LeviathanTempest:ChapterFour

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[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.

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 Nagaraja, the ancestor of the Vasuki, yet the Taninim and Bahamutan Strains also have a strong grasp of these talents.

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).

One Brain, Many Minds (Ancestral Channel)

The sad limit of modern creatures of a single consciousness drawn together from the offerings of the brain does not need to be obeyed by Leviathans. As their ancestors once did, they can support a chorus of coordinated psyches within their brains.

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

  • “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 perform a prophecy ritual that takes 10 minutes or less as an instant action.
  • “Depth 2”: As above, and the character may add his Sheol to all divination rolls.
  • “Depth 3”: As above, but now the character may substitute his Sheol for his Resources rating when determining his ritual materials at hand. The required materials just find their way to him.
  • “Depth 4”: As above, but now the character may perform any prophecy Ritual as an Extended Action (1 minute per roll), allowing for large divinations of surpassing speed.
  • “Depth 5”: As above, and the Leviathan may now use fortuitous events as a basis for prophecy - upon witnessing a dramatic failure or exceptional success, he may reflexively enact any prophecy ritual he knows which normally requires ten minutes or less to perform. The event substitutes for the necessary materials and actions.
  • “Depth 6”: As above, and 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

  • Third Eye (OOO, requires Sheol 3): At Depth 3 and below, the Leviathan may use his five normal senses to discern the past and future. He may use a Wits + Occult prophecy roll to get "sensations" from a person or object that up to seven minutes (-1), hours (-2), days (-4) or even years (-8) 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 in three days 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.
  • Divine Perspective (O or OOO, requires Third Eye and Sheol 4 or 5): At Depth 6, the Leviathan may reflexely and constantly receives sensory data from people and objects that extends up to seven minutes in either direction in their personal timeline, as detailed under Third Eye. The three-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 or bonded Lahmasu 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.
  • “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 willing subject that is vulnerable to the Wake instead of just a Beloved or Lahmasu. 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 a (Sheol/2) miles.
  • “Depth 5”: As above, but within a (Sheol) miles.
  • “Depth 6”: As above, but within (Sheol x 10) miles. The Leviathan can expend 3 additional Ichor to target unwilling subjects that are vulnerable to the Wake - this requires an opposed 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, the Leviathan now taps into the senses of a subject as an unrolled action - they must devote attention to it, but are not in a trance and retain awareness of their surroundings and their Defense trait. The Leviathan may also opt not to use a subject's senses in a turn, taking its normal action, without breaking the effect.
  • All-Seeing (OOOO, requires Split Focus): At Depth 6, the Leviathan uses the senses of the target as a reflexive action - it may act freely and has constant awareness of information gathered by both its senses and those of the subject.
  • Anointing the Prophet (OOOO): The Leviathan may project his Wake and its associated effects through a willing Lahmasu or Beloved used as the target of this power. The Leviathan's Social Traits are used - the target becomes a mouthpiece for his deity. 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. 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.
  • 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" the Eidetic Memory Merit instead of a Skill. If he does so, it lasts for a number of minutes equal to his successes.
  • 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 and 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. So perfect is her symbiosis with the sea.

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 (OOOOO): At Depth 6, the Leviathan can be considered "submerged" as long as his Wake overlaps a suitably large body of water above ground (submerged resevoirs and wells are unsuitable)

Kin of the Conqueror Worm (Ancestral Channel)

The seeds for creatures that crawled on and within the ground emerged from the primordial beasts, and still exist within modern Leviathans. By cultivating these seeds, the Leviathan can adapt to a life within the embrace of the earth and its inner sea of fire and molten metal.

  • "Depth 0": Birthright of Elements
  • "Depth 1": The Leviathan can add his Size and Sheol to Stamina for the purposes of holding his breath.
  • "Depth 2": As above, and the Leviathan's skin becomes slick with mucus. This gives him 8-again on attempts to wriggle free of grapples and restraints, as well as to move through tight places (such as the earth). This mucus hardens afterwards, and is hard enough to keep a tunnel of average dirt from collapsing.
  • "Depth 3": As above, and the Leviathan can breathe through his mucus coated skin. So long as there is air or water in contact with the Leviathan's skin, he cannot suffocate.
  • "Depth 4": As above, and the Leviathan can burrow through the earth by consuming dirt and excreting it through appropriate organs (default is being devoured via the mouth and passed out through normal channels). This occurs at the Leviathan's running speed. The Leviathan suffers no abrasions from natural dirt/rock structures that he can pass through.
  • "Depth 5": As above, and the Leviathan's speed is increased by Size and Sheol while burrowing in the ground. The Leviathan's tunnels and body can endure any depth up to the molten part of the earth without harm from the environment.
  • "Depth 6": As above, and the Leviathan is immune to damage from natural rock and metal formations in the earth, regardless of the temperature. He can burrow through natural stone and even molten metal. For purposes of submergence, the Leviathan may treat the earth itself as water, allowing him to remain in Apotheosis form underground without losing Ichor.

