not protect against The Tempest.
  • Deep Storm (OOO): In Depth 3 and below, the radius of the Leviathan's conjured weather is 250 yards per point of Sheol.
  • Reach of the Depths (OOO): In Depth 3 and below the Leviathan can move water with only the power of their mind and a point of Ichor. This takes an Instant Action. The maximum size of lifted water is equal to Resolve + Sheol. Attacking with controlled water is an Resolve + Sheol roll with successes capped at the available size. Should the size of water used exceed the target's Size + Strength the attack gains the knockdown property. If the water exceeds the target's size the Leviathan may instead choose to grapple an opponent inside a cage of water. Roll Resolve + Sheol – Defense, on a single success the water connects: Roll Resolve + Sheol vs Strength + Athletics to grapple.
  • States of Matter (OO, requires Reach of the Depths): The Leviathan may spend one point of Ichor and Roll Intelligence + Sheol to change the temperature of water. One success can move one size point of water from frozen to room temperature, room temperature to boiling or do the reverse. Neither boiling or frozen water can be controlled but either can be used on a grappled target: boiling the water sacrifices the grapple for a single overpower attack which does lethal damage. Freezing the water makes the grapple last until the new cage of ice is destroyed: it has zero Durability and Structure equal to the successes on the initial grapple roll. The trapped victim may roll Strength + Brawl to escape.
  • Cultist Proxy (OOO): The Leviathan may spend a point of Ichor to mark one of his Beloved. For the rest of the day, in Depth 3 and below, he may exercise this Channel "through" his proxy, allowing him to use the power as though he were physically in their location. The Leviathan must be aware of the rough position of the Cultist and be facing that direction.
Sidebar: unnatural disasters

Rumors persist of an Adaptation that allows Leviathans to cause tidal waves and devastate cities, but despite claims being made for Leviathan involvement in just about every destructive wave in recent history there is little evidence to suggest that it actually exists or has ever been used. If the Adaptation did exist it would be a seven (or more!) dot Merit which requires Sheol 7 and 50 successes on an Extended Intelligence + Sheol roll. A Storyteller should give the matter careful consideration before allowing a player to acquire this Adaptation; if they allow it, they should keep in mind its extraordinary cost and let the player (or NPC) get their money's worth. Used against a major population center they can expect a death toll in the hundred thousands at the very least, and outright ruining coastal cities is not implausible.

Of course, destroying cities isn't something that can be done without consequences. Government or scientific investigation, furious cousins or a dedicated Marduk task force are all likely outcomes. Any of the above may discover or choose to go public with proof of the Wicked Tribe and bring Humanity into the fight. While you shouldn't be punishing they players with a completely overwhelming response (if you were thinking along those lines it's probably best not to allow the Adaptation), it's acceptable to hit them with some of the worst the World of Darkness can throw at them. At Sheol 7 they can hopefully take it.

Unchained Heart of the World (Descendent Channel)

A Leviathan can be a being that supports life. Its immense form breaks the unending waters, supporting temples and cities upon its back; but should its monstrous form move in anger the streets quake and spires fall.

    • Dice Pool: Intelligence + Occult + Sheol
    • Action Type: Extended (Each roll represents 5 minutes of calling an Earthquake)

The Leviathan may summon earthquakes, activating this power repeatedly to increase the intensity or duration. The Leviathan's Depth sets the upper limit of the Earthquake's intensity. The tremors last for a number of minutes equal to the Leviathan's successes and covers a region with a radius of 100 yards per point of Sheol. The Leviathan may opt to create an earthquake less disastrous than it otherwise could but must succeed on a Tranquilly check or spend a point of Willpower. If the Leviathan does neither they must continue rolling until they've reached the limit of their ability or have used every available roll. If this power is activated in the midst of an existing quake, the Leviathan may reduce the necessary successes by the degree of difference between current conditions and the intended goal.

  • “Depth 0”: Birthright of Elements
  • “Depth 1”: A slight tremor, small enough that people will often question whether or not they even felt something. Equivalent to 2 on the Richter Scale. (1 success necessary)
  • “Depth 2”: A tremor strong enough cause objects placed in very unstable positions to fall and to startle most normal people. Equivalent to 3 on the Richter Scale. (3+ successes)
  • “Depth 3”: An actual earthquake with enough force to knock over objects and potentially frighten people. Equivalent to 4 on the Richter Scale. Also, you can spend 1 additional Ichor to make a check in a minuet. (5+ successes)
  • “Depth 4”: An earthquake strong enough to inflict some minor property damage on buildings and potentially destroy poorly made structures. Equivalent to 5 on the Richter Scale. When this earthquake begins, everyone standing up within the range of the quake must to roll Stamina+Athletics+2 to keep from falling prone. Further, the constant shaking makes keeping your balance and focus difficult, levying a -1 penalty on all actions, excluding the roll to remain standing. (10+ successes)
  • “Depth 5”: An earthquake strong enough to inflict moderate damage on buildings and can potentially destroy structures of average strength that are not designed to withstand earthquakes. Equivalent to 6 on the Richter Scale. All standing individuals must roll Stamina+Athletics to keep from falling prone during the first turn of the earthquake and every turn thereafter where they attempt an action more complicated than just moving at their speed rating. Further, the constant shaking makes keeping your balance and focus very difficult, levying a -2 penalty on all actions, excluding rolls to remain standing. (15+ successes)
  • “Depth 6”: An extraordinarily powerful earthquake strong enough to destroy even well-made structures not designed to withstand earthquakes and to potentially damage even earthquake-resistant structures. Equivalent to 7 on the Richter Scale. All standing individuals must roll Stamina+Athletics at a -3 penalty every turn to remain standing during the quake. Furthermore, the extreme shaking makes maintaining balance and focus extremely difficult, levying a -3 penalty on all actions excluding rolls to remain standing. At this level the Leviathan can pay an additional 3 Ichor to make a check in a single turn. (20+ successes)

Adaptations

  • Flow of the Earth (O): In Depth 2 or below the Leviathan adds Sheol to avoid falling prone during an earthquake and reduces the penalty by Sheol.
  • Extensive Quake (OOO): In Depth 3 or Below the Leviathan's Earthquakes spread for 250 yards per point of Sheol.
  • Blood of the World (OOOO): While well placed earthquake can cause a volcano to erupt it is only with this Adaptation that a Leviathan can control the result with precision. Simply choosing a direction for the lava flow requires a single success on an Intelligence + Science roll while more complicated results need an extended roll: +1 success for any target that must be avoided or engulfed. +2 successes for every time the channel splits in two. This functions by the Leviathan forming natural channels and barriers of earth and as such it is limited by the laws of physics.
  • Cultist Proxy (OOO): The Leviathan may spend a point of Ichor to mark one of his Beloved. For the rest of the day, in Depth 3 and below, he may exercise this Channel "through" his proxy, allowing him to use the power as though he were physically in their location. The Leviathan must be aware of the rough position of the Cultist and be facing that direction. (Spine of the World cannot be used through a proxy)
  • Biblical Quake (OOOOO): The Leviathan's Earthquakes last for ten minuets per success.
  • Spine of the World (OOOOO O, Requires A Mountain Walked): In Depth 6 and at its full size the Leviathan slumbers within the ocean, as it sleeps a shell of rock and earth forms around it (any time the Leviathan is considered to be Dreaming, it may activate Spine of the World). With A Mountain Walked 3 the island has a radius of 5 Miles and an additional 5 miles per extra dot in A Mountain Walked. These islands are nothing more than bare rock but the passage of time will shape and populate them as with any other landmass. While supporting an Island the Leviathan is considered to be dreaming and its Wake is handled differently: anyone upon the Island is considered to be within the Leviathan's Wake and the Fringes extend from the Wake's usual distance out to sea. Recognizing a Leviathan from a natural island is easy enough, even without the wake: They float on the sea rather than rise from the bed, though they remain stationary. Should the Leviathan cease to slumber, what remains of the island will sink.

Swallowing the Sun (Descendent Channel)

With a flex of their mighty jaws the Progenitors could swallow the moon whole. The vastness of their bodies could block out the sun.

    • Dice Pool: Intelligence + Occult + Sheol.
    • Action Type: Instant.

The Leviathan may create a shell of darkness which covers his Wake. Light sources within this area function normally but light from outside is muted. Conjured Darkness lasts for Successes + Sheol turns.

  • Depth 0: Birthright of Elements.
  • Depth 1: The Leviathan can spend a point of Ichor to try and cast darkness around them. If successful light from outside the Wake becomes slightly darker, to about the extent of a cloud passing in front of the sun on a sunny day. If the predominant light source is outside the Leviathan's wake and the area was already dark enough to levy a penalty, that penalty increases by -1. If a penalty to actions from darkness ever reaches -5 or greater, the area is considered pitch-black.
  • Depth 2: As above but light becomes perceptibly darker, about as much as the difference between a sunny and an overcast day. The penalty increases by -2.
  • Depth 3: As above but the Leviathan may make the area much darker, about as much as the difference between a sunny day and a night with particularly bright moonlight. The penalty increases by -3. Even if the area had no penalty due to darkness at this Depth the Leviathan causes a -1 penalty. Additionally should a shell of darkness be active the Leviathan may spend two points of Ichor to snuff out a mundane light source within his Wake. Roll Intelligence + Occult + Sheol. This lasts until the Leviathan's conjured darkness ends.
  • Depth 4: As above but the Leviathan may make a sunny day as dark as a moonlit night. If the area was already dark enough to levy a penalty, the area is now pitch black. If it was not, all sight based actions now receive a -2 penalty due to darkness.
  • Depth 5: As above but the Leviathan may now plunge a bright day into the darkness of night. If the area was already dark enough to levy a penalty, the area is now pitch black. If it was not, all sight based actions now receive a -3 penalty due to darkness.
  • Depth 6: As above but now all light flees at your command. The area is now pitch black no matter how bright it was before. By spending four points of Ichor the Leviathan can snuff out many mundane light sources at once. Roll Intelligence + Occult + Sheol and extinguish one mundane light source per Success.

Adaptations

  • Lasting Darkness (O): In Depth 2 or below the Leviathan's conjured darkness lasts for (Successes*2) + Sheol.
  • Nightfall (OO): In Depth 3 or below considered darkness covers an area twice the size of the Wake.
  • Swallowing Prometheus' Fire (OO): In Depth 3 or below the Leviathan may snuff out supernatural light, however this roll is contested by the light's creator using the same Dicepool as creating the light.
  • Well of Misery (OOOOO, Requires Sheol 3): In Depth 4 and below the Leviathan's darkness takes on a tangible chill that saps strength and joy. Whenever Swallowing the Sun is active and the area would be pitch black – mere mundane light is no defense – all actions taken by Wake vulnerable characters except the Leviathan's own Beloved suffer a penalty. Mental actions take (4 - Resolve), Physical actions take (4 - Stamina) and Social actions take (4 – Composure). Because the Well of Misery is formed of cold and lethargy it fades away at the touch of the heart's fire: Any action taken under strong emotions. The Storyteller must use judgement but this always includes combat and any time Willpower is spent, including uses other than extra dice. There is a second remedy, true sunlight or even a close UV approximation – such as a sunlamp – provides relief, this is temporary lasting for five turns after the sunlight fades.

Vestiges of Fecundity

All life at heart harks back to reproduction. From the simplest asexual division of single celled life to pollination, spawning and sexual reproduction Fecundity is inseparably intertwined with life. The Progenitors were reputed to be beings of boundless fertility who could birth armies and grant others a hint of the divine power within themselves, exalting and polluting in a single act. Small traces of these abilities still linger within the Tribe, but small traces of the progenitors power are potent indeed.

The earliest relics of the Tribe depicts the Vestige of Fecundity as a heavily pregnant figure, either human or fish. Later relics frequently link Fecundity to agriculture with portrayals of wheat, grapes and other crops. The histories and myths of the Tribe claim that Dagon was the most fertile of the Progenitors and his children, the Dagonites, have a greater grasp of this Vestige than any other Strain. The Bahamutans, the Lahamin and the Thalassans all show a natural inclination to master the powers of Fecundity.

[PICTURE: The Icon of Fecundity: A figure is supplicant in prayer is positioned center in a row of four stylized stalks of wheat. Apart from an obvious pregnancy the figure has no features. This image serves as a watermark.]

Birthright of Fecundity

The Birthright of the Vestige of Fecundity is the Crimson Tithe. By letting his blood mingle with that of another, the Leviathan may open a mystical channel that permits him to infuse a valid subject with his Ichor. This requires an open wound sufficient to draw blood (or one level of bashing damage to represent the creation of one) for both the Leviathan and the intended beneficiary, who must remain touching – generally, the transfer looks like a “blood brothers” declaration, with two freshly-cut limbs held together. The Leviathan may transfer Ichor to the target at his maximum rate of expense, until he decides to stop, breaks contact, or the subject is holding the maximum amount of Ichor that he can. This has no effect on creatures who do not possess an Ichor pool.

  • Cost: Varies

Lord of the Sea (Ancestral Channel)

From the sea was life incubated, and to the sea all owe their allegiance.

  • "Depth 0": Birthright of Fecundity
  • "Depth 1": The Leviathan may use his Animal Ken skill to interact with creatures. He speaks with and understands creatures, using the Animal Ken skill in place of normal Social skills. Creatures of Size 2 or lower may be given commands, but will oppose the Leviathan's roll with their Composure + Power Trait (if any). They will follow to the best of their ability, but will not perform directly suicidal actions.
  • "Depth 2": As above, and any non-sentient creature whose Size does not exceed the Leviathan's current Size may be given commands, subject to the same limitations of the Depth 1 iteration of this Channel.
  • "Depth 3": As above, and the Leviathan adds his Sheol to uses of the Animal Ken skill.
  • "Depth 4": As above, and the Leviathan automatically detects all non-sentient life within the radius of his wake, ignoring concealment.
  • "Depth 5": As above, and once per round the Leviathan may reflexively command any one animal within the radius of his wake.
  • "Depth 6": As above but once per day when within a large body of water – cap successes at cubic miles – The Leviathan can emit a summoning call. For every success on a Presence + Animal Ken roll the leviathan summons one deadly marine creature to the battle (see Antagonists for some possibilities) and enough smaller creatures to provide -1 to everyone's visibility as well as ranged attacks. As a reflexive action the Leviathan may command the swarm to create a clear line between two people that lasts the rest of the turn.

Adaptations

  • King Under the Trench (OOO): While he is Dreaming the Leviathan may use Lord of the Sea on any creature within his Wake.

Magnanimous Host to All (Ancestral Channel)

Teeming with symbiotic creatures that can not properly survive in the lessened world, the Leviathan's body sustains these creatures in exchange for the benefits they provide.

When the Leviathan gains this Channel, he designates a Symbiont skill.

  • “Depth 0”: Birthright of Fecundity
  • “Depth 1”: The Leviathan's symbiont skill gains the 9-again property.
  • “Depth 2”: As above, but now the symbiont skill gains the 8-again property.
  • “Depth 3”: As above, and +1 dice to the symbiont skill.
  • “Depth 4”: As above, and instead +2 dice to the symbiont skill.
  • “Depth 5”: As above, and the Leviathan reflexively chooses a second skill to gain the above benefits. The Leviathan may choose a different skill each time he reaches this Depth, and ignores Untrained penalties.
  • “Depth 6”: As above, and when acting unopposed or unresisted the Leviathan may expend 1 Willpower to perform a check with a symbiont skill as a rote action.

The Leviathan chooses only the best re-roll mechanic (9-again, 8-again, rote action, automatic successes) for any given roll. Additional dice provided by this Channel do not stack with dice bonuses from skill-based Ancestral Channels. Otherwise, all bonuses apply.

Adaptations

Multitudinous Horde (OO to OOOOO): The Leviathan may designate multiple Symbiont skills (up to his dots in this Adaptation) and choose which one to apply this Channel's benefits to. He may reflexively switch between skills for 1 Ichor.

One in Many (OOOO, Requires One Brain Many Minds, No Mysteries of the Flesh, Sheol 4): When transforming into Depth 6, or with a Transformation action in Depth 6, the Leviathan may choose to become a swarm of creatures. See http://wiki.rpg.net/index.php/LeviathanTempest:ChapterFive#Sidebar:_Swarms for rules on swarms. A Leviathan who favors this Adaptation over their regular Apotheosis may start to display markers of the swarm and colony organisms even in lesser Depths. This Adaptation always turns the Leviathan into a swarm with Size equal to their Apotheosis form (the A Mountain Walked Adaptation if currently active is included), when they revert any lost Size is translated into Lethal damage at the usual rate. Dead creatures fail to reintegrate leaving gaping pits of flesh.

Incubation of the Second Self (Descendant Channel)

Leviathans capable of incubating the second self can reproduce without any outside aid, essentially cloning itself. This does not have to be brought to full term, or even sent along the exact same path, allowing the Leviathan to bring forth new creatures from its flesh.

    • Dice Pool: Resolve + Medicine + Sheol
    • Action Type: Extended (Each roll represents an hour of concentration and physical strain.)

The Leviathan is capable of parthenogenesis, creating an egg hosted within its body which will hatch over time, producing a near-copy of the Leviathan him or herself. The only certain difference is the inability of this Channel to reliably produce another Leviathan or a normal human - the result is almost always a Hybrid unless special ritual measures are taken. Even these can only slightly increase the chances of the egg producing a normal human or full Leviathan. It takes 3 successes to produce the egg, which gestates for (10 - Sheol) months.

For every roll made the Leviathan binds one point of the Ichor "bound" into the egg. Until it is hatched the Leviathan cannot regain this "bound" Ichor. While hosting an egg which contains more bound Ichor than his or her Stamina, the Leviathan suffers a -2 penalty to all dice pools due to physical strain. Upon hatching, the egg deals (Bound Ichor - host's Stamina) lethal damage to its parent.

A Leviathan may host up to its Sheol in eggs at one time.

