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== Marduk ==
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== Strains ==
  
When I wrote Marduk I used the Hunter Conspiracies as a guide, this included a selection list of charachter concepts; while I was satisfied with the results I cut it for being unsuited to an Antagonist faction. But I'm stashing them here for safekeeping.  
+
The strains have many different aspects, so I was trying to think of the primary explanation. Here's what I came up with "What kind of god are you?", this is easiest explained by describing the kind of religion that would worship you.  
  
You grew up in a remote village until one day people started to act odd. You tried to talk them to their senses but nothing worked, by the time they officially became a cult you barely recognised people you grew up with all your life. You fled, leaving your family behind, and the Marduk Society showed you that you could stop it happening to anyone else.
+
Think of these as exadurations; the strain taken to it's logical conclusion. Most Leviathans will see the below as what they will become if they don't try and become something better. Not all Tanninim are moral extremists, but they do have a pathological need for stability that, if they aren't careful, could easily manifest as a huge list of rules they force everyone around them to follow. You eat pork, you get eaten.  
  
You were born to walk the corridors of power, a lobbyist or an “advisor” pushing others to the paths you wanted. Then one day the Marduk Society called your number. Now you’re playing in the big leagues.
+
The cults though, the Beloved normally do end up like the cults below, forced into that shape by The Wake. The mismatch between the religion the cultists think they're in and the religion the Leviathan wants is just another of the Tribe's curses.  
  
You were a historian studying fringe religions and you noticed a recurring pattern of cults across centuries cantered around one family. You went to speak with their descendents and you found the cult was alive again; it really was as bad the records claimed. You’re still scared that you are capable of such violence, of committing murder, but the Marduk Society’s therapists are helping.
 
  
You’re everything a hero is supposed to be: strong, just, and not bad to look at either. You’ve been protecting humanity for most of your life, the wounds are caching up and age isn’t helping either. But you can’t stop now; you’d never live with yourself if you left decent humans to their mercy.
+
A Bahamatuan's cult tends to look kinda like the movementarians from the Simpsons. Don't think, don't do anything, just conform and be provided for. From the Strain of Sloth's perspective they're constantly surrounded with whiny needy babies. On the plus side, they're relatively unlikely to be creating problems compared to other strains.  
  
The blood of the Tribe runs in your family and for all your youth you dreamed of ascending to godhood. Then your brother started changing and you just couldn’t accept your role as a servant. The Marduk Society promised you could take your birthright, until then revenge isn’t bad.
+
Meanwhile a Dagonite's cult probably looks like the actual Jonestown. Lots of backstabbing, favouritism and vicious politics all centring around the Leviathan. Who's possibly too Proud of all the flattery to see how his favourites are harming his interests; through backstabbing politics if not abusing their authority over lesser cultists.  
  
You were an archaeologist and you made the find of a lifetime. Relics older than any civilisation known to man, you had so many questions but your papers never reached the journals, they reached Marduk who offered answers and a job. You don’t go hunting but you respect the people who do, and try to make sure they know what they’re facing.
+
The Lahamin probably don't resemble any real religion, but a very common fictional one. They are the secretive chessmaster gods who see all and have planned everything. Their followers are the sinister cult who's members are everywhere, hidden among rich and poor and plotting nefarious deeds. The first Robert Downey, Jr Sherlock Homes film has an example.  
  
=== The Disciples ===
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The Nu's cults could be said to resemble an evil modern Christianity, after everyone started asking “hang on, how do we know there even is a god?” God is a metaphor, key theological events like the resurrection are a metaphor. This leads to a lot of “interpretation” of what the Nu really means; like most strains the Nu often have to become a tyrant just to make it clear that no, it wasn't an elaborate metaphor that really means “sacrifice virgins to me”. On the other hand a Nu trying to find it's theological and practical place in the world often has a good resource, make vague complaints about what you feel unsure about and pick from the interpretations provided by your philosophical cult.
  
Will we ever do more with the sky wizards? If we do mythologically appropriate names (I'm thinking 12 of them)
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Oceaneads are religion as a mask for self promotion. An Oceaneads cultist are the sort of people who use their faith to assert moral or social superiority to others (using faith to assert that others are morally evil is more a Tanninim thing). An Oceanead is both an exemplar of this behaviour, their cult is a choir of flattery, and a living symbol of social status. An objective measure of who the religion put on top of the social pigpile this week: Who did the goddess smile at the most?  
  
* [[http://en.wikipedia.org/wiki/Sirsir Sirsir]]
+
The Tanninim are the easiest to explain. They are the bronze age gods with ten plagues and an itchy trigger finger. A Tanninim's cult is often led by the kind of fundamentalists who'd call HIV god's righteous punishment against homosexuality, and a Tanninim is often the kind of god who would create HIV as a punishment. This is to say, they have that kind of moral extremism, not that they nessacarally look like right wing Americans. It is perfectly plausible to find a Tanninim Cult which accepts any kind of sexuality, but god help you if you forgot to bathe in sacred oils this morning.  
* [[http://en.wikipedia.org/wiki/Enki Enki]]
 
  
== Seven Seven splat models ==
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The Thalassans are the kind of god you might see behind televangelists. The god who you worship for material reasons; more classically the Thalassans are probably the most common kind of religion. If you live one storm away from a bad harvest, and one bad harvest away from starvation, you bet you would pray for good whether. In short, they're the gods you worship for non-religious reasons. This means that a Thalassan has to provide to keep it's cult in any semblence of order; on the plus side they can keep their cult in order with material goods as easily as threats.
  
I'm not personally too keen on the 5/2 splat model we have now. Mostly its that we have seven Vestages and Seven Vices, I quite want a player splat associated with all seven. That would also leave us room for seven minor splats for a "round the world tour".
+
=== Lahmasu Strains ===
  
==== PC Splats ====
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Leviathan started as a simple idea: "White Wolf has done all the classic monsters, except the creature from the Black Lagoon". That idea didn't last long, and when I started writing it was my intent to bring the Black Lagoon back. The Lahmasu seemed like the natural place. Each are based on a different stereotypy ranging from sea monsters, to horror films:  
PC Should all come from the [http://en.wikipedia.org/wiki/Ancient_Near_East Ancient Near East] For that birth of civilization feel. Currently we have:  
 
  
*Bahamut: Sloth, '''Vitality''' (Awareness, Fecundity, Might)
+
Gugal - Are quite simply Lovecraft's deep ones. Their unique tendency to actually have genetically stable populations makes it possible for them to actually have a functional and lasting undersea city. (Leviathan controlled or fearcly independent)  
*Dagon: Pride, '''Fecundity''' (Elements, Predation, Sanctity)
 
*Nu: Gluttony, '''Elements''' (Awareness, Sanctity, Vitality)
 
*Oceanus: Lust, '''Sanctity''' (Elements, Might, Predation)
 
*Tanin: Wrath, '''Predation''' (Awareness, Might, Vitality)
 
  
That leaves Greed and Evny and the following Channels.  
+
Abuu - Born cultists who see their mutations as proof of divine favour and their natural role as priests.
  
