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[PICTURE: Full page. A stone wall takes up the majority of the picture and most of that is covered by algae, coral and barnacles. Strands of bladderwrack seaweed wave in front of the sides. Of the wall itself, all is visible is an irregular section in the centre where most of the algae has been cleared, revealing a relief image  that depicts a large, staring eye set in the centre of a circular maw replete with jagged triangular teeth. The lines of the relief glimmer faintly with a sickly green light and points of the same light can be seen beneath the barnacles, suggesting that the design continues beneath them. Looking at the wall are three silhouetted figures. One is obviously human and is wearing full scuba gear. To the left of the scuba diver is another figure viewed in profile. It wears no clothing bar a loincloth that appears to be made of seaweed. It has a human shape (two arms, two legs, one head etc) but in place of hair it has a set of quills reminiscent of a porcupine's which continue down its back in a kind of mane. Its mouth extends almost to its ears and is filled with needle-like teeth. A long, thin black tongue darts from between the fangs. On the left of the scuba diver is a figure that is not human at all. It resembles a gigantic eel with black skin and no eyes. Its tail extends beyond the edge of the picture. From behind its head extend four tentacles, two of which are holding what appears to be a crude human-sized idol beneath the thing's body. The other pair are held above its head. All of the tentacles are covered in lidless silver eyes with neither pupil nor iris.]
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[PICTURE: Full page. Something ]
  
 
= Chapter 3 : Systems and Advantages =
 
= Chapter 3 : Systems and Advantages =
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     <td align="center">10</td>
 
     <td align="center">10</td>
 
     <td align="center">1</td>
 
     <td align="center">1</td>
     <td align="center">3 yards</td>
+
     <td align="center">10 feet</td>
 
     <td align="center">-1</td>
 
     <td align="center">-1</td>
 
   </tr>
 
   </tr>
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     <td align="center">12</td>
 
     <td align="center">12</td>
 
     <td align="center">2</td>
 
     <td align="center">2</td>
     <td align="center">5 yards</td>
+
     <td align="center">15 feet</td>
 
     <td align="center">-1</td>
 
     <td align="center">-1</td>
 
   </tr>
 
   </tr>
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     <td align="center">16</td>
 
     <td align="center">16</td>
 
     <td align="center">3</td>
 
     <td align="center">3</td>
     <td align="center">10 yards</td>
+
     <td align="center">30 feet</td>
 
     <td align="center">-1</td>
 
     <td align="center">-1</td>
 
   </tr>
 
   </tr>
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     <td align="center">20</td>
 
     <td align="center">20</td>
 
     <td align="center">4</td>
 
     <td align="center">4</td>
     <td align="center">20 yards</td>
+
     <td align="center">60 feet</td>
 
     <td align="center">-1</td>
 
     <td align="center">-1</td>
 
   </tr>
 
   </tr>
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     <td align="center">25</td>
 
     <td align="center">25</td>
 
     <td align="center">5</td>
 
     <td align="center">5</td>
     <td align="center">35 yards</td>
+
     <td align="center">100 feet</td>
 
     <td align="center">-2</td>
 
     <td align="center">-2</td>
 
   </tr>
 
   </tr>
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     <td align="center">30</td>
 
     <td align="center">30</td>
 
     <td align="center">6</td>
 
     <td align="center">6</td>
     <td align="center">65 yards</td>
+
     <td align="center">200 feet</td>
 
     <td align="center">-2</td>
 
     <td align="center">-2</td>
 
   </tr>
 
   </tr>
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     <td align="center">40</td>
 
     <td align="center">40</td>
 
     <td align="center">7</td>
 
     <td align="center">7</td>
     <td align="center">150 yards</td>
+
     <td align="center">400 feet</td>
 
     <td align="center">-2</td>
 
     <td align="center">-2</td>
 
   </tr>
 
   </tr>
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     <td align="center">60</td>
 
     <td align="center">60</td>
 
     <td align="center">8</td>
 
     <td align="center">8</td>
     <td align="center">250 yards</td>
+
     <td align="center">800 feet</td>
 
     <td align="center">-3</td>
 
     <td align="center">-3</td>
 
   </tr>
 
   </tr>
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     <td align="center">80</td>
 
     <td align="center">80</td>
 
     <td align="center">10</td>
 
     <td align="center">10</td>
     <td align="center">500 yards</td>
+
     <td align="center">1500 feet</td>
 
     <td align="center">-3</td>
 
     <td align="center">-3</td>
 
   </tr>
 
   </tr>
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     <td align="center">100</td>
 
     <td align="center">100</td>
 
     <td align="center">15</td>
 
     <td align="center">15</td>
     <td align="center">1000 yards</td>
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     <td align="center">3000 feet</td>
 
     <td align="center">-3</td>
 
     <td align="center">-3</td>
 
   </tr>
 
   </tr>
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=== Regaining Ichor ===
 
=== Regaining Ichor ===
  
* '''Resonance''': Leviathans can recover Ichor by harmonizing with the lingering connection that all water holds to the Primordial Sea. If the Leviathan spends at least two hours submerged in a body of water with at least the volume of a large tub, they will recover points of Ichor equal to their Sheol. Multiple Leviathans can benefit from a large body of water, provided that it has at least the minimum necessary volume for each member of the Tribe. Unless the water is flowing naturally (such as a lake, river, or ocean), a given body of water can only provide this power once per day. Conversely, every two hours spent without water in an environment in which dehydration is a threat - such as a desert - the Leviathan bleeds off a point of Ichor.  
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* '''Resonance''': Leviathans can recover Ichor by harmonizing with the lingering connection that all water holds to the Primordial Sea. If the Leviathan spends at least two hours submerged in a body of water with at least the volume of a large tub, they will recover a point of Ichor. Multiple Leviathans can benefit from a large body of water, provided that it has at least the minimum necessary volume for each member of the Tribe. Unless the water is flowing naturally (such as a lake, river, or ocean), a given body of water can only provide this power once per day. Conversely, every two hours spent without water in an environment in which dehydration is a threat - such as a desert - the Leviathan bleeds off a point of Ichor.  
  