  • “Depth 0”: Birthright of Fecundity
  • “Depth 1”: The Leviathan may spend 1 Ichor to make an egg-creation roll.
  • “Depth 2”: As above, but the Leviathan may devote rolled successes to reduce the gestation time of the egg by one month per successes, to a minimum of one week at "0" months.
  • “Depth 3”: The Leviathan may expend 1 additional Ichor to divide successes on a given roll, creating or improving multiple eggs. Each egg will impose its own strain penalty, and the penalties are cumulative. When doing so the Leviathan must bind one point of Ichor per egg per roll. Binding Ichor does not count as spending Ichor for the per-turn limit on spending Ichor.
  • “Depth 4”: As above, but the Leviathan may devote successes to "sculpt" the resulting creatures, altering their features slightly. Entirely human changes with no mechanical effect (difference in appearance, gender, race) require three successes. Increasing attributes (maximum of 5) require one Success per dot and each dot must be brought separately, reducing Attributes require one success per dot removed. Hybrid mutations (see the Antagonists chapter) can be added or removed for (dot rating +2) successes, the Leviathan must stick to the limits of the Hybrid template and the associated Lahmasu Strain. The Leviathan can remove the Lahmasu template to create an ordinary Hybrid for five successes but cannot add a different Lahmasu strain or an offspring with no mutations.
  • “Depth 5”: As above, but the Leviathan may "template" his personality onto the egg. This requires a number of successes equal to his Tranquility; the resulting creature has the Leviathan's Tranquility (or equivalent in Morality), Virtue, and Vice upon birth. It also prioritizes its Skills (primary, secondary, etc.) in the same fashion. This costs the Leviathan a dot of Willpower, and may be a Tranquility violation.
  • “Depth 6”: The Leviathan may expend 3 additional Ichor to make rolls solely for the purpose of embedding his spiritual essence into an egg. The egg must first have the Leviathan's personality template. This requires (five + Leviathan's Sheol) successes, and additionally costs a dot of Sheol. At the death of it's "parent," roll the fledgling's Resolve in an opposed check against the deceased Leviathan's Sheol. If the parent succeeds, the imprinted essence hijacks the body, replacing its Vestiges, Sheol, Mental and Social Attributes and Skills with its own and calling the dead Leviathan's soul into it's new home. The losing essence is annihilated (in the case of a tie, everyone loses.) Hijacking a body in this fashion is a Tranqulity-1 transgression, but serial immortality's not a bad gig.
Sidebar: One Bad Mother

The creatures spawned by Incubation of the Second Self use the Hybrid template by default - usually of the Lahmasu sub-breed most typical to the Leviathan's Strain. On a game-mechanical level, this is the only outcome that occurs without the use of outside effort, such as a ritual, to attempt to beat the system. Even these should be a matter discussed between players and storytellers. Thematically speaking, the Tribe has yet to discover a reliable way to reproduce "safely," both in the sense of "increasing the number of Leviathans" or "having a child that isn't monstrous." It's not fair, but it's part of what happens to monsters.

Genetically speaking, they're "near-matches" to the Leviathan when under scientific scrutiny - close enough that it'd draw attention. It's of some interest to the Tribe, however, that most forms of biological damage and imposed mutation (the hazards of life as a Leviathan) don't transfer to the egg. It most resembles "what the Leviathan would have looked like had they been born as a Hybrid," and does not carry Lamarckian markers of the parent's changes. A templated personality will lead the spawn to pursue a similar course as its parent, but nothing can ensure a complete duplicate.

Rumors persist that certain ancient Leviathans perfected Adaptations or rituals that ensured that even the children of their children would carry a soul imprint - meaning that the press of time would ensure the possibility of their return. Occasionally, Legions have formed around this idea, either seeking to defeat death or to protect the Tribe and humanity from the depredations of a returned horror from bygone days.

Beyond ritual attempts to affect the traits of an egg, the most common and gruesome thing that Leviathans and other Ichor-users can do with an egg is consuming it. The Ichor bound into the egg can be harvested in this fashion, but doing so is a Tranquility-3 transgression, or a Tranquility-1 transgression for a Leviathan that consumes its own young.

Adaptations

  • Easy Birth (OO, Requires Stamina 3): In Depth 3 and below, the Leviathan reduces the effective bound Ichor of all eggs by 1 for the purpose of damage upon birth and physical strain penalties.
  • Fast Growth (OO): In Depth 3 or below the Leviathan can cause their child to grow rapidly after hatching. Every success compresses one years growth into one week. With seven compressed years the unskilled penalty and exp costs for Mental and Social skills increase by 1, at fourteen years they increase by 2. This penalty can be removed with extensive education and socialization.
  • Genetic Memories (OO): In Depth 4 or below the Leviathan can spend successes to implant genetic memories in their offspring. This can add dots to Skills for one Success per dot (you must buy Skills in Sequence, adding two dots of Academics would cost three successes). Alternatively they could spend one success to give the child memories of three events from the Leviathan's perspective. These memories have less impact than experiencing the event first hand, which is not to say they have no impact.
  • Opportunistic Parasitism (OOOO, Requires Sheol 3): In Depth 3 and below, the Leviathan may transfer an egg that it is hosting to a helpless creature of Size 5 or greater. This requires a minute of time and inflicts three levels of bashing damage. The Leviathan's Ichor remains bound in the egg, but from that point onward only the host suffers from potential strain penalties and will suffer damage upon the egg's "birth." Traumatic and grisly surgery, at the very least, will be required to remove the egg early. Such surgery usually deals lethal damage equal to the egg's bound Ichor.
  • Traumatic Parasitism (OOO, Requires Opportunistic Parasitism and Strength 3): In Depth 3 and below, upon scoring an exceptional success against a target using a natural weapon that deals lethal damage, the Leviathan may attempt to reflexively transfer an egg from its body into that of the target. The subject must be Size 5 or greater, and rolls its Stamina (+ Power stat) in an opposed roll against the Leviathan's Sheol. The subject may add any bonuses related to staving off disease to its roll. Most will also spend Willpower, unsurprisingly.
  • Hyperparasitism (OOO, Requires Opportunistic Parasitism): In Depth 3 and below, when presented with a helpless host containing an egg created by another Leviathan, the character can "overwrite" the egg with one of its own, using the energy bound in the egg to feed its own spawn. The Leviathan makes use of this Channel to create an egg inside the host. This uses the normal system, but the character may need not bind any Ichor until he has made more rolls then the egg's own bound Ichor. This consumes the replaced egg, which is generally a Tranquility violation.
  • Reflexive Consumption (OOO): In Depth 3 and below, the Leviathan may reflexively consume an egg that it is hosting, regaining the bound Ichor as noted in the sidebar.
  • Restoration of Life (OOOO, Requires Assimilation, Genetic Memories and Sheol 3): The Leviathan imprint both the personality and memories they have absorbed into an egg, bestowing life once again for a Willpower Dot and a number of successes equal to the target's Morality. This goes beyond the distant memories provided by the Genetic Memories Adaptation, from the clone's perspective they are the exact same person in a new body. Implanting memories has no effect on the physical body, which means that by default the clone will be born as a near genetic duplicate of the Leviathan. Most clones are re-sculpted extensively, either to create something as close to the original body as possible within the limits of the Hybrid template, or to reward or punish the clone with a body of the Leviathan's devising. If the body has enough mutations to decrease the clone's Intelligence, apply two mild or one sever derangement per lost dot of Intelligence as the Leviathan damages the mind by forcing it into an incompatible body. It must be noted that creating a clone does not "use up" the assimilated memories, a Leviathan can clone one person many times. Devouring a person for the explicit purposes of cloning them, even with their informed consent, does not prevent the Leviathan from having to make the usual Tranquility check for cannibalism.

Womb of Terrors (Descendant Channel)

The divine Ichor flowing through the Leviathan's blood gives birth to new and horrible life, clawing its way out of gore and shaped and directed by the will of the Leviathan who gave it life.

    • Dice Pool: Stamina + Medicine + Sheol
    • Action Type: Instant

When the Leviathan has an open wound (is suffering at least a single level of lethal damage), it may shape creatures from its blood. Upon taking this Channel, the Leviathan designs three creatures which are born of its blood (see sidebar). It may call forth these creatures with a successful roll. The creatures instinctively take actions desired by the Leviathan without verbal instruction. If the Leviathan is not bleeding and wishes to activate this power, he may reflexively open the wound necessary if he has adequate tools at hand (or has hands that serve as adequate tools.) A Leviathan may only have a number of offshoots equal to its Sheol exist at any one time, buy may only have a single third-degree offshoot at a time.

  • “Depth 0”: Birthright of Fecundity
  • “Depth 1”: The Leviathan may summon its first-stage offshoot. It is present for one turn per success on the summoning roll.
  • “Depth 2”: As above, but it is present for three turns per success.
  • “Depth 3”: As above, but it is present for a minute per success. The Leviathan may expend 1 additional Ichor to instead call its second-stage offshoot, which is present for one turn per success.
  • “Depth 4”: As above, but first-degree offshoots are present for five minutes per success and second-degree offshoots for three turns per success.
  • “Depth 5”: As above, but first-degree offshoots are present for a half-hour per success and second-degree offshoots for one minute per success.
  • “Depth 6”: As above, but first-degree offshoots are present for an hour per success and second-degree offshoots for five minutes per success. The Leviathan may expend 3 additional Ichor to instead call its third-stage offshoot, which is present for one turn per success.
Sidebar: Horrors made Flesh

Upon purchasing the Channel Womb of Terrors, the Leviathan's player may design three Offshoots. As the Leviathan's Sheol increases, these Offshoots become more powerful, but their general form remains the same. The Offshoots need not be graduated versions of the same beast, and it's acceptable - in fact, highly appropriate - that their outward forms are alien, amalgamations of various beasts with fearsome appearances. An Offshoot can usually not be mistaken for any natural animal. Each Offshoot has "base" Traits and a pool of points which the Leviathan's player uses to customize the beast. Once determined, an ability is set and the assigned points cannot be re-assigned.

Leviathans who possess an Evolution can often share it's benefits with any Horrors they create. While every Evolution is different and the Storyteller must use her judgement a good rule is that if an Evolution must never make Womb of Terrors impractical to use. A Leviathan who can survive in outer space will be able to create Horrors that can survive in outer space. The Storyteller may choose to put a point cost on abilities unlocked by evolutions.

Horrors are treated like animals, using the higher of their Dexterity or Wits to determine Defense. They lack fine manipulation and cannot hold or use most tools unless a trait is purchased to permit this - and even in this case their intellect is too limited to apply most tools effectively. They are entirely amphibious and may breathe water and swim at full Speed. They execute commands to the best of their intelligence. Note that it may be difficult to craft the core book's example animals as Offshoots - they cannot generalize (and that guard dog has phenomenal stats!)

  • First-Stage Offshoot: All attributes begin at one, Size 2, Speed species factor 5, no skills. Attributes and Skills cannot exceed 3.
    • A first-stage Offshoot is built with a pool of points equal to the Leviathan's Stamina + Sheol. (Use the Leviathan's base Stamina, before any bonuses from Vestiges)
  • Second-Stage Offshoot: Physical attributes begin at two, all others at one, Size 3, Speed species factor 5, no skills. Attributes and Skills cannot exceed 4.
    • A second-stage Offshoot is built with a pool of points equal to 3 + Leviathan's Stamina + Sheol.
  • Third-Stage Offshoot: Physical attributes begin at three, all others at one, Size 5, Speed species factor 5, no skills. Attributes and Skills cannot exceed 5.
    • A third-stage Offshoot is built with a pool of points equal to 6 + Leviathan's Stamina + Sheol.
  • Basic Point Costs (Attributes in parenthesis refer to the Leviathan's stats, not those of the offspring)
    • Physical Attributes: 1 dot per point
    • Other Attributes: 1 dot per 2 points
    • Physical Skills: 2 dots per point
    • Other Skills: 1 dot per point
    • Specialties: 2 per point
    • Armor: 1 per point, max of (Stamina), bulletproof for +1 points.
    • Natural Weapons: +1L per point, max of (Strength)L
    • Speed bonus: +2 per point, max of (Dexterity) points
  • Other Tricks (Other traits are possible, with their price mandated by the Storyteller.)
    • Flight: 1 point (at Speed)
    • Venomous bite: Toxicity 3, immediate onset: 1 point (+1 Toxicity for +1 point, limit of +(Stamina) Toxicity)
    • Rare sense (Echolocation, heat-based vision, etc.): 1 point each
    • "Finer" manipulation: 2/3 points (may use simple tools and open doors, but -2 to all relevant rolls, -0 at 3 points)
    • Regeneration: 2 (1 bashing per turn, 1 lethal per 15 minutes; third-stage Offshoots may regenerate 1 lethal per round instead)

Adaptations

  • Open Hide (O): The Leviathan may reflexively open a wound without any tools to do so. This still inflicts a point of Lethal Damage.
  • Dread Champion (O): The Leviathan may opt to possess his third-stage Offshoot upon creating it. If he does so, he is considered insensate and unconscious, and the third-degree Offshoot becomes of Indefinite duration and uses the Leviathan's Mental and Social attributes, skills, and merits. The Leviathan may cancel this effect at any time, destroying the Offshoot and returning to consciousness.
  • Hone Champion (OOO, Requires Dread Champion and Sheol 4): When activating the Dread Champion power, the Leviathan may spend excess successes on the activation roll to increase the point-pool available to the Offshoot. Each success yields one additional point, which may be spent freely. Raising the Mental and Social traits of a third-stage Offshoot will not prevent its Mental and Social traits from being replaced by those of its creator when the Dread Champion power is activated.
  • Creator of Life (OO, Requires Sheol 2): The Leviathan may devise a new first-degree Offshoot and may now summon either of its options. This Merit may be purchased multiple times - up to the Leviathan's (Sheol -1).
  • Craftsman of Life (OOO, Requires Sheol 3): The Leviathan may devise a new second-degree Offshoot and may now summon either of its options. This Merit may be purchased multiple times - up to the Leviathan's (Sheol -2).
  • Sculptor of Life (OOOO, Requires Sheol 4): The Leviathan may devise a new third-degree Offshoot and may now summon either of its options. This Merit may be purchased multiple times - up to the Leviathan's (Sheol -3).
  • Reflexive Genesis (OOO): In Depth 3 and below, upon suffering lethal damage, the Leviathan may reflexively summon an Offshoot that it has access to in its current Depth. It must suffer levels of damage equal to the Size of the Offshoot to be summoned.
  • Claws of the Motherfucker (OOO, Requires Mortal-Devouring Armory). In depth 3 and below, upon dealing lethal damage with the weapons provided by Mortal-Devouring Armory, the Leviathan may reflexively summon an Offshoot that it has access to in its current Depth - creating a horror from it's own Ichor and it's victims blood. It must inflict levels of damage equal to the Size of the Offshoot to be summoned, the Offshoot's birth also causes an additional point of Aggravated damage.

The Hydra's Rebirth (Descendant Channel)

A spark of unnatural life coruscates through the blood of the Tribe, its immense potency granting their very organs the ability to reproduce and evolve.

  • "Depth 0": Birthright of Fecundity
  • "Depth 1": You may convert Ichor into blood. You may expend 1 point of Ichor to heal 1 Bashing level of damage.
  • "Depth 2": You may reflexively convert your own blood into Ichor. For each level of Resistant Lethal damage you voluntarily suffer, gain 2 Ichor. Resistant damage is unaffected by the powers of this Channel.
  • "Depth 3": You may expend 2 Ichor to heal 1 Lethal level of damage.
  • "Depth 4": For purposes of healing, your Safe Ichor/Turn is increased by 1.
  • "Depth 5": 1 point of Ichor now restores 2 levels of Bashing or 1 level of Lethal damage.
  • "Depth 6": You may expend 4 Ichor to heal 1 Aggravated level of damage. Every time you do so, increase any non-Stamina Attribute by one for the remainder of the scene. No more than (Stamina) points of such healing can be performed each day.

Adaptations

  • Resurgent Corpus (OO): You may expend a point of Willpower to use the lower of your Stamina or Composure as your Defense for a scene.
  • Dread Return (OOO, requires Sheol 3): That is not dead which can eternal lie. This Adaptation costs a dot of permanent Willpower to invoke. If you would be killed, you may fall into a trance-like stasis that appears, to any observer, just like death. The last level of aggravated damage does not slay you for (Resolve) hours - at Sheol 4 this becomes days, at Sheol 5 months - during which time you do not heal naturally but may expend Ichor to restore yourself or benefit from external treatment. You still receive Ichor from your cult's prayers and immersion in water. In this state, you are considered to be dreaming. If your body is fully annihilated (by incineration or some other means), you are truly dead.
  • Reap the Whirlwind (OOOOO, requires Sheol 5): Once per week, when you would be slain in combat as a result of filling your rightmost Health box with Aggravated Damage, instead you are restored to maximum Health and Ichor and reflexively shift to Apotheosis Form. This change is not optional but does not cost Ichor. For this scene only, you may remain in Apotheosis Form with no adverse consequences for up to (Stamina + Resolve) minutes. Distribute (Stamina) dots among your Attributes as if you had healed all the aggravated damage with Ichor. Among younger members of the Tribe, this Adaptation is sometimes affectionately referred to as "One-Winged Angel."

Everflowing Fetid Growth (Descendant Channel)

The Divine Ichor is as potent source of life, eager to burst forth in growth and bloom.

    • Dicepool: Sheol + Stamina + Survival
    • Action Type: Instant or Extended (Each roll is one turn)

By drawing on the potential for life within its divine Ichor a Leviathan may fertilize and gain dominion over the land and all the beasts that dwell within. With this Channel the Leviathan can increase physical Attributes and grant unique advantages to those in its favor: See the sidebar “Horrors Made Flesh” for options.

The divine Ichor is as harmful as it is beneficial to mortals. Everyone who benefits from this Channel suffers a poison with a toxicity equal to the number of 1s and 10s rolled when activating this Channel as harmful mutations and cancers take root. Should someone take more damage than their Stamina upgrade one point of damage to Aggravated, until this point is cured treat the sufferer as having an Affliction. A roll of Intelligence + Medicine (Intelligence + Science or Intelligence + Survival in the case of plants) is sufficient to realize the disease is like nothing else known to medical science and possibly reveal the touch of a Leviathan for those who know what to look for. Naturally pressing on with this Channel to the point that it becomes life threatening is a Tranquility sin.

Using this Channel on another Leviathan is impossible: Granting the power of the Divine Ichor to a Leviathan is redundant. Hybrids can benefit but it's harder: Deduct Depth from the dicepool (for multiple Hybrids use the greatest Depth). On a positive note Hybrids decrease the toxicity by their Depths.