* ????? '''Awareness''', Fecundity
+
Mahhu - A horror classic, the creepy person who knows stuff. The swamp witch or delpadated gas station owner for example.
* ????? '''Might''', Fecundity
 
  
With Predation, Elements, Vitality and Sanctity to divide as wished.  
+
Heqen - The knowledge to the Mahhu's wisdom. Strange tribes in touch with nature, the supernatural and the astral realm.  
  
In terms of physical neich:
+
Pelopsids - Pelopsids are mermaids (tails are optional, but not rare). Ranging from pretty love interests to vicious predators who feed on humans. They can often use siren songs too.  
*Bahamut, Gentle Giant: Fish/Whale/Everything
 
*Dagon, Just plain weird: Deap Sea Fish/Everhthing (update to Deep Sea Fish/Barnacle/starfish/Everything)
 
*Nu, The squishy ones: Tadpole/Jellyfish/Other spinless ocean life/Everything
 
*Oceanus, The pretty ones: Tropical Fish/Marine Mammal/Everything
 
*Tanin, The pointy ones: ?????/Everything: Tannin's page dosn't actually give any hint to what they look like besides "no weakness" and lots of weapons. Maybe add in Sea Serpent/Whale/Everything?
 
  
We don't seem to have crustations at all and while Kraken would go under Nu physically (on it's weakest front) you'd really want them to favor might (it's the ship crushing and the many tenticals one) So maybe Might could have Crustation/Octopus/Squid/Everything as the Might Splat. The Awareness splat could be based around the [http://en.wikipedia.org/wiki/Benthic_zone Benthic] hiding on the floor but seeing all.
+
Gibborim - The creature from the black lagoon itself. Vicious claws, vicious instincts, and often a predator's cunning.  
  
=== Lahamin ===
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Hemitheos - The Tribe are gods (well technically 1/3 gods), so their children are demigods (well 1/6 gods). Hemitheos take this literally, they're a demigod in the greek sense, like Hercules.
  
[Picture: Central. A woman is entering a wooden cabin. She is young, around 16 and pretty. She wears a brown waterproof coat over torn jeans with sturdy rubber boots. All her clothes are muddy and show the signs of an outdoor life. She carries two large fish over her shoulder, the fish are dripping water down her back. The woman is blond with roughly cut short hair and has unnaturally large brown eyes that are too far apart. You can see patches of mud coloured skin on her arms, they are irregular and look smooth.]
+
== Marduk ==
  
[The Symbol of Lahamu: Half a Nautilus shell. There have been holes cut out inside the separation between each chamber, and a dark liquid is flowing from one chamber to the next, until it leaks out of the shell in a small pool below.]
+
When I wrote Marduk I used the Hunter Conspiracies as a guide, this included a selection list of charachter concepts; while I was satisfied with the results I cut it for being unsuited to an Antagonist faction. But I'm stashing them here for safekeeping.  
  
==== Morphology ====
+
You grew up in a remote village until one day people started to act odd. You tried to talk them to their senses but nothing worked, by the time they officially became a cult you barely recognised people you grew up with all your life. You fled, leaving your family behind, and the Marduk Society showed you that you could stop it happening to anyone else.
The descendants of Lahmu are expected to be subtle and secretive as was their ancestor. Direct action is often thought of as crude or unrefined by the Lahamin, instead the Strain favours networks of Cultists placed within centres of wealth and power and vast hordes of stolen secrets. Rarely seen the eyes and infleunce of the Lahamin can be felt everywhere. This does serve to prejudice the Tribe against them with assumptions that the Lahamin avoid personal involvement or are outright cowards. Nothing could be further from the truth. The Tribes natural weaponry comes easily to the Lahmin, unsuspecting direct confrontation their enemies fall to bristling spines and deadly venoms.
 
  
==== Progenitor ====
+
You were born to walk the corridors of power, a lobbyist or an “advisor” pushing others to the paths you wanted. Then one day the Marduk Society called your number. Now you’re playing in the big leagues.
The Lahamin claim ancestry of the Progenitor Lahamu, a being of boundless wisdom and unchallenged sight whose gift of prophecy guided the tribe and their mortal followers from the darkest depths of the primordial ocean.
 
==== Genetics  ====
 
The descendants of Lahamu are reputed to give birth in numbers. Their numerous healthy offspring stand upon a legacy of stillbirths and early graves. Though the bloodline is nurturing to those it spares, the Lahamin are not. At best they make indifferent and neglectful parents, the others never see their children at all. They walk out on their families or abandon eggs to the mercy of nature. All too often the Lahamu must start their search into their family history by finding their genetic parents.  
 
  
Their Lemashu claim the Mahhu. Lemashu gifted with prophecy but forever scarred by the touch of Lahmu's blood. Mahhu are often born with damaged bodies or crippled minds.
+
You were a historian studying fringe religions and you noticed a recurring pattern of cults across centuries cantered around one family. You went to speak with their descendents and you found the cult was alive again; it really was as bad the records claimed. You’re still scared that you are capable of such violence, of committing murder, but the Marduk Society’s therapists are helping.
==== Evolution ====
 
From the sea floor came the Lahamin and too the sea floor they return. The true form of the the Lahamu bloodline is one of contrasts encompassing soft worms and the exoskeletons of trilobites, snails and shellfish. Alternatively squamous or rigid their forms are camouflaged against the seabed with prominent unblinking eyes or antenna against the murky depths.
 
==== Ecology  ====
 
The Lahamin tend to have the smallest Cults of the Tribe, each member tends to be carefully chosen for what they can offer with a bias towards formal power and status. A Lahamin's Cult is often not a formal organisation, many exist as an informal web of contacts with the Leviathan invisible but ever watchful at the centre.
 
