Editing
LeviathanTempest:ChapterFive
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== Antagonists and Related Characters == ===Our Family=== ==== Other Leviathans ==== Of all the threats Leviathans face none are a more common presence than their own family. From bestial Typhons to the alien madness of the Ophions, a Leviathan who looks will have little trouble finding monsters in their own family tree. Among the Tribe it is considered a sacred duty to purge these insane creatures, both as an act of mercy and for the sake of their own security: most Typhons see other Leviathans as a threat and react appropriately, usually violently, while at any moment the Ophions' incomprehensible goals may turn out to involve the destruction of you and yours. Yet far more frequently a Leviathan will come into conflict with the more Tranquil members of their family. It's not that Leviathans don't need to be consumed by the Tempest to be monsters, though that's certainly true. Other Leviathans have the same needs: Access to large bodies of water, impressionable or well placed humans to serve as Beloved, Heirlooms and other pieces of Tribal history, the attention of Atolls. A careful Leviathan can avoid conflict with a Typhon or Ophion but the only way to avoid another Leviathan is to give up on something you want. Conflicts between the Tribe are an unusual thing. They are cruel, vicious, spiteful conflicts and yet it is rare for two Leviathans to actually come to blows. Both the Leviathan's Bestial and Divine natures are instinctively opposed to the idea of Transforming and charging in a trashing maelstrom of teeth and claws, while the human nature is usually the least violent of the three. Like an animal the Bestial nature knows how to fight without escalating to any real risk of harm, and it instinctively prefers to loose than to risk injury or death. The divine nature also avoids direct combat, but for different natures. The Tribe's primordial divinity is expressed through power and dominance, the divine nature wants it's foes to remain alive. Aware that they have lost, that they are lesser than it. A direct violence is avoided, conflicts between Leviathans instead express themselves as instinctive ritualised battles for social dominance. They display claws or teeth, see who has the bigger crest, try to get neutral parties ‒ human or Tribe ‒ on their side and have their Cults perform elaborate rituals or raids (Though Leviathans rarely harm each other, killing or worse against another's friends, family or cultists is common) to show their strength. The most apt metaphor among human society may be an exceptionally vicious divorce where both parents see nothing wrong with trying to get the kids on their side, then having the kids fight to the death to get one over the ex. These conflicts usually end with the defeated Leviathan backing away from the contested resource, leaving the bodies of cultists and ritual sacrifices in their wake. When gods fight, it is mortals who bear the suffering. All this changes when a Leviathan crossed ''The Line''. Exactly what the line is varies to individual Leviathans, it may be killing a much loved family member or cultist. It could be trying to force a Leviathan to back off when they have nowhere to back off too. It could be putting two big fish in too small a pond until they snap. Trying to "steal" an Atoll usually qualifies. Most of the time crossing the line just means you've pushed one Leviathan too far but sometimes you can trigger every last Leviathan, consorting with the Marduk Society or using Marduk's sigil for example. Regardless of what caused it, crossing the line means that the other Leviathan wants you dead. No games of dominance, no threats or bargains, no backing down. Their instincts are screaming to Transform and fight to the bitter end. The Bestial nature knows that revenge or proving a point means nothing, in the ocean survival is everything and once you've crossed ''The Line'' it's him or me. ===== Neith ===== '''Attributes:''' Intelligence 3, Wits 2, Resolve 2(4), Strength 3(5), Dexterity, 3 Stamina 4, Presence 2, Manipulation 3, Composure 1 '''Skills:''' Medicine 2 (Parthenogenesis), Occult, Athletics 1 (Swim), Brawl 3 (Grapple), Stealth 2 (Her Cave), Survival 1, Expression 3 (Singing), Intimidation 2. '''Strain:''' Oceanus <br> '''School:''' Clay <br> '''Sheol:''' 3 <br> '''Virtue:''' Justice <br> '''Vice:''' Pride, Lust <br> '''Defence:''' 2 <br> '''Tranquillity:''' 3 (Obsessive Compulsion [Large worms visibly crawl under her skin], Megalomania [Hair is made from ropey strands of murky rainbow coral]) <br> '''Health:''' 12 <br> '''Size:''' 5 <br> '''Speed:''' 11 <br> '''Initiative:''' 4 <br> '''Willpower:''' 5 <br> '''Channels:''' Lord of the Sea, Incubation of the Second Self (Fast Growth 2, Opportunistic Parasitism 4), Womb of Terrors (Reflexive Genesis 3), The Hydra's Rebirth (Dread Return 3), That Hideous Strength (Rightful Place), Mind in Motion (Mind over Matter 2), Mortal-Devouring Armory, Stalker's Shifting Hide, Indomitable Solipsist-Tyrant, Call of the Depths (Song of Madness 2), Besieging the Tower of Will (Mind Blast 2), Piercing the Veil of Slumber. '''Other Merits:''' Cult (Numbers 3, Zeal 3, Fervour 4, Home Turf 1 – Her Cave, Old Hands 3 (Kidnapping), Danger Sense 2, Iron Stomach 2, Striking Looks 2, Mandate of Babel 1, Temple (Size 2, Amenities 1 [Armoury], Security 1), Vicious Strain 1. '''Background:''' Once Neith was normal for a Leviathan, who after learning of her heritage decided to find a quiet seaside town to become its goddess and queen. In this she was ruthless and effective, her Beloved occupied important political, professional and social positions. Neith's rule was hidden but absolute and all felt its touch. Without a goal to occupy her focus Neith turned to indulging herself. Her fiefdom became a buffet of vices to satisfy its unholy mistress. As Neith pushed her cult to greater depravities both her and her Beloved began to degenerate. In their failing mental state the Cult of Neith began to lose its grip over the town. Seizing the advantage a cabal was formed under the leadership of Miles O'Hara, a police sergeant who overthrew his Beloved superiors, Dolly Peel, a retired fisherwoman whose knowledge of old sailors tales were an invaluable source of information, and Don Barks, a businessman and avowed atheist whose refusal to join the Cult led to threats and legal thuggery against his business and employees. With O'Hara's armed police, Peel's knowledge and Bark's funding Neith's Cult was forced out of town and are now forced to hide in a sea-cave where only their Goddess' presence has kept them safe. Ironically this defeat has refocused Neith, curbing her excesses and returning some of the competent strategist she