  • “Depth 0”: Birthright of Fecundity
  • “Depth 1”: The Leviathan may grant increased physical Attributes to one recipient, this requires a transfer of Ichor as per the Birthright of Fecundity and lasts one turn per success. When using this ability on plants (or fungus) the only “Attribute” is size, unlike other effects of the Channel increased size is permanent.
  • “Depth 2”: As above but the Leviathan can use this Channel remotely providing there is an unbroken path of water between an open wound on the Leviathan and the recipient.
  • “Depth 3”: As above but the Leviathan may spend an additional point of Ichor to affect up to Sheol recipients at once. Successes are divided between recipients in whatever ratio the Leviathan desires. If the Leviathan spends additional Ichor the effects last for a minuet per success.
  • “Depth 4”: As above but the Leviathan may also grant natural weapons, speed and armor as well as items from the list of “Other Tricks”. When forcing plant-life to grow the Leviathan also gains control over the direction of growth.
  • “Depth 5”: As above but when using this Channel at range ignore the requirement for a path of water. The Leviathan may also opt to grant animation to plants (minimum size of 3) granting a Strength and Dexterity of one. Animated plants have no skills or unskilled penalties and qualify for the same enchantments with the exception of speed, they remain immobile.
  • “Depth 6”: As above but the Leviathan can spend three additional points of Ichor to affect all recipients in range at once. Should the Leviathan do so effects will last for one hour per success.

Adaptations

  • Toxicophore (OO or OOO): In Depth 3 or lower a Leviathan may spend an additional point of Ichor to make all affected plants toxic. With two dots unprotected beings in physical contact with the plant suffer a -1 penalty on all actions. After the contact is broken, the penalty lasts for a number of turns equal to the amount of time spent in contact. At three dots increase the penalty by one for every two turns of physical contact. If it ever rises above the subject's Stamina + Resolve, they pass out due to pain.
  • Spore filled blood (O): In Depth 3 or lower instead of growing existing plants the Leviathan may instead grow entirely new simple plants or fungus from spores and seeds within their blood. When taking this merit select a group of plants like “algae”, “fungus” or “seaweed”. This merit may be taken multiple times for additional options.
  • Rapid Rot (OOO, requires Spore filled blood): In Depth 4 or lower the Leviathan can spend a point of Ichor and roll Stamina + Sheol to attack structures. Roots tear into foundations and rot eats away at a building’s heart. The range is touch but this attack does ignore durability.
  • Ah, Triffids (OOOOO, requires Sheol 3): In Depth 6 the Leviathan can add the following cruel features to animated plants under its control.
    • Blinding stinger, requires Size 5+ and costs 3 successes. This stinger is a 3 damage weapon with a range of 10 feet. Each success, contested by Stamina, gives -1 to all rolls that depend on vision. At a total of -5 the target is blind. Treat this damage as lethal for the purpose of healing and medicine.
    • Movement, requires Size 5 or less and costs 1 success. Plants only move at speed 2.
    • Communication, requires size 3+ and costs one success. The plants gain the ability to communicate with a form of drumming. This can be used as an early warning system for anything simple enough for an animated plant to recognize. Something along the lines of: “Humans”, “Motor Boats” or “Hybrids”.
  • One swamp, one mind (OOOOO, requires Sheol 4). The Leviathan gains the ability to unite itself with an entire ecosystem. While the leviathan slumbers the range of Everflowing Fetid Bloom increases by 100 feet an hour to a limit of Sheol miles throughout which they can use this Channel like normal. When using this Adaptation the Leviathan is considered to be dreaming, the inverse is also true: if the Leviathan is dreaming it may use this Adaptation. When combined with Spine of the world this Adaptation is stronger; it's effects cover the entire island.

Vestiges of Might

In the natural world there are limitless miracles of evolution that allow peerless strength and grace: The slippery grace of eels, the raw power of a killer whale or the alien dexterity of the octopus. All this, and divine powers beyond the limits of muscle alone are available to the Tribe. According to myths the progenitors limitless Might could raise up islands or shatter them with a blow. When they raged their strength would shake the sky and rock the foundations of the world. To the progenitors the very distinction between thought and action was meaningless. While their descendants cannot claim such power the remaining traces of these gifts are mighty indeed.

In the Tribes iconography the Vestige of Might is represented either by patriarchal images, a powerful father or a herd of cattle, or by feats of divine strength: A mighty cliff shattered in two or a claw raised up in triumph. As the authority of fathers was eroded by the state images of divine might eclipsed images of the patriarch. The Progenitor most famous for feats of impossible strength is Mighty-Armed Thalassa and her descendants, the Thalassans retain her gifts. The Bahamutan, Nu and Tanninim Strains also show natural inclinations towards the Vestige of Might.

[PICTURE: The Icon of Might: A vertical crab claw held open, the inner surface smoothly transition into two rough cliff faces making the inside of the claw into a valley. A single line denoting a river runs through the valley. This image serves as a watermark.]

Birthright of Might

The Birthright of the Vestige of Might is the Privilege of Titans. A quick spike of Ichor permits the Leviathan to enhance his strength. For the purpose on a single non-combat Feat of Strength, the Leviathan may double his Strength.

  • Cost: 1 Ichor

Fluid Icon of Grace (Ancestral Channel)

Description

  • “Depth 0”: Birthright of Might
  • “Depth 1”: The Leviathan adds +1 to his Defense after all other effects (i.e. after doubling for a Dodge, not before)
  • “Depth 2”: As above, and +1 Speed
  • “Depth 3”: As above, but now +2 Defense
  • “Depth 4”: As above, but now +2 Speed
  • “Depth 5”: As above, but now +3 Defense and Speed
  • “Depth 6”: As above, and +1 Dexterity.

Adaptations

  • Liquid Evasion (OOO): While in Depth 3 or lower, the Leviathan triples his Defense, instead of doubling it, when he opts to Dodge.
  • Flow Like Water (OOO): While in Depth 3 or lower, the Leviathan may, once per turn, reflexively spend 1 Ichor and add (Sheol x Speed) to its Speed. Bonuses from Fluid Icon of Grace apply before multiplication. The duration is one turn.
  • Crater-Birthing Leap (O to OOOOO): In Depth 1 and lower, The Leviathan adds (2 x Merit Dots) feet to the height and (4 x Merit Dots) feet to the length of all jumps. At the 5-dot version of this Adaptation, the Leviathan may reflexively jump once per turn. This is a running jump if the Leviathan moves at least 10 feet in a straight line beforehand.

That Hideous Strength (Ancestral Channel)

The Leviathan’s body channels more force than a creature it size should be capable of. It is a being of terrible power, capable of crushing the earth itself should it stretch the length of it, and should it decide to throw its force against the sea, great waves will rise up to drown the land.

That Hideous Strength is a Power Attribute boosting Channel. It boosts Strength and has the following unique powers:

  • “Depth 0”: Birthright of Might
  • “Depth 6”: As above, and when invoking the Birthright of Might, add the Leviathan's Size to his Strength, this still cannot be done in combat.

Adaptations

  • Rightful Place (OOO, requires Sheol 3+) - If the Leviathan's Strength exceeds his target's Stamina, then the Leviathan's attacks gain the Knockdown property. The target rolls (Dex + Athletics - Attack Successes) to retain his footing.
  • God-Hurling Sinews (OOO or OOOOO): In Depth 3 and lower, The Leviathan can throw any object he can lift to a distance of (Strength + Dexterity) meters. This takes a minute of effort. At the 5-dot version of this Adaptation, the Leviathan may throw such objects as an instant action. Thrown objects that are not intended to be weapons have a Damage Rating equal to their Size.

Overpowering Strength of Titans (Ancestral Channel)

The Leviathan does not make war; it visits itself upon enemies. It is a force of nature: mortals cannot oppose it, merely take shelter.

When taking this Channel, choose Brawl or Weaponry.

  • "Depth 0": Birthright of Might
  • "Depth 1": The Leviathan may, as an instant action, forfeit his Defense against a close-quarters attack. This may be done before his initiative resolves. If he does so, he rolls (Weaponry or Brawl + Strength + Equipment) against the attack. Each success on his roll cancels out one success from the attack. Excess successes are inflicted as damage (of the type appropriate to the Leviathan's weapon) against the attacker. If the Leviathan opts to use this technique, the attacker's roll is not penalized by Armor.
  • "Depth 2": As above, but the Leviathan may employ this defensive method against ranged attacks as well. Excess successes are not inflicted as damage unless the Leviathan's weapon has sufficient range to strike the attacker (without being thrown).
  • "Depth 3": As above, and the Leviathan now adds his Sheol to uses of the (Weaponry or Brawl) skill.
  • "Depth 4": As above, and the Leviathan may use his (Weaponry or Brawl) in place of his Composure when determining Initiative for the round.
  • "Depth 5": As above, and the Leviathan may perform the Depth 2 iteration of this Channel as a reflexive action once per round.
  • "Depth 6": As above, and the Leviathan may perform a simultaneous defense and attack. When he attacks, record the number of successes - subtract that number from all attacks targeting him this round. Excess successes do not inflict damage. If he chooses to employ this power, the Leviathan is considered to have a Defense and Armor rating of 0 for the round.

Adaptations

  • Thunderstruck (OO): The Leviathan adds his Sheol to his Initiative and always acts first on ties. Should two individuals with "act first" powers fight and they tie, their actions are simultaneous.
  • Living Weapon (OOO): The Leviathan may use this channel with both Brawl and Weaponry.
  • Undertow (OOO+): If the Leviathan has the Brawl version of this Channel he may perform an overpower attempt immediately after establishing a grapple against a wake-vulnerable target. At Sheol 5 and 4 Merit dots, remove the "wake-vulnerable" limitation.
  • Cleaving Tide (OOO+): If the Leviathan has the Weaponry version of this Channel, once per turn when he slays a wake-vulnerable target he may perform a reflexive attack against another wake-vulnerable target in range. At Sheol 4 and 4 Merit Dots, replace "once per turn" with "every time." At Sheol 5 and 5 Merit dots, remove the "wake-vulnerable" limitation.

Many Flowing Limbs (Descendant Channel)

  • "Depth 0": Birthright of Might.
  • "Depth 1": A Leviathan may spend 1 Ichor to have 8-again to establish and maintain a grapple.
  • "Depth 2": As above but they may use the higher of their Strength or Dexterity.
  • "Depth 3": The Leviathan may spend an additional point of Ichor to grapple two people at once. This causes a -4 penalty to both establishing and maintaining grapples. The Leviathan may still make only one overpower roll per turn.
  • "Depth 4": The Leviathan can perform an extra Sheol reflexive actions per turn provided they can be accomplished with just one limb, flipping switches, opening doors and things of that ilk. Additionally they do not reduce Defense until after they have been attacked by Defense opponents.
  • "Depth 5": When Grappling the Leviathan may treat his opponents strength as two less.
  • "Depth 6": The Leviathan may spend four points of Ichor to make grapple four people at once. This causes a -6 penalty to both establishing and maintaining grapples. The Leviathan may still make only one overpower roll per turn.

Adaptations

  • Adhesive Flesh (OOOOO) At Depth 6, the Leviathan may reflexively counter an opponent's attack. The Leviathan rolls Dexterity+opponent's attack successes-opponent's Strength, and on a success the opponent loses their weapon as it becomes stuck in the Leviathan's body unless it is removed with a Strength+Dexterity check or the Leviathan changes to a more human form. This same process can be used to reflexively add three dice to a grapple attempt on an attacking unarmed opponent

The Tyrant's Privilege (Descendant Channel)

The Progenitors once ruled the world, even the greatest monument of mankind existed only at their sufferance.

  • “Depth 0”: Birthright of Might.
  • “Depth 1”: When attacking with fists or other natural weapons the Leviathan may spend a point of Ichor to ignore up to its Strength in Armour.
  • “Depth 2”: As above but the Leviathan now may benefit from this channel with any melee weaponry.
  • “Depth 3”: As above but the Leviathan may instead choose to spend two points of Ichor to bypass its Strength in Durability. This Channel may be activated twice for an attack, once for Armour once for Durability.
  • “Depth 4”: As above but when using the Depth 1 iteration of this Channel the Leviathan ignores Sheol + Strength points of armor.
  • “Depth 5”: As above but when using the Depth 3 iteration of this Channel the Leviathan ignores Sheol + Strength worth of Durability.
  • “Depth 6”: As above but the Leviathan may instead spend four points of Ichor to ignore all Durability.

Adaptations

Riotous Vandal (OO) - When in Depth 3 or below, the Leviathan gains 8-Again on Havoc checks.

Mind in Motion (Descendant Channel)

The Might of the Progenitors transcends crude muscles. Their will alone could topple cities and crush armies.

  • “Depth 0”: Birthright of Might.
  • “Depth 1”: The Leviathan may use telekinesis. This costs 1 Ichor. When using telekinesis the Leviathan has an effective Strength equal to Resolve and an effective Dexterity equal to Wits. Telekinesis has a range of 10 feet + one foot per Sheol.
  • “Depth 2”: As above but range is 10 foot + 2 feet per Sheol.
  • “Depth 3”: As above but the Leviathan may spend an additional point of Ichor to perform a telekinetic grapple. Roll Wits + Resolve vs Strength + Brawl. If the Leviathan wins the roll the target is both grappled and immobilized.
  • “Depth 4”: As above but instead of a grapple the Leviathan also has the option of attacking with pure telekinetic force. This is treated as a regular ranged attack with a short equal to half the Leviathan's Telekinesis range. A Medium Range equal to the Leviathan's Telekinesis range and a long equal to twice Leviathan's Telekinesis range. Roll Resolve + Firearms. Telekinetic attacks do bashing damage and have the Knockdown property.
  • “Depth 5”: As above but the Leviathan also manifests tactile telekinesis. For the cost of one Ichor it may substitute the Wits for Dexterity or Resolve for Strength. Range also increases to 10 foot per Sheol.
  • “Depth 6”: As above the Leviathan may spend four Ichor to make a telekinetic explosion: A telekinetic explosion has a radius of five yards and has an Explosive Force equal to half of Resolve + Wits + Sheol. The Leviathan may trade Explosive Force for a larger blast area: each point of Explosive Force adds five yards to the radius. Everything caught in the Blast Area takes one automatic bashing damage and a die of bashing damage per Explosive Force, this attack has the Knockdown property. This doesn't have to be an explosion; implosions are fine as is an effect that pulls everyone to the floor, or throws everyone to the left.

Adaptations

  • Mind Over Matter (OO) – When in Depth 3 or below the Leviathan may spend a point of Ichor to increase Defense by Resolve for a turn.
  • Psychic Blades (OOO) – In Depth 3 or below the Leviathan may cause Lethal Damage with telekinesis. Including overpowering during a grapple.
  • Force of the Tides (OO) – In Depth 4 or below the Leviathan may add Sheol to his dicepool for Telekinesis.

Vestiges of Predation

Birthright of Predation

The Birthright of the Vestige of Predation is the Hunter's Boon. The Leviathan may "tune in" to a Wake-vulnerable subject. If the victim's (Wits + Power Trait) is lower than the Leviathan's (Presence + Sheol), that subject cannot benefit from 10-again on attacks made against the Leviathan for the rest of the Scene.

  • Cost: 1 Ichor

Mortal-Devouring Armory (Ancestral Channel)

The Leviathan's Primordial form bristles with cruel natural weapons.

  • “Depth 0”: Birthright of Predation
  • “Depth 1”: The Leviathan's unarmed strikes are +0L weapons.
  • “Depth 2”: As above, but now they are +1L weapons.
  • “Depth 3”: As above, but now they are +2L weapons.
  • “Depth 4”: As above, but now they are +3L weapons.
  • “Depth 5”: As above, but now they are +4L weapons.
  • “Depth 6”: As above, but now they are +5 Aggravated weapons.

Adaptations

  • Savage Focus (O) - In Depth 1 and lower, The Leviathan may use his Dexterity for Defense even if his Wits is lower.
  • Rending Claws (OO) - In Depth 3 and lower, The Leviathan's natural weapons are armor-piercing (rating 2).
  • Gaping Maw (OO) - In Depth 3 and lower, The Leviathan's natural weapons deal 2 additional levels of damage if used on a grappled victim.
  • Walking Abattoir (OOOO): The Leviathan now has +4 Aggravated weapons at Depth 5.
  • Skin of the Shark (OOO): Anyone that grapples with the Leviathan suffers (His Stamina + Sheol - Their Stamina + Armor) lethal damage each turn from exposure to countless sharp protrusions or biting mouths

Stalker's Shifting Hide (Ancestral Channel)

The Leviathan's Primordial form cannot be perceived clearly by its prey.

  • “Depth 0”: Birthright of Predation
  • “Depth 1”: When the character performs Stealth checks to hide his presence, on a success he is always considered at least partially concealed. (Attempts to spot him and Ranged Attacks at -2 against him) While stealth may be broken by initiating combat, the Leviathan's concealment does not fade until scene's end.
  • “Depth 2”: As above, but now he is considered substantially rather than partially concealed (-3).
  • “Depth 3”: As above, but now he adds his Sheol to uses of the Stealth skill.
  • “Depth 4”: As above, but now the Leviathan is also completely odorless or silent when the Depth 1 ability of this Channel is activated (The character chooses one when this channel is acquired).
  • “Depth 5”: As above, but now the Depth 1 ability of this channel is reflexive.
  • “Depth 6”: As above, but now he is considered completely invisible rather than substantially concealed (Opponents are considered to be Fighting Blind against him). An opponent who successfully strikes the Leviathan once treats him only as substantially concealed for the rest of the scene.

Adaptations

  • Ambush (OO) - Whenever the Leviathan successfully surprises and wounds an enemy, he gains 1 Ichor.
  • Broken Lens (OOO) - In Depth 3 and lower, those using tools of mortal make (binoculars, flashlights, etc.) to attempt to overcome the Leviathan's Stealth roll will suffer unexplained hardships. Lenses get blurry, lights flicker, and so on. Equipment with a rating of less than the Leviathan's Sheol is effectively negated and provides no bonus.
  • Clouded Eye (OOO) - In Depth 3 and lower, the Leviathan may use his focused wake to dull the senses. A subject whose Willpower is lower than the Leviathan's (Stealth + Sheol) will subtract the Leviathan's Sheol from all Wits-based rolls to detect him.
  • Slip Sideways (OOOO, requires Sheol 4 and Rain Dance of the Tempest) - In Depth 6, an exceptional success on the character's Dexterity +Stealth + Sheol roll permits the Leviathan to find a bolthole outside of normal space. No non-supernatural methods may detect his presence as long as he remains in his current general position, and supernatural means must contest against his successes. Non-supernatural events that don't deal catastrophic (10+) damage to the surrounding region will neither affect or reveal the Leviathan, and the Leviathan's Stealth will act as armor to insulate him against even apocalyptic mundane events. He will be visible afterwards (after all, whatever happened probably managed to move him.) Attacking, speaking, or moving will also end this effect, though the Leviathan gains the benefits of surprise.

Hunter’s Terrible Beauty (Ancestral Channel)

The hunter in action is a marvel to behold, both terrifying yet beautiful.

