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==== Creating an Evolution ==== The first step to creating an Evolution is for the player to explain to the group their character's philosophy of what a Leviathan is and what its place in the world is. This can be exceptionally specific, such as “A Leviathan is a living cargo ship and merchant,” or something broader. This Philosophy will probably be related to the Leviathan's School; after all, a School is at heart how a Leviathan looks for a life-plan. An Evolution is a life-plan. Once the philosophy is written the Evolution's mechanical effects must be codified. All effects should reflect the core philosophy. You don't just get control over electricity because you think it's useful; electricity requires a strong commitment to mankind and reason or electricity on a practical sense. For a group who play well together one very authentic option is for a player to describe their character’s philosophy and the rest of the group to construct the evolution. Evolutions have the following effects. * The Leviathan gets +2 to all Transformation rolls in one direction or +1 in both directions. * The Leviathan creates three unique Adaptations, rated at one, three and four dots. Sometimes these are outside Leviathan genetics and are truly unique but often they are teachable to others. * The Leviathan gains one truly unique power that fundamentally changes the nature of a Leviathan. * The Leviathan adds two new Tranquility Disruptions to the chart. One at seven or lower and one at five or lower. Acquiring an Evolution is often a good justification for buying a dot of Tranquility. Certainly many of the most Tranquil and moral Leviathans have Evolved but then some of the Tribes most wicked monsters have an Evolution. Not all answers are good answers.
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