 
* '''Immersion''': A Leviathan that is travelling the Rift recovers one point of Ichor per hour.  
 
* '''Immersion''': A Leviathan that is travelling the Rift recovers one point of Ichor per hour.  
 
* '''Sin''': A Leviathan that indulges in his preferred sin regains a point of Ichor.
 
  
 
* '''Worship''': A Leviathan with a Cult recovers one point of Ichor each morning as a natural consequence of being deified. He may spend a task to direct his Cult to spend time partaking in more elaborate rituals in his honor, but doing so requires considerable time and poses potential problems regarding detection and interference in cultist's daily lives. If the Cult is directed in this fashion, the Leviathan will regain additional Ichor equal to their Zeal + 1 upon the next morning.   
 
* '''Worship''': A Leviathan with a Cult recovers one point of Ichor each morning as a natural consequence of being deified. He may spend a task to direct his Cult to spend time partaking in more elaborate rituals in his honor, but doing so requires considerable time and poses potential problems regarding detection and interference in cultist's daily lives. If the Cult is directed in this fashion, the Leviathan will regain additional Ichor equal to their Zeal + 1 upon the next morning.   
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'''Derangements''': A failed degeneration roll means that the Leviathan must make a Tranquility roll to avoid acquiring a Derangement, if his Tranquility is lower then 8. The new Derangement is linked to the lost dot of Tranquility: if the Leviathan's Tranquility is raised back to its original level, the Derangement is removed.
 
'''Derangements''': A failed degeneration roll means that the Leviathan must make a Tranquility roll to avoid acquiring a Derangement, if his Tranquility is lower then 8. The new Derangement is linked to the lost dot of Tranquility: if the Leviathan's Tranquility is raised back to its original level, the Derangement is removed.
 
   
 
   
'''Afflictions''': When a Leviathan with a Tranquility of below 5 gains a Derangement, they also must resist gaining an Affliction, a physical mutation that marks their mental and spiritual decay. Afflictions can be Mild or Severe, and match the severity of the Derangement that triggered them. To resist gaining an Affliction, the Leviathan must make a Tranquility check. Leviathans with a Sheol of 6 or 7 suffer a -1 penalty on this roll, and those with a Sheol of 8 or higher suffer a -2 penalty.  
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'''Afflictions''': When a Leviathan with a Tranquility of below 7 gains a Derangement, they also must resist gaining an Affliction, a physical mutation that marks their mental and spiritual decay. Afflictions can be Mild or Severe, and match the severity of the Derangement that triggered them. To resist gaining an Affliction, the Leviathan must make a Tranquility check. Leviathans with a Sheol of 6 or 7 suffer a -1 penalty on this roll, and those with a Sheol of 8 or higher suffer a -2 penalty.  
  
 
Disruptions are generally codified as one of three varieties of transgression, with their severity dependent on the intersection of various negative behaviors:
 
Disruptions are generally codified as one of three varieties of transgression, with their severity dependent on the intersection of various negative behaviors:
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   <tr>
 
   <tr>
 
     <td align="center">5</td>
 
     <td align="center">5</td>
     <td>Intentional murder, sadism, ritual violence. Going a month without seeing a known Atoll in the area. Going a fortnight without transforming (Roll three dice).</td>
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     <td>Intentional murder, sadism, ritual violence. Going a month without seeing a known Atoll in the area Going a fortnight without transforming (Roll three dice).</td>
 
   </tr>
 
   </tr>
 
   <tr>
 
   <tr>
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* '''Depth 6''' - "Apotheosis." The Leviathan reaches the greatest reaches of transformation, becoming a thing that is entirely of the Primordial Seas. He is ''at least'' ten feet in size at this point, and his shape is nearly entirely aquatic - his appearance owes more to sea monsters than it does to homo sapiens. The pinnacle of change also unlocks the Leviathan's full potential, making the greatest use of his Vestiges.
 
* '''Depth 6''' - "Apotheosis." The Leviathan reaches the greatest reaches of transformation, becoming a thing that is entirely of the Primordial Seas. He is ''at least'' ten feet in size at this point, and his shape is nearly entirely aquatic - his appearance owes more to sea monsters than it does to homo sapiens. The pinnacle of change also unlocks the Leviathan's full potential, making the greatest use of his Vestiges.
 
** The Leviathan's Size increases by 2, cumulative with the previous increase.
 
** The Leviathan's Size increases by 2, cumulative with the previous increase.
** Exposure to air drains the Leviathan of power. He may go (Stamina) rounds before this begins, at which point he begins to lose 1 Ichor per round until drained of power or returning to water or a more human form. Partial submersion in a body of water of at least five times his size – five cubic feet per cubic foot of the Leviathan, not five times Size – will prevent this loss.  
+
** Exposure to air drains the Leviathan of power. He may go (Stamina) rounds before this begins, at which point he begins to lose 1 Ichor per round until drained of power or returning to water or a more human form. Partial submersion in a body of water of at least five times his size – five square feet per foot of the Leviathan, not five times Size – will prevent this loss.  
 
** If the Leviathan has 0 Ichor in this form and is exposed to the air, he must roll a degeneration check for his current Tranquility each turn. In this fashion, a Leviathan stranded on dry land will go mad. Typhons stranded without Ichor begin to lose Health Levels instead.  
 