Hunter’s Terrible Beauty is a Power Attribute boosting Channel. It boosts Presence and has the following unique powers:

  • “Depth 0”: Birthright of Predation
  • “Depth 6”: The Leviathan can focus her Wake to paralyze with fear. The Leviathan rolls Presence + Intimidation + Sheol vs Resolve + Power Trait against a wake vulnerable target. Should the Leviathan win they paralyze their foe for Presence turns. Multiple uses of this power do not stack and the effects end immediately if the Leviathan makes a physical attack against the target.

Adaptations

  • The Sleeping Dragon (OOO or OOOO, requires Sheol 2 or 3): At Depth six the Leviathan can spend a point of Ichor to prevent all wake-vulnerable creatures from attacking itself unless they spend a point of Willpower and succeed on a Resolve + Composure roll. The effects end automatically if the Leviathan attacks any target. With Sheol three and four dots in the Adaptation attacking only ends the effect for the target, everyone else merely gets a free reflexive roll to shake the effects.
  • Hideous Revelry (OOO or OOOOO, Requires Sheol 4) - In Depth 3 or lower, the Leviathan may spend 2 Ichor and reflexively roll Presence + Expression when performing a physical attack, opposed by the highest Composure + Power Trait among its enemies. On a success, the Leviathan may induce one strong emotion (chosen from the list below when purchasing this Adaptation) in any number of witnesses. The Leviathan screams a phrase or strikes a pose or integrates her attack into a dance, and this action usurps the hearts of onlookers. Characters so affected are subject to the behaviors below unless they spend a point of Willpower to immunize themselves for the scene. Should a wake-vulnerable individual do so, they still suffer a -2 penalty to all actions. With the five-dot version of this Merit, cost falls to 1 Ichor per attack and the Leviathan may choose any of the listed emotions.
    • Emotions List:
      • Lust - Affected characters attempt to copulate with anything in sight.
      • Wild Abandon - Affected characters are slaves to their base impulses and ignore social conventions.
      • Fury - Affected characters perform All-Out attacks on the character closest to them.
      • Horror - Affected characters are too horrified to do anything but dodge and flee.
      • Joy - Affected characters are extremely suggestible and will not attack unless attacked.

Blood in the Water (Ancestral Channel)

The Leviathan's razor-keen senses can detect a single drop from two oceans away.

  • “Depth 0”: Birthright of Predation.
  • “Depth 1”: When the character performs a Survival check to track a target, he is unaffected by obliterated evidence. Rain may wash blood away, or footprints in snow melt, but the Leviathan finds it no more difficult to pursue his mark.
  • “Depth 2”: As above, but now when the Leviathan is pursuing a character he bloodied personally he adds his dots in Survival to his Speed.
  • “Depth 3”: As above, but now he adds his Sheol to uses of the Survival skill.
  • “Depth 4”: As above, but now he adds his Sheol to all perception-based rolls when looking for living beings.
  • “Depth 5”: As above, but now the Leviathan extends the range of either his sight, smell, or hearing (choose when taking this Channel) to Sheol miles. Providing his sense is unobstructed the Leviathan can examine living beings within the radius as if he were right next to it using the sense of his choice.
  • “Depth 6”: As above, but now the Leviathan extends the range of all three aforementioned senses.

Adaptations

  • Savage Kenning (OO) - In Depth 3 or lower, when the Leviathan makes a perception or other roll to notice a threat to itself treat the roll as a rote action.
  • Unchallengeable Gaze (OO, requires Sheol 2) – In Depth 4 or lower, the Leviathan's senses become difficult to attack: he can ignore up-to Sheol penalties that target the senses such trying to smell after being struck with pepper spray.
  • Peer Through Depths (OOO, requires Sheol 2) - In Depth 4 or lower, the Leviathan's senses penetrate barriers. For every point of Sheol she can see through twenty feet of smoke, ten feet of porous barriers (like foliage), a foot of stone, an inch of metal or a quarter inch of heavy metal.
  • Relentless Pursuit (O to OOOOO): In Depth 3 and lower, the Leviathan may treat his Speed as though it were (2 x Merit Dots) higher for the purpose of extended rolls related to pursuit on foot or in the water. This does not increase his actual speed - rather, he does not flag and moves as efficiently as is possible. At the 5-dot version of this Adaptation, the Leviathan treats physical races as rote actions when at Depth 6.
  • An Eye for the Kill (OO) – In Depth 4 and lower, the Leviathan halves the penalties for range when using another Channel that allows long ranged attacks.

The Hunter's Blood (Descendant Channel)

    • Dice Pool: Dexterity + Firearms + Sheol
    • Action Type: Instant

The Leviathan may project blood or Ichor at range; transforming it by means of this Channel into a deadly toxin. Most mortal Armor will not defend against this attack, but tools that provide environmental protection (such as a hazmat suit) might provide their usual protection. Despite the unusual nature of the attack, it is treated as a typical ranged weapon.

  • “Depth 0”: Birthright of Predation
  • “Depth 1”: The attack deals bashing damage and has a range of 5/10/20.
  • “Depth 2”: As above, but the range is now 10/20/40
  • “Depth 3”: As above, and the Leviathan may now perform a "short burst" as per the Autofire rules. This halves the effective range, however. He may also expend an additional 1 Ichor to inflict lethal damage.
  • “Depth 4”: As above, but the range is now 30/60/120.
  • “Depth 5”: As above, but the Leviathan may now perform a "medium burst."
  • “Depth 6”: As above, but the Leviathan may now opt to perform a "long burst" as per the Autofire rules. He may now expend an additional 3 Ichor to inflict aggravated damage.

Adaptations

  • Defensive Bleeding (OOO) - In Depth 3 and lower, upon suffering three or more levels of lethal or aggravated damage, the Leviathan may reflexively invoke this Channel with the attacker as a target. Stamina replaces Dexterity in the dice pool, and the Leviathan may not opt to perform a "burst."
  • Cobra's Spite (OOO) - In Depth 3 and lower, foes that suffer damage equal to their Size from this Channel are effectively blinded until they heal the wound supernaturally or receive medical attention.
  • Tiamat's Fury (OOOOO) - In Depth 5 and lower, instead of spitting acid, you breathe iridescent flame. Your attacks are capable of damaging immaterial beings (though you gain no means of noticing that you're doing so) and inflict aggravated damage anything supernaturally vulnerable to fire, regardless of how much Ichor you spend. On an exceptional success, the target is set alight (World of Darkness, page 180). Assume the conflagration is bonfire-sized and has the heat of a chemical fire. It lasts until the target succeeds on an Extended Dex + Athletics check to put it out (each success reduces the fire's damage by 1).

Accepting the Tribute of Slaughter (Descendant Channel)

It is the right and prerogative of the original apex predator to devour all beneath her. This Channel makes it clear to the Leviathan's foes that they are nothing more than offerings to an ever-hungry god.

  • Depth 0: Birthright of Predation
  • Depth 1: You may expend 1 additional Ichor when attacking with your natural weapons. If you do so and your attack inflicts at least one level of damage, your enemy loses 1 point of Willpower in addition to the damage inflicted (you do not gain the Willpower). You may never drain more than 1 Willpower per turn this way.
  • Depth 2: As above, and characters who have suffered Willpower loss at your hands this scene also suffer a -1 penalty to all actions against you.
  • Depth 3: As above, and when employing the Depth 1 ability of this channel, you may spend 1 additional Ichor to have your attack affect (Sheol +1) opponents within melee range. This attack is resolved against the highest Defense + Armor out of any of them. Divide Successes evenly.
  • Depth 4: As above, and characters who have suffered Willpower loss at your hands this scene also suffer a -2 penalty to all actions against you.
  • Depth 5: As above, and characters reduced to 0 Willpower by the Depth 1 ability of this channel must succeed on a (Resolve + Composure - your Sheol) roll or be rendered catatonic for the duration of the scene.
  • Depth 6: As above, and when employing the Depth 1 ability of this channel, you may expend 3 additional Ichor and choose not to benefit from your natural weapons when rolling to attack. Instead, add their Damage rating in automatic successes if your attack lands.

Adaptations

  • Whirlwind of Destruction (OO): When performing the Depth 3 iteration of this Channel, you may subtract 2 from the Defense of your targets.
  • Soul-Devouring Jaws (OOO): Whenever you reduce the Willpower of an opponent, gain a point of Ichor.

Vestiges of Sanctity

Not every power known to the Tribe has precedent in the natural world. The powers of Sanctity are the most Other in a Leviathan's repertoire, the most divine of all the Tribe's godly abilities. They are the power to command, to be unconquered. The Progenitors, if the stories contain a hint of truth, could command the very fabric of the universe itself and a hint of such power remains in their bloodlines to this day.

The Tribe represent Sanctity with a figure sitting upon a throne, any of the Progenitors - or the Tribe's guess of their appearance - can be used but Oceanus is the Progenitor with the strongest association to Sanctity and his image is the most common. Dagon, Nu and Lahamu are also known for their grasp of Sanctity and their descendants retain an affinity for the Vestage.

[PICTURE: The icon of Sanctity: A figure with a fish tail, a bare muscular chest, and a full beard sits on a throne. Above him is a line of stars.]

Birthright of Sanctity

The Birthright of the Vestige of Sanctity is Parting the School. While this power is in effect, large masses of humans beings and aquatic animals instinctually part around the character and then return seamlessly to their original positions – the Leviathan could run at full speed through a crowded party without running into anyone, or fluidly walk through a queue to the front. A violent crowd will not impede the character or strike him as he is moving, but is free to assault him otherwise – they will simply be incapable of circling him, politely parting to let him pass each time they surround him. The crowd parts only for the Leviathan and will provide the normal impediment to all others. This power has no effect on the positioning of people who are alone and it will only affect normal creatures that are completely subject to the Wake – even the moderate resistance provided by being a supernatural being is sufficient to stifle it entirely. Its effect lasts for a scene.

  • Cost: 1 Ichor

Indomitable Solipsist-Tyrant (Ancestral Channel)

A Progenitor is a paradigm unto itself. Rhetoric and spellcraft alike were, to those ancient beings, no more substantial than a passing breeze, for they fell upon the ears not of men but of mountains. It is foolishness to attempt to sway the sentiments of beings whose passing whims became the laws of reality.

Indomitable Solipsist-Tyrant is a Resistance Attribute-boosting Channel. It benefits Resolve and has the following unique powers:

  • "Depth 0": Birthright of Sanctity
  • "Depth 5": When resisting a supernatural ability with Resolve – if you get an Exceptional Success your attacker gains a minor derangement for 11 – Willpower days.
  • "Depth 6": You gain an extra point of Willpower at the start of every scene even if it takes you above your normal maximum. This point can only be spent on rolls that use Resolve. When the scene ends you lose the point if you still possess it.

Adaptations

  • Insurmountable Arrogance (OOO, requires Divine Prerogative): In Depth 5 or lower, the Leviathan's Divine Prerogative is effective against all characters with a (Power Trait) equal to or lower than his.
  • Unconquerable (OOOOO), requires Eye of the Eternal Storm): In Depth 1 or lower, whenever the Leviathan would use either its Resolve or its Composure to resist or oppose an effect, instead use the Leviathan's Resolve + Composure (+Sheol, when it would normally be applicable).

Eye of the Eternal Storm (Ancestral Channel)

The Leviathan is a creature of preternatural calm and stillness. Adapted to both the loneliness and turbulence of the primordial ocean, he can maintain emotional control in the most extreme circumstances and spread this control to others.

Eye of the Eternal Storm is a Resistance Attribute boosting Channel. It benefits Composure and has the following unique powers:

  • “Depth 0”: Birthright of Sanctity
  • “Depth 5”: Wake-vulnerable individuals within the Leviathan's Wake may use his Composure as a Resistance trait in place of their own. If they do so, their effective Composure is reduced to 0 when opposing effects created by the Leviathan himself. This effect lasts for the scene or until the victim expends Willpower to resist it (but will begin anew if they borrow the Leviathan's Composure again.)
  • “Depth 6”: As above, and the Leviathan may reflexively spend 1 Willpower to render himself immune to one instance of any supernatural power that may be resisted or opposed by his Composure. Unless otherwise specified characters are only capable of spending one point of Willpower per turn.

Adaptations

  • Citadel of the Doldrums (OO, Requires Indomitable Solipsist-Tyrant): The Depth 6 iteration of this power can now be used with Resolve as well as Composure.

Insidious Creature (Ancestral Channel)

When the Leviathan speaks, or sends thoughts and dreams, the message tangles up the reason of the recipient, ensnaring the mind.

Insidious Creature is a Finesse Attribute boosting Channel. It benefits Manipulation and has the following unique powers:

  • “Depth 0”: Birthright of Sanctity
  • “Depth 1”: Wake-vulnerable creatures that were in the Leviathan's presence while he was at this Depth or deeper suffer the Leviathan's (Sheol) as a penalty to remember specific facts about the scene.
  • “Depth 4”: As above, and if the Leviathan's (Manipulation + Sheol) is greater than a wake-vulnerable individual's (Willpower + Power Trait), that individual must roll at least (Leviathan's Sheol) successes on a memory check to recall any specific details about the scene.
  • “Depth 6”: As above, and if the Leviathan focuses his Wake on a subject whose (Willpower + Power Trait) is less than his (Manipulation + Sheol), the Leviathan may fabricate the subject's memories regarding the scene. Targets who can successfully recall the Leviathan (subject to the Depths 1 and 4 abilities of this channel) may regain their true memories.

Adaptations

  • Serpent's Tongue (OO) - In Depth 1 and lower, the Leviathan's presence destabilizes the moral compasses of others. When the Leviathan acts to convince a subject to perform an action that would fulfill their Vice, the subject's Morality Trait is considered (Sheol) lower for purposes of contemplating or executing the suggested course of action. An Envious man could be talked into murdering his boss instead of stealing from him, a Wrathful leader persuaded to exterminate dissidents rather than imprisoning them, or a Proud human convinced to eat the forbidden fruit instead of looking at it.
  • Master of the Veil (OO or OOOO): The Leviathan can shut off this Channel's effects on memories reflexively and activate it as an instant action. With the four-dot version of this Adaptation, he may apply these effects selectively, omitting any allies in the radius.

Call of the Depths (Descendant Channel)

The voice of the Leviathan is what inspired legends of sirens. Speaking, crying, bellowing, or whispering: all vocalizations of the Leviathan draw in mortal listeners, robbing them of their will and self determination.

    • Dice Pool: Presence + Expression + Sheol
    • Action Type: Standard

The Leviathan's voice carries a luring tone that pulls listeners towards him or her and muddle their minds. The effect only extends as far as the Leviathan's voice would naturally carry, without being amplified or broadcast by mechanical methods. Those that hear the voice, are vulnerable to the Wake, and have less (Resolve + Power Trait) than the Leviathan's successes are affected. A point of Willpower may be spent to resist the call for a turn. When at the Leviathan's side, subjects that are still subject to the lure become anxious and uncertain if forced to move away, suffering a -2 penalty to all actions not linked to returning to the Leviathan's side. Any combat loosens the Leviathan's grip upon all who witness to the combat, they still suffer a -2 penalty to all actions for attempting to leave the Leviathans side; but they may choose to accept the penalty and do so. Alternatively, so long as they are near the Leviathan (perhaps attempting to attack it) they may act freely.

  • “Depth 0”: Birthright of Sanctity
  • “Depth 1”: Those that hear the voice move towards the Leviathan for a single turn.
  • “Depth 2”: As above, but the compulsion lasts an for one turn per Success, to a limit of (Leviathan's Presence) turns. Multiple applications don't stack - the new roll replaces the old one.
  • “Depth 3”: As above, and the Leviathan may expend an additional 1 Ichor to increase the duration to one minute per Success.
  • “Depth 4”: As above, and the limit on duration increases to (Presence + Sheol) Successes.
  • “Depth 5”: As above, and the Leviathan may continue to play a weaker version of her luring tone after the duration expires for no cost. Subjects may freely choose whether they wish to remain by the Leviathans side or not, but so long as they choose not to they suffer a -2 penalty to all actions until they decide to return to the Leviathan or can no longer hear the call. Only people affected by a proper activation of Call of the Depths can be affected by this lesser tone.
  • “Depth 6”: The Leviathan may expend 3 additional Ichor to make the call last five minuets per Success.

Adaptations

  • Unholy Disharmonies (O) - In Depth 2 or lower the Leviathan is able to use Call of the Depths and speak normally at the same time.
  • Song of Madness (OO) - In Depth 3 and lower, those affected by the call also suffer from any derangements possessed by the Leviathan. Those that resist by expending Willpower also resist the derangement. This Adaptation's effects end when the subject can no longer hear the Leviathan's Call.
  • Shackle the Mind (OOOO) - In Depth 5 or lower, a wake-vulnerable individual suffering from a derangement induced by the Leviathan must succeed on a reflexive (Resolve + Composure - Leviathan's Sheol) check to disobey or attack it. One attempt per turn may be made; success grants freedom of action for one turn. An exceptional success frees characters from this effect for the rest of the scene - inflicted derangements are not lifted. This Adaptation's effects end when the subject can no longer hear the Leviathan's Call.

Besieging the Tower of Will (Descendant Channel)

The Leviathan's innate ability to casually dominate the herd is refined into a cold psychic sword that drives humans mad even as it enslaves them.

    • Dice Pool: Intelligence + Intimidate + Sheol vs. Target's Resolve + Power Trait
    • Action Type: Instant

The Leviathan may telepathically communicate with any target in sensory range. Targets without recourse to telepathy must resort to mundane measures to talk back. The target is aware that the Leviathan is the one communicating with them.

  • "Depth 0": Birthright of Sanctity
  • "Depth 1": At the cost of 1 Ichor, the Leviathan may send a single message whose meaning can be summed in twenty words or less.
  • "Depth 2": As above, but the target may telepathically reply with a single message subject to the same word limit.
  • "Depth 3": As above, and the Leviathan may spend an additional 1 Ichor to inflict a minor derangement in a wake-vulnerable target, or to upgrade an existing derangement by one category, roll Manipulation + Intimidation + Sheol vs Resolve + Power Stat. The Leviathan chooses the derangement subject to the limitation that it always leaves the target beholden to or obsessed with the Leviathan in some way. Existing derangements that have been upgraded are warped to fulfill these conditions. The derangement or upgrade lasts for (Sheol) days. The Leviathan may only attempt this once per target per day. If the Leviathan does so she may give a simple command, one or two sentences which the target will endeavor to follow for the rest of the scene. People will not obey clearly suicidal commands, including commands not to defend themselves. Issuing commands that send a person against their moral identity is hard but not impossible: They roll Resolve + Power Stat + Morality with a target of the Leviathan's original successes.
  • "Depth 4": As above, and the Leviathan need only spend 1 Ichor per scene in order to enable continuous two-way telepathic communication with anyone it can perceive.
  • "Depth 5": As above, and telepathic communication is reflexive for the Leviathan and its targets. The Depth 3 and 6 powers of this Channel remain instant actions.
  • "Depth 6": As above, and the Leviathan may spend an additional 3 Ichor to instead inflict a severe derangement in a wake-vulnerable target, subject to the same limitations as the Depth 3 version of this power. Derangements inflicted in this manner last until the target receives intensive psychiatric support (successes required on therapy: twice Leviathan's successes) or the target becomes a Beloved or Ahab. If the Leviathan chooses to do so they may give an order, as long and complicated as the victim can be reasonably expected to remember. The victim will attempt to obey this order to the best of their ability but with the same limitations as the Depth 3 version of this power. Most figure out their compulsion is tied to their new Derangement and indeed, successful Therapy will end the order as will becoming Ahab but not becoming Beloved.