  
==== Vestiges ====
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You’re everything a hero is supposed to be: strong, just, and not bad to look at either. You’ve been protecting humanity for most of your life, the wounds are caching up and age isn’t helping either. But you can’t stop now; you’d never live with yourself if you left decent humans to their mercy.
''Awareness'', Fecundity, Predation, Sanctity
 
==== Symbols and Associations ====
 
The sea of Larwi, the Arabian Sea, the vice of Envy
 
==== Concepts ====
 
Shadowy information broker, deep sea treasure hunter, neighbourhood gossip, determined reporter, deep cover agent, internet addict.
 
  
=== Quote ===
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The blood of the Tribe runs in your family and for all your youth you dreamed of ascending to godhood. Then your brother started changing and you just couldn’t accept your role as a servant. The Marduk Society promised you could take your birthright, until then revenge isn’t bad.
  
''"You heard that I pay well for juicy gossip. So you've decided to come here, find out what you can take from me. But as it turns out, there is nothing you know I'm interested in, because I've been watching you, honey, and everything you know, I already know. So the question now becomes, what are you willing to pay to get out of here in one piece?"''
+
You were an archaeologist and you made the find of a lifetime. Relics older than any civilisation known to man, you had so many questions but your papers never reached the journals, they reached Marduk who offered answers and a job. You don’t go hunting but you respect the people who do, and try to make sure they know what they’re facing.
  
=== Thalassa ===
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=== The Disciples ===
 
 
[Picture: Central. A man sits in an office doing paperwork. He is old, and wearing a field grey suit over a white shirt and chequered neck-tie. All his clothing is frayed and looks lived in. The man is bald with liver spots, he is exceptionally thin with hollow cheeks and sunken eyes but has broad shoulders. His right arm is in a plaster cast. The shape of a crab like claw is visible through the cast. The room around him is cramped with peeling walls. The furniture is trying to look expensive but is cheep and battered.]
 
 
 
[The Symbol of Thalassa: A Mycenean-style funerary mask made of gold, with very simple shapes for eyes (basically one slit for the top of the eye, one for the bottom and a third in the middle for the closed eyelid). The edge of the mask is frayed or ripped apart. The bottom represents chelicera like a crab's where the mouth should be.]
 
 
 
==== Morphology ====
 
 
 
The Thalassans are said to be the Strain most touched by their Vice, cursed with an unholy apatite for wealth and material pleasures tempered by a mercantile instinct and a habit of playing within the system. After all an ancient demigod leading a cult of violent zealots to conquer the city usually ends up dead, an ancient demigod leading a cult of high priced lawyers ends up rich. Even among the Tribe money carries a loud voice, Those Thalassans who thrive dominate the perception of their Strain while their less successful kin, facing the same problems as any other Leviathan, find the expectations placed upon them just mean their failures hurt the more and receive less sympathy from their kin.
 
 
 
==== Progenitor ====
 
 
 
The Thalassans claim to be the descendants of the Progenitor Thalassa, the mother of fishes. A being of immense power who forged islands with mighty claws or shattered them with one blow of her many arms. She was feared and revered by merchants and sailors who would pay tribute in return for safe passage.
 
 
 
==== Genetics ====
 
  
The Children of Thalassa are reputed to demonstrate abundant fecundity or possess the ability to weather the rigours of reproduction but rarely do they combine both traits in a single being. Mortal bloodlines touched the Thalassans may have a large family tree marked with dead ends and weaknesses or they will be small and if not lightly touched by the Tribe then they will carry the toughness needed to bear their heritage.
+
Will we ever do more with the sky wizards? If we do I'm thinking six of them, each corrupting a different Virtue, they all share Hope - Marduk's Virtue. Each will be obtusely named after a sky deity. For example Zeus was occasionally known as Zeus Xenios after Xenios: Sacred Hospitality. So we'd have Xenios the corruption of Charity (corrupting with Lust because it's Zeus).
 
 
The union of Thalassan blood with mankind produces Alphestes. The Alphestes are characterised by both prodigal strength and the mercurial drive of their forfathers but with neither the leadership or skill. Many end up as hired muscle or right hand men.
 
 
 
==== Evolution ====
 
When manifesting their divine natures the Thalassans thrive where the sea meets the land, they are most at home in beaches or rocky pools and living far from the safety of the depth grow strong shells or exoskeletons with mighty claws or grasping tentacles.
 
 
 
==== Ecology ====
 
 
 
Of all the Strains the Thalasans are the least like to adopt religious trappings. Shamelessly mercurial they directed their Beloved into guilds or merchant ventures, in modern days: Corporations. Let it not be said that the Thalasans ignore their divine heritage if there is profit to be made. They delighted in the sale of indulgences and see televangelism as a return to old times. The Thalasans impose unity and cooperation upon their Cults and share the wages of success, not because they value their Beloved but for mutual benefit. When times are bad loyalty Cultists turn of each-other seeking to escape with what they can carry and their lords favour.
 
 
 
====  Vestiges ====
 
 
 
'''Might''', Elements, Fecundity, Vitality
 
 
 
==== Symbols and Associations ====
 
The sea of Sanji, the Myrtoan Sea, the Vice of Greed.
 
 
 
=== Character Concepts ===
 
 
 
=== Quote ===
 
 
 
''"Can I put a value on godhood? Can I estimate the worship of men and the adoration of children ? Can I put a price on the heritage of the heavens? Hell yes I can. Everything I have, everything my heritage gives me, has been taken from another. I am a tick, sucking at the blood of society. The only redeeming feature, the only one, is that all of it was given freely."''
 
 
 
=== NPC Splats ===
 
 
 
There's actually quite a few mentioned already in chapter one:
 
 
 
* [http://en.wikipedia.org/wiki/Cipactli Cipactli]. Listed as the first deviner in chapter one. Maybe take Awareness from Vasuki.
 
** South America, Awareness, Gluttony.
 
* [http://en.wikipedia.org/wiki/Sedna_%28mythology%29 Sanna] more commonly known as Senda. Hard to place her in mechanics, Gluttony or Pride both work depending on which story you go for (Pride as Gluttony is taken by Cipactli). Mother of seals may point to Fecundity - that part of the story is a dead match for Womb of Terrors.
 