** If the Leviathan has 0 Ichor in this form and is exposed to the air, he must roll a degeneration check for his current Tranquility each turn. In this fashion, a Leviathan stranded on dry land will go mad. Typhons stranded without Ichor begin to lose Health Levels instead.  
 
** Mortal onlookers with existing mild Derangements have those conditions aggravated into Severe equivalents for the duration of their exposure and (10 - their Willpower) hours afterwards. This category includes many Hybrids and Lahmasu.
 
** Mortal onlookers with existing mild Derangements have those conditions aggravated into Severe equivalents for the duration of their exposure and (10 - their Willpower) hours afterwards. This category includes many Hybrids and Lahmasu.
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*** ''Exceptional Success'': The Leviathan achieves the desired form and recovers a point of Ichor due to the effortless exercise of his power.  
 
*** ''Exceptional Success'': The Leviathan achieves the desired form and recovers a point of Ichor due to the effortless exercise of his power.  
 
** Suggested Modifiers
 
** Suggested Modifiers
*** -3: In a desert.
 
 
*** -2: Shapechanging towards human form with a Tranquility of 1 or 2.
 
*** -2: Shapechanging towards human form with a Tranquility of 1 or 2.
 
*** -1: Shapechanging towards human form with a Tranquility of 3 or 4.
 
*** -1: Shapechanging towards human form with a Tranquility of 3 or 4.
 
*** +1: Shapechanging towards human form with high (8+) Tranquility.
 
*** +1: Shapechanging towards human form with high (8+) Tranquility.
*** +1: Submerged up to one's waist in water.
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*** +1: Submerged up to one's waist in water
*** +2: Completely submerged.
+
*** +2: Inside a body of water of the size of a lake or larger.
*** +3: Completely submerged in a body of water of the size of a lake or larger.
 
  
 
==== Outbursts ====
 
==== Outbursts ====
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* The Leviathan...
 
* The Leviathan...
 
** ...fails a Tranquility check while in human form.
 
** ...fails a Tranquility check while in human form.
** ...suffers resolve or stamina (Lowest) levels of damage from a single attack.
+
** ...suffers two or more levels of damage.
 
** ...dramatically fails a roll, especially a social roll.
 
** ...dramatically fails a roll, especially a social roll.
 
** ...is subject to extreme emotions.
 
** ...is subject to extreme emotions.
 
** ...witnesses the death of a fellow Leviathan or an Atoll.
 
** ...witnesses the death of a fellow Leviathan or an Atoll.
  
Regardless of the trigger, an Outburst can shake a Leviathan's self-control, reminding him of the ways in which he is subject to the vicissitudes of fate. This constitutes a Tranquility 8 Disruption, as it is primarily jarring to those members of the Tribe that feel as though they have been making progress on their road to self-definition.   
+
Regardless of the trigger, an Outburst can shake a Leviathan's self-control, reminding him of the ways in which he is subject to the vicissitudes of fate. This constitutes a Tranqulity-8 Disruption, as it is primarily jarring to those members of the Tribe that feel as though they have been making progress on their road to self-definition.   
  
 
* '''Dice Pool''': Tranquillity  
 
* '''Dice Pool''': Tranquillity  
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== The Wake ==
 
== The Wake ==
  
The Wake is the term used by Leviathans for what is, in effect, the sensation that their divine nature produces on normal humans. It is a psychic pressure front that humans feel on an instinctual level - it is the dread majesty of a Leviathan's birthright. Tribal scholars claim that it is the "shadow" cast by the Leviathan's true form, and it affects a region around him, which grows as the Leviathan's Sheol increases.
+
The Wake is the term used by Leviathans for what is, in effect, the sensation that their divine nature produces on normal humans. It is a psychic pressure front that humans feel on an instinctual level - it is the dread majesty of a Leviathan's birthright. Tribe scholars claim that it is the "shadow" cast by the Leviathan's true form, and it affects a region around him, which grows as the Leviathan's Sheol increases.
  
 
Mortals affected by a Leviathan's Wake are infused with a mixture of awe, terror, and deference. For all that this seems attractive, it is a deeply isolating effect. A Leviathan can't enter a room without people lowering their voices, or go to the grocery store without people self-consciously apologizing for getting in your way (even if they weren't) - the Wake functions as a psychological battering ram, preventing the Tribe from blending in with a crowd. A Leviathan is always, willingly or not, intimidating every mortal in his presence. The Wake is a beacon, a message from the days of the Primordial that impresses itself on human minds - "You're less important than me; everything here is mine if I want it."
 
Mortals affected by a Leviathan's Wake are infused with a mixture of awe, terror, and deference. For all that this seems attractive, it is a deeply isolating effect. A Leviathan can't enter a room without people lowering their voices, or go to the grocery store without people self-consciously apologizing for getting in your way (even if they weren't) - the Wake functions as a psychological battering ram, preventing the Tribe from blending in with a crowd. A Leviathan is always, willingly or not, intimidating every mortal in his presence. The Wake is a beacon, a message from the days of the Primordial that impresses itself on human minds - "You're less important than me; everything here is mine if I want it."
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* '''Fully Affected''': Normal beings - both sentient and animal - are subject to the full effects of the Wake.
 
* '''Fully Affected''': Normal beings - both sentient and animal - are subject to the full effects of the Wake.
  
* '''Potentially Affected''': Beings whose Supernatural advantage is lower than the Sheol of the Leviathan are vulnerable to that Leviathan's Wake. They are otherwise immune.  
+
* '''Potentially Affected''': Supernatural beings whose power attribute is two or more lower than the Sheol of the Leviathan are vulnerable to that Leviathan's Wake. They are otherwise immune.  
  
