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==== Gated Community ==== The Leviathan's cult form their own community, united not by religion but by a desire to live among people with shared values and a shared culture, despite this of the cult often travel beyond it's borders and maintain social connections with outsiders. While the cult's community is not explicitly religious, it is much easier to practice the Tribe's unique religions when surrounded by understanding people, however the culturally incestuous nature of a Gated Community leaves little room for verity and consequently the Cult often has trouble adapting to sudden changes. Instinctual for: Bahamatans Benefits and Drawbacks: The cult gets an additional five task points per story. However whenever the "harmony" of the community is disrupted the cult takes a penalty to all Zeal and Fervour rolls for the remainder of the story. The most common disruptions are the addition of new members (penalty equals new dots of Numbers), moving to another location (penalty equals Numbers) or a successful attack on the cult (storytellers judgement. If the attack happens off screen roll Fervour vs the attacker's equivalent, the penalty is -1 for every success the attackers score over the defenders). The penalty cannot increase beyond -5. Additionally the Leviathan must control a suitably large territory to house a gated community and cannot have more dots in Cult Numbers than he has in Temple Size.
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