** North America, Fecundity, Pride
 
* [http://en.wikipedia.org/wiki/Jormungandr Jormungandr]. Not sure about vices but given that it's thing is size and poison: Vitality.
 
** Europe, Vitality
 
* Isonade, one of the two current NPC splats. We gave it might as a Primay: It's myth has it killing people by strikeing the beach. Elements (associated with storms) and Predation (it's a shark) make a good secondary. This drops Scantity which was given because its cults tend to be in human places of wealth a power, I'd suggest giving that trait to Ocean or one of the new guys.
 
** Japan/East Asia, Might (Elements, Predation)
 
* NagaRaja
 
** India (yes I know, but with Europe being north Europe and Asia being east asia there's room for an India splat. We can't exactly do Antarctica).
 
* Tangaroa
 
** Oceania
 
* Arnapkapfaaluk. Sanctity
 
** Africa.
 
 
 
One of the things I'm thinking of is that the NPC splats only get a choice of two Vestiages for their second pick, this is because they have a smaller gene pool rather than less power.
 
  
 
== Primordial Icons. ==
 
== Primordial Icons. ==
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Just a couple of things I made to flavour the Progenitors.  
 
Just a couple of things I made to flavour the Progenitors.  
  
I got this idea from the [http://www.youtube.com/watch?v=vtTr9RtAqBA| Demigod opening video]. The art style is supposed to be the same as the icons of the demigods seen around 1 minuet in. Obviously this is not meant to be an accurate description of the progenitors.  
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I got this idea from the Demigod opening video. The art style is supposed to be the same as the icons of the demigods seen around 1 minuet in. Obviously this is not meant to be an accurate description of the progenitors.  
  
 
[Picture A carved stone wall depicting the progenitors in crude drawings.
 
[Picture A carved stone wall depicting the progenitors in crude drawings.
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Now there are none.<br>
 
Now there are none.<br>
  
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= Crossover Musings =
 +
 +
== Vampire ==
 +
 +
Leviathan blood is amazingly nourishing to vampires no matter their Blood Potency, in addition Every point of damage inflicted provides one + Sheol Vitae. There is a Drawback: Leviathan blood is extremely toxic, with a toxicity rating of twice Sheol + one for each additional point of damage inflicted. This poison is rather slow acting, Damage manifests over the course of around six hours.
 +
 +
Damage taken from consuming Leviathan blood cannot be healed while the Vitiate remains in the Vampires system. Assume this Vitae is spent first.
 +
 +
== Werewolf ==
 +
 +
Leviathans are partly not human and so eating their flesh provides no essence. In fact because the toxic nature of Ichor is akin to cancer, growth and mutation rather than decay and death, it is more dangerous to Werewolves than most beings. Firstly the effects become visible in a matter of minutes and secondly if the Werewolf takes more damage than Stamina they succumb to a form of cancer, one where the cancer cells can Regenerate. See Blood of the Wolf for taghae: Werewolf cancer.
 +
 +
== Changeling ==
 +
 +
=== The Lost Parthenon ===
 +
 +
The Ancients have a unified view of the Tribe. When meeting a Leviathan an Ancient immediately slots it into their mythology as they would do to another Ancient. Without fail a Leviathan is perceived as a relic from an age older than the Ancients themselves, though how much this matches the Tribe's ideas of it's own history can vary considerably.
 +
 +
Relations between the Tribe and the Ancients are openly antagonistic at best and open conflict at worst. The Ancient will boast of defeating the Tribe long ago to claim their heavenly throne and have every confidence he can do so again. For their own part Leviathans don't always recognise what the deal is. If the Leviathan's Sheol is high enough that the Ancient is vulnerable to the Wake (no easy feat!) then unless the Leviathan has somehow learned of the Lost Parthenon they will not register anything unusual about the Changeling, other than that it is probably attacking him. Should the Ancient be immune to the Wake than the Leviathan's divine nature instinctively recognises it as a rival deity and a threat to be extinguished. She is not compelled to act in any specific way, Tranquil Leviathans are often experienced in ignoring their frequently misleading instincts, but it's mere presence may trigger an Outburst.
 +
 +
Lacking their divine nature Typhons have absolutely no special relationship with the Lost Pathonon.
 +
 +
The Ancients gain the following bonuses when interacting with the Tribe:
 +
* +2 to all rolls against the Tribe, as they do against the True Fae.
 +
* All Ancients gain the Divine Prerogative merit but they can only use it when acting against a Leviathan. The skill involved must somehow be tied to their nature: A knowledge god may use Academics while a Trickster would use Subterfuge. 
 +
* Leviathans have a hard time poaching an Ancients followers for their own Cult. Mortals Ensorcelled by the Ancient cannot be made Beloved, if the Ancient is immune to a Leviathan's wake then so are her Ensorcelled. Even unEnsorcelled followers are exceptionally hard for a  Leviathan to recruit. When trying to make one beloved deduct their Status in the Ancient;s cult from the Leviathan's successes. (If the Cult isn't organised enough for Status, a merit like Allies, Friend or Mentor applied to the Ancient  or it's cult can be used)
 +
*Sky Gods, Storm Fathers, whatever you call them they gain an additional benefit: 8again on all Intimidation rolls against a Leviathan, this bypasses '''any''' supernatural ability a Leviathan has that may reduce xagain for the Ancient. This is in addition to the considerable advantages their powers over electricity may provide.
 +
 +
Leviathan's gain no special benefits against the Parthenon. After all, they lost the war for heaven.
 +
 +
==== Sidebar: Cults for Ancients? ====
 +
 +
Can a Member of the Lost Pantheon take the Cult Merit? Sure why not, it's your game. However some tweaking may be required for both Zeal and Fervour.
 +
 +
Zeal is somewhat superfluous to an Ancient, their Cult's primary use as a source for Glamour is already covered by the Harvest Merit and the Anceint's followers don't make the move from devout to blood drenched fanatics, or at least they are no more likely than for normal religions. Instead use “Organisation”. As an Ancient becomes more beholden to their divine persona bank accounts in the church's name, clerical staff, a public relations team and more all become a useful screen to prevent a horrible misunderstanding between the Ancient and the modern world.
 +
 +
Instead of Fervour use Influence. Ancients get tasks just like Leviathans but as their cults don't (well don't usually, those that do may use the Fervour rules) combine organised religion with organised crime these tasks tend to be on the good side of the law. This might seem far less powerful than Fervour but Influence is not just a measure of effective members but also how well liked the group is by the community. A Leviathan's Cult with the Recognition Merit may be entitled to visit a hospital and comfort the sick, but when an Ancient with Influence does so people are actually glad to see them. In addition to providing tasks Influence can provide a bonus to applicable social rolls.
 +
 +
=== Dreams ===
 +
 +
It's pretty important that Leviathans don't knock Changelings from their spot as the Dream Splat. But at the same time Leviathans are changing reality with their Dreams that's pretty big. So here's how it goes down.
  