 
* '''Not Affected''': Leviathans, Atolls and Ahabs are always immune to the Wake's effects.  
 
* '''Not Affected''': Leviathans, Atolls and Ahabs are always immune to the Wake's effects.  
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* '''Ease of Control''': The Leviathan does not suffer the unskilled penalty for using Social skills against beings subject to the Wake.
 
* '''Ease of Control''': The Leviathan does not suffer the unskilled penalty for using Social skills against beings subject to the Wake.
  
* '''Psychic Pressure''': When using Intimidation against beings subject to the full effect of the Wake, the Leviathan benefits from rote action. This bonus extends to all Social Skill rolls when the subject is one of the Leviathan's Beloved or for a single roll with the expending of one Ichor per Willpower of the Target.
+
* '''Psychic Pressure''': When using Intimidation against beings subject to the full effect of the Wake, the Leviathan benefits from 8-again. This bonus extends to all Social Skill rolls when the subject is one of the Leviathan's Beloved.
  
 
* '''Focusing the Wake''': Leviathans can deliberately focus the wake on one vulnerable target, expending one Ichor. For the rest of the scene, the victim is subject to the following effects:
 
* '''Focusing the Wake''': Leviathans can deliberately focus the wake on one vulnerable target, expending one Ichor. For the rest of the scene, the victim is subject to the following effects:
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As an optional rule and only at the Storytellers discretion, the Merits Beloved Retainer and Cult may overlap: A player with a Cult gains dots in Beloved Retainer equal to the greatest of Cult Number, Zeal and Fervor, to be divided among Retainers however the player wishes.
 
As an optional rule and only at the Storytellers discretion, the Merits Beloved Retainer and Cult may overlap: A player with a Cult gains dots in Beloved Retainer equal to the greatest of Cult Number, Zeal and Fervor, to be divided among Retainers however the player wishes.
  
====Breath of the Lungfish (O-OOO)====
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==== Breath of the Lungfish (O) ====
 +
Your Character transforms into some form of air-breathing marine life. In place of the ability to breath underwater, treat Stamina as though it was one dot greater per Depth for the purposes of holding your breath. Additionally, at Depth two and lower, you no longer lose air at a faster rate during combat.
  
Your Character transforms into some form of air-breathing marine life or strange crossbreed. At lower depths, the Leviathan does not lose the ability to breath air.
+
As a side-effect of this Merit, your character may remain on land in her Apotheosis Form for an additional Sheol turns before she begins to suffer the effects of exposure.
As a side-effect of this Merit, your character may remain on land in her Apotheosis Form for an additional (Sheol*Mertit Dots) turns before she begins to suffer the effects of exposure
 
  
==== Cult (Special, O-OOOOO+) ====
+
==== Cult (Special, O to OOOOO+) ====
  
 
When brushed with the Wake of the Leviathan, certain mortals are more touched than others - becoming Beloved. These faithful can be directed into a unit, a Cult, which reveres the Leviathan and seeks to serve and honor him. Some Leviathan season their cults by bonding Lahmasu into their service, taking them in and giving them meaning. The full rules for Beloved and Lahmasu are listed later, but a Leviathan that wishes to have a Cult following may invest in this Merit. A Cult can provide Ichor through worship or work in the world as the Leviathan's hands (or claws) at a reach. The Cult Merit is broken into three categories - Number, Zeal, and Fervor. It additionally has a handful of variables that can be purchased to increase the capabilities of the Cult. Dots spent on this Merit can be divided between all of these.  
 
When brushed with the Wake of the Leviathan, certain mortals are more touched than others - becoming Beloved. These faithful can be directed into a unit, a Cult, which reveres the Leviathan and seeks to serve and honor him. Some Leviathan season their cults by bonding Lahmasu into their service, taking them in and giving them meaning. The full rules for Beloved and Lahmasu are listed later, but a Leviathan that wishes to have a Cult following may invest in this Merit. A Cult can provide Ichor through worship or work in the world as the Leviathan's hands (or claws) at a reach. The Cult Merit is broken into three categories - Number, Zeal, and Fervor. It additionally has a handful of variables that can be purchased to increase the capabilities of the Cult. Dots spent on this Merit can be divided between all of these.  
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Leviathans aren’t the only ones with interest in Heirlooms; Marduk always keeps an eye open and Mystical orders such as the Aegis Kai Doru are frequently tempted either by what they could learn or an Heirloom’s practical applications as a mystical talisman. Private collectors, archaeologists and museums also have a stake in owning an Heirloom. Despite this Heirlooms tend to cause little stir among those not in the know: vanishingly few Heirlooms predate known civilisation, most come much more recent exploits of the Tribe and aren’t markedly distinct from entirely human artefacts of the period. It’s unsure what exactly would happen if regular academics did get hold of a Heirloom that predated Tiamat’s death, such a discovery could rewrite known history but only if it wasn’t snatched by Leviathans, Marduk or some other party. It would certainly make an interesting story.
 
Leviathans aren’t the only ones with interest in Heirlooms; Marduk always keeps an eye open and Mystical orders such as the Aegis Kai Doru are frequently tempted either by what they could learn or an Heirloom’s practical applications as a mystical talisman. Private collectors, archaeologists and museums also have a stake in owning an Heirloom. Despite this Heirlooms tend to cause little stir among those not in the know: vanishingly few Heirlooms predate known civilisation, most come much more recent exploits of the Tribe and aren’t markedly distinct from entirely human artefacts of the period. It’s unsure what exactly would happen if regular academics did get hold of a Heirloom that predated Tiamat’s death, such a discovery could rewrite known history but only if it wasn’t snatched by Leviathans, Marduk or some other party. It would certainly make an interesting story.
  