Adaptations

  • Flesh of the Earth (OO or OOOO): The Leviathan's ability to ingest earth and stone allows her to integrate these materials into her divine form. At the OO level she gets 8-again on all rolls to avoid detection while burrowing, as her body matches with the surrounding material. At the OOOO level she also gains the ability to pass through the earth without digesting/passing it, and if she so chooses without leaving a tunnel (breathing is not enhanced by this, but moist earth counts as water for the purposes of the Depth 2 ability). It is possible for Leviathans with the OOOO Adaptation in Depth 4+ form to simply sink into the earth and to navigate in any direction. Entering the earth or emerging from underground both require instant actions, but can be made reflexive with the expenditure of one Ichor per transition.
  • Waves of Stone (OOOO): The Leviathan can compel the earth to heave and lurch as she passes through it. While moving through the earth using this Channel, she may force all those above her within Size + Sheol miles to make Dexterity + Athletics checks to maintain their balance. All actions dependent on the earth not moving have a penalty of the Leviathan's Sheol.

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 5 minutes 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 centre 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 a single minute.
  • “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 a single turn.

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 "bind" a single Ichor to one of his Beloved or bound Lahmasu. 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 five 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 travelling with the waves the captain may wish to decrease the speed penalty at a cost of -1 to Handling per 5%. On a Dramatic Failure the boat capsizes, is smashed into rocks or suffers some other unfortunate fate. Though this power is assumed to affect the surface this need not be the case, nevertheless going above or blow the affected area is a sensible solution. At this level a Leviathan may also control tidal forces raising or lowering the sea between the high and low watermark. (4 successes to create heavy waves or move from one tidal extreme to the other)
  • “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 neccessary)
  • “Depth 6”: As above but the leviathan may summon a sea-storm that goes beyond words. The safe size for boats becomes size 45. (14 Successes necessary)

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 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 – Defence, on a single success the water connects: Roll Resolve + Sheol vs Strength + Athletics to grapple.
  • States of Matter (OO, requires Reach of the Depths): The Leviathan may spend one point of Ichor and Roll Intelligence + Sheol to change the temperature of water. One success can move one size point of water from frozen to room temperature, room temperature to boiling or do the reverse. Neither boiling or frozen water can be controlled but either can be used on a grappled target: boiling the water sacrifices the grapple for a single overpower attack which does lethal damage. Freezing the water makes the grapple last until the new cage of ice is destroyed: it has zero Durability and Structure equal to the successes on the initial grapple roll. The trapped victim may roll Strength + Brawl to escape.
Sidebar: unnatural disasters

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

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

Unchained Heart of the World (Descendent Channel)

A Leviathan can be a being that supports life. It's immense form breaks the unending waters supporting temples and cities upon it's back but should he flex his muscles in anger the streets quake and spires fall.

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

The Leviathan may summon earthquakes, activating this power repeatedly to increase the intensity or duration. The Depth that the Leviathan is at limits the maximum strength of the Earthquake. The quake lasts for a number of minutes equal to the Leviathan's successes and covers a region with a radius of 100 yards per point of Sheol. The Leviathan may opt to create an earthquake less disastrous than he has access to but must succeed on a Tranquilly check or spend a point of Willpower. If the Leviathan does neither they must keep rolling until they've created the strongest weather available or used every available roll. If this power is activated in the midsts of an existing quake, the Leviathan may reduce the necessary successes by the degree of difference between current conditions and the intended goal

  • “Depth 0”: Birthright of Elements
  • “Depth 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.
  • Biblical Quake (OOOOO): The Leviathan's Earthquakes last for ten minuets per success.
  • Spine of the World (OOOOOO, Requires A Mountain Walked): In Depth 6 and at it's full size the Leviathan slumbers, as it sleeps a shell of rock and earth forms around it. With A Mountain Walked 3 the island has a radius of 5 Miles and an additional 5 miles per extra dot in A Mountain Walked. These islands are nothing more than bare rock but the passage of time will shape and populate them as with any other landmass. While supporting an Island the Leviathan is considered to be dreaming and it's Wake is handled differently: anyone upon the Island is considered to be within the Leviathan's Wake any the Fringes extend for the Wake's usual distance out to sea. Recognising a Leviathan from a natural island is easy enough, even without the wake: They float on the sea rather than rise from the bed, though they remain stationary. In fact should the Leviathan awake what remains of the island will sink.