Adaptations

  • Mind Blast (OO or OOOO): In Depth 3 or lower, the Leviathan may unleash a psychic attack as an instant action. The Leviathan rolls Presence + Intelligence + Sheol and spends 1 Ichor, subtracting the target's Resolve + Power Trait. The effects of success depend on the number of dots in this Merit the Leviathan possesses. With the two-dot version of this Merit, the Leviathan inflicts Bashing damage with the Stun property. With the four-dot version of this Merit, the Leviathan gains the option to inflict Lethal damage with the Stun property. The Leviathan may choose to split successes among multiple opponents, subtract only the highest Resolve + Power Trait amongst the targets.
  • Assimilation (OOOO+): Purchasing this Merit creates a Memory Slot. In Depth 3 or lower, the Leviathan may devour the mind of a recently deceased character. This requires a (Resolve + Stamina - Target's Intelligence) check on the part of the Leviathan. On a failure, the mind is destroyed. On a success, the Leviathan fills one Memory Slot and benefits from one of the following:
    • A one-dot increase in one social or mental Attribute the devoured had at a higher rank than the Leviathan.
    • The devoured's rank in one skill.
    • One Ritual possessed by the target

The Leviathan is also capable of recalling any particulars of the devoured's lifestyle or history, within the usual limits and rolls for memory (or with the Channel Memories Before Time). Additional dots in this Merit confer one Memory Slot each, allowing the leviathan to store multiple memories or store the same set of memories several times for additional benefits. If the Leviathan wishes to benefit from devouring minds after its Memory Slots are filled, it must first empty a slot, losing the associated benefit and knowledge of the target's history if no more Memory Slots from that target remain. Note that slaying a human for the explicit purpose of devouring his or her brain, like all forms of cannibalism, is a Tranquility 3 Sin. Atolls cannot be assimilated, though persistent rumors say that a Leviathan can gain the serenity of an Atoll's presence permanently by assimilating her mind.

  • Psychic Shockwave (OOOOO+): In the Depth 6, the Leviathan may spend 1 Willpower to instead create a minor derangement (or upgrade an existing one that the Leviathan created) in all wake-vulnerable targets that can see it. At Sheol 6 and 6 Merit dots, the Leviathan may use this power reflexively and for free the first time in a scene that it enters the Apotheosis Form. This does not let the Leviathan issue commands. When in Depth 6, any wake-vulnerable character with a (Willpower + Power Trait) that does not exceed the Leviathan's (Presence + Sheol) and witnesses its Aura suffers from a minor derangement of the Leviathan's choice for a scene.

Piercing the Veil of Slumber (Descendant Channel)

  • "Depth 0": Birthright of Sanctity
  • "Depth 1": The Leviathan may observe the dreams of others while asleep. Any character who interacts with the Leviathan on a regular basis may be observed for 1 Ichor per scene. Characters may resist with a Wits + Subterfuge roll against the Leviathan's Intelligence + Occult.
  • "Depth 2": As above, and the Leviathan is master of its own dreams. Add (Sheol) in automatic successes (or twice Sheol to its resistance trait) to all attempts by the Leviathan to maintain or defend his dreams against invaders.
  • "Depth 3": As above, and the Leviathan may spend an additional Ichor to invade the mind of a character whose dream they are observing. Asserting control over a dream is an Intelligence + Occult check opposed by the Resolve + Power Trait of the dreamer. While in control, the Leviathan may perform any social action that they could perform in person to the dreamer, but with an equipment bonus equal to his (Sheol). The targeted individual behaves upon awakening as if the social action occurred in conscious reality, though they do not necessarily believe the dream to have been real. Every time the target suffers damage from any source while their dream remains under the Leviathan's control, the target may attempt to awaken with a reflexive (Resolve + Power Trait + Total Damage Taken) roll against the Leviathan's original successes on the control check.
  • "Depth 4": As above, and the Leviathan may affect the dreams of any character they have seen in the last thirty days.
  • "Depth 5": As above, and the Leviathan may affect the dreams of any character who has ever seen them in Apotheosis form, or any character within (Sheol) miles of the Leviathan's slumbering body.
  • "Depth 6": The Leviathan dreams and changes the world. He first sets an ultimate goal (“My cult shall seize 37th street.” “Doctor Johanss will stumble across an idol and spiral into madness.” “The Mayor will die.” “I shall rise again, when the stars are right”). The Leviathan then spends 4 Ichor and slumbers as an extended action (1 day per Intelligence + Occult + Sheol roll) for up to (Sheol x 2) rolls. Each success can be used to add one die to any action that might advance his goal, or to subtract one die from an attempt to prevent it. Successes last for up to Sheol days after waking up or Sheol months so long as the Leviathan slumbers. The Leviathan may have up to Sheol goals active at once, each goal requires an additional four Ichor and extended roll (The Leviathan dose not have to wake up in the interim). Each goal must be unique although the Leviathan may sacrifice any remaining successes and start a goal afresh. Successes accumulated can also be used to affect the dreams of others as per the previous iterations of this channel, or to increase the number of targets whose dreams the Leviathan can invade - each success thus expended doubles the number of targets the Leviathan can affect. Use the highest Resolve + Power Trait out of all targets.

Adaptation

  • Dream Awareness (OO) - While he is Dreaming the Leviathan may retain an awareness of what is going on in the waking world, from any viewpoint within her Wake.
  • Dream Contagion (OOO) - The Leviathan may spend a Willpower and then declare a dream it is control of contagious; it will affect all individuals within (Leviathan's wake diameter) of the original target. Roll Intelligence + Occult vs. the highest Resolve + Power Trait out of all targets: on a success, all characters in range have similar dreams over the course of several nights. The Leviathan's social actions in the original dream are replicated (using his original roll results) and tailored to individual targets.
  • Lord of Nightmares (OOOOO) - In Depth 3 or lower, the Leviathan may, after making eye contact with a target, spend 1 Willpower to send the target into a waking dream. This is an instant action. The Leviathan rolls (Intelligence + Occult + Sheol) opposed by the target's (Willpower + Power Trait). On a success, the target experiences several hours of subjective interaction with the Leviathan in the span of a turn, as if they were dreaming. The target is incapable of performing non-reflexive actions that turn, but is not considered helpless. On an exceptional success, the Leviathan may opt for the target to experience the dream in real time, asserting total control over the target's senses as a concentration duration effect. A character whose senses are being controlled may spend a Willpower to attempt to break free from the effect, rolling (Willpower + Power Trait) against the Leviathan's original successes. Lord of Nightmares may only be invoked once per day per target.

Vestiges of Vitality

The Progenitors were not invincible, if they were Marduk would never have been able to defeat them. However if any creature came close to the ideal of invincibility it was the Progenitors. The many defenses and armor gifted to the natural world by evolution; the shell of a turtle, the poison of the toad, these are all available when the Tribe peruses the vestigial traits of Vitality.

The icons of Vitality of portray the Vestige as interlinked with perseverance and duty but also status and privilege: It is a king whose strong back carries the weight of his crown, a citadel standing against adversity, yet the best known icon is the oldest. A deception of Bahamut itself carrying a city. Unchained Bahamut was said to be the largest and most invincible of it's brethren and the Bahamutans are the tribe's unchallenged masters of Vitality. The Nu, Tanninim and the Thalassans also show aptitude for Vitality.

[PICTURE: The Icon of Vitality: A ziggurat; a sinuous wave that represents the surface of the sea almost reaches to the top of the first step. Below the wave all is black save for the slightest hint of an eye in dark grey suggesting that the ziggurat is built atop some mighty creature. This image serves as a watermark]

Birthright of Vitality

The Birthright of the Vestige of Vitality is the Boon of Tides. While this power is in effect, the Leviathan may breathe water as easily as air and is comfortable in any environment that is predominately water, regardless of temperature, pollution or pressure. The Leviathan also gains Armor 1 when at least half-submerged. Its effect lasts for a scene.

  • Cost: 1 Ichor

Lifeblood of Titans (Ancestral Channel)

The immense ancient creatures were beyond death as it is currently understood. A Leviathan who pursues the remnants of this power in its blood finds that same spark of terrible life, which refuses to be constrained to the scale of modern life.

  • “Depth 0”: Birthright of Vitality
  • “Depth 1”: +1 Size. Size from Lifeblood of Titans stacks with the regular increases from Transformation.
  • “Depth 2”: As above, and +1 Health Level
  • “Depth 3”: As above, but now +2 Health Levels.
  • “Depth 4”: As above, but now +2 Size.
  • “Depth 5”: As above, but now +4 Size.
  • “Depth 6”: As above, but now +8 Size and +3 Health Levels.

Drawback: Get used to destroying your clothes when you Transform. Adaptations

  • A Mountain Walked (OOO to OOOOO OOO, Requires Sheol 3+): In Apotheosis Form the Character may spend four Ichor and a Willpower point to grow enormously. They gain one size point a turn up until a final size determined by the number of dots in this Adaptation: Respectively: 20, 25, 30, 35, 40 & 43. Leviathans may purchase a number of dots in this Adaptation equal to their (Sheol). Size granted by this Merit, unlike Size granted from other sources, explicitly cannot be converted to Stamina via the Depth 5 iteration of No Mysteries of the Flesh. Once a Leviathan has activated this Adaptation the additional size remains until they Transform to a lower Depth. This Transformation takes longer than normal: one turn per point of Size from this Adaptation.
    • A Size 15 character is roughly 2 stories tall and weighs roughly 8,000 pounds, or about as much as a large SUV.
    • A Size 20 character is roughly 3.5 stories tall and weighs roughly 30 tons, or about as much as an IFV.
    • A Size 25 character is roughly 7.5 stories tall and weighs roughly 200 tons, or about as much as a blue whale.
    • A Size 30 character is roughly 14 stories tall and weighs roughly 2,000 tons, or about as much as a naval frigate.
    • A Size 40 character is roughly 30 stories tall and weighs roughly 20,000 tons, or about as much as an aircraft carrier.
    • A Size 43 character is roughly 45 stories tall and weighs roughly 60,000 tons, or about as much as Godzilla.
    • A Size 66 character is roughly 960 stories tall, the size of Mount Everest.
Sidebar: Size and Health

The rules for temporary health dots (WoD Core. P 173) state that when a character looses a temporary health dot such as one granted by A Mountain Walked they retain any damage within that health dot. While this rule works nicely for small health bonuses it can start to act a little odd when a character has a huge bonus. A minor wound could become fatal when a Character shrinks down after using A Mountain Walked. There are two options for this: The first is to embrace it, even a moderately wounded giant is trapped in its huge form until it can find a safe spot (not easy at titanic sizes) and heal. The second is to use an alternative system for temporary health: Work out the proportion of Aggravated, Lethal and Bashing damage in relation to the total health dots and ensure the proportion remains the same after the character shrinks.

A second change you may consider is to make wound penalties apply earlier. For every 20 health dots a character has move the start of each wound penalty two dot to the left. For example a character with 20 health dots suffers -1 at 14 dots, -2 at 16 dots and -3 at 18 dots. Making wounds penalties start earlier provides a more natural progression than limiting them to the last fraction of a characters health but also allows an impressive gap between when a Leviathan starts to weaken and when it finally goes down.

Flesh of the Progenitors (Ancestral Channel)

The hides of the ancient ones could turn the blades of humanity's finest champions. With this Channel, a Leviathan can access that legacy of invulnerability.

  • “Depth 0”: Birthright of Vitality
  • “Depth 1”: The Leviathan develops 1/0 Armor (General/ballistic).
  • “Depth 2”: As above, but now 1/1 Armor
  • “Depth 3”: As above, but now 2/1 Armor, and the armor becomes bulletproof.
  • “Depth 4”: As above, but now 2/2 Armor
  • “Depth 5”: As above, but now 3/2 Armor
  • “Depth 6”: As above, but now 4/3 Armor, and the armor degrades all damage inflicted by mundane weapons by one level, bashing is unaffected.

Adaptations

  • Adaption to Harm (OO) - In Depth 3 and lower, the Leviathan may expend 1 Ichor to "adapt" to an attack that inflicts damage. The Leviathan's Armor is treated as being 1 rank higher against attacks of that general type (bullets, punching, blunt instruments, etc.) for the rest of the scene. The Leviathan may only be "adapted" to one such type of damage at a time.
  • Flexible Protection (OO) - In Depth 3 and lower, the Leviathan may roll Stamina + Sheol as an instant action. He may move ranks of protection equal to his successes from general to ballistic or vice-versa, increasing one by decreasing the other. He may not reduce a type of armor (general or ballistic) below 0.
  • Lead Ward (OO) - The ballistic values of the Armor granted by this Channel are all 1 rank higher.
  • Improved Carapace (OOO - OOOOO) - In Depth 6 the Leviathan increases the value of all armor granted by this Channel by 1. At four dots increase by two and increase provide a bonus of one in Depth 5. With five dots the bonus becomes +3,+2,+1 at Depths 6, 5 and 4 respectively.
  • Gift of the Turtle (OOOO) - In Depth 5 and lower, when performing a Dodge action the Leviathan may sacrifice her Defense to increase Armour by Defense. If she does so do not double Defense or apply merits such as Brawling Dodge.
  • Inviolable (OOOOO, requires Sheol 5) - In Depth 6, while being attacked by wake-vulnerable creatures, the Leviathan may opt to use the armor granted by this Channel as Durability instead.

The Toad's Curse (Ancestral Channel)

Approaching the ancient creatures of the depths was a hazardous experience; not only did they have great power to bring to bear against interlopers but their very presence could overwhelm with toxic secretions.

  • “Depth 0”: Birthright of Vitality
  • “Depth 1”: Unprotected beings in physical contact with the Leviathan suffer a -1 penalty on all actions. After the contact is broken, the penalty lasts for a number of turns equal to the amount of time spent in contact.
  • “Depth 2”: As above, but for every two rounds of full contact, the penalty increases by 1. If it ever rises above the subject's Stamina + Resolve, they pass out due to pain. When contact is broken, the penalty drops down to -1, and lasts as above.
  • “Depth 3”: As above, but now the penalty applies to any creature within close distance (close enough to touch, even if not touching) of the Leviathan. If the region is left, the penalty now gradually decreases (by 1 each turn), to a minimum of -1, which is suffered for the rest of the scene
  • “Depth 4”: As above, but now the penalty increases for each turn of contact.
  • “Depth 5”: As above, and creatures that have passed out due to exposure will suffer 1 bashing damage for each turn of continued exposure beyond that point.
  • “Depth 6”: As above, but the cloud now covers a region with a radius in feet equal to the Leviathan's Size.

Adaptations

  • Master of the Curse (OO to OOOO): The Leviathan can shut off this Channel reflexively and activate it as an instant action. With the four-dot version of this Adaptation, he may apply this Channel's effects selectively, omitting any allies in the radius.

World-Serpent's Endurance (Ancestral Channel)

The Leviathan’s body channels more force than a creature it size should be capable of. It is a being of terrible power, capable of crushing the earth itself should it stretch the length of it, and should it decide to throw its force against the sea, great waves will rise up to drown the land.

World Serpent's Endurance is a Resistance Attribute boosting Channel. It boosts Stamina and has the following unique powers:

  • “Depth 0”: Birthright of Vitality
  • “Depth 5”: +1 Health
  • “Depth 6”: As above, and the Leviathan reduces all bashing and lethal damage he suffers by 1, to a minimum of 0.

Adaptations Tireless Vigor (OOO): In Depth 3 and lower, the Leviathan ignores up to his (Sheol) score worth of penalties applied due to wounds or fatigue.

No Mysteries of the Flesh (Descendant Channel)

  • Dice Pool: Intelligence or Stamina + Medicine + Sheol
    • Action Type: Extended (Each roll represents either one minute of work (first aid and diagnosis) or one hour of intense concentration (for long-term treatment and major physical reconfiguration)

The Leviathan can exert near-total understanding and control of the physical functions of his body, stopping or redirecting blood flow, diagnosing maladies, and repurposing muscles and organs to increase his capabilities. The lesser examples of this power are acts of will (Intelligence), while the more drastic changes are painful and strenuous (Stamina.)

  • “Depth 0”: Birthright of Vitality
  • “Depth 1”: By expending a point of Ichor, the Leviathan may diagnose illnesses in himself using this Channel; he suffers no penalties for lacking tools (and in fact gains bonuses due to his Sheol.) He may also perform minor field first aid, such as stopping a wound from bleeding and "setting" a broken limb.
  • “Depth 2”: As above, and the Leviathan may now apply any medical treatment that would be possible with advanced equipment, up to and including performing what is effectively surgery on himself.
  • “Depth 3”: As above, and the Leviathan may now use drastic changes to remove the need for sleep, air, water, and food. Each category requires 1 success for twelve hours of suppression. Healing time can be increased as well - successes are divided between duration (12 hours per success) and degree of increase (2 successes for a 100% improvement.) Increased healing burns increased energy. A Leviathan healing at an increased rate requires a proportional degree more of food, water, and sleep than usual. Suppressing the need for these only suppreses one "normal amount" of need, requiring increased successes to compensate for the increased needs.
  • The Leviathan may expend an additional Ichor to perform a check in less time - one turn or ten minutes depending on the procedure.
  • “Depth 4”: As above, and the Leviathan may now expend three successes on a drastic change to "shuffle" a dot from one Physical Attribute to another. The change lasts for one hour, and increased successes can increase the duration by thirty minutes per additional success. The Leviathan may only have dots equal to his Sheol "shuffled" at any one time.
  • “Depth 5”: As above, and the Leviathan may now control his density. He may "swap" his Size and Stamina with a drastic change. This requires one success for each dot of change (So a Size 5, Stamina 3 Leviathan would require two successes.) The change lasts for one hour, and increased successes can increase the duration by thirty minutes per additional success.
  • “Depth 6”: As above, and the Leviathan may now use a drastic change to increase one Physical Attribute by a single dot. This requires successes equal to twice the current rating. The change lasts for one hour, and increased successes can increase the duration by thirty minutes per additional success. The Leviathan may expend 3 additional ichor to perform a check reflexively or in a single minute, depending on the procedure.