==== Lahmasu Retainer (O–OOOOO) ====
+
==== Lahmasu Retainer (O – OOOOO) ====
  
 
Your character has a single Lahmasu Retainer. See WoD Core P116 for the Retainer Merit. Your retainer may come from any Lahmasu Strain or even be a Hybrid. A Lahmasu Retainer has a Depth between one and the number of dots spent in this Merit, players choice. Assign Mutations and any Flaws as normal. Players may choose to have their Lahmasu retainer as a Beloved for no extra cost, though if they choose not to they should justify how their Retainer managed to avoid becoming Beloved.
 
Your character has a single Lahmasu Retainer. See WoD Core P116 for the Retainer Merit. Your retainer may come from any Lahmasu Strain or even be a Hybrid. A Lahmasu Retainer has a Depth between one and the number of dots spent in this Merit, players choice. Assign Mutations and any Flaws as normal. Players may choose to have their Lahmasu retainer as a Beloved for no extra cost, though if they choose not to they should justify how their Retainer managed to avoid becoming Beloved.
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==== Mandate of Babel (O) ====
 
==== Mandate of Babel (O) ====
When your character expends Ichor to focus his Wake on a subject whose primary language is foreign to the Leviathan, he gains the supernatural ability to make his words understood to that target, and understand that subject's words, as though they were both fully fluent in the language the other is using. They cannot understand written words of the supernaturally-comprehended language unless the words were hand-written by the other participant. This merit also gives the Leviathan the power to speak all dead (No longer spoken in common usage or with only a small minority of speakers) and extinct (No longer spoken at all) languages. This power does work on people who are immune to the Wake, with their consent.
+
When your character expends Ichor to focus his Wake on a subject whose primary language is foreign to the Leviathan, he gains the supernatural ability to make his words understood to that target, and understand that subject's words, as though they were both fully fluent in the language the other is using. They cannot understand written words of the supernaturally-comprehended language unless the words were hand-written by the other participant. This power does work on people who are immune to the Wake, with their consent.
  
 
==== Muted Wake (OO) ====
 
==== Muted Wake (OO) ====
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'''Drawback''': Well, the thing the Merit does, sort of.
 
'''Drawback''': Well, the thing the Merit does, sort of.
  
==== Temple (Special, O-OOOOO+) ====
+
==== Temple (Special, O to OOOOO+) ====
  
 
You Leviathan, or perhaps her Cult, has access to a Temple. A Temple is a place of prayer but it is also much more. A temple is a refuge from the tensions of the outside world. A place where everyone is understanding about the occasional ritual. Most of all a Temple can be a home.  
 
You Leviathan, or perhaps her Cult, has access to a Temple. A Temple is a place of prayer but it is also much more. A temple is a refuge from the tensions of the outside world. A place where everyone is understanding about the occasional ritual. Most of all a Temple can be a home.  
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'''Size'''
 
'''Size'''
  
Temple Size is important to any Cohort who sees their temple as anything more than a well fortified place to hide. A Temple with no dots in Size perhaps represents a cramped cave or small basement. By spending points in Temple Size the Cohort creates room for creature comforts and chambers dedicated to a verity of practical effects. Perhaps more importantly, it becomes possible to host a much larger Cult; If in doubt, assume that each dot in Temple Size means there is enough space to comfortably host equal dots in Cult Numbers. Lahmasu Cults are smaller and thus have an easier time finding space.  
+
Temple Size is important to any Cohort who sees their temple as anything more than a well fortified place to hide. A Temple with no dots in Size perhaps represents a cramped cave or small basement. By spending points in Temple Size the Cohort creates room for creature comforts and chambers dedicated to a verity of practical effects. Perhaps more importantly it becomes possible to host a much larger Cult, if in doubt assume that each dot in Temple Size means there is enough space to comfortably host equal dots in Cult Numbers. Lahmasu Cults are smaller and thus have an easier time finding space.  
  
 
* O – A small apartment or lakeside cave. One to two rooms.
 
* O – A small apartment or lakeside cave. One to two rooms.
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'''Temple Security'''
 
'''Temple Security'''
  
Even the grandest temple is worthless if rival Leviathans or Marduk just wander in; to prevent this Leviathans may invest in security for their temple. Every dot in Temple Security provides -1 to all attempts to break in and +1 initiative when defending the temple. A Leviathan may supplement the physical security by directing its Cult to post guards; this counts as one Task for rules purposes. As a final benefit the Leviathans may choose between disguising the temple as respectable place of worship, or hiding the temple by placing it in an underground cave or an apparently ordinary home, office or some other front.
+
Even the grandest temple is worthless if rival Leviathans or Marduk just wander in; to prevent this Leviathans may invest in security for their temple. Every dot in Temple Security provides -1 to all attempts to break in and +1 initiative when defending the temple. A Leviathan may supplement the physical security by directing its Cult to post guards; this counts as one Task for rules purposes. As a final benefit the Leviathans may choose between disguising the temple as respectable place of worship, or hiding the temple by placing it in an underground cave or an apparently ordinary home, office or some other front organization.
  
Disguised temples grant -1 per dot of temple security to find weapons caches or discover the ritual chamber is anything more than a simple prayer room; however, the Cult will have to put up with curious visitors, some of whom may be police or Marduk agents. Hidden Temples grant -1 per dot of temple security to find the Temple but grant no special benefit once it has been located. However, while well hidden Temples don't have casual visitors, once they have been found, they remain found. Do note, regardless of whether a Leviathan disguises or hides their temple, the Ripple effect helps those searching for it.
+
Disguised temples grant -1 per dot of temple security to find weapons caches or discover the ritual chamber is anything more than a simple prayer room; however, the Cult will have to put up with curious visitors, some of whom may be police or Marduk agents. Hidden Temples grant -1 per dot of temple security to find the Temple but grant no special benefit once it has been located. While well hidden Temples don't have casual visitors once they have been found they remain found. Regardless of whether a Leviathan disguises or hides their temple the Ripple effect helps those searching for it.
  