Vestiges of Fecundity

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 Leivathan automatically detects all non-sentient life within the radius of his wake, ignoring concealment.
  • "Depth 5": As above, and once per round the Leviathan may reflexively command any one animal within the radius of his wake.
  • "Depth 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.

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 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.

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 - 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 successe, to a minimum of one week at "0" months.
  • “Depth 3”: As above, but the Leviathan can devote rolled successes to reduce the effective (not actual) bound Ichor in the egg, reducing the difficulty of carrying it. Each three successes devoted to this reduces the effective bound Ichor by one, to a minimum of one. 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, working on three or more eggs will require additional Ichor expenditure.
  • “Depth 4”: As above, but the Leviathan may devote successes to "sculpt" the resulting creatures, altering their features slightly. Mostly-cosmetic changes (difference in gender or race) require three successes. Hybrid traits (see the Antagonists chapter) can be added or removed for (dot rating +2) successes.
  • “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. Record the Levitahtan's permanent Sheol after success. Should the spawned creature ever Emerge as a Leviathan after the death of its "parent," roll the fledgling's Sheol in an opposed check against the deceased Leviathan's. If the parent succeeds, the imprinted essence hijacks the body, replacing its Vestiges, Sheol, and Mental and Social Attributes and Skills with its own. 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, Cohorts 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 Levithan reduces the effective bound Ichor of all eggs by 1 for the purpose of damage upon birth and physical strain penalties.
  • Fast Growth (OO): In Depth 3 or below the Leviathan can cause their child to grow rapidly after hatching. Every success compresses one years growth into one week. With seven compressed years the unskilled penalty and exp costs for Mental and Social skills increase by 1, at fourteen years they increase by 2. This penalty can be removed with extensive education and socialisation.
  • 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 Parastism and Strength 3): In Depth 3 and below, upon scoring an exceptional success against a target using a natural weapon that deals lethal damage, the Leviathan may attempt to reflexively transfer an egg from its body into that of the target. The subject must be Size 5 or greater, and rolls its Stamina (+ Power stat) in an opposed roll against the Leviathan's Sheol. The subject may add any bonuses related to staving off disease to its roll. Most will also spend Willpower, unsurprisingly.
  • Hyperparasitism (OOO, Requires Opportunistic Parastism): In Depth 3 and below, when presented with a helpless host containing an egg created by another Leviathan, the character can "overwrite" the egg with one of its own, using the energy bound in the egg to feed its own spawn. The Leviathan makes use of this Channel to create an egg inside the host. This uses the normal system, but the character may need not bind any Ichor until he has made more rolls then the egg's own bound Ichor. This consumes the replaced egg, which is generally a Tranquility violation.
  • Reflexive Consumption (OOO): In Depth 3 and below, the Leviathan may reflexively consume an egg that it is hosting, regaining the bound Ichor as noted in the sidebar.

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 + 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.

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

  • 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.

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

Everflowing Fetid Growth (Descendant Channel)

The Devine 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 fertilise and gain dominion over the land and all the beasts that dwell within. With this Channel the Leviathan can increase physical Attributes and grant unique advantages to those in its favor: See the sidebar “Horrors Made Flesh” for options.