Adaptations

  • Autosculpting (O) - The Leviathan may select a single physical Merit with a dot rating equal to or less than his Sheol. In Depth 3 and lower, he may use a drastic change to gain access to that Merit. This requires successes equal to its dot rating, and provides the Merit for an hour. Additional successes can increase the duration by thirty minutes per additional success. The Leviathan must otherwise qualify for the Merit when gaining it (but may use the increased traits of his Depth 3 form to determine if he does or not.) This Adaptation may be purchased mulitple times, each time allowing access to a different Merit. Only Merits that can be explained as raw physical traits can be gained in this fashion (so no Stunt Driver or Fighting Styles.)

Vigor of Protean Kings (Descendant Channel)

Description

    • Dice Pool: Sheol, when relevant.
    • Action Type: Reflexive

The Leviathan may use Ichor to improve his Attributes, circulating his divine blood throughout his body.

  • "Depth 0": Birthright of Vitality
  • "Depth 1": The Leviathan may boost a single Physical Attribute by 2 for a single turn. He may not invoke this Channel multiple times for the same Attribute, but may have multiple instances active for different Attributes.
  • "Depth 2": The Leviathan may lengthen his limbs by one meter for each point of Ichor bound into this Channel.
  • "Depth 3": The Leviathan may spend an additional point of Ichor to apply the depth one iteration of this Channel twice to a single Attribute.
  • "Depth 4": The Leviathan may reflexively make shapechanging attempts.
  • "Depth 5": The Leviathan adds Damage to the "Attributes" he may boost with this Channel, essentially growing claws or teeth. This will be Bashing damage but if the Leviathan has natural weapons from another Channel they may enhance those instead.
  • "Depth 6": The Leviathan may expend 3 additional Ichor to extend this channel's effects on one Attribute to scene-length.

Adaptations

  • Potent Ichor (OOO to OOOOO) - At Sheol 3 and the third level of this Merit, boosted attributes are raised by 3. At Sheol 6 and the fourth level of this Merit, boosted attributes are raised by 4. At Sheol 9 and the fifth level of this Merit, boosted Attributes are raised by 5.
  • Tide of Flesh (OOOOO, Requires the Hydra's Rebirth, No Mysteries of the Flesh, and Sheol 4) - When transforming into Depth 6, or with a Transformation action in Depth 6, the Leviathan may choose to become a creature of formless protoplasm. Leviathans who do this frequently may even find that their earlier forms lead towards protoplasm. As a formless tide the Leviathan gains the following benefits:
    • It can flow through obstacles, moving its full Speed across all types of terrain. Only a watertight seal can repel it. It attacks with the higher of its Dexterity or Strength.
    • Effects that target a specific part of its body, such as aimed attacks, fail automatically. It is immune to toxins and disease.
    • It may reflexively perform one of the following actions per turn:
      • If it successfully performed an Overpower maneuver in a grapple last turn, it may repeat the exact maneuver this turn.
      • Rearrange its Physical Attributes, excluding effects from this Channel, in any manner.
      • Enhance a Dodge, adding (Stamina) to its Defence this turn.

Rituals

The Wicked Tribe's reputation is forever stained by tales of horrific rituals, orgies of bloodshed and excess. To Leviathans and their Cults these are no mere stories but facts of life; baring certain Vestiges the divine power of Tiamat's blood flowing through the Tribe is unfocused and directionless. Only by using a Cult as a focusing lens can a Leviathan call upon their true birthright. To defy the limits of the post-primordial world and wield the power of a god.

Performing a Ritual requires a Cult and consumes a Task. More powerful rituals require more cultists, generally a Cult must have equal or more dots in Numbers than the Ritual's rank. A Ritual doesn't require the entire cult, but if you need twenty people in robes it helps having a significantly larger Cult to cover shifts, look after the baby or provide an alibi. When a Leviathan really needs a Ritual they can ask their cult to pull out all the stops: call in sick, leave the kids with unsuspecting friends and family or just not show up to prior commitments. Afterwords cultists require some time to smooth things over. Mechanically a Leviathan may spend two tasks to double Cult Numbers for the purposes of one Ritual.

The standard roll for a Ritual is Sheol + Zeal. Players who create consistent and well thought out symbolism or theology behind their Rituals may get bonuses. Most Rituals have a Sacrifice which can range from taking ritual drugs to murder. More ethical cults can use an Effigy instead of a Sacrifice although this creates a penalty equal to the Ritual's rank. Not all cultists are willing to kill for their god. “Lesser” torture that an average person can be expected to make a full recovery from requires Zeal 2. More serious torture that will leave permanent (physical or mental) scars or murder requires Zeal 3. A cultist asked to sacrifice themselves or a loved one needs a Zeal one higher than normal, there is no increased requirement for asking cultists to sacrifice a fellow believer. Of course unwilling Cultists will try their best to escape or disrupt the ceremony just like any other unwilling sacrifice. If the cult has insufficient Zeal a Leviathan may attempt to persuade them anyway. Roll Presence + (Persuasion or Intimidation) + Zeal – Required Zeal. A Leviathan who frequently persuades his Cult to perform hideous rituals should expect to see his Cult's Zeal rise.

Sidebar: Know Your Limits

The rules described below depict human sacrifice, torture and abusive authority figures within a religious framework. Although Leviathan: The Tempest casts players as members of “Earth's most Wicked Tribe” it is not a race to the bottom of monstrous depravity. A game where players try to construct a moral framework and social identity they can live with out of a monstrous heritage is as valid an interpretation of the themes as trying to become the tyrannical God-King of Innsmouth.

Players who are uncomfortable with human sacrifice, torture or outright evil portrayals of religion, whether or not a given Leviathan models his cult on, or disguises his cult as, a popular real world religion are not “playing the wrong game”. The gaming group should discuss what they are comfortable with. It's ok to drop out of character for the duration of a horrific ritual and just roll dice without narrative, you can impose a rule that Cults cannot resemble any religion still practiced today. If you want to tone things down a notch remove the dice penalty for using an Effigy.

Know your limits and don't break them.

Learning new Rituals

Rituals come naturally to Leviathans. Both the act of leading the faithful in ceremony and steps of the Ritual seem intuitive, it feels right. That's not to say a Leviathan can just ad-lib their way to plagues of biblical proportions. Creating a Ritual requires study, intuition and experimentation: An extended Sheol + Occult roll requiring (Dots squared) Successes in addition to the experience points. Each roll takes one day.

An easier method is to adapt a pre-existing Ritual. This is significantly easier and only requires the exp cost of the Ritual, as well as a teacher or written instructions. Not all Leviathans write down their Rituals but most do: Nothing says “Important” about a religion like stone tablets. Rituals can't be used as is, or rather they usually can but from a personal perspective they're unsatisfying. All Rituals incorporate elements of their creators personal theories on tribal history, their place in the world and a wider mythology or cosmology. When you're devout your religion is an important part of your self identity and for a Leviathan that's no different. Using another's Ritual without adaptation is like a devout believer attending a another faith's service. It can be enjoyable, it can be interesting to see another culture but it's not your beliefs and it never will be.

Eldritch Lore (O to OOOOO)

All Leviathans can lead their Cults in rituals which unleash great and terrible effects on the world. The least of this power, directing the Cult to perform rituals that replenish Ichor is known to all Leviathans, it comes as naturally as breathing. To do more requires study, dedication and understanding of Eldritch Lore.

A Leviathan can learn as many rituals as they have time and Experience points for but they cannot learn a Ritual with more dots than their dots in Eldritch Lore. Upon increasing Eldritch Lore a Leviathan learns a free Ritual equal to his new dots in Eldritch Lore. For example upon buying the third dot of Eldritch Lore the Leviathan gets a free three dot Ritual.

Portents

One common thread to the Tribe's Rituals is the power of the seas and the heavens. The fetters of geometry and time held the Progenitors lightly, their descendants may sometimes feel a connection to the movement of the planets and the changing of the tide. At no time is this expression stronger than when working the most abstract of their powers.

All the sample Rituals have one favorable tide and one hostile tide – the two are almost always opposite – as well as one favorable planet and one hostile planet. Every Leviathan's Rituals are different and not all follow the above system, some work according to principles quite unknown to human occultism and may even include omens unrelated to the sea or stars but for simplicity the sample Rituals use the planets of the Western Zodiac and a system of four tides of our own creation.

When the stars are right rituals are more effective. Each auspicious Portent that shines upon a Ritual gives +1 to the dicepool. However each ominous Portent gives a -1. If both auspicious Portents and neither ominous Portent are true then the dice pool also gets 9again however attempting a Ritual when both ominous Portents are true without the security of either auspicious Portent degrades a normal Failure into a Dramatic Failure. Fortunately under the following system each 12 hour tidal cycle is divided into four tides that last four hours. Only the most ignorant or desperate Leviathan need perform a Ritual against a hostile tide.

Sidebar: Increasing the power of Portents (Optional Rule)

For simplicity we've kept the number of Portents in every Ritual to a minimum. It does however make sense that more powerful Rituals would require a more intricate balance of signs. Storytellers who wish to focus on the religious themes have two options for expanding the power of Portents. These rules may be done on a player by player basis, after all every Leviathan's Rituals are unique.

The first is to increase the number of ominous, but not auspicious, portents to represent the increased difficulty of more powerful Rituals. Either one negative portent per Dot or per two Dots rounded up.

The second is to allow the players to change the amount of portents in a Ritual in exchange for Experience points. Every auspicious Portent increases the cost by one and every ominous Portent decreases the cost of the Ritual by one. The Storyteller may include a minimum number of Portents.

When changing the number of Portents the Storyteller should consider how how this changes the probability of getting only and all auspicious or ominous Portents. We recommend that the current effects occur if either side outnumbers the other by two Portents. If one side outnumbers the other by a whole four Portents consider introducing a further effect respectively: 8again and no rerolls with 1s subtracting successes.

Sidebar: Signs and Symbols

If you are creating your own rituals and wish to include them within this system here are descriptions of the signs used:

  • High Tide: A High Tide is used whenever the Leviathan is directly using his powers or enhancing his own strength.
  • Flood Tide: A Flood Tide is favorable when the Leviathan is granting a blessing to others, most commonly her Beloved.
  • Ebb Tide: An Ebb Tide grants fortune when the Leviathan is placing a curse upon others, or granting a blessing saner individuals would consider a curse.
  • Low Tide: A Low Tide blesses any Ritual designed to weaken the Leviathan who performs it, it is rarely an Auspicious Portent
  • Mercury signifies social interaction.
  • Venus signifies love.
  • Mars signifies conflict and danger.
  • Jupiter signifies business and wealth.
  • Saturn signifies death and failure.
  • Uranus signifies change.
  • Neptune signifies mental disease.
  • Pluto signifies rebirth.

List of Rituals

Call the Leviathan (O)

Leviathans have powerful Channels that let them keep track and communicate with their Cult over vast distances. Sometimes its useful if the Cult can call back, this ritual allows a Cult to contact their god, to inform or beg her aid.

Sacrifice: A Cultist uses drugs to enter a suggestible state of mind. They will become the mouthpiece of their god. Typically the Cultist will suffer fevers (2 bashing damage) and a nightmares (one willpower point) for the duration of the ritual but barring frequent uses there are no long term effects.

Effigy: A Cultist uses meditation, massage or hypnotherapy to enter the right state of mind. They still suffer nightmares but not the fever and repeated uses of this ritual are not risky. Some find it gets easier with practice.

Auspicious Portents: Flood Tide and Mercury

Ominous Portents: Ebb Tide and Mars

Sample acts: The cultist meditates on a personal possession of the Leviathan. The cultist breaths deeply from a object that carries the Leviathans scent. The Cult burn or throw small bribes into a pool. The Cult spend time treating a cultist as though she was the Leviathan, such as by feeding her the Leviathan's favorite foods.

Roll: Zeal

Suggested Modifiers: The Leviathan is dreaming (+1). The Leviathan possesses Eye of the Watchful Deity (+2). The Leviathan possesses Anointing the Prophet (+1). The Leviathan possesses Besieging the Tower of Will (+2). The mouthpiece has a mild derangement (+1). The mouthpiece has a sever Derangement (+3).

Dramatic Failure: The Cultist makes contact with some other psychic being who may be hostile and now aware of the Cult or perhaps the Tempest itself which doubles the negative effects of this ritual.

Failure: The effort is wasted.

Success: The Cult makes contact with the Leviathan. The connection remains open for as long as the Leviathan wishes and allows two way communication with the cultist in a trace Serving as both mouth and ears. Splitting focus levels a general -3 penalty but the Leviathan may put the Cult “on hold”. Exceptionally long connections may cause additional problems for the cultist serving as the link.

Exceptional Success: No additional benefit.

Divining Ritual (O)

In order to attain one's goals, it is important to first know where your desired target is. This ritual enables a leviathan to find whatever it is they are looking for, whether it is the mortal investigator who was spying on them or ruins left by an ancestor's psyche within the rift. This ritual normally requires a name or object to use as a focus, a Leviathan can search for something general but this is limited to well known information.

Sacrifice: A bowl of water mixed with the blood and bones of a freshly killed fish.

Effigy: A bowl of water mixed with twigs floating on the surface.

Auspicious Portents: High Tide and Jupiter

Ominous Portents: Low Tide and Saturn

Sample Acts: The Leviathan meditates on the bowl while the rest of the cult chants, the Leviathan leads the cult in a chant praying for guidance before looking into the bowl, the cult meditates on an image of whatever it is the Leviathan seeks while the Leviathan himself stares into the bowl. The Leviathan interprets bones thrown or blood splattered onto a map.

Roll: Sheol+Zeal

Dramatic Failure: Rather than the Leviathan getting any information on their target, the target (or someone related to it in the case of an inanimate object) gets a sudden flash of insight that something is stalking them. A Leviathan looking for a rift artifact recovered by an archeologist may find that security on the warehouse where it is being kept has been tightened due to suspicion that a burglar will rob the place, for example.

Failure: The Leviathan gains no insight into the location of whatever they are looking for.

Success: The Leviathan knows exactly where the object of their desire is at the time of the ritual, and where it will be for a period of hours equal to the number of successes rolled.

Exceptional Success: In addition to knowing where the target is, the Leviathan learns something useful about the target, such as the fact that an artifact they are looking for is actually just a fake or that the Marduk operative they are looking for is currently with other members of his cell.

Suggested Modifiers: The Leviathan has the Oroborus' Kin Ancestral Channel (+2), The Leviathan has detailed knowledge of the target (+1), The target object used to belong to the Leviathan or the target person is one of the Leviathan's Beloved (+2), The Leviathan lacks any significant knowledge of their target, such as looking for "the man I glimpsed in the shadows spying on me yesterday" (-1), The Leviathan is looking for something general such as trying a skilled lawyer to recruit into their cult (-2). The Leviathan is looking for something currently in a Temple (-1 per dot of Security). The Leviathan is looking for something lost for decades (-1 per 10 years lost).

Rouse the Faithful (O)

While a Leviathan can always expect their cultists to worship or fight loyally, sometimes this isn't enough. Perhaps the cult is full of green members who don't have the faith necessary to carry out some of the darker rituals, or perhaps they simply don't have practical experience at kidnapping or murder. Regardless of the shortcomings of your cult, they can be overcome with sufficient faith. This ritual acts to increase the fanaticism of your cult temporarily, binding them in collective guilt and loyalty so they will fight all that much harder in your name.

Sacrifice: An enemy or failed cultist is publicly beaten, flogged or otherwise "made an example off".

Effigy: The Leviathan slowly destroys a representation of an enemy while whipping the cult into righteous anger.

Auspicious Portents: Flood Tide and Venus

Ominous Portents: Ebb Tide and Saturn

Sample acts: The Leviathan hosts mock combat to get the adrenaline flowing. The Leviathan leads the cult in a series of prayers to the Progenitors lasting a full day. The Leviathan preaches the inherent inferiority of unbelievers. The Leviathan leads their cult in a complex ceremony said to grant divine favor to the cultists.

Roll: Sheol + Zeal

Suggested Modifiers: The Leviathan has the Hunter’s Terrible Beauty Channel (+2), The cult completed their last task with an exceptional success (+2) The Leviathan is greatly liked by their cult (+1), The Leviathan is greatly feared by their cult (+1), The cult failed in their last task (-1), The cult exceptionally failed their last task (-2), The cult lost a dot in either numbers or a temporary dot in zeal as a result of a failure in their last task (-2), The cult lost both a dot in numbers and a temporary dot in Zeal as the result of a failure in their last task (-3).

Dramatic Failure: The cultists are left either demoralized or complacent after your preaching. The next task you order them to undertake is made at a -3 penalty; if you order them to worship you next, you receive Ichor equal to your cult's Zeal-3.

Failure: You efforts may invigorate the cultists temporarily, but you fail to truly increase the depth of their fanaticism.

Success: Your supernatural hold over the minds of your cultists is increased. For the next task you order your cult to undertake, you gain additional dice equal to the number of successes scored in this ritual. If you do not undertake another task within the next week, the effects of this ritual are lost. For as long as the Cult possesses this bonus they gain a mild Derangement to represent fanatical zeal, Narcissism and Vocalization are common, feelings of guilt may cause Suspicion as the cultist feels everyone knows what happened at the last meeting.

Exceptional Success: No additional benefits beyond gaining an even greater bonus to the next task you attempt.

Divine Mandate of Judgement (OO)

This ritual enables the Leviathan lay a curse of vengeance on any Wake-vulnerable target that renders them vulnerable to the Leviathan's wrath.

Sacrifice: The Leviathan repeatedly scars himself. With each scar he names a crime committed by the accused and swears vengeance. These crimes can be anything provided the Leviathan genuinely believes they deserve punishment. Scarification causes two dots of Lethal damage which under normal circumstances will not heal for as long as the ritual is active. Supernatural healing can be used but this breaks the oath: For the remainder of the Ritual's duration both bonuses and penalties are reversed and the victim becomes immune to the Wake. The accused will still subconsciously recognize that the Leviathan is at a disadvantage, this does not override common sense.

Effigy: The Leviathan tightly binds knotted ropes, jewellery, or some other mnemonic to her body. If the mnemonic is removed for more than Composure turns this will break the oath.