== Rituals ==
+
A Leviathan can't use Channels inside a dream like a Changeling couldn't use, say Eternal Summer 5 (but might fake it with dream combat), but when in their own dream all Skill and Attribute boosting Channels (if they cost no Ichor) are considered to be at their Depth 6 level. This includes the Depth 2 Iteration of Peircing the Veil of slumber. When projecting into another's mind with Veil of Slumber or any other method the Lev does benefit from these Channels, but only up to the current Depth of their physical body.
  
Quick question: is mechanical benefits for human sacrifice a step too far?
+
A Lev's dreams are really easy to find, all their Beloved are considered to be intimately linked and anyone Wake Vulnerable in who spent a non-insignificant amount of time in the wake within the last half-Sheol days is considered to be half-sheol steps closer. Round down minimum of one. People sleeping in the Wake are considered to be Sheol steps closer. Of course Lev dreams are dangerous.
  
New Merit. Cult Colony (OOOOO). Requires Zeal (OOO). You're cultists live apart from society, Because they are freed from needing to manage time between worship and the rest of the world you may order far more rituals or tasks, replace per story with per week. However with this you're abandoning any attempt at blending in. It becomes significantly easier for police, Marduk or even worried family to track you down: They get a +1 bonus per dot of numbers to find the location of your colony.
+
If a Leviathan wants to get into another's dreams it might be possible with a ritual. Without that all they have is Veil of Slumbers which actually replaces existing dreams. It's powerful but you can't, for example, study existing dreams with it. Basically Veil of Slumbers is mechanically considered to be to Dream Poisoning (but it is technically different after all, letting a Lev into the mind requires different things than a True Fae). Changelings can undo it like Dream Poison.
  
 +
If a Lev does somehow end up in another dream they have a disadvantage: They can't lower their dicepool to avoid waking people up.
  
All Leviathan's possess vast psychic powers outside of, certain Vestiges and Birthrights these are unfocused, useless for any practical purpose beyond the blunt instrument of the Wake. But by using their cult as a lens a Leviathan can focus their natural power into a fine scalpel.
+
Dream combat works as in Changeling. Levs are way more "bull-in-a-china-shop" lings when it comes to dreams. Maybe give a bonus to personal attacks but an equal penalty to environmental. Maybe not that's technically an advantage.  
  
Cultists aren't a continent resource that can be brought up for rituals and packed away until they're needed, they have lives and commitments. Performing a Ritual requires planning, a Leviathan gets five “ritual points” per dot of Cult numbers for a story. Performing a ritual takes a number of points equal to its dots. If the time is inconvenient such as a working day charge one extra point, also charge one extra point if the cultists were not given sufficient warning. Assume it takes 24 hours warning per dot of the rituals rank.
+
Veil of Slumbers cannot affect a Dream Bastion.
  
Unless stated otherwise all rituals have a dicepool of Sheol + Zeal – rank and take one hour per dot of rank to complete. Attempting a Ritual without a cult requires a Sheol – Rank - 3 roll.
+
A plot hook where a cunning Changeling keeps sneeking into a Lev that's been sleeping for years. The ling is good enough to remain unnoticed despite the enormous Veil of Slumbers penalty. Said Ling hijacks its use of Veil of Slumbers 6 to manipulate reality for it's own ends.
  
Ritual of Worship (O)
+
== Promethian ==
  
Through the worship of their cultists a Leviathan can send a strand of thought back through their bloodline to connect with their divine heritage and the power that is their birthright.
+
The Divine Fire is a force of change, mutation and growth. Primordial Water is a force of change mutation and growth. The two do not mix.  
  
Dramatic Failure: The Leviathan feels the sting of rejection, being denied their heritage costs a point of Willpower.<br>
+
Firstly Prometheans are immune to the Wake, as are Leviathan's immune to Disquiet. The Created's Azoth burns away the touch of Primordial Water while the Leviathan's connection to Primordial Water smothers the touch of Pyros. Neither sensation is comfortable: The Promethian feels as though her Azoth is being extinguished and the Leviathan feels a burning from the direction of the Promethian. There is no actual risk but prolonged exposure may cause Torment and Outbursts respectively.
Failure: The Leviathan reaches with their mind but is unable to find anything.<br>
 
Success: The Leviathan regains Ichor equal to their cult's Zeal + Successes.<br>
 
Exceptional Success: Connecting with their divine heritage reassures the Leviathan of their place in the world. In addition to Ichor the Leviathan regains a point of Willpower or indulge the Vice of Pride. Players choice.
 
  
Ritual of Scrying (O)
+
Spending Ichor and Pyros while physically near to eachother causes the two to react horribly. While not technically a firestorm the rules for Pandora's book can be used. Try to mix up both fire and water as well as plenty of mutation.
  
The leviathan departs their body to spy unseen.
+
==Genius==
 +
Not many special rules for Genius. It might be worth noting that the Inspired are the most dangerous threat to a Leviathan: They can build as big as a Levithan can grow (and it's easier for them to build big than a Lev to grow big), they have really really easy access to Electric weapons. Basically Levs are weak against Science, Geniuses have better Science than Marduk.  
  
Dramatic Failure: The Leviathan leaves their body but without a thread to guide them home. Lose a point of willpower and roll one die, it takes that many hours to find your way home.<br>
+
Prostasia Mental Defences don't increase a Geniuses Wake Vulnerability, but they do increase effective willpower as per the Prostasia rules. Mortals and Beholden gain an effective Inspiration equal to the lower of the creators Inspiration and the Wonder's rank.  
Failure: The Leviathan remains within their body.<br>
 
Success: Each success lets the Leviathan travel further. 10 miles for a single success, 20 miles for two successes and so on.<br>
 
Exceptional Success: In addition to the distance a Leviathan gains +1 to all perception rolls during their scrying.
 