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

Using this Channel on another Leviathan is impossible: Granting the power of the Divine Ichor to a Leviathan is redundant. Hybrids can benefit but it's harder: Deduct the lowest Depth from the dicepool. 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 armour as well as items from the list of “Other Tricks”. When forcing plant-life to grow the Leviathan also gains control over the direction of growth.
  • “Depth 5”: As above but when using this Channel at range ignore the requirement for a path of water. The Leviathan may also opt to grant animation to plants (minimum size of 5) granting a Strength or Dexterity of one. Animated plants have no skills or unskilled penalties and qualify for the same enchantments with the exception of speed.
  • “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 Shoel 3): In Depth 6 the Leviathan can add the following cruel features to animated plants under its control.
    • Blinding stinger, requires Size 5+ and costs 3 successes. This stinger is a 3 damage weapon with a range of 10 feet. Each success, contested by Stamina, gives -1 to all rolls that depend on vision. At a total of -5 the target is blind. Treat this damage as lethal for the purpose of healing and medicine.
    • Movement, requires Size 5- 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 recognise. Something along the lines of: “Humans”, “Motor Boats” or “Hybrids”.
  • One swamp, one mind (OOOOO, requires Sheol 4). The Leviathan gains the ability to unite itself with an entire ecosystem. While the leviathan slumbers the range of Everflowing Fetid Bloom increases by 100 feet an hour to a limit of Sheol miles throughout which they can use this Channel like normal. So long as One swamp, one mind is active the negative effects of this Channel won’t kill, no matter how badly diseased or mutated the divine Ichor leaves a plant the Leviathan forces it to live yet a while longer. 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.

Vestiges of Might

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 instead of replacing one with the other.

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. You may take this Channel twice to choose both.

  • "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 or the re-roll negation of Resistance Attribute-boosting Channels.
  • "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

  • Thunderstroke (OO): The Leviathan adds his Sheol to his Initiative and always acts first on ties. Should two individuals with "act first" powers fight and they tie, their actions are simultaneous.
  • 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 it's 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 one iteration of this Channel the Leviathan ignores Sheol + Strength points of armour.
  • “Depth 5”: As above but when using the Depth three iteration of this Channel the Leviathan ignores Strength + Sheol worth of Durability.
  • “Depth 6”: As above but the Leviathan may instead spend four points of Ichor to ignore all Durability.

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 Defence by Resolve for a turn.

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, and those that grapple with the Leviathan suffer (His Stamina + Sheol - Their Stamina + Armor) lethal damage each turn from exposure to countless sharp protrusions or biting mouths.

Adaptations

  • 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.

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) - 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 paralyse with fear. The Leviathan rolls Presence + Intimidation + Sheol vs Resolve + Power Trait against a wake venerable target. Should the Leviathan win they paralyse their foe for Presence turns. Multiple uses of this power do not stack and the effects end immediately if the Leviathan makes a physical attack against the target.

Adaptations

  • 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 Leviatahn's senses become difficult to attack: he can ignore up-to Sheol penalties that target the senses such trying to smell after being struck with pepper spray.
  • Peer Through Depths (OOO, requires Sheol 2) - In Depth 4 or lower, the Leviathan's senses penetrate barriers. For every point of Sheol she can see through twenty feet of smoke, ten feet of porous barriers (like foliage), a foot of stone, an inch of metal or a quarter inch of heavy metal.
  • 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 bonus to Defense. 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 Spirits (though you gain no means of noticing that you're doing so) and inflict aggravated damage to vampires regardless of how much Ichor you spend to power them. 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.
  • Walking Abattoir (OOOO): At Depth 5 and below, when attacking with natural weapons the character may spend 1 Willpower to inflict Aggravated Damage.

Vestiges of Sanctity

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

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 5”: As above, and if the Leviathan's (Manipulation + Sheol) is greater than a wake-vulnerable individual's (Willpower + Power Trait), that individual must roll at least (Leviathan's Sheol) successes on a memory check to recall any specific details about the scene.
  • “Depth 6”: As above, and if the Leviathan focuses his Wake on a subject whose (Willpower + Power Trait) is less than his (Manipulation + Sheol), the Leviathan may fabricate the subject's memories regarding the scene. Targets who can successfully recall the Leviathan (subject to the Depths 1 and 5 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 to 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.

  • “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 extra turn for each success over the necessary threshold to affect the listener, 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 cost of resistance to 2 Willpower for subjects whose Willpower is less than the Leviathan's (Presence + Sheol).
  • “Depth 4”: As above, and the limit on duration increases to (Presence + Sheol) turns.
  • “Depth 5”: As above, and affected subjects cannot regain Willpower normally, instead gaining the Leviathan's Vice. It becomes their sole option for Willpower replenishment for the duration of the effect.
  • “Depth 6”: The Leviathan may expend 3 additional ichor to make the call irresistible to those whose Willpower does not exceed the Leviathan's (Presence + Sheol).

Adaptations

  • 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.
  • 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.

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. 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.
  • "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.

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 Channel or Adaptation possessed by the target
    • If the character is an Atoll, the Leviathan gains the serenity of the Atoll's presence.