once was. What it didn't do was restore any measure of her sanity, Neith is compelled to procreate and demands a surrogate mother every few days. Neith's Beloved seek victims lest they be chosen while O'Hara's men and their allies patrol the night. There are signs that the endgame is approaching. Neith has begun aggressive recruitment through her powers of Sanctity while among her opposition two new figures have risen to prominence: Julia Thatcher, a shopkeeper who's earned repute for fearlessness, skill in battle and advocacy of all-out attack before Neith regains her strength. Perhaps more significant is the addition of Howard Ward, a local doctor and self taught specialist in removing Neith's eggs (at least those that were found). Working alongside Dolly Peel and Mary Carter, a librarian, he has begun studying these eggs and has amassed a quite impressive collection of notes. '''Description:''' Neith usually remains in her Apotheosis, which resembles an enormous frog with irregular clusters of transparent scales, patches of bright yet mucky coral and dozens of unblinking eyes. Any Cohort who crosses paths with Neith is likely to encounter at least one of her eggs, these take the from of surprisingly solid jelly swarming with tadpoles that fight and devour each other. '''Storytelling Hints:''' Upon arriving at Neith's former dominion the first question the Cohort will have to ask themselves is whose side they are on? Neith is a monster in the worst sense of the word, a cruel tyrant that has undoubtedly abused the trust of her Beloved, outright ruining their lives, but she's family. On the other side the humans are armed, organised and they certainly don't want another Cult moving in. Even those not in the know, even those who outright refuse to face the uncomfortable truth know that you tell O'Hara before turning your back. The Cohort may wish to remove Neith quickly before any more knowledge of the Tribe gets out, this will probably require an alliance with the town, since at this stage it is unlikely they will have the power to fight an entire cult themselves. Alternatively the players might show a little family loyalty, Neith is even less likely to trust other Leviathans and simply helping her is a only a short term solution. She didn't do so well at rulership last time and that was before she acquired severe derangements. Helping Neith might look more like staging an intervention and that brings us back to the problem of her aggressive Cult. With a little tweaking this setup can be used for players who are disinclined to get involved in the struggles of others. Simple add some collective criminality and guilt and you have a self isolated town that's already been “broken in” as it where. All the players have to do is remove both sides before settling in. Depending on how many of Neith's eggs had been found by Dr. Ward, there may be a lot of Neith's children around. For players interested in expanding their cult with Lahmasu this turns Neith into a valuable resource. Players who care more about their genetic lineage than just Lahmasu servants could still make use of Neith by using the Hyperparasitism Adaptation on her Eggs but this is a serious Disruption of Tranquillity. ==== Typhons ==== When a Leviathan gives into base urges and monstrous abuses of power without self-restraint, degeneration eventually strips him of both his human and divine natures, leaving only the beast behind. These unfortunates are called Typhons by the Tribe. Their degeneration leaves them locked in their transformed shapes, unable to interact with the human world, while their sundered minds are overcome with atavistic urges. Typhons show little restraint beyond what is necessary to survive, and pose a colossal threat to communities near their lairs, devouring sailors and destroying boats. Many members of the Tribe see it as a sacred or moral duty to destroy Typhons. Others just see it as a matter of self preservation. If you want to live long you don't live near the lair of an unstable monster, either get rid of it or go somewhere else. The elaborate ritualised conflicts displayed by the Tribe don't apply when Typhons are involved. Typhons see other Leviathans as a threat, and their degraded nature - broken and mad even by the standards of a wild animal - pushes them to go for all out combat. The Leviathan's own bestial nature knows well that when your opponent fights to kill your only options are to run or respond in kind. ===== Becoming a Typhon: Falling into the Storm ===== * When a Leviathan becomes a Typhon the following changes occur: Firstly, the Typhon loses his faculties of reason. Mark "neg" next to Intelligence, unlike a 0 in an attribute (WoD Core: p43) an attribute marked as negligible can be rolled but the character gains no dice from that attribute. Don't remove the Typhon's Mental Skills but treat them as zero for any purpose other than activating Channels, the -3 unskilled penalty applies as usual. Channels which provide a bonus to Intelligence or Mental Skills will provide extra dice when a Typhon attempts to activate a Channel but not in any other situation. Typhons never benefit from 10-again, 9-again, 8-again, rote actions or similar modifiers when using Intelligence or a Mental Skill. Just in case it wasn't obvious: a Typhon, or any animal with negligible intelligence cannot be trained. * Secondly, the Tyhpon gains two new Specialties to represent the development of bestial instincts. They also use the higher of Dexterity and Wits for Defence, just like a wild animal would. * Thirdly, the Typhon loses the ability to benefit from its cult. Rituals won't function and it gains no Ichor from worship. The Cult may remain for a while but their god sees them no differently from any other human. * Finally, as a Typhon degenerates into base instincts, its Strain comes to prominence. Typhons follow recognisable behaviour patterns based on primordial instincts, each Strain gets two Impulses that govern its every move. Succeeding in a minor Impulse gains one point of Willpower as though the Typhon had fulfilled a Vice and a major Impulse restores all Willpower as though the Typhon had fulfilled its Virtue. ===== Strains of Typhons ===== * Bahamutans tend to be passive Typhons, dwelling in deep sea trenches or remote lakes. They can and often do go centuries without activity but when their lairs are threatened or sufficiently provoked their wrath can be apocalyptic. Their Minor Impulse is territorialism, they regain Willpower by driving others away from their Lair. Their Major Impulse is vengeance, they refill their Willpower by raining devastation upon those who offended them. * Dagonites have given in entirely to their reproductive urges. They care nothing for consent or even supporting their