 
'''Temple Amenities'''
 
'''Temple Amenities'''
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Every time the player purchases a new dot in Temple Amenities, they gain one free temple feature which provides a practical benefit to the Cohort. Select from the list below.
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Every time the player purchases a new dot in Temple Amenities they gain one free temple feature which provides a practical benefit to the Cohort. Select from the list below.
  
* Armoury: Not all Cults serve as a Leviathan's personal army, but for those who do, proper equipment is essential. Assume that an Armory provides access to weaponry with a Resource cost equivalent to Amenities. At Amenities 1 an Armoury barely deserves the name and consists only of baseball bats and kitchen knives. Amenities 2 or 3 grants common weapons: pistols, shotguns or hunting rifles as well as fancy ceremonial weapons. Amenities 4 or 5 grants military grade equipment. Unfortunately, weapons don't just turn up in unmarked crates when you upgrade Temple Amenities. The Cohort can purchase up to Amenities 3 (less in countries with strict gun laws) by buying the equipment; any higher and the players must spend time making black market connections or organising a daring theft of military supplies. An Armoury grants +1 per dot of Amenities to Cult Tasks, provided the Cohort can keep it supplied.
+
* Armoury: Not all Cults serve as a Leviathan's personal army, but for those who do, proper equipment is essential. Assume that an Armory provides access to weaponry with a Resource cost equivalent to Amenities: At Amenities 1 an Armoury barely deserves the name and consists only of baseball bats and kitchen knives. Amenities 2 or 3 grants common weapons: pistols, shotguns or hunting rifles as well as fancy ceremonial weapons. Amenities 4 or 5 grants military grade equipment. Unfortunately, weapons don't just turn up in unmarked crates when you upgrade Temple Amenities. The Cohort can purchase up to Amenities 3 (less in countries with strict gun laws) by buying the equipment; any higher and the players must spend time making black market connections or organising a daring theft of military supplies. An Armoury grants +1 per dot of Amenities to Cult Tasks, provided the Cohort can keep it supplied.
* Gatewater: To enter the rift merely requires a tub full of water; at Amenities 1 it's safe to assume you can build one into your temple. Having a Gatewater means that your temple includes a ritually prepared pool designed to make the passage easier. This grants +1 per dot of Amenities to attempts at crossing into the Rift, and at Amenities 3 you can bring items along without spending a Willpower point. Perhaps more usefully, owning a Gatewater means it's very easy to find your way home: while in the Rift, the Cohort receives +1 per dot of Amenities on rolls to locate their Gatewater. Unless they have been granted access by the Cohort, other Leviathans do not receive these bonuses and crossing into the Temple from the Rift has a -1 penalty per dot of Temple Security.
+
* Gatewater: To enter the rift merely requires a tub full of water; at Amenities 1 it's safe to assume you can build one into your temple. Having a Gatewater means that your temple includes a ritually prepared pool designed to make the passage easier. This grants +1 per dot of Amenities to attempts at crossing into the Rift, and at Amenities 3 you can bring items along without a Willpower point. Perhaps more usefully, owning a Gatewater means it's very easy to find your way home, while in the Rift the Cohort receives +1 per dot of Amenities on rolls to locate their Gatewater. Unless they have been granted access by the Cohort, other Leviathans do not receive these bonuses and crossing into the Temple from the Rift has a -1 penalty per dot of Temple Security.
* Private Pool: Any Leviathan can recover Ichor through Resonance with water; having a few bathtubs around can be assumed at Amenities 1. A Private Pool grants more: whether by diverting a convenient lake into the temple's basement or building above an underground river, the Temple has naturally flowing water within its walls. Storytellers may disallow this feature if there is no practical source of water, or give it free if the Temple would have access to it by default, such as a sea-cave sacrificing a more attractive location for access to the tide.
+
* Private Pool: Any Leviathan can recover Ichor through Resonance with water; having a few bathtubs around can be assumed at Amenities 1. A Private Pool grants more: whether by diverting a convenient lake into the temple's basement or building above an underground river, the Temple has naturally flowing water within it's walls. Storytellers may disallows this feature if there is no practical source of water or even give it free if the Temple would have access to it, such as a sea-cave sacrificing a more attractive location for access to the tide.
* Reception Chamber: Perhaps the Cohort wishes to cement an alliance with another Cohort. Maybe it has fallen upon them to host the next taxon meeting. For whatever reason, they are going to be spending time with their Cousins, and where better to do that than beneath a 40 foot solid gold monument to your divinity? Reception Chambers are designed to do one thing: impress others Leviathans. Whatever style the Cohort chooses, assume it impresses the vast majority of Leviathans. They get a bonus to all social rolls where making a good impression is of use: +1 at Amenities 3, +2 at Amenities 4 and +3 at Amenities 5. At lower Amenities there is no benefit.
+
* Reception Chamber: Perhaps the Cohort wishes to cement an alliance with another Cohort, maybe it's fallen upon them to host the next taxon meeting. For whatever reason they are going to be spending time with their Cousins and where better to do that than beneath a 40 foot solid gold monument to your divinity? Reception Chambers are designed to do one thing: impressive other Leviathans, whatever style the Cohort chooses assume it impresses the vast majority of Leviathans: They get a bonus to all social rolls where making a good impression is of use: +1 at Amenities 3, +2 at Amenities 4 and +3 at Amenities 5. At lower Amenities there is no benefit.
* Ritual Chamber: To perform a ritual only requires sufficient Zeal, but proper incense, décor and a grooved altar can help. A Ritual Chamber grants +1 per dot of Amenities to rituals. When using a ritual task to restore Ichor a Ritual Chamber grants an extra point of Ichor at Amenities 3 and an extra two points at Amenities 5.
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* Ritual Chamber: To perform a ritual only requires sufficient Zeal, but proper incense, décor and a grooved alter can help. A Ritual Chamber grants +1 per dot of Amenities to rituals. When using a ritual task to restore Ichor a Ritual Chamber grants an extra point of Ichor at Amenities 3 and an extra two points at Amenities 5.
* Rumpus Room: Leviathans are creatures of powerful Vices and low self-control. Many furnish their Temples and their cults to feed their base desires. When building a Rumpus Room choose one Vice (a Temple may have many Rumpus Rooms), spending an hour indulging automatically fulfills that Vice. When the Cohort chooses a Rumpus Room ask them to explain how it works: A Glutton may have a twenty four hour kitchen while a Slothful Leviathan's Rumpus “Room” may be a dozen cultists who ensure he never need lift a finger. Assume that staffing the Rumpus Room takes one Task, and remember: Even though Cultists are usually willing it's only because of the Wake. In terms of morality and Tranquillity you must ask what they would do without the Wake, so think twice before building that Gladiator Pit.
+
* Rumpus Room: Leviathans are creatures of powerful Vices and low self-control. Many furnish their Temples and their cults to feed their base desires. When building a Rumpus Room choose one Vice (a Temple may have many Rumpus Rooms), spending an hour indulging automatically fulfils that Vice. When the Cohort chooses a Rumpus Room ask them to explain how it works: A Glutton may have a twenty four hour kitchen while a Slothful Leviathan's Rumpus “Room” may be a dozen cultists who ensure he never need lift a finger. Assume that staffing the Rumpus Room takes one Task and remember: Even though Cultists are usually willing it's only because of the Wake. In terms of morality and Tranquillity you must ask what they would do without the Wake. So think twice before building that Gladiator Pit.
  
