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== Character Creation == Creating a member of the Tribe is, in certain ways, relatively straightforward, and in other ways somewhat difficult. The primary thing that differentiates creating a Leviathan from most of the World of Darkness' other supernatural entities is the nature of entering into the Tribe's unusual world. There's no “Ah-ha!” moment, no changeover, that marks the transition between human and Leviathan, and no great social system into which the fledgling Leviathan is entered. In certain ways, this is the point – the Tribe doesn't really belong anywhere. This means that, in terms of concept, Leviathans are mostly defined by what they intend to do about this – even the guidelines of a chosen School's focus