brood, only the act of reproduction matters. A Dagonite who can reproduce asexually may never seek other beings at all, but even in this case they can be dangerous, for the area surrounding a Dagonite's lair is soon frequented by all manner of feral Lahmasu. A Dagonite's minor Impulse is to create a child, fulfilled upon conception. Their major Impulse is to protect their children until birth, every ten children born or hatched fulfils this Impulse. After hatching a Dagonite's spawn are left to fend for themselves. * Lahamin Typhons are rarely seen or heard but their actions are often felt. The Lahamin watch safely hidden on the seabed or other remote areas, only surfacing to inflict spite driven vengeance on those they envy. Even then they act through stealth and ambush. A Lahamin fulfils its minor Impulse when it hides from a threat and its major impulse when it ruins someone's life without directly harming them. * The spawn of Nu are the most alien of Typhons. Though their Impulses push them to immense feeding their habits are driven by the weather rather than any sensible hunting strategy. A Typical Typhon of Nu's Strain will respond to a growing storm by making a hurricane and a waning storm by dispelling it entirely. If it's lucky the turmoil will leave dead food scattered upon the sea. A Nu fulfills its minor Impulse when it magnifies an existing shift in the weather and its major Impulse when it feasts. * Oceanids are driven by the need to dominate others. They don't actually need to do anything with their victims, being in a position where they could do anything is enough. The image of the Sirens, whose song kept sailors enthralled until they starved, is closely associated with Typhons of Oceanus' Strain. Their minor Impulse is to dominate a human, their major Impulse is to dominate a “hero”, defined as anyone trying to and having a chance of dominating (i.e. killing) the Oceanus in turn. * The Tanninim make the least subtle Typhons. Their urges are simple, once a Typhon has chosen a sinner for some unknown crime it will pursue him across oceans and finally devour him. A Tannin regains willpower when it pronounces judgement on – that is, kills – a sinner. If the sinner fights back that's all the more satisfying: The Tanninim's major Impulse requires that the sinner and perhaps allies were able to show effective but eventually futile resistance. * Thalassans are driven by boundless greed to amass ever growing hoards. These hoards can consist of anything that requires some amount of effort to collect, from whale bones to bric-a-brac taken from smashed ships. Most Thalassans will add any available Heirlooms to their hoard no matter how out of place they would be. Thalassans fulfill their minor Impulse when they defend their hoard and their major Impulse when they make a significant addition. ===== Kraken ===== '''Attributes:''' Intelligence neg, Wits 2, Resolve 3, Strength 3(5), Dexterity, 5(6) Stamina 5, Presence 3, Manipulation 1, Composure 2 '''Skills:''' Athletics 3 (Swim), Brawl 4 (Grapple, Against Ships), Survival 3 (Ocean), Intimidation 2. '''Strain:''' Thalassan <br> '''Sheol:''' 5<br> '''Armor:''' 4/3<br> '''Defense:''' 9<br> '''Health:''' 38<br> '''Size:''' 30<br> '''Speed:''' 18<br> '''Initiative:''' 7<br> '''Willpower:''' 5<br> '''Channels:''' Uncrowned Fisher King, Magnanimous Host to All (Brawl, Athletics), The Hydra's Rebirth, Fluid Icon of Grace, That Hideous Strength (God-Hurling Sinews 5), Overpowering Strength of Titans (Undertow 4), Many Flowing Limbs, The Tyrant's Privilege, Mortal-Devouring Armory (Rending Claws 2, Gaping Maw 2, Savage Focus 1), Lifeblood of Titans (A Mountain Walked 5), Flesh of the Progenitors (Adaptation to Harm 2), Vigor of Protean Kings. '''Other Merits:''' Direction Sense 1, Iron Stamina 3, Iron Stomach 2, Quick Healer 4 '''Background:''' The Leviathan who would one day be known in legends only as The Kraken once followed the School of the Reef. It was her duty to guide cousins across the oceans and guard them from the ships of whalers, navy or far more likely the Marduk Society. As the years turned, wooden ships became iron and iron men became stronger yet, defeated and broken she was driven to the deepest parts of the ocean. Separated from any sort of contact for centuries she forgot everything and became The Kraken. '''Description:''' The Kraken is mostly as recorded in myth. Colossal in size: matching naval frigates and more or less a giant octopus. In Apotheosis mortals have trouble remembering the finer details of a Leviathan's appearance so feel free to make embellishments: Perhaps its suckers each contain a small biting mouth or maybe there is row after row of serrated teeth behind its beak. '''Storytelling hints:''' As a Thalassan, the Kraken impulsively collects pieces of ships and sailors' possessions in a massive rotting hoard at the bottom of the ocean. She's been quiet for decades, her urge to collect suppressed by her survival instinct and the growing danger of ships. The most obvious way to include the Kraken as an Antagonist is making her have something the Cohort wants. Heirlooms perhaps, but she could just as easily have made her nest near a sunken ruin the Cohort wishes to explore and dislikes rivals getting too close. Alternatively the Kraken's reappearance after decades or centuries could be the catalyst for the actual plot. Perhaps one or more of the players is part of the hunting party going after it and must contend with tribal politics and divine egos in addition to the Kraken's combat ability. Maybe the Kraken's reappearance is the result of a failed Marduk attack and some highly incriminating technology (even the most idealistic Marduk member knows their weapons program is extremely illegal) remains in a scabbed wound. Now the two ancient enemies find themselves as uneasy allies hunting the Kraken before the navy catches her and exposes both of their secrets. To truly mix things up maybe an Ahab hunting Kraken is the only person who can reliably find her in the huge ocean. ==== Ophions ==== When a Leviathan abuses the power of the Wake and the trust of her Beloved, degeneration causes her divine aspect to grow until it eclipses both her human and bestial natures. Locked into her most glorious and terrible form she becomes an Ophion, following incomprehensible and contradictory goals that change with the Currents of the Tempest. Without his human and bestial natures to act as an Anchor, an Ophion is overwhelmed by the Tempest. Ophions follow numerous goals called Currents; individual Currents bear no relation to each other or an overarching goal. Quite the opposite: Often two Currents oppose each other. An Ophion draws most strongly from the part of the Tempest which corresponds to his own Strain. This leads to somewhat