 
==== Vicious Heritage (O or OOO) ====
 
==== Vicious Heritage (O or OOO) ====
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=== Creating a Beloved ===
 
=== Creating a Beloved ===
  
There are two ways for a Leviathan to create a Beloved: deliberately or merely through their divine presence. When someone with the potential to become Beloved spends a non-negligible amount of time in the Wake (at least fifteen minutes) roll Presence + Sheol, contested by Resolve + Composure. The Deep Wake Merit adds one die to the Leviathan's roll, while the Muted Wake Merit subtracts one die from the Leviathan's roll. This applies to both unintentional and deliberate attempts to create a Beloved.
+
There are two ways for a Leviathan to create a Beloved: deliberately or merely through their divine presence. When someone with the potential to become Beloved spends a non-negligible amount of time in the Wake (at least fifteen minutes) roll Presence + Sheol, contested by Resolve + Composure. The Deep Wake Merit adds one die to the Leviathan's roll, while the Muted Wake Merit subtracts one die from the Leviathan's roll. This applies to both unintentional and deliberate attempts to create a Beloved
 
*Exceptional Success or Success for the Leviathan: Record one "Beloved Point" on the mortal's sheet. When the mortal has more Beloved Points than their *Willpower score, they become Beloved.
 
*Exceptional Success or Success for the Leviathan: Record one "Beloved Point" on the mortal's sheet. When the mortal has more Beloved Points than their *Willpower score, they become Beloved.
 
*Tie or Success for the human: Nothing happens.
 
*Tie or Success for the human: Nothing happens.
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== Psychotherapy ==
 
== Psychotherapy ==
  
Just as easily as a Leviathan can devour humans beneath rows of razor sharp teeth or crush them with divine might, a Leviathan can attack the minds of her foes. Inflicting terrible mental traumas or turning people Beloved with nothing more than her very presence.
+
Just as easily as a Leviathan can devour humans beneath rows of razor sharp teeth or crush them with divine might a Leviathan can attack the minds of her foes. Inflicting terrible mental traumas or turning people Beloved with nothing more than her very presence.
  
Whether a Leviathan simply uses mental attacks as his weapon of choice in combat or is on a campaign of recruitment for his Cult human beings don't exist in a vacuum. Most people have friends and family to look out for them, and even isolated individuals can realise when they need help and seek it out. If a character’s role in the story is nothing more than a combat dicepool it probably isn't necessary to track their progress through therapy. Instead these rules can be used for key individuals or for when players are playing mortals who are unlucky enough to cross paths with the Tribe.
+
Whether a Leviathan simply uses mental attacks as his weapon of choice in combat or is on a campaign of recruitment for his Cult human beings don't exist in a vacuum. Most people have friends and family to look out for them and even isolated individuals can realise when they need help and seek it out. If a character’s role in the story is nothing more than a combat dicepool it probably isn't necessary to track their progress through therapy. Instead these rules can be used for key individuals or for when players are playing mortals who are unlucky enough to cross paths with the Tribe.
  
 
===== Sidebar: In case it needed saying. =====
 
===== Sidebar: In case it needed saying. =====
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The rules presented here are not in anyway supposed to be an accurate reflection on real life medical practices and should not be used in place of actual professional help or applied to real life at all.
 
The rules presented here are not in anyway supposed to be an accurate reflection on real life medical practices and should not be used in place of actual professional help or applied to real life at all.
  