  
While in this state a Leviathan is in both Twilight and Apotheosis with full access to their Ancestral Channels. The Leviathan is vulnerable to weapons that can affect beings in Twilight using Willpower in place of health, should their last point of Willpower be lost the Leviathan is thrown into deep unconsciousness and will wake when they have rested enough to gain a point of willpower.
+
Geniuses can use Leviathans as components in their Wonders. Use the Larvae (or possibly finding Ingredients rules). One special rule here, Calculus Vampire works fine on a Leviathan's corpse for Ichor. Dead but Dreaming levs can loose Mental Skills too.
  
Defences against supernatural spying such as a Mage's wards manifest as physical barriers. It takes an Wits + Occult roll to sneak by or an Strength + Brawl roll to smash through which may sound the alarm.
+
= Chapter One section headings =
  
Finally the Leviathan cannot benefit from Vestiges that require Ichor, or Vestiges that involve psychic powers: It has travelled too far from its physical brain to make use of them. Purely physical Vestiges such as Mortal Devouring armoury still work but only against other beings in Twilight.
+
I always knew what the three section headings in chapter one meant (In the Begining, Noah (the name) and Go!) , but I only just realised they were named for the beginnings of the Weekly Torah portion http://en.wikipedia.org/wiki/Weekly_Torah_portion
  
Ritual of Prophecy (OO)
+
Next on the list is "and he appeared" it covers Sodom and Gormiah. The destruction of a city full of wickedness. *Gasp* What does this imply? Could it be hints of a oWoD metaplot about the end of the Tribe? Am I just jesting with you dear reader? We will never know.
Needed for Oroborus' Kin but I'm not sure how to write it.
 

Latest revision as of 07:41, 30 July 2013

Strains[edit]

The strains have many different aspects, so I was trying to think of the primary explanation. Here's what I came up with "What kind of god are you?", this is easiest explained by describing the kind of religion that would worship you.

Think of these as exadurations; the strain taken to it's logical conclusion. Most Leviathans will see the below as what they will become if they don't try and become something better. Not all Tanninim are moral extremists, but they do have a pathological need for stability that, if they aren't careful, could easily manifest as a huge list of rules they force everyone around them to follow. You eat pork, you get eaten.

The cults though, the Beloved normally do end up like the cults below, forced into that shape by The Wake. The mismatch between the religion the cultists think they're in and the religion the Leviathan wants is just another of the Tribe's curses.


A Bahamatuan's cult tends to look kinda like the movementarians from the Simpsons. Don't think, don't do anything, just conform and be provided for. From the Strain of Sloth's perspective they're constantly surrounded with whiny needy babies. On the plus side, they're relatively unlikely to be creating problems compared to other strains.

Meanwhile a Dagonite's cult probably looks like the actual Jonestown. Lots of backstabbing, favouritism and vicious politics all centring around the Leviathan. Who's possibly too Proud of all the flattery to see how his favourites are harming his interests; through backstabbing politics if not abusing their authority over lesser cultists.

The Lahamin probably don't resemble any real religion, but a very common fictional one. They are the secretive chessmaster gods who see all and have planned everything. Their followers are the sinister cult who's members are everywhere, hidden among rich and poor and plotting nefarious deeds. The first Robert Downey, Jr Sherlock Homes film has an example.

The Nu's cults could be said to resemble an evil modern Christianity, after everyone started asking “hang on, how do we know there even is a god?” God is a metaphor, key theological events like the resurrection are a metaphor. This leads to a lot of “interpretation” of what the Nu really means; like most strains the Nu often have to become a tyrant just to make it clear that no, it wasn't an elaborate metaphor that really means “sacrifice virgins to me”. On the other hand a Nu trying to find it's theological and practical place in the world often has a good resource, make vague complaints about what you feel unsure about and pick from the interpretations provided by your philosophical cult.

Oceaneads are religion as a mask for self promotion. An Oceaneads cultist are the sort of people who use their faith to assert moral or social superiority to others (using faith to assert that others are morally evil is more a Tanninim thing). An Oceanead is both an exemplar of this behaviour, their cult is a choir of flattery, and a living symbol of social status. An objective measure of who the religion put on top of the social pigpile this week: Who did the goddess smile at the most?

The Tanninim are the easiest to explain. They are the bronze age gods with ten plagues and an itchy trigger finger. A Tanninim's cult is often led by the kind of fundamentalists who'd call HIV god's righteous punishment against homosexuality, and a Tanninim is often the kind of god who would create HIV as a punishment. This is to say, they have that kind of moral extremism, not that they nessacarally look like right wing Americans. It is perfectly plausible to find a Tanninim Cult which accepts any kind of sexuality, but god help you if you forgot to bathe in sacred oils this morning.

The Thalassans are the kind of god you might see behind televangelists. The god who you worship for material reasons; more classically the Thalassans are probably the most common kind of religion. If you live one storm away from a bad harvest, and one bad harvest away from starvation, you bet you would pray for good whether. In short, they're the gods you worship for non-religious reasons. This means that a Thalassan has to provide to keep it's cult in any semblence of order; on the plus side they can keep their cult in order with material goods as easily as threats.

Lahmasu Strains[edit]

Leviathan started as a simple idea: "White Wolf has done all the classic monsters, except the creature from the Black Lagoon". That idea didn't last long, and when I started writing it was my intent to bring the Black Lagoon back. The Lahmasu seemed like the natural place. Each are based on a different stereotypy ranging from sea monsters, to horror films:

Gugal - Are quite simply Lovecraft's deep ones. Their unique tendency to actually have genetically stable populations makes it possible for them to actually have a functional and lasting undersea city. (Leviathan controlled or fearcly independent)

Abuu - Born cultists who see their mutations as proof of divine favour and their natural role as priests.

Mahhu - A horror classic, the creepy person who knows stuff. The swamp witch or delpadated gas station owner for example.

Heqen - The knowledge to the Mahhu's wisdom. Strange tribes in touch with nature, the supernatural and the astral realm.

Pelopsids - Pelopsids are mermaids (tails are optional, but not rare). Ranging from pretty love interests to vicious predators who feed on humans. They can often use siren songs too.