Auspicious Portents: High Tide and Mars

Ominous Portents: Low Tide and Pluto

Sample acts: A defense attorney defends the accused but is defeated. The Leviathan makes reference to coded laws, either national laws or those of his cult. Witnesses are called to testify before the congregation.

Roll: Sheol + Zeal.

Suggested Modifiers: The accused committed an actual crime such as theft (+1). A serious crime such as rape or murder (+2). An unforgivable crime such as murdering a baby (+4). The accused is a Beloved who betrayed the Leviathan or broke the laws of her cult (+2). Only the Leviathan could consider the crime worthy of punishment “She insulted me!” (-1). Even other Leviathans would consider the crime incredibly petty “He cut me off in traffic!” (-2). The accused is a police officer, judge or other servant of the law (-1). The Leviathan is a Tanninim (+1).

Dramatic Failure: The Ritual rebounds onto the Leviathan, he is considered to have broken the oath with successes equal to Zeal.

Failure: Nothing happens.

Success: The Leviathan receives a bonus equal to her Successes for physical attacks against the accused and any opposed rolls made by the accused to hide or flee from the Leviathan are penalized by Successes. This lasts a week. While under the rituals effects the accused feels a constant scene of dread while under the Leviathan's Wake and instinctively recognizes that the Leviathan is attempting to kill them though they might doubt their instincts if the Leviathan does nothing hostile.

Exceptional Success: No additional benefit above a very potent effect.

Drowning Ritual (OO)

It's a known fact that some people are just plain immune to becoming Beloved. Many would by kings among the tribe have been frustrated by their inability to recruit the local politician, richest man in town or sheriff to cement their rule. Though not nearly as useful as a true beloved Drowning can be the next best thing.

Ritually drowning can be used to create a loyal slave unimaginatively named a Drowned. The Drowned are a curious specimen. When following their instructions they possess all the skills and memories they had in life but lack any independent thought or initiative, this limits them to clear goals. “Take detective Jones off the docklands-ripper case” is good, “Run the sheriff's office like normal until I need you” just wont work. When a Drowned really is required to run the office most Leviathans assign a Beloved to do the thinking. Those of the Tribe who care still debate weather the original mind still exists trapped within the Drowned or if it perishes during the ritual, so far no psychic Channel of the Tribe has found any trace.

A Drowned can survive for one day per Sheol. After that they start to bloat and decompose like a waterlogged corpse losing one dot in every Physical Attribute per day. Once an Attribute reaches zero dots the Drowned is permanently destroyed. Curing a Drowned with anything less powerful than outright resurrection is probably impossible, if it can be done it hasn't come to the attention of the Tribe.

Sacrifice: A Wake vulnerable victim is force fed a live fish or creature that resembles the Leviathan (and it must remain alive, no chewing) then held underwater until dead by drowning. This for those who can't see the obvious, is murder. A willing Cult requires Zeal 3, Zeal 4 in the case of self sacrifice.

Effigy: None, the victim is the entire point. Technically an Effigy of the fish can be used at the usual penalty but by the time a Cult is performing this ritual they've long gone past caring about animal cruelty.

Auspicious Portents: Ebb Tide and Pluto

Ominous Portents: Flood Tide and Neptune

Sample acts: The victim is made to sign a contract of servitude. The victim abandons something symbolic to their old life. Practices from the cults funeral or birth services are incorporated into the ritual. The victim undergoes the ritual after mundane indoctrination. The victim is sent into visionary trances themed around servitude or the Leviathan's magnificence.

Roll: Sheol + Zeal

Suggested Modifiers: The victim has a mild derangement (+1). The victim has a sever derangement (+2). The victim's Willpower is greater than the Leviathan's Presence + Sheol (-2). The Leviathan's Presence + Sheol is greater than the victim's Willpower (+1). The fish only vaguely resembles the Leviathan (-1). The Victim is an Ahab or Atoll (automatic failure but they will obviously still die if drowned).

Dramatic Failure: The victim becomes a Drowned but is violently insane and aggressive rather than obedient.

Failure: The victim dies naturally.

Success: The victim becomes one of the Drowned.

Exceptional Success: Not only does the victim become a Drowned it will last an extra day before decomposition.

Face-Stealing Ritual (OO)

Using this ritual, a Leviathan can turn into a perfect duplicate of anyone they choose, enabling them to impersonate key figures to advance their cause.

Sacrifice: The Leviathan must devour the person who they wish to imitate. For Leviathans with more discerning pallets, the sacrifice can be cooked or seasoned first.

Effigy: The Leviathan devours an effigy of a human with an image of the target attached. A man made out of sausages adorned with a photograph of the victim, for example. Yes, you have to eat the photograph as well.

Auspicious Portents: High Tide and Pluto

Ominous Portents: Low Tide and Mars

Sample Acts: Devouring the screaming victim whole while the cult chants, Having a cannibal feast where the Leviathan and members of the cult eat the victim together, Having the cooked flesh of the victim served to the Leviathan one piece at a time by the cult in a mockery of an extravagant dinner. The Leviathan adorns the victim's personal possessions or identification.

Roll: Zeal+Sheol

Dramatic Failure: The ritual distorts the Leviathan's features into a bizarre mix of traits from both his normal form and the victims form, such as having one of the victims eyes growing sideways on his forehead while a twisted, deformed arm dangles from his chest. For the next week, the Leviathan is obviously inhuman to all observers regardless of what Depth he is in.

Failure: The Leviathan looks the same as always.

Success: For the next week, the Leviathan looks perfectly identical to the victim while in Depth 0, granting +3 dice to disguise rolls (which increases to +5 if you also devoured the victim's memory with the Assimilation adaptation of Besieging the Tower of Will). In all other depths, the Leviathan retains their normal form. During this time, you cannot return to your normal depth 0 human form.

Exceptional Success: In addition to taking the victim's form, your body remains flexible enough to transform back to your normal shape. For the next week, you may switch between your normal appearance and the appearance of the victim while in depth 0 as a reflexive action.

Suggested Modifiers: You possess the No Mysteries of the Flesh Descendant Channel (+2), The victim looked fairly similar to the Leviathan (+1), The Leviathan's vice is gluttony (+1), The victim was a different sex than the Leviathan (-1), The victim looked absolutely nothing like the Leviathan at all (-1), The victim's normal size was different than the Leviathan's normal depth 0 size (-2, -3 if they were 2 points away from the Leviathan's base size.)

Chimera Ritual (OOO)

This particularly hideous ritual allows a Leviathan to turn a willing, or unwilling, mortal into a Lemashu. In the past this has been used to create armies of slathering Hybrids, to create more subjects for breeding programs (A venture doomed to failure. Hybrids created by this ritual birth children with horrible genetic defects but Tiamat's blood runs no thicker in their veins than it would had their parent not undergone this ritual.) Most horribly this ritual has been used to break the body and minds of those who displeased the Leviathan.

Forcing an unwilling mortal through this Ritual is a Tranquility 4 Disruption. Cultists will unflinchingly agree at Zeal 4 but remember that Beloved are considered unable to give proper consent no matter how willing they claim to be.

Sacrifice: The mortal who will become a Lemashu is the Sacrifice. They must take Ichor equal to their Stamina. The victim requires Zeal 4, other participants require Zeal 3.

Effigy: None, the sacrifice is the entire point.

Auspicious Portents: Ebb Tide and Pluto

Ominous Portents: Flood Tide and Neptune

Sample acts: The mortal destroys or gives away something representing their old life. The mortal adorns body paint or costumes so they resemble a Hybrid. Lemashu take the mortal from a group of mortals and walk him to the alter. The mortal shares a meal or some other domestic scene with Lemashu.

Roll: Sheol + Zeal extended. Mortals may resist with Stamina alone.

Suggested Modifiers: The Leviathan possesses Everflowing Fetid Growth (+2). The victim comes from a family closely marked by the Tribe (+1). The victim has little or no Tribe ancestry (-1). The Victim has Iron Stamina (-1 per dot). The Victim has Natural Immunity (-2).

Dramatic Failure: The mortal perishes, their corpse shows hideous mutations and may have to be discreetly disposed.

Failure or the Mortal wins the roll: The mortal takes lethal damage equal to the Leviathan's Sheol as their body violently rejects the ritual.

Success: The mortal gains the Lemaushu template appropriate to the Leviathan's Strain with it's appropriate Mutation and two additional dots of Mutations per Success assigned by the Storyteller. If the mortal was not Beloved they immediately become so although the mental strain causes a sever Derangement that lasts until they loose Beloved status. On rare occasions this rituals has been known to result in an Ahab, even if performed on a Beloved (actual Ahabs always remain an Ahab).

If the Lemashu's final Depth is low enough that their maximum Intelligence is lower than their current Intelligence then the Hybrid gains a permanent sever Derangement and looses two dots of Morality for every dot of Intelligence lost to represent catastrophic mental damage.

Some Leviathans have tried to use this Ritual on Atolls, perhaps thinking that a since a Hybrid Atoll would be separate from mortal society they would be forced to seek the company of the Tribe. This never works: Firstly Atolls have a much easier time resisting the ritual: They roll Stamina + Resolve + Morality. Secondly if the Ritual does succeed the Atoll immediately falls into a permanent vegetative state. Neither medical science or the Tribe's powers can hope to revive him. At the Storyteller's discretion other supernatural abilities might work, this requires moving the Atoll's mind to another body or removing the Hybrid template. For all intents and purposes assume the Leviathan has just killed an Atoll and must suffer all the repercussions that entails.

Exceptional Success: The Leviathan may choose where to apply half the new Aspect dots, the other half are chosen by the Storyteller.

Creating the Lesser God (OOO)

Leviathans do not just beget Leviathans, or even mortals or the half-mortal Hybrids. A Leviathan with the correct skills and knowledge can follow Tiamat's footsteps and birth monsters of their own. With this Ritual, a Leviathan's Cult can call forth one of those creatures known as “offshoots”

Sacrifice: A Cultist ritually scars himself and is thrown into a body of water large enough to completely submerge him.

Effigy: An animal no smaller then the offshoot being summoned is ritually scared and thrown into a body of water large enough to completely submerge it.

Auspicious Portents: Ebb Tide and Pluto

Ominous Portents: Flood Tide and Saturn

Sample acts: The cultist carves the features of the offshoot they want to become into their flesh. The cultist acts like the offshoot they want to become. Cultists chant about the virtues of inhumanity.

Roll: Zeal

Suggested Modifiers: The Leviathan is dreaming (+1). The Leviathan possesses the Creator of Life Adaptation (+1). The Leviathan possesses the Craftsman of Life Adaptation (+1). The Leviathan possesses Everflowing Fetid Growth (+2). The Cultist has a mild derangement (+1). The Cultist has a severe Derangement (+3) The Leviathan lacks Womb of Terrors (-3).

Dramatic Failure: The sacrifice's body tears itself apart and dissolves away.

Failure: The effort is wasted.

Success: The Leviathan is contacted and may spend 1 ichor + the degree of offshoot being summoned. If done so, over the next round the sacrifice’s body unravels at the sites of the scars as a first or second-degree offshoot is birthed from its remains. The Leviathan may create a new offshoot when this Ritual is being preformed, but doing so levies a -2 penalty to the roll. This offshoot is not added to the Leviathan's normal collection of offshoots. A Cultist transformed in this way keeps his Mental and Social attributes, skills, and merits. A transformed Cultist cannot regain Morality if lost, as in a fundamental way, they are no longer human. Every day the Cultist takes one point of aggravated damage until they dissolve into a pool of blood and seawater. An offshoot spawned from an Effigy lasts for a scene before dissolving away.

Exceptional Success: As a normal success, except a Cultist only takes a point of aggravated damage every other day. An Effigy survives as a Cultist would on a normal success.

Ritual of the Sacred Triangle (OOO)

Every year people slip through the Gatewaters and into the Rift, every few years an entire ship or airplane is drawn down into those tempestuous waters and sometimes it's no accident. When a Leviathan wishes to sink a ship without personal combat or draw it away from any witnesses they may call the Rift to rise up and drag entire vessels into the abyss.

Sacrifice: A Beloved must be near or on the target, a second Beloved linked by blood is then held under water and violently killed, mimicking the violence of the tempest.

Effigy: The second is held underwater and beaten, nothing more than mild bruising is required.

Auspicious Portents: High Tide and Uranus

Ominous Portents: Low Tide and Jupiter

Sample Acts: Jars of water from the Rift are left on the target. The Sacrifice is drowned within the rift itself. A “map” of the Rift is overlayed onto a map of the Shore and the ritual is modified for the target's position.

Roll: Zeal + Sheol extended.

Dramatic Failure: The ritual chamber is pulled into the Rift. The Leviathan will have to act fast to protect her Cult from the Tempest or just drowning.

Failure: The Ritual fails to take effect.

Success: The Cult makes progress on the Ritual, when Successes equal the target's Size it is pulled into the Shallows. Generally speaking humans will quickly drown. Ships might remain intact if they don't land in a rough part of the tempest but they'll be inoperable. If they are not destroyed by the Tempest submarines remain functional but excepting downright implausible luck leading them to a large Gatewater they're trapped in the Rift.

Exceptional Success: Not only does the Cult make significant progress, if the Ritual is completed the target will arrive in a convenient part of the Rift.

Suggested Modifiers: Natural Gatewater present (+2). Naturally calm waters (-1). The Sacrifice and the anchor are related only by a blood brothers declaration (-1), they're blood family (+0), siblings (+1), fraternal twins (+2), identical twins (+4), the target is out of sight of land (+1), the target is near significant amounts of land (-1), the target is docked at land (-4), The target is in a Gatewater (+2).

Plague Ritual (OOO)

Through this ritual, the Leviathan inflicts a supernatural plague upon an unfortunate target causing them to wither and, potentially, die over the course of just a few days. This ritual can effect supernatural beings if they are still susceptible to disease.

Sacrifice: The ritual sacrifice of a human suffering from a significant or terminal illness. If a suitably diseased human cannot be found, the ritual will also function by fatally poisoning a human and sacrificing them before the poison runs its course.

Effigy: Ritual chanting while the cult circles a human suffering from an illness or non-fatal poisoning. Poisoning a member of your own cult is an acceptable way of getting this effigy, though doing so would be a tranquility 5 disruption.

Auspicious Portents: Ebb Tide and Saturn

Ominous Portents: Flood Tide and Venus

Sample Acts: Blood or vomit from the sacrifice (or effigy) is splashed across an image of the target, the cult carries out the ritual dressed as plague doctors, efforts are made to aggravate the symptoms of the sacrifice's illness through drugs or other means prior to their death.

Roll: Zeal+Sheol vs the victims Stamina+Supernatural Power trait.

Dramatic Failure: The illness is completely wiped out by the victim's immune system. Further, exposure to this disease has left the victim's immune system highly active, giving them +3 to rolls to resist diseases for an entire month.

Failure: The disease fails to cause the victim any health problems.

Success: The victim contracts a serious illness which will severally limit their ability to act but is not usually life threatening. Though the cause is supernatural the illness itself is a normal disease for the region and responds as normal to medical treatment. See WoD Core p176 for rules on Disease.

Exceptional Success: The victim contracts an illness which while treatable has a good chance of being fatal without treatment.

Suggested Modifiers: The victim was already suffering from a very dangerous disease, such as drug-resistant tuberculosis (+3) The Leviathan has the Toad's Curse ancestral channel (+2), The victim was already suffering from a moderately severe illness such as the flu (+2), The victim was already suffering from a minor illness, such as a cold (+1), The victim lives and works in a very clean, sterile environment (-1), You used a poisoned sacrifice/effigy rather than one suffering from an actual illness (-1), The victim has the Natural Immunity merit (-2)

Isolation Ritual (OOO)

The Leviathan is insidious, it can worm its way into the heart of a community. Spreading its tendrils and cults into institutions and bind leaders to itself in madness and worship. Many among the tribe find that ease of travel makes it harder to take over. People traveling away leave the Wake's grip behind, changes that seemed subtle one by one become obvious warnings to a fresh pair of eyes from out of town.

When a Leviathan wishes to isolate a community they turn to this ritual and call down a wall of fog that saps the strength of any who wish to leave. Those left within are isolated pray for the Leviathan and it's cult.

Sacrifice: A victim must be bound or caged and kept at exhaustion through sleep deprivation or drugs. Most Cults planning for an extended fog use drugs.

Effigy: Any form of doll, mannequin or similar object can serve in place of a victim.

Auspicious Portents: High Tide and Saturn

Ominous Portents: Low Tide and Mercury

Sample acts: The victim is some form of escapee, a runaway or escaped convict. The victim frequently travels, a trucker or sailor. The victim is kept cold. The victim is surrounded by danger real or symbolized.

Roll: Sheol + Zeal.

Suggested Modifiers: Naturally isolated geography (+1). Naturally insular community (+1). Open geography (-1). Frequent travel (-1). Lots of water in the surrounding area (+1). Natural fog is present where needed (+2).

Dramatic Failure: The ritual produces the opposite effect. A psychic shock-wave spreads out clearing the weather. Mortals who feel it may be scared into leaving.

Failure: Nothing Happens.

Success: A hollow dome of fog forms with a radius of one mile per success. Less if the player chooses. Wake vulnerable people trying to pass through must succeed on a Resolve + Stamina roll with a penalty equal to the Leviathan's successes. On a failure they must turn back or collapse from exhaustion. The penalty decreases by one a day starting from the moment the victim is removed from the cage (effigies get one free day before the fog starts to fade) or recovers their strength with the fog dissipating at zero. If the Cult is performing a task at the temple such as guarding it this may be extended to include maintaining the ritual at no cost.

The barrier is not unbeatable. It can be bypassed by tunneling underneath or with vehicle that will keep moving after the driver collapses (a risky strategy). While radio waves cannot penetrate the fog a signal traveling by wire can. To truly isolate a town may require that the Leviathan and her cult dig up cables.

Exceptional Success: No extra benefit apart from an unusually strong barrier.

Ritual of Sacred Ground (OOOO)

Through this ritual, a Leviathan folds reality in on itself, reshaping a location into a natural maze of obscene geometries. This ritual is commonly used to increase the size and defenses of a temple or other key location.

Sacrifice: You and your cult stalking a human through the location you wish to enhance with this ritual and eventually killing them. The human cannot have any knowledge of the layout of the target area in advance; they must be effectively lost while you stalk them. Note that in order for a victim to be able to become effectively "lost" in your temple, it must have at least 3 dots in size.

Effigy: Completing the ritual without the death of the human used as a sacrifice. You may incapacitate them and have them removed, or simply let them find their way out on their own.