standard behaviour patterns and proportionately more Currents from their Strain's Vice. Not all Currents are completed; they appear and vanish with the flow of the Rift. Normally this is a slow process – some Currents remain for decades – but on occasion an Ophion draws from the most tumultuous parts of the Tempest, gaining and losing Currents over minutes. In this state the Ophion is effectively paralysed. Some theorise that this is the usual state of an Ophion, and if it were true, then without drawing attention to themselves Ophions could remain unnoticed in deep seas and at the bottom of the Rift for a very, very long time. As with Typhons many Leviathans see it as a sacred duty to destroy any Ophions they encounter. ===== Becoming an Ophion: Unity with the Storm ===== * Each Ophion gains six minor Currents, two major Currents or one major and three minor Currents. More if the Storyteller desires. Each Current is a specific objective based on a Vice and an Ophion always has at least one but usually more Currents based on their Strain's associated Vice. Completing a minor current earns a point of Willpower while a major Current refills the entire Willpower pool when completed. Even the crudest Vices such as Wrath or Gluttony rarely create Currents flowing towards cheap instant gratification. Lacking their impulsive bestial nature Ophions tend to achieve their objectives through careful planning at best and tangled webs of intrigue at worst. * Ophions cannot regain Ichor through Havoc, it is the bestial nature of a Leviathan which seeks satisfaction through instant gratification and pointless violence. * An Ophion's greater connection to its divine aspect makes them unparalleled in leading their Cults. Upon becoming an Ophion, increase your Cult's Zeal by one. * Finally when a Leviathan becomes an Ophion, roll Resolve + the lower of its Cult's Numbers or Zeal. Unless the Ophion gets a number of Successes equal to its Sheol, it immediately travels to the nearest suitable source of water and enters the Rift. Few Ophions maintain their footing on the Shore as the Tempest floods through them, but after the initial surge many seek a way to return, requiring powerful Rituals. ===== Strains of Ophions ===== *Bahamutans seek to follow their Currents through their Cult, spending much of their time Dreaming. This occasionally reaches the point where some Ophions never even attempt to leave the Rift and instead rely on Cults as their sole agents on the Shore. Those that do leave the Rift still favor direct plans with little personal effort, aided in part by the fact that many of their Currents spring from Sloth and don't require them to do much at all. Despite this they can show enormous energy and proactivity to protect their future rest and when driven to intervene personally they do so with overwhelming force. *Dagonites follow Currents that lead them to expansion. More Beloved, more territory, more worship. As Ophions Dagonites tend towards extraordinarily complicated plans, often of a highly political nature coupled with never-ending recruitment. The danger of opposing a Dagonite Ophion is immense, they often possess more disposable troops than other Leviathans' entire cults and should they have left the Rift their tendency towards the Vestige of Fecundity swells their ranks with large numbers of powerful Lahmasu (they rarely breed the normal way, all potential partners are too far beneath them.) Playing a Dagonite at its own game is a dangerous prospect, the best way to deal with them is cutting the metaphoric head off the snake by attacking the Ophion while they rest in the Rift, separated from the support of their cult. *Lahamin make some of the hardest Ophions to oppose, while no stronger or weaker than their cousins in combat, you have to find them first and finding the Lahamin is never easy. Even if you do know where to look, it's almost certain to notice you first and move. Tracing them by their actions is no easier, though their Currents run as strong as any Strain the Lahamin are masters of achieving the maximum effect for the minimum effort. Their plots are built upon staggering amounts of observation and careful preparation, only after which will they indoctrinate their cat's paws and unleash them in a carefully choreographed sequence of events that ends with the fulfillment of the Ophion's Current, most often ruining a life out of simple spite. It is the gift of the Lahamin to create workable plans which to the outside observer look like a sequence of improbable random events. It is their curse that they are limited to such complicated and unreliable methods to further their aims. *The Currents that Nu's Children follow lead to the most alien of the Ophions. Though many are dedicated and focused while trying to escape the Rift, upon the Shore most lack the inclination to have any meaningful interaction with mankind. Cults are frequently abandoned or eaten once their purpose is served. The stereotype places the Ophion far from land, invisible in the water and content to devour whatever sea-life they come across. This is true to an extent, but like all Ophions a Nu will follow Currents from all Vices and even Gluttony can lead to delicacies unavailable in the ocean. When the Currents bring a Nu to land, it tends to show little concern for a sustainable power base. Cults are temporary and the full fury of the elements is used safe in the knowledge that the aftermath only affects other people. *As an Ophion the Oceanids are never still. Their Currents run wide but are as shallow as the rivers their Progenitor claimed dominion over. As Ophions Oceanids tend to be impulsive, unsure of where the Currents will take them, they cast their nets wide. Their Beloved are often little more than a piggy bank and a source of quick gratification. Large in number but disorganised and interchangeable. As Ophions go the Oceanids can seem relatively harmless but theirs is the Vestige of Sanctity. When opposed, an Oceanid's first resort is to force compliance and they possess an instinct for turning friends and allies into weapons. Should the fight turn personal, Oceanids often show surprising martial powers. Though perhaps not as destructive as other Strains, the broken lives left in their wake are all the more painful for the personal touch in their destruction. *Tanninim are driven by the Currents to amass power, not for its own sake but for practical ends. Frequently driven to punish, the Tanninim take a proactive stance to their goals and take measures to ensure that whoever their gaze falls upon they will already be in a position to pronounce sentence. Their Cults and the organisations that come under the Tanninin's grip tend to be well oiled machines ruthlessly purged of weakness and hyperfocused