The Leviathan is also capable of recalling any particulars of the devoured's lifestyle or history with a successful Intelligence + Wits + Sheol check. Additional dots in this Merit confer one Memory Slot each, allowing the Leviathan to benefit from both a devoured's Skill and Channel, for example, at 5 Merit Dots. 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 is a Tranquility 2 Sin. Slaying an Atoll for that purpose is a Tranquility 1 Sin.

  • Psychic Shockwave (OOOOO+): When using the Depth 6 iteration of this Channel, 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. 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 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

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 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.
  • “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.

Adaptations

  • A Mountain Walked (OOO to OOOOOOOO, Requires Shoel 3+): In Apotheosis Form the Charachter may spend four Ichor and a Willpower point to grow enormously. They gain one size point a turn up until a final size determined by the number of dots in this Adaptation: Respectively: 20, 25, 30, 35, 40 & 45. 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 nor can it be increased or decreased with Vigor of the Protein Kings. 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 charachter looses a temporary health dot such as one granted by A Mountain Walked they retain any damage within that health dot. While this rule works nicely for small health bonuses it can start to act a little odd when a charachter has a huge bonus. A minor wound could become fatal when a Character shrinks down after using A Mountain Walked. There are two options for this: The first is to embrace it, even a moderately wounded giant is trapped in its huge form until it can find a safe spot (not easy at titanic sizes) and heal. The second is to use an alternative system for temporary health: Work out the proportion of Aggravated, Lethal and Bashing damage in relation to the total health dots and ensure the proportion remains the same after the charachter shrinks.

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

Flesh of the Progenitors (Ancestral Channel)

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 developes 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.
  • 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 Size to the "Attributes" he may boost with this Channel.
  • "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) - In Depth 6, the Leviathan may choose to become a creature of formless protoplasm and gain 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 inflicts Lethal damage with its unarmed attacks if it did not do so before, and 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 boost mental or social Attributes with this Channel - eyes grow in all directions, nerve bundles multiply, and pheromones fill the air.
    • 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 Durability this turn.

Rituals

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

Performing a Ritual requires a Cult and consumes a Task. More powerful rituals require more cultists, generally a Cult must have equal or more dots in Numbers than the Ritual's rank. A Ritual doesn't require the entire cult, but if you need twenty people in robes it helps having a significantly larger Cult to cover shifts, look after the baby or provide an alibi. When a Leviathan really needs a Ritual they can ask their cult to pull out all the stops: call in sick, conscript unwilling 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 themself or a loved one needs a Zeal one higher than normal, there is no increased requirement for asking cultists to sacrifice a fellow believer. Of course if you go that route the victim 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 practised today. If you want to remove sacrifices entirely all the rituals included are explicitly designed to function without sacrifices, simply remove the dice penalty for using an Effigy. The only exceptions are rituals where the person “sacrificed” is the person affected by the ritual. You may have to remove those rituals entirely.

Know your limits and don't break them.

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.

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

Roll: 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.

Spoiler: 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.

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).

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 Attribte per day. Once an Attribute reaches zero dots the Drowned is permanently destroyed. Curing a Drowned with anything less powerful than outright resurrection is probably impossible, if it can be done it hasn't come to the attention of the Tribe.

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

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.

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 (-Resolve). The victim is an Atoll (automatic failure but Atolls 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.

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.)

Spoiler: Rouse the Faithful (OO)

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 executed.

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

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

Roll: Sheol + Zeal

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 Vocalisation are common, feelings of guilt may cause Suspicion as the cultist feels everyone knows what happened at the last meeting.

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

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.

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 two dots of Hybrid Aspects 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.

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.

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 travelling away leave the Wake's grip behind, changes that seemed subtle one by one become obvious warnings to a fresh pair of eyes from out of town.

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

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.

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

Roll: Sheol + Zeal.

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 tunnelling underneath or with vehicle that will keep moving after the driver collapses (a risky strategy). While radio waves cannot penetrate the fog a signal travelling by wire can. To truly isolate a town may require that the Leviathan and her cult dig up cables.

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

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.

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 * 2. 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 the duration of this story. If this ritual was used on your temple, gain 1 additional dot in both size and security, 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).

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.

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.

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 wellbeing.

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

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 favoured. Finally the sacrifice is sent into the Rift. If the Ritual succeeds the Leviathans Divinity will go with them.

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

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 somtime during the last month (-2), You were in Apotheosis form some time during the past week (-3). Deep Wake (-1), Muted Wake (+1).

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