Auspicious Portents: Flood Tide and Uranus

Ominous Portents: Ebb Tide and Mercury

Sample Acts: Efforts to encourage as much fear and confusion into the sacrifice as possible as they run, Having extensive work done on the area in advance to make it more "maze-like", Using mechanisms to actively change areas the sacrifice has already been through such as having a sliding wall mechanism that conceals a door that the victim used the last time they were in the room.

Roll: Zeal+Sheol with a target of Temple Size. For locations other than a Temple use equivalent sizes.

Dramatic Failure: For the duration of the story, the ritual's effect takes hold in the opposite way it was intended. If this ritual was used on your Temple, consider it's size and security both one dot lower due to the compact and straightforward access routes throughout the altered temple. If this effect was used on a location other than your temple, such as a swamp, all people passing through the area do so twice as fast as normal and get +3 on survival rolls to navigate the area.

Failure: Reality proves resistant to your efforts to distort it and does not change in any way.

Success: You have successfully distorted reality for as long as the area remains in use by the Leviathan, this requires around 20 hours per month. If this ritual was used on your temple, gain 1 additional dot in both Size and Security (maximum of 5), representing a greatly increased amount of room in the temple and a series of confusing hallways making it nearly impossible for an intruder to navigate. If the target area was not your temple, the area takes twice as long to traverse (as it effectively becomes twice as large) and rolls to find your way through the area are at -2. In either case, individuals in the affected area may roll Wits+Survival or Wits+Science to realize that there is something strange about the location's layout.

Exceptional Success: Reality bends with exceptional ease at your touch. For the duration of the story, gain 2 additional dots to both size and security if this ritual was used on your temple. If this ritual was not used on your temple, the affected location takes 3 times as long to pass through and rolls to navigate the area are at -5 due to the alien and maze-like nature of the area.

Suggested Modifiers: The location you are modifying was already a literal maze (+3), You possess the Rain-Dance of the Tempest Ancestral Channel (+2), The area you are modifying was already difficult to navigate, such a dense forest or swamp (+1), The area you are modifying has a very straightforward design, such as an apartment building (-1), The area you are modifying is a wide-open plain, such as the surface of the ocean, or an airport runway (-3).

Calling Forth the Avatar (OOOO)

Sometimes a Leviathan's Cult needs her when she is in some distant place. Leviathans who know this Ritual can come to their Cult's aid.

Sacrifice: Your Cult captures a mortal or supernatural creature related to their difficulties and ritually kills and arranges their organs into pattern sacred to the Leviathan.

Effigy: Personal pleas written in the blood of each Cultist (causing at least one point of lethal damage) along the edges of a pattern sacred to the Leviathan.

Auspicious Portents: Ebb Tide and Venus

Ominous Portents: Flood Tide and Saturn

Sample acts: The cultists lead prayer sessions begging their patron for intersession. The cult performs a ritual symbolizing their troubles. The cult burns offerings of food to the Leviathan and scatter it around the sight of the Ritual.

Roll: Zeal

Suggested Modifiers: The Leviathan is dreaming (+1). The Leviathan possesses the Creator of Life Adaptation (+1). The Leviathan possesses the Sculptor of Life Adaptation (+1). The Leviathan possesses the Hone champion Adaptation (+2). The Leviathan possesses The Hydra's Rebirth (+2). The Leviathan lacks Womb of Terrors (-3). The Leviathan lacks the Dread Champion Adaptation (-2).

Dramatic Failure: The Ritual summons a savage and feral beast, most often from the Depths.

Failure: The effort is wasted.

Success: The Leviathan is contacted and may spend 5 Ichor to create a third-stage offshoot at the site of the Ritual and possess it as per Dread Champion. If the Leviathan possesses the Hone Champion Adaptation, it functions as normal. The Leviathan may create a new offshoot when this Ritual is being preformed, but doing so levies a -2 penalty to the roll. This offshoot is not added to the Leviathan's normal collection of offshoots.

Exceptional Success: None except the extra successes for the Hone Champion Adaptation.

Traversing the Waves (OOOO)

The rift is a claustrophobic dangerous place, wrecked by the Tempest and patrolled by ancient instincts and neurosis. Even to a Leviathan it is not the safest way to travel but this Ritual can change that. By rapidly skimming between the Rift and the Shore a Leviathan can travel outside the limits of geometry circumventing the globe in the blinking of an eye.

This Ritual is limited to traveling between two points connected by navigable water. In this context navigable is defined as unbroken water deep and wide enough for the boat to safely travel. Locks, tidal dams (when closed) and other such features will block the Ritual. Generally a Leviathan with this ritual can reliably move from between any two points connected to the ocean but has more trouble inland. If in doubt it's best to think what leads to interesting stories rather than get out maps of the local waterways.

Sacrifice: Performing this Ritual is easiest with a counterweight. Something with strong ties to the Shore to balance the Leviathan's tie's to the Rift. Any human will do nicely, just one thing. Acting as a counterweight gives the sacrifice a front row seat to the desecration of natural geometry. If she fails on a Resolve roll she will gain a permanent mild derangement or upgrade an existing mild derangement to severe (for their own part Leviathans are safe, moving between the Rift and Shore is natural for the Tribe). Because this leaves permanent damage treat it as serious torture for purposes such as calculating the required Zeal. Traditionally the Sacrifice was nailed to the ship as a figurehead but this is not necessary.

Effigy: The Leviathan performs this Ritual without a counterweight.

Auspicious Portents: High Tide and Jupiter

Ominous Portents: Low Tide and Neptune

Sample Acts: The journey begins or ends in a storm. The ship is sent underwater to symbolize entering the Rift, since most Leviathan's don't own a submarine capsizing can be used instead, the ship will right itself if the ritual succeeds.

Roll: Sheol+Zeal

Dramatic Failure: The ship is thrown wildly off course and probably smashed to splinters. It might end up deep in the Rift or grounded in a desert but it's almost certainly far from where the Leviathan wanted to be.

Failure: The Ritual doesn’t take effect. Unless you symbolically capsized your boat or did something similar there is no negative effect.

Success: The Ritual secedes and the Leviathan's speed is increased immeasurably. This ritual doesn't provide true instantaneous travel but it's fast enough that you can arrive anywhere on Earth within a few minuets.

Exceptional Success: No further benefit.

Suggested Modifiers: Stormy Weather (+1). Using this ritual while swimming rather than sailing (-3 due to split focus, the ritual would have to be performed on the Leviathan's back so a A Mountain Walked will be required.). Tranquility 6+ (+1). Tranquility 4- (-1).

Ritual of Transference (OOOO)

Leviathans and their cultists often end up in dangerous situations, where they can be afflicted with all sorts of diseases or wounds. While in most cases, these things will go away on their own given enough time, sometimes a Leviathan does not want to wait or wishes to reward particularly loyal cultist who received grievous wounds fighting in the name of their lord. Through this ritual, the ailments of one person are transferred onto another, presumably less important, individual. The beneficiary must consent to this ritual for it to have any effect, though the scapegoat can most certainly be unwilling.

Sacrifice: A human scapegoat to transfer wounds and/or diseases onto.

Effigy: An animal scapegoat to transfer wounds and/or diseases onto.

Auspicious Portents: Flood Tide and Uranus

Ominous Portents: Ebb Tide and Venus

Sample acts: The Leviathan or the cultists inflict wounds on the victim mirroring those possessed by the beneficiary of this ritual. The cult burns a series of brands into the flesh of the victim representing the various ailments possessed by the beneficiary. A blood transfusion from the beneficiary to the scapegoat.

Roll: Sheol + Zeal

Suggested Modifiers: The scapegoat is willing (+3), The scapegoat is in perfect health (+1), The ritual is only attempting to transfer wounds (+1) The scapegoat is already badly wounded if wounds are to be transferred (-1), The scapegoat is already sick, if illness is to transferred (-1), The scapegoat is already badly wounded (at least half of their health boxes filled), if wounds are to be transferred (-1), The scapegoat has the Natural Immunity merit, if disease is to be transferred (-2), The scapegoat is already cursed, if a curse is to be transferred (-2)

Dramatic Failure: Rather than transferring any ailments, you instead intensify them. You receive all of the following negative effects that apply: If you were transferring wounds, one of your wounds is upgraded to aggravated damage (if all your wounds are already aggravated, you take an additional point of aggravated damage). If you were transferring a disease than you aggravate the disease resulting in it's negative effects intensifying.

Failure: The ritual fails to have any effect, beyond any potential damage from the torture you may have inflicted on the sacrifice/effigy.

Success: The beneficiary recovers their health, at the cost of that of the scapegoat. For each success rolled, you may transfer one curse or illness or 4 dots of bashing damage, 2 dots of lethal damage, 2 dots of bashing and 1 dot of lethal damage, or 1 dot of aggravated damage. No more wounds may be transferred to the scapegoat than the exact amount that will kill them. Genetic disorders and supernatural templates may not be transferred with this ritual.

Exceptional Success: In addition to ridding themselves of a great number of ailments, the beneficiary feels particularly invigorated after the ritual. For the rest of the day, all physical rolls made by the beneficiary are at +1.

Birth Control Ritual (OOOOO)

The Tribe have long sought a way to reliably birth pure humans or full blooded Leviathans. So far they've failed and this represents one of the many Rituals used in the attempt. It's important to remember that this ritual actually does work, a child born after this ritual really is more likely to emerge as a Leviathan (or be truly human, it depends which Ritual we are talking about), it's just that the more likely doesn't actually mean likely. Perhaps a family which regularly uses this ritual will see a full Leviathan emerge around once in 45 generations rather than 50.

If used for purely practical ends this ritual is only really suitable for characters whose goals stretch across centuries, anyone else is unlikely to see any return for their efforts. A loving parent who wishes to spare their child from the horrors of Leviathan life (or share it's glory) may use this Ritual. If this parent is a player character it could raise a dilemma: This ritual costs experience points and effort yet has no mechanical bonus. Spending experience and effort on a Ritual with an uncertain payoff is exactly what the Leviathan is doing in character but depending on the player it might not make for fun gaming. The Storyteller should consider offering discount, some form of reward for good role playing or even letting the Ritual work. Even in the World of Darkness, sometimes you get a miracle.

Sacrifice: Either parent must undergo some form of body modification to become closer to the desired child. This causes 5 Lethal Damage and counts as serious torture. If a skilled doctor is on hand this is no longer considered torture. The Doctor may roll Dexterity + Medicine, each success downgrades one Lethal Damage to Bashing.

Effigy: The parent uses cosmetics and costumes instead to appear closer to the desired child.

Auspicious Portents: Low Tide and Venus (When hoping for a human), High Tide and Venus (When hoping for a Leviathan)

Ominous Portents: High Tide and Pluto (When hoping for a human) Low Tide and Mercury (When hoping for a Leviathan)

Sample acts: The parents choose a name for the child only appropriate to a human or Leviathan. Cultists provide gifts to the unborn child only appropriate to a human or Leviathan. A “seer” or “prophet” undergoes or fakes a trance then pronounces good news.

Suggested Modifiers: The Leviathan is of Bahamut's Strain (+1). The Leviathan is of Dagon's Strain (-1). The Leviathan possess No Mysteries of the Flesh (+1). Both parents undergo the ritual (+2). The child was created with Incubation of the Second Self (-2 due to a lack of genetic diversity).

Hidden Divinity Ritual (OOOOO)

Many Leviathans never come to terms with the Wake. For good reason, so long as he possesses the Wake a Leviathan can never deal with humanity as an equal, voices hush and none meet his eyes. Then there are the Beloved, simply by spending their days together an innocent being may never be sane again and the Leviathan is forever more responsible for their Beloved's actions and well-being.

Sometimes the Tribe seek to escape the Wake, it's not easy, it requires great sacrifice but it can be done. While escaping from the Wake, just looking a stranger in the eye, can be a morally and emotionally uplifting experience for the human part of a Leviathan rejecting her divine aspect for too long can disrupt the delicate balance of a Leviathans mind.

Sacrifice: The Leviathans heritage came from the Tempest and back to the Tempest it must go. To perform this ritual the Leviathan must sacrifice Ichor. At least four points per dot of Sheol to suppress. Alone this would be fine but transporting Ichor to the Rift requires a vessel: A living being that can hold the Divine Ichor in it's veins.

First the Leviathan must transfer Ichor into Hybrids (other Leviathans could be used, with difficulty) by using the Birthright of Fecundity. Because Hybrids are limited in how much Ichor they can hold this ritual usually requires mass sacrifice. Once the Leviathans Ichor is stored in Hybrids they must be killed in a matter which neither spills nor pollutes their blood, strangulation or smothering is favored. Finally the sacrifice is sent into the Rift. If the Ritual succeeds the Leviathans Divinity will go with them.

Effigy: The Sacrifices are sent into the Rift alive. They may be brought back at any time but this ends the Rituals effects immediately. Even near the surface the Rift is a dangerous place and to perform this ritual without sending hybrids off to their deaths requires extensive preparations. A Doldrum must be secured, provisions provided and the Hybrids must be trained and able to survive the Rift. At the very least gills are required.

Auspicious Portents: Low Tide and Mercury

Ominous Portents: How Tide and Mars

Sample Acts: Allowing a priest of the cult to lead the ritual with the Leviathan taking a role no greater than that of a normal cultist. As the Leviathan transfers Ichor the Sacrifices take over his role in the ritual. A cultist playing the part of the government welcomes the Leviathan with citizenship or a mundane part of everyday life like tax forms. The Sacrifices are wrapped with lead weights to carry gold and gifts along with the Leviathans divinity to the bottom of the Rift.

Roll: Zeal+Sheol, sending the sacrifices into the rift is included in this roll.

Dramatic Failure: The Leviathans divine nature surges out of control. For the next week the Leviathans Vice can only be satisfied alongside worship and dominance of lesser beings. A Glutton cannot simply eat, his cultists must prepare food for him with terrible punishments should they not satisfy. A Prideful Leviathan seeks self affirmation in Cultists suffering to prove that they are worthy of serving him.

Failure: The divine blood refuses to be suppressed and the Leviathan's wake remains as strong as ever.

Success: For a duration chosen at the time of the ritual's completion, up to one month, the Leviathan's Sheol is considered to be decreased by Successes. The maximum decrease is limited by the amount of Ichor sacrificed. The Leviathan's effective Sheol is used in place of their actual Sheol for focusing the Wake, the size of the Wake and creating Beloved. If reduced to Sheol 0 the Leviathan has no Wake. If the Leviathan ever acquires more Ichor than their effective Sheol would allow their effective Sheol increases by one, Sheol 0 allows only a single point of Ichor. Ichor may be spent on nothing as a reflexive action to prevent overfilling. Each month spent under the effects of this Ritual is a Tranquility 6 disruption, each week spent under the effects of this ritual is a Tranquility 8 disruption, and each day spent under the effects of this ritual is a Tranquility 10 disruption.

Exceptional Success: The Leviathan may treat the number of successes as one higher and the amount of Ichor sacrificed as four higher (if this means they have too much Ichor they may immediately spend it on nothing).

Suggested Modifiers: You have not left Depth 0 for a full month prior to the ritual (+3), You have not left Depth 0 for two weeks prior to the ritual (+2), You have not left Depth 0 for one week prior to the ritual (+1), You were in Depth greater than 2 during the last week (-1), You were in Apotheosis form sometime during the last month (-2), You were in Apotheosis form some time during the past week (-3). Deep Wake (-1), Muted Wake (+1).

The Tenth Plague (OOOOO)

A Leviathan is a divine being. It does not bargain with kings or presidents; no, it merely states its wishes and woe befalls entire nations who refuse its divine mandate.

This Ritual has no Sacrifice or Effigy, its results are a sacrifice of epic proportions. To perform this ritual the Leviathan chooses one Beloved as an envoy and sends them to make demands of a leader of man. These demands may be so heinous or self defeating that no sane human will willingly agree but it must be feasible to accomplish then.

Accompanying the demands must be a dire threat. This takes the form of who will die: The elderly, the young, the clergy. Providing it won't kill more than half the population its entirely at the Leviathan's discretion.

From the moment the demands are spoken the leader will immediately be aware that this is not an idle threat but backed by a terrifying supernatural force. From this point she has ten days. The first and most obvious solution is to give into the Leviathan's demands, this ends the looming doom. Most people aren’t aware there are is a second solution: Kill the Leviathan. Leviathan's with the Dread Return Adaptation must be killed fully but those able to return through the Depth 6 iteration of Incubation of the Second Self need only be killed once. If neither of these are done then everyone who is politically or personally under the jurisdiction of the leader and matches the set criteria rolls Stamina, if they cannot match the Leviathan's successes on this ritual they die.

Supernatural beings can be affected by this ritual but three strict criteria must be met: Firstly the leader must be a supernatural being with the same template. Secondly any supernatural being with a higher Supernatural Advantage than the leader won't be affected by this Ritual. Finally the leader must be Wake Vulnerable. Supernatural beings defend with Stamina + Supernatural Advantage.

A Leviathan using this ritual should take care, for the ten days it is active his Wake becomes more noticeable if not actually more powerful. Anyone sensitive to the Wake, such as an Ahab, in the area targeted by the Leviathan's curse is immediately aware that something big is happening.

Auspicious Portents: High Tide and Mars

Ominous Portents: Low Tide and Mercury

Sample acts: The Leviathan justifies this ritual as retaliation for communal crimes. The demands are spoken every day for the ten days. The Leviathan's followers visibly separate themselves from the targeted community by marking their homes or clothing.

Roll: Sheol + Zeal.

Suggested Modifiers: The Leviathan's Cult has a significant religious presence in the affected area (+1). A major presence (+2). No more than a few disorganized Beloved (-1). The leader does not have his people's interest's at heart (-2). The leader is a puppet of a supernatural or foreign power inimical to her people (-4). The leader is a puppet of the Leviathan before or at any point during the Ritual (automatic failure). The Leviathan possesses the Anointing the Prophet Adaptation (+1).

Dramatic Failure: The titanic and devastating energies are unleashed upon the cult and the Leviathan itself. Loose a dot of both Sheol and Cult Numbers then fill the Leviathan's health track with Aggravated damage except for the last box which is filled with Bashing damage.

Failure: Nothing happens. Anyone sensitive to the Wake feels that a huge event was building but failed to amount to anything.

Success: The Ritual is primed. The Leviathan has twenty four hours for a Beloved to reach a leader or else the ritual is wasted.

Exceptional Success: The Leviathan's exceptional attunement to their Ritual allows them to treat the slaughter as a monumental sacrifice to them self. Should things progress to death the Leviathan regains one point of Ichor for every person dead, for simplicity just refill the entire Ichor pool.

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