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LeviathanTempest:ChapterTwo
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=== Step Seven: Determine Advantages === Leviathans, like most characters, have a number of Advantages, such as Sheol. Some of these Traits are derived from the values of others, while others are modified versions of normal mortal Advantages. The full details of these traits can be found in the next chapter. ==== Willpower ==== Leviathans determine their Willpower scores as usual, and make use of it in the typical fashions. They may expend a point of Willpower alongside the use of Ichor, and might have considerable occasion to do so if their injudicious use of their powers triggers an Outburst. ==== Tranquility ==== Members of the Tribe are placed in an unenviable position of transition without a clear output – there is no “correct path” for a Leviathan to take. Even if one does exist, it was lost with the sundering of the Tribe's lost civilization, and the best a Leviathan can do is aim for some approximation of a state of being and mind that reconciles their threefold nature. The struggle against the violent instincts and disruptive nature of the bloodline of the Tribe is codified by the search for Tranquility – self-acceptance and stillness of mind. Tranquility is the measure of a Leviathan's hard-fought control and certainty, and as such it is constantly besieged by the struggles of the supernatural world and the more insidious pressures of the everyday. The concept of Morality as it applies to normal humans is replaced with Tranquility, as the quest for meaning and stability supplants the drive to consider one's actions in the context of their effects on others. Mortal ethical codes offer only imperfect insulation against the hardships of life as a member of the Tribe. A starting Leviathan has a Tranquility of 7. As an optional rule, the Storyteller may permit starting characters to begin with a deliberately-lowered Tranquility score, representing some previous exposure to madness or an instinctual and futile attempt to avoid the issue of one's own ancestry. Each dot of Tranquility sacrificed in this way provides the Leviathan with 5 experience points, representing some lesson learned or hardship weathered during the descent. Should the character lower his Tranquility in this fashion, however, each step will include the affliction of both a mild derangement and a linked mild affliction. A character with Tranquility 5 may instead opt for one severe derangement and a linked severe affliction. This is more punitive than the Morality-reducing options for other lines, but intentionally so – it's considerably rarer for a Leviathan to descend down the Tranquility scale with his mind and body intact. ==== Ichor ==== The Tribe has codified the energy that powers its access to occult power as Ichor, the expression of divine blood. Ichor allows a Leviathan to change shape, invoke Birthrights, and otherwise manipulate their lineage's powers, permitting a variety of impossible or miraculous feats. All Leviathans begin play with half of their Ichor pool maximum (as determined by their Sheol score, see the next chapter), though they may refill it as quickly as circumstances permit. Ichor is not tied to a flat score or dot rating – it is a pool of points that is expended, with its maximum value determined by the Leviathan's Sheol. Spending Ichor too quickly may result in an Outburst, so most Leviathans are careful to monitor their exercises in power. ==== Virtues and Vices ==== A Leviathan has the same Virtues and Vices as a normal human, albeit often amplified in their execution by the use of divine power. While each of the primary Strains of the Tribe is identified in old texts as being the champions of a given Vice, these definitions are not binding – there's no mechanical distinction made. Leviathans tend to experience their Vices more acutely than normal, due to their lack of self-control – the ramifications of this are explored in the Storytelling Chapter, but in general indulging in Vices against the character's own best interests is pretty much par for the course for the Tribe, and should be seen as contributing to, rather than disrupting, the flow of a chronicle. ===== Sidebar: A Larger Boat may be in Order ===== ''Storytellers may wish to begin their game with players taking control of older or more experienced Leviathans, who have had longer to come into their own as members of the Tribe and solidify a power base from which they can explore their divine nature. This option is recommended for veteran players more accustomed to the game, especially as the distinction between the characterization of a rootless, uncertain Leviathan and one with some backing and “street cred” can be very noticeable. Given the small size of the Tribe's social circles, any group at the “Famed Cohort” level is going to be, at the very least, known of by every other member of the Tribe that hasn't gone completely off the grid. * Newly Spawned: 0 experience points * Seasoned Explorers: 35 experience points * Famed Cohort: 75 experience points * Old Ones: 120+ experience points.''
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