Gibborim - The creature from the black lagoon itself. Vicious claws, vicious instincts, and often a predator's cunning.

Hemitheos - The Tribe are gods (well technically 1/3 gods), so their children are demigods (well 1/6 gods). Hemitheos take this literally, they're a demigod in the greek sense, like Hercules.

Marduk[edit]

When I wrote Marduk I used the Hunter Conspiracies as a guide, this included a selection list of charachter concepts; while I was satisfied with the results I cut it for being unsuited to an Antagonist faction. But I'm stashing them here for safekeeping.

You grew up in a remote village until one day people started to act odd. You tried to talk them to their senses but nothing worked, by the time they officially became a cult you barely recognised people you grew up with all your life. You fled, leaving your family behind, and the Marduk Society showed you that you could stop it happening to anyone else.

You were born to walk the corridors of power, a lobbyist or an “advisor” pushing others to the paths you wanted. Then one day the Marduk Society called your number. Now you’re playing in the big leagues.

You were a historian studying fringe religions and you noticed a recurring pattern of cults across centuries cantered around one family. You went to speak with their descendents and you found the cult was alive again; it really was as bad the records claimed. You’re still scared that you are capable of such violence, of committing murder, but the Marduk Society’s therapists are helping.

You’re everything a hero is supposed to be: strong, just, and not bad to look at either. You’ve been protecting humanity for most of your life, the wounds are caching up and age isn’t helping either. But you can’t stop now; you’d never live with yourself if you left decent humans to their mercy.

The blood of the Tribe runs in your family and for all your youth you dreamed of ascending to godhood. Then your brother started changing and you just couldn’t accept your role as a servant. The Marduk Society promised you could take your birthright, until then revenge isn’t bad.

You were an archaeologist and you made the find of a lifetime. Relics older than any civilisation known to man, you had so many questions but your papers never reached the journals, they reached Marduk who offered answers and a job. You don’t go hunting but you respect the people who do, and try to make sure they know what they’re facing.

The Disciples[edit]

Will we ever do more with the sky wizards? If we do I'm thinking six of them, each corrupting a different Virtue, they all share Hope - Marduk's Virtue. Each will be obtusely named after a sky deity. For example Zeus was occasionally known as Zeus Xenios after Xenios: Sacred Hospitality. So we'd have Xenios the corruption of Charity (corrupting with Lust because it's Zeus).

Primordial Icons.[edit]

Just a couple of things I made to flavour the Progenitors.

I got this idea from the Demigod opening video. The art style is supposed to be the same as the icons of the demigods seen around 1 minuet in. Obviously this is not meant to be an accurate description of the progenitors.

[Picture A carved stone wall depicting the progenitors in crude drawings.

In the centre of the carving is an icon of Nu: A slightly deformed circle with a wave symbol in the centre. From the top, anticlockwise are:

Bahamat: A fish 1.5 times the size of the other progenitors.
Dagon: An eal with a fish's head. It's body is positioned like an S, its belly is swollen in pregnancy.
Nagaraga: A huge eye, four tentacles emerge from the corners.
Isonade: A shark who's body curls to make a circle, its tail is disproportionately large.
Oceanus: A dolphin drawn vertically so it crudely approximates a man. It's tail splits at what would be half way between the ankles and knees and its flippers are held apart from the body. It's face looks almost human.
Tanin: The head of a sea serpent with a mighty jaw.


And here's a poem. In the words are hints to the close relationship between Dagon, Oceanus and Isonade (they each share three favoured Channel with eachother) and the primary Channel of each

Once there were seven.
Once three went to the surface and four the depths.
Once Eldest Nu became sea and sky.
Once Unchained Bahamut grew in deep places.
Once Watchful Nagaraja hid beneath and saw all.
Once Unbending Tanin hunted across oceans.
Once Hierarch Dagon birthed and buried multitudes.
Once Enchanting Oceanus called from the rivers.
Once Graceful Isonode broke islands with a blow.
Once there were seven.
Mother Tiamat above all.
Now there are none.

Crossover Musings[edit]

Vampire[edit]

Leviathan blood is amazingly nourishing to vampires no matter their Blood Potency, in addition Every point of damage inflicted provides one + Sheol Vitae. There is a Drawback: Leviathan blood is extremely toxic, with a toxicity rating of twice Sheol + one for each additional point of damage inflicted. This poison is rather slow acting, Damage manifests over the course of around six hours.

Damage taken from consuming Leviathan blood cannot be healed while the Vitiate remains in the Vampires system. Assume this Vitae is spent first.

Werewolf[edit]

Leviathans are partly not human and so eating their flesh provides no essence. In fact because the toxic nature of Ichor is akin to cancer, growth and mutation rather than decay and death, it is more dangerous to Werewolves than most beings. Firstly the effects become visible in a matter of minutes and secondly if the Werewolf takes more damage than Stamina they succumb to a form of cancer, one where the cancer cells can Regenerate. See Blood of the Wolf for taghae: Werewolf cancer.

Changeling[edit]

The Lost Parthenon[edit]

The Ancients have a unified view of the Tribe. When meeting a Leviathan an Ancient immediately slots it into their mythology as they would do to another Ancient. Without fail a Leviathan is perceived as a relic from an age older than the Ancients themselves, though how much this matches the Tribe's ideas of it's own history can vary considerably.

Relations between the Tribe and the Ancients are openly antagonistic at best and open conflict at worst. The Ancient will boast of defeating the Tribe long ago to claim their heavenly throne and have every confidence he can do so again. For their own part Leviathans don't always recognise what the deal is. If the Leviathan's Sheol is high enough that the Ancient is vulnerable to the Wake (no easy feat!) then unless the Leviathan has somehow learned of the Lost Parthenon they will not register anything unusual about the Changeling, other than that it is probably attacking him. Should the Ancient be immune to the Wake than the Leviathan's divine nature instinctively recognises it as a rival deity and a threat to be extinguished. She is not compelled to act in any specific way, Tranquil Leviathans are often experienced in ignoring their frequently misleading instincts, but it's mere presence may trigger an Outburst.

Lacking their divine nature Typhons have absolutely no special relationship with the Lost Pathonon.