to the Ophion's goals but this focus ignores vital work required for long term survival, leading to an unending cycle of acquisition and decline. *The Thalassans pursue wealth for its own sake and do so through the formation of self sustaining Cults that survive with a minimum of supervision. This is not laziness or unwillingness to get their hands dirty but simple practicality. Even an Ophion has a finite size on what they can personally control, only through delegation can they amass the hoards they desire. It would be foolish to assume that a Thalassan's Currents end at acquiring money but it's not entirely untrue to say that they mostly start with it. Their plots are as intricate as any Ophion's, but usually take an economic flavor. Sometimes a Thalassan simply buys whatever their Currents point at, but just as often other Currents prevent them from spending their wealth and elaborate plots must be formed to work around self imposed limitations on their greatest asset. ===Our Distant Family: Lahmasu and Hybrids=== Not all who bear the blood of the Tribe become Leviathans. Most are merely carriers, ordinary humans with something ancient hidden in their genes, waiting for two distant trickles of Tiamat's blood to unite when the stars are right. Sometimes, when cousin meets cousin one too many times, when a human carrying recessive markers lays with a Leviathan. Sometimes the Tribe is too strong within a person to be entirely dormant but the environmental, genetic or even mystical conditions required to produce a full blooded Leviathan are unfulfilled. Sometimes you get a child of two Tribes. Sometimes you get a Hybrid. Psychologically Hybrids are human. They do have instincts that reflect their heritage – a Hybrid that's half alligator will have predatory instincts – but they have an easy time choosing not to follow their instincts much like a human and very much unlike your typical Leviathan. Mechanically Hybrids follow Morality and though Hybrids tend towards the lower ends of the intelligence curve a Hybrid with Intelligence 2 is no different from a human with Intelligence 2. Even when a Hybrid isn't sapient they still show recognizable human traits and behaviors, many are much smarter than animals and can be trained in complex tasks. Mentally what really separates Hybrids from humanity is social factors. Most come from where the Tribe's blood runs thickest, their family environment often a culture unto itself. Such a culture shaped by the Wicked Tribe is rarely a healthy one. Even those human enough to socialize with humanity often look different enough to grow up with funny looks if not outright discrimination. ==== The Hybrid Template ==== Hybrids are considered to be a minor Template. Philosophically and mechanically they're human with a little extra. Yes some of them are physically more fish than man but man was never defined by the color, or shape, of his skin. The Hybrid template consists of: Strain, Mutations, Depth and Ichor. In addition to actual Hybrids this Template can be used to represent Leviathans who are in the process of Emerging but have not yet gained the full Leviathan Template, when doing so feel free to bend any rule written below. ===== Strain ===== Each Strain of Leviathans births a line of Hybrids that it claims as it's own. These lines are called Lemashu and tend to be more stable than regular Hybrids, both in that their Mutations follow more predictable lines and in that they are spared the worst effects being a Hybrid has upon the body and the mind. The first Mutation acquired by a Lamashu is set by their Strain. * Abuu, born of the Dagonites: Brother to the Fishes (OOOO) * Gibborim, born of the Tanninim: Natural Weapons (OOOO) * Gugal, born of the Bahamutans: Increased Endurance (OOOO) * Hemitheos, born of the Thalassans: Increased Strength (OOOO) * Heqen, born of the Nu: Diving into the Tempest (OOOO) * Mahhu, born of the Lahamu: Prophecy (OOOO) * Pelopsids, born of the Oceanids: Increased Resolve (OOOO) * Hybrids, born of no Strain, or many: Four free dots in any Mutations. ===== Mutations ===== Within the genetic code of every Hybrid lies Mutations, strands of DNA from an earlier age of the world that guide the body in ways unimaginable to natural evolution. A Hybrid may be born displaying all their mutations or they may activate over the course of it's life. If there is a correlation between how a Hybrid appears at birth and it's eventual state the Tribe hasn't identified it. Unlike Leviathans who can guide their genetics through dedication and self discovery Hybrids get what they're born with. Though this means the character has no control over their Mutations the player retains full control. Lemashu begin play with a single Mutation chosen by their Strain, Hybrids have four dots to spend as they wish. Additional Mutations can be brought with Merit dots, as always the fifth dot of a Mutation costs double. During play Mutations can be brought for experience points and cost new Dots x 2. There is a further restriction for Lemashu: They have a favored Vestige as per their Leviathans' Strain. Lemashu must place a number of dots into their favored Vestige or universal Mutations equal to Depth -1, their Strain's starting Mutation does not count towards this requirement. The Favored Vestige doesn’t provide experience discounts on mutations. Not all mutations are cool powers. Hybrids must take two flaws to represent harmful side effects of their mutations. Neither of these flaws provide experience though they may take a third flaw which will provide experience as normal. Lemashu are not immune to harmful mutations but it's considerably rarer, they do not require any flaws but may take one as usual. ====== Sidebar: Genetic Mayhem, an Optional Rule ====== The most powerful Hybrids are the ones with the most mutations. But surely the most mutated Hybrids would have a host of disorders as well as their abilities. There are two ways to represent this, both should not be used for player characters unless the gaming group is confident they can manage them. The first and simplest is to give an extra flaw to Hybrids and Lemashu every time their Depth decreases. At the Storyteller's discretion this may be tempered with a new Mutation (O – OOOO), each dot allows the player to remove one genetic Flaw. This Mutation either is Universal Affinity or goes under Vitality, Storytellers choice. The second is to allow players to take as many additional flaws as they want. The first additional flaw grants experience as usual. Extra Flaws – which must plausibly be the result of genetics – provide “genetic experience” which can only be spent on Mutations. The advantage of this system is that not all Hybrids or Strains of Lemashu are noted to be equally healthy, a fact which for