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LeviathanTempest:AppendThree
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== Getting there == All Leviathans can in theory access the Rift. Water, in its various forms, is a powerful conduit and a Leviathan needs to be submerged in one of its variations to attempt to dive into the Rift. Sea water is the most powerful of these, but in a pinch, clear water, fog or blood can serve. The Storyteller remains final judge of whether or not a Leviathan is "submerged" at the time, but ideally the character should be invisible from those outside the lake, fog bank or other obscuring feature. Mechanically, the Leviathan rolls his Sheol + Resolve and spends a point of Ichor and slips into the alternate reality of the Rift. Attempting this in sea water gives a +1 bonus. Blood or natural clear water (lake, river) carries no penalty. Tap water is further removed from the Primordial Waters and therefore carries a -1 dice penalty as does fog or clouds. Water wracked by the fury of a storm is even better, turbulent waters offer a +1 bonus while a true storm or onrushing tidal wave gives +2 (these bonuses are cumulative with any others, so attempting to cross in a storm-wracked sea would grant a +3 bonus while doing the same in a river estuary would grant +2). Other cases are left at the appreciation of the storyteller. The Leviathan can carry other people into the Rift if they are in physical contact with them; one additional success is necessary per extra person. When diving into the Rift, the Leviathan entirely disappears from the Shore (the real world). He does not carry through any items unless he spends a Willpower point to do so; even then, some items may stubbornly refuse to go through (often complicated technological items (especially those which use electricity) cannot be brought into the Rift). Crossing over creates turmoil: waves, wind, storm or fog may be left behind, possibly making the area (such as a tub of tap water) unsuitable for return. In some areas, called Gatewaters, the Rift is much closer to our reality. Humans will get sucked in sometimes, and even those who don't are more likely to develop Derangements (these areas give a -1 penalty on all rolls to avoid getting Derangements). Most Gatewaters are in areas deeply associated with water: either on the ocean itself, around certain islands, or in marshes, bogs or river deltas. Crossing through at a Gatewater does not require a point of Ichor.
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