The Ancients gain the following bonuses when interacting with the Tribe:

  • +2 to all rolls against the Tribe, as they do against the True Fae.
  • All Ancients gain the Divine Prerogative merit but they can only use it when acting against a Leviathan. The skill involved must somehow be tied to their nature: A knowledge god may use Academics while a Trickster would use Subterfuge.
  • Leviathans have a hard time poaching an Ancients followers for their own Cult. Mortals Ensorcelled by the Ancient cannot be made Beloved, if the Ancient is immune to a Leviathan's wake then so are her Ensorcelled. Even unEnsorcelled followers are exceptionally hard for a Leviathan to recruit. When trying to make one beloved deduct their Status in the Ancient;s cult from the Leviathan's successes. (If the Cult isn't organised enough for Status, a merit like Allies, Friend or Mentor applied to the Ancient or it's cult can be used)
  • Sky Gods, Storm Fathers, whatever you call them they gain an additional benefit: 8again on all Intimidation rolls against a Leviathan, this bypasses any supernatural ability a Leviathan has that may reduce xagain for the Ancient. This is in addition to the considerable advantages their powers over electricity may provide.

Leviathan's gain no special benefits against the Parthenon. After all, they lost the war for heaven.

Sidebar: Cults for Ancients?[edit]

Can a Member of the Lost Pantheon take the Cult Merit? Sure why not, it's your game. However some tweaking may be required for both Zeal and Fervour.

Zeal is somewhat superfluous to an Ancient, their Cult's primary use as a source for Glamour is already covered by the Harvest Merit and the Anceint's followers don't make the move from devout to blood drenched fanatics, or at least they are no more likely than for normal religions. Instead use “Organisation”. As an Ancient becomes more beholden to their divine persona bank accounts in the church's name, clerical staff, a public relations team and more all become a useful screen to prevent a horrible misunderstanding between the Ancient and the modern world.

Instead of Fervour use Influence. Ancients get tasks just like Leviathans but as their cults don't (well don't usually, those that do may use the Fervour rules) combine organised religion with organised crime these tasks tend to be on the good side of the law. This might seem far less powerful than Fervour but Influence is not just a measure of effective members but also how well liked the group is by the community. A Leviathan's Cult with the Recognition Merit may be entitled to visit a hospital and comfort the sick, but when an Ancient with Influence does so people are actually glad to see them. In addition to providing tasks Influence can provide a bonus to applicable social rolls.

Dreams[edit]

It's pretty important that Leviathans don't knock Changelings from their spot as the Dream Splat. But at the same time Leviathans are changing reality with their Dreams that's pretty big. So here's how it goes down.

A Leviathan can't use Channels inside a dream like a Changeling couldn't use, say Eternal Summer 5 (but might fake it with dream combat), but when in their own dream all Skill and Attribute boosting Channels (if they cost no Ichor) are considered to be at their Depth 6 level. This includes the Depth 2 Iteration of Peircing the Veil of slumber. When projecting into another's mind with Veil of Slumber or any other method the Lev does benefit from these Channels, but only up to the current Depth of their physical body.

A Lev's dreams are really easy to find, all their Beloved are considered to be intimately linked and anyone Wake Vulnerable in who spent a non-insignificant amount of time in the wake within the last half-Sheol days is considered to be half-sheol steps closer. Round down minimum of one. People sleeping in the Wake are considered to be Sheol steps closer. Of course Lev dreams are dangerous.

If a Leviathan wants to get into another's dreams it might be possible with a ritual. Without that all they have is Veil of Slumbers which actually replaces existing dreams. It's powerful but you can't, for example, study existing dreams with it. Basically Veil of Slumbers is mechanically considered to be to Dream Poisoning (but it is technically different after all, letting a Lev into the mind requires different things than a True Fae). Changelings can undo it like Dream Poison.

If a Lev does somehow end up in another dream they have a disadvantage: They can't lower their dicepool to avoid waking people up.

Dream combat works as in Changeling. Levs are way more "bull-in-a-china-shop" lings when it comes to dreams. Maybe give a bonus to personal attacks but an equal penalty to environmental. Maybe not that's technically an advantage.

Veil of Slumbers cannot affect a Dream Bastion.

A plot hook where a cunning Changeling keeps sneeking into a Lev that's been sleeping for years. The ling is good enough to remain unnoticed despite the enormous Veil of Slumbers penalty. Said Ling hijacks its use of Veil of Slumbers 6 to manipulate reality for it's own ends.

Promethian[edit]

The Divine Fire is a force of change, mutation and growth. Primordial Water is a force of change mutation and growth. The two do not mix.

Firstly Prometheans are immune to the Wake, as are Leviathan's immune to Disquiet. The Created's Azoth burns away the touch of Primordial Water while the Leviathan's connection to Primordial Water smothers the touch of Pyros. Neither sensation is comfortable: The Promethian feels as though her Azoth is being extinguished and the Leviathan feels a burning from the direction of the Promethian. There is no actual risk but prolonged exposure may cause Torment and Outbursts respectively.

Spending Ichor and Pyros while physically near to eachother causes the two to react horribly. While not technically a firestorm the rules for Pandora's book can be used. Try to mix up both fire and water as well as plenty of mutation.

Genius[edit]

Not many special rules for Genius. It might be worth noting that the Inspired are the most dangerous threat to a Leviathan: They can build as big as a Levithan can grow (and it's easier for them to build big than a Lev to grow big), they have really really easy access to Electric weapons. Basically Levs are weak against Science, Geniuses have better Science than Marduk.

Prostasia Mental Defences don't increase a Geniuses Wake Vulnerability, but they do increase effective willpower as per the Prostasia rules. Mortals and Beholden gain an effective Inspiration equal to the lower of the creators Inspiration and the Wonder's rank.

Geniuses can use Leviathans as components in their Wonders. Use the Larvae (or possibly finding Ingredients rules). One special rule here, Calculus Vampire works fine on a Leviathan's corpse for Ichor. Dead but Dreaming levs can loose Mental Skills too.

Chapter One section headings[edit]

I always knew what the three section headings in chapter one meant (In the Begining, Noah (the name) and Go!) , but I only just realised they were named for the beginnings of the Weekly Torah portion http://en.wikipedia.org/wiki/Weekly_Torah_portion

Next on the list is "and he appeared" it covers Sodom and Gormiah. The destruction of a city full of wickedness. *Gasp* What does this imply? Could it be hints of a oWoD metaplot about the end of the Tribe? Am I just jesting with you dear reader? We will never know.