simplicity's sake is not represented in the mechanics. As for what happens when a player has run out of room for Mutations but still has Genetic Experience: sadly that experience is useless, no one ever said genetic disorders were nice. ===== Depth ===== All Mutations affect a Hybrids appearance. To represent this Hybrids have Depth, Hybrids use the same scale as Leviathans but suffer slightly smaller social penalties: Treat everyone as Atolls. Unlike with Leviathans a Hybrid's Depth does not govern the extent of their powers or provide a free increase in size. Some Mutations are given a minimum Depth, this is not because a Hybrid with at a shallower Depth isn't "powerful" enough, but because that Mutation cannot pass as any more human than the Mutation's listed Depth. A Hybrid's Depth is defined by the number of dots they have in Mutations and is ranked from one to five: No Hybrid ever has human form or Apotheosis. Depth in turn sets a limit on a Hybrid's Intelligence and the likelihood of it being non-sapient. The stability of a Lemashu's genetics over a Hybrid provides a measure of protection. For the purposes of Intelligence and sapience assume a Lemashu has a Depth one step closer to human. <table border="1" cellpadding="5" cellspacing="0"> <tr style="background-color: #DFDFDF;"> <th>DEPTH</th> <th>MUTATION DOTS</th> <th>INTELLIGENCE MAXIMUM</th> <th>SAPIENCE</th> </tr> <tr> <td align="center">1</td> <td align="center">1 to 10</td> <td align="center">5</td> <td align="center">Always</td> </tr> <tr> <td align="center">2</td> <td align="center">11 to 15</td> <td align="center">4</td> <td align="center">Always</td> </tr> <tr> <td align="center">3</td> <td align="center">16 to 20</td> <td align="center">3</td> <td align="center">Mostly</td> </tr> <tr> <td align="center">4</td> <td align="center">21 to 25</td> <td align="center">2</td> <td align="center">Rarely</td> </tr> <tr> <td align="center">5</td> <td align="center">26 to 30</td> <td align="center">1</td> <td align="center">Never</td> </tr> </table> Hybrids can and often do reach lower Depths over the course of their life but a Hybrid never loses their mental faculties, those are defined at birth. A Hybrid with Intelligence 4 simply will not gain an 16th dot of Mutations and similarly a Sapient Hybrid cannot reach Depth 5. ===== Ichor ===== All Hybrids can carry the Divine Ichor within themselves. A Hybrid's Maximum Ichor pool is equal to Stamina + Depth and their per turn expenditure is limited to one. Lacking both the bestial and divine natures found within a Leviathan their methods of regaining Ichor are limited. Only Resonance and Immersion allow a Hybrid to gain additional points of Ichor. ==== Mutations List ==== ===== Universal Affinity ===== Deep Eyes (O): The Hybrid suffers no discomfort from keeping their eyes open in even the most polluted or diseased waters. So long as they are below the surface they can see comfortably providing there is a trace of light. Gills (OO): The Hybrid can comfortably breath underwater and can keep their eyes open with no discomfort if the water is reasonably clean. Superior Lungs (O - OO): The Leviathan adds 2 to their stamina for the purpose of holding their breath At two dots this becomes three and they no longer lose air faster because they are in combat. ===== Awareness===== Angler Lantern (O, Depth 3+): The Hybrid gives of a lantern's worth of light from glowing eyes, bioluminescent skin or some new organ. Reflexive Evasion (OO): The Hybrid has Defense equal to Wits even if their Dexterity is lower. Echo Location (OO): The Hybrid gains the ability to see with echo location, they can ignore all darkness penalties and can see around corners. The conductive properties of water means that they can triple the range of a regular perception check when submerged. Drawback: The Hybrid has sensitive ears, when exposed to loud sounds roll Stamina with a penalty based on the volume. On a failure you get -2 to all actions and -4 to Perception for as long as the noise persists. Empathetic Sense (OOO): The Hybrid may make Wits + Empathy rolls to smell, see, taste or even psychically detect emotions. This is interpreted by the brain as an Aura. Normally this roll is uncontested but supernatural abilities may provide protection. Airtight clothing, full body robes or other tricks may block specific empathetic senses. Nightvision (O): The Hybrid can see clearly in low light. Prophecy (OOOO): The Hybrid selects a person, object or location they can see clearly, pays one point of Ichor and begins an extended Wits + Occult roll. Every roll is equivalent to three minutes of serene mediation or thrashing fever dreams. Prophecy provides sensations that give a hint of the most “important” event to affect the subject within a time frame governed by the number of successes: 2 successes gives seven minuets, 4 successes gives seven hours, 8 successes gives 7 days, 16 successes is the maximum and offers seven months. ===== Elements===== Child of the Waves (O or OOO): The Hybrid gets 9again on Athletics rolls when in the water, at three dots: 8again. Diving into the Tempest (O, OO or OOOO): The Hybrid can willingly enter or exit the Tempest at a Gatewater. To do so she must spend a point of Ichor and roll Occult + Survival. At two dots the Hybrid can sense the presence of a Gatewater in Depth*10 miles by spending a point of Ichor and rolling Wits + Survival. At four Dots they may enter and exit anywhere a Leviathan could. Without a Leviathan to carry them Hybrids can never go deeper than the Shallows. Home in the waters (OO): The Hybrid gets 9again on Survival rolls when outdoors in an area with large amounts of water. Smell of Salt (O): The Leviathan can make a Wits + Survival roll to instinctively know the direction of the nearest large body of water. This Mutation will not locate water that is indoors or underground. Weatherproofing (O to OOO): Each dot in Weatherproofing gives the Hybrid one dot of armour against the effects of weather and reduces situational penalties caused by rough weather. This applies both above and underwater, such as when swimming against a strong current. ===== Fecundity===== Blood is thicker than water (OO): The Hybrid has a natural instinct for working with his's own kin. They gain 9again on Teamwork actions and at the storytellers discretion on other group actions such as Stealth rolls to set up a coordinated ambush. To gain this bonus the Hybrid must have shared a working relationship for around a month, or a communal living for a weak. With close blood relatives, no more distant than cousins, reduce this to a week and a day respectively. Brother to the Fishes (OO or OOOO): The Hybrid's natural affinity to sea life allows her to communicate and eventually control non-sentient animals of Size 