One possibility is to include an asylum or therapist as a major character in your story. Either as an antagonist (perhaps funded by Marduk) or foil for the Cohort, a reminder of the damage the Tribe leaves in their wake or just because important NPCs are found there. The book World of Darkness: Asylum can provide further advice on including hospitals, as well as an expanded mental health system.
+
One possibility is to include an asylum or therapist as a major character in your story. Either as an antagonist (perhaps funded by Marduk) or foil for the Cohort, a reminder of the damage the Tribe leaves in their wake or just because important NPCs are found there. For further advice on including hospitals and an expanded mental health system see WoD Asylum.
  
 
=== Systems for Psychotherapy ===
 
=== Systems for Psychotherapy ===
  
Psychotherapy, whether based on talking to the patient, drugs or other techniques, can use the same system. Since therapy is as much about trust and empathy as it is about medicine, treatment is an Extended Manipulation + Medicine roll. Roll once per therapy session, uncooperative patients can contest this roll with Composure + Subterfuge.  
+
Psychotherapy, whether based on talking to the patient, drugs or other techniques can use the same system. Since therapy is as much about trust and empathy as it is about medicine treatment is an Extended Manipulation + Medicine roll. Roll once per therapy session, uncooperative patients can contest this roll with Composure + Subterfuge.  
  
When enough successes are reached: 10 for a mild derangement, 20 for a major and 30 for an extreme Derangement the Derangement can be sent into remission. Until the patient suffers a major trauma, stops taking their medication or suffers an applicable supernatural effect, they no longer suffer any penalty for that derangement. Derangements inflicted by supernatural powers require half the successes and are removed permanently unless stated otherwise.
+
When enough successes are reached: 10 for a mild derangement, 20 for a major and 30 for an extreme Derangement the Derangement can be sent into remission. Until the patient suffers a major trauma, stops taking their medication or suffers an applicable supernatural effect they no longer suffer any penalty for that derangement. Derangements inflicted by supernatural powers require half the successes and are removed permanently unless stated otherwise.
  
The Beloved condition can be treated by therapists just like a Derangement. The target successes are 15 + the double of Zeal. A person who notices their mental breakdown on the way to becoming a beloved might also seek therapy. The Storyteller should make a choice depending on what's more useful for the potential Beloved. Either they make a Resolve + Composure roll at the end of a successful session like normal. Each success removes one Beloved Point. Alternatively, forgo the final roll and instead apply the total successes on both the therapist's and patient’s roll on any rolls needed to resist becoming a Beloved to a maximum of +5. The bonus decreases by one per week.
+
The Beloved condition can be treated by therapists just like a Derangement. The target successes are 15 + twice Zeal. A person who notices their mental breakdown on the way to becoming a beloved might also seek therapy. The Storyteller should make a choice depending on what's more useful for the potential Beloved. Either they make a Resolve + Composure roll at the end of a successful session like normal, each success removes one Beloved Point. Alternatively forgo the final roll and instead apply the total successes on both the therapist's and patient’s roll on any rolls needed to resist becoming a Beloved to a maximum of +5. The bonus decreases by one per week.
  
Leviathans can also partake in therapy; indeed, successful therapy may be an excellent way to increase Tranquility. However, the Tribe faces significant problems due to the Wake and their own natures. The Leviathan's player should consider being uncooperative, perhaps focusing the Wake, even when it's in their best interests not too. It's not easy talking about traumatic or guilty memories and the Tribe has far less self control than most people (one possibility is to require a successful Tranquility or Resolve + Composure roll if the Leviathan wishes to cooperate). Even if the Leviathan cooperates the Storyteller should make Beloved rolls for the therapist. If they gain even a single Beloved point all therapy rolls are at -1 due to a distracting fascination and a decreased ability to remain objective. When the therapist is half way to becoming Beloved, increase this penalty to the Leviathan's Presence, maximum of five. Actual Beloved always suffer -5 to giving therapy. One possibility to avoid this is for Leviathans to trade therapy sessions from each other's cultists (-1 penalty), but few trust another Leviathan's cult with their darkest secrets.
+
Leviathans can also go for therapy, indeed successful therapy makes an excellent justification for increasing Tranquillity. However the Tribe faces significant problems due to the Wake and their own natures. The Leviathan's player should consider being uncooperative, perhaps focusing the Wake, even when it's in their best interests not too. It's not easy talking about traumatic or guilty memories and the Tribe has far less self control than most people (one possibility is to require a successful Tranquillity or Resolve + Composure roll if the Leviathan wishes to cooperate). Even if the Leviathan cooperates the Storyteller should make Beloved rolls for the therapist. If they gain even a single Beloved point all therapy rolls are at -1 due to a distracting fascination and a decreased ability to remain objective. When the therapist is half way to becoming Beloved increase this penalty to the Leviathan's Presence, maximum of five. Actual Beloved always suffer -5 to giving therapy. One possibility to avoid this is for Leviathans to trade therapy sessions from each others cultists (-1 penalty), but few trust another Leviathan's cult with their darkest secrets.
  
An Atoll as a therapist would be an interesting possibility - such a situation would allow a Leviathan easy access to an Atoll for as long as he could afford the fees and convince the Atoll he has actual need of therapy(and given the realities of life as a Leviathan, the second one is likely not difficult). The Atoll gains no special bonuses for therapy aside from the Leviathan's usual inability to use Subterfuge against Atolls, however, the usual bonuses for access to an Atoll apply as do the usual risks.
+
An Atoll as a therapist would be an interesting possibility. Such a situation would allow a Leviathan easy access to an Atoll for as long as he could afford the fees and convince the Atoll he has actual need of therapy. Given the realities of life as a Leviathan the second one would not be difficult. The Atoll gains no special bonuses for therapy aside from the Leviathan's usual inability to use Subterfuge against Atolls, however the usual bonuses for access to an Atoll apply as do the usual risks.
  
 
== Exceptional Size ==
 
== Exceptional Size ==

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