5. At two dots the Hybrid may spend a point of Ichor and roll Wits + Animal Ken to establish a psychic rapport that allows communication to the limit of the animals intelligence. At four dots the Hybrid may spend a point of Ichor and roll Presence + Animal Ken to issue a command which the animal must obey to the best of it's ability for the remainder of the scene. Animals will not perform blatantly suicidal actions, the survival instinct is too strong. If the targeted animal is not aquatic or amphibious there is a -3 penalty. Fast Healing (OO or OOO): The Hybrid may spend a point of Ichor to heal a dot of bashing damage. At three dots they may spend two points of Ichor to heal a point of Lethal damage. ===== Might===== A burst of speed (O): The Hybrid adds five to their speed for the first turn of a chase or combat. On subsequent rounds they may spend a point of Ichor to benefit from this Mutation again. Bestial Vandal (OO): The Hybrid gains 9again when attacking inanimate objects. Increased Strength (OOOO): The Hybrid gets 9again on Strength rolls. Oxen Backed (O - OOO): The Hybrid counts their Strength as dot points higher for using heavier weapons Leap from the Depth (O - OOO): The Hybrid adds (2x dots) feet to the height and (4x dots) feet to the length of all jumps. Natural Evasion (OO): The Hybrid has Defense equal to Dexterity even if their Wits is lower. ===== Predation===== Camouflage (OO): The Hybrid gets 9again on Stealth rolls. Leech's hunger (OOO): The Hybrid can drink human blood and convert it into Ichor at a rate of two Ichor per point of Lethal Damage. Many Hybrids with this mutation require regular drinks of human blood as part of their nutritional needs. Natural Weapons (OOO - OOOOO): The Hybrid has natural weapons. At three dots they do +0L damage, each additional dot increases the damage by one. If the Hybrid cannot use it's weapons without a grapple increase the damage by two. Predictors Instinct (OO): The Hybrid has Defense equal to Wits even if their Dexterity is lower. Ranged Weapons (OO or OOO): The Hybrid can spit acid, fire spines or has some other natural way to attack at range for one Ichor per shot. Short range is Stamina+Strength, medium range is twice short range and long range is four times short range. Despite the unusual nature of this attack the roll is Dexterity + Firearms with no weapons bonus, at two dots it does bashing damage, three dots upgrades to lethal. Sharks Skin (OO): The Hybrid gets +2 to damage opponents in a grapple and +2 to escape a grapple due to shark like skin, protruding spines or venomous stingers. ===== Sanctity ===== Increased Resolve (OOOO): The Hybrid gains 9-again on Resolve rolls. Mind Blast (OOOO): The Hybrid pays one Ichor and rolls Presence + Intelligence – Resolve + Power Stat to inflict bashing damage with the stun property. Siren's Song (OO): The Siren may spend a point of Ichor and roll Presence + Expression. Wake vulnerable individuals who's Resolve + Power Trait is lower than the Hybrid's Successes spend a turn moving towards the Hybrid unless they spend a point of Willpower. This power is limited to the range the Hybrid's voice will naturally carry. Unearthly Beauty (O - OO Depth 2-): The human side of the Hybrid's DNA has a stronger effect than normal. While the Hybrid does have some tribal traits they are significantly muted blend into human features in a way that looks exotic rather than horrific. Each dot reduces the social penalty of depth by one and incurs a -1 penalty on any Noticing Transformation rolls. Fascination (OO): The Hybrid does not have a true Wake, but by spending a point of Ichor they can manifest a much weaker ability giving them 9again on all rolls to attract or keep someone's attention. Voice of the Mind (OO): For one Ichor the Hybrid can telepathically send a message who's meaning can be summed up in twenty words or less. Only Leviathans, other Hybrids and at the storytellers discretion non-Tribe psychics can receive these messages. ===== Vitality ===== Armour (OOO – OOOOO): The Hybrid has natural armor. At three dots this is 1/0, each additional dot provides +1/+1. Increased Endurance (OOOO): The Hybrid gets 9again on Stamina rolls. Increased Size (OO or OOOO): The Hybrid gains +1 or +2 to size. This is a cheaper alternative to the Giant merit and the two should not be combined. Other sources of increased size may be considered at the storytellers discretion. Poisonous (OOO): Anyone in contact with the Hybrid suffers a -1 to all actions, after contact is broken this lasts for 5 – Stamina turns. Slimy (O): The Hybrid gets +1 to wriggling through or out of things, including grapples. ===== Harmful Mutations (New Flaws) ===== Weak DNA: The Hybrid's genetic structure is exceptionally vulnerable to damage. Whenever the Hybrid rolls to resist a harmful genetic effect (such as developing cancer) deduct its Depth from its dicepool. Whenever another character tries to influence the Hybrid's genetics (such as a Genius with biological Metaptropi or a Mage using the Life Arcana) add the Hybrid's Depth to their Dicepool. This includes the Channel Everflowing Fetid Growth and cancels out the natural effects of being a Hybrid: Treat the Hybrid as a human for this Channel. Visible Mutation: The Hybrid's mutations are exceptionally pronounced and noticeable. Treat the Hybrid as one (or more if the player wishes) Depth lower when using the rules for Detecting Transformation or the social effects of Transformation. Even with this Mutation Hybrids do not reach, or appear to reach, Apotheosis: Depth 5 Hybrids cannot take this Flaw. If a higher Depth Hybrid with this Flaw reaches Depth 5 either replace this Flaw with another or simply remove Visible Mutation. When taking Visible Mutation as an optional Flaw the player may specify that it only applies to part of their body, if they do so they only gain Experience when the affected area is exposed or when keeping it concealed causes a problem. The deeper Depth provided by Visible Mutation counts towards the minimum Depths for Mutations. If only part of the body is affected the Storyteller should apply their own judgement. Waterlocked: The Hybrid suffers Ichor loss when away from water like Leviathan's in Apotheosis. A Hybrid's water requirements are slightly more bearable than a Leviathan: They don't have to be physically in the water, within a few feet or under a shower is fine. The Hybrid may go Stamina minutes before loosing Ichor, afterwords they loose one point of Ichor per minute. Unlike a Leviathan they will not go mad if stranded without Ichor, instead they take one Bashing damage per minute. Merfolk: The Hybrid has a fish tail, a set of tentacles or some other form of aquatic locomotion that is unable to function on land. They're not entirely immobile on land but they're close to it: Speed is equal to Strength alone and the Hybrid cannot double speed by running. Since they are almost certainly crawling around use the rules for going Prone (WoD Core p 164). Hybrids with this Mutation are rare above the third depth, but some can pass as human provided they keep their tail covered (use Visible Mutation). Vulnerability: The Hybrid's body is vulnerable to something normal humans are not. They may share a Leviathan's fear of electricity or suffer from sever allergies, any sensible weakness can qualify. ==== “Father” Abdeel ==== '''Attributes:''' Intelligence 2, Wits 3, Resolve 2, Strength 2, Dexterity, 1 Stamina 3, Presence 4, Manipulation 3, Composure 2 '''Skills:''' Medicine 2, Occult 2 (The Tribe), Athletics 1, Brawl 1, Firearms 2, Survival 2, Weaponry 1, Expression 4 (preaching), Intimidation 2, Persuasion 2, Socialize 1, Subterfuge 2 (Doublethink). '''Mutations:''' Deep Eyes 1, Brother to the Fishes 4, Mind Blast 4 '''Strain:''' Abuu <br> '''Virtue:''' Faith <br> '''Vice:''' Pride <br> '''Depth:''' 1<br> '''Defence:''' 1<br> '''Morality:''' 5 (Fixation) <br> '''Health:''' 8<br> '''Size:''' 5<br> '''Speed:''' 8<br> '''Initiative:''' 3<br> '''Willpower:''' 4<br> '''Other Merits:''' Meditative Mind 1, Allies 4 (Family), Resources 2, Contacts (Other Tribe families). '''Background:''' Despite his low depth “Father” Abdeel has lived for a long time, he's taken upon himself the roll of shepherd to his extended family. Keeping them pure to half remembered ideas and rituals created the last time a Leviathan was found among the family tree in readiness for the birth of his next lord and master. '''Description:''' Father Abdeel is a striking man who carries himself with an air of unchallengeable dominance. Even in what appears to be middle age he is the picture of health and his long black beard is unmarked by even a single grey hair. All in all he is a man who radiates confidence, charisma and virulence. He does have a tendency to spoil the image by dressing in a homemade outfit based off a Babylonian priest. '''Storytelling Hints:''' The assumption with Father Abdeel is that he's a blood relative of one of the players. To them he will have been a shadowy figure in their past, undoubtedly the head of the family yet distant from his more human blooded relations – including most Leviathans before they gain the Template. The relationship is not necessarily adversarial, Father Abdeel sees himself as a cross between an adviser, high priest and right hand man to his Leviathan. While his knowledge is not amazing he's far more informed about the Tribe than most starting Leviathans and can be a valuable asset, it's not unreasonable to assume he owns a heirloom or two even if he cannot benefit from them himself. The drama with Father Abdeel comes from one simple fact: He's been imagining this moment for a long time and has some very clear ideas about what life under a Leviathan will be like. These may be harmlessly self serving: Himself as high priest with his deity's favor and followers to lead. Outright heinous: Blood cults, racial purity and crusades against humanity. Or just plain odd: Uproot the family and resettle inside the Rift. Whatever his goals expect his advice to push an agenda even as he remains convinced his only wish is to serve. ==== The Achelous Sisters ==== '''Attributes:''' Intelligence 1, Wits 3, Resolve 3, Strength 4, Dexterity 3, Stamina 2, Presence 4 Manipulation 1, Composure 1 '''Skills:''' Investigation 1, Occult 1, Athletics 4 (swim), Brawl 3 (drowning), Stealth 2, Survival 2 (ocean), Animal Ken 2, Empathy 1 (each other), Expression 4 (singing). '''Strain:''' Pelopsid <br> '''Depth:''' 2<br> '''Virtue:''' Faith <br> '''Vice:''' Gluttony <br> '''Defence:''' 2 <br> '''Morality:''' 1 (Fixation, Vocalisation)<br> '''Health:''' 7 <br> '''Size:''' 5 <br> '''Speed:''' 12 <br> '''Initiative:''' 6 <br> '''Willpower:''' 4 <br> '''Mutations:''' Gills 2, Child of the Waves 1, Blood is thicker than water 2, Increased Resolve 4, Fascination 2, Siren's Song 2, Unearthly Beauty 2, Visible Mutation (tail only) Waterlocked, Merfolk. '''Other Merits:''' Striking Looks 4, Direction Sense 1, Fast Reflexes 2 '''Background:''' The Achelous Sisters, Agatha, Phoebe and Thelma, were born into a their father's Cult. As babies the three were normal and human looking save for deformed and non-functional legs but came into their mutations early in life. Their father saw them merely as animals (which wasn't much difference from how he saw his human Beloved) and when they lost the ability to survive on land he simply threw them into the ocean outside his Temple. Being in a relatively stable and thus affectionate part of his life he instructed his followers to throw food to the sisters then promptly forgot all about them. As the sisters grew into their more subtle powers the Cult put them to work, hiding the temple by luring people away and snatching the occasional lone sailor to serve in the Cult or on the alters. A Leviathan can only commit nefarious deeds for so long before someone notices, aided in part by the Ripple effect the uncharacteristically high number of people missing at sea drew investigators. Some Leviathans move on and start afresh elsewhere, others hide literally or beneath legal smokescreens, their father did neither. Unable to cope with the opposition he degenerated, heaping abuse upon his Cult, as the smartest and most strong-willed of his Beloved fled the sisters went with them. '''Description:''' If you were to measure by features alone the sisters are stunningly pretty. They have perfect golden hair, amazing figures and delicate faces. Add on their Tribal heritage of unnaturally pale skin and large unblinking eyes and feelings get a lot more confused. In effect from a typical human perspective they are stunningly attractive but with a hint of otherness that adds an edge of both excitement and hesitation. It's worth noting that none of them speak more than a few words of English but they can communicate with each other. '''Storytelling Hints:''' It wouldn't quite be fair to call the sisters immoral, amoral is far closer to the truth. Being raised without any real social contact than each other then put to immoral work means that they never really developed a moral compass and have see no important distinction between people and animals. Sure people struggle and fight if you try to eat them, but so do fish. The sisters live a nomadic life in the ocean, they hide from dangerous predators, hunt what they can. When the opportunity presents itself they'll lure people close to the water by singing before drowning and eating them. It's not luxury but they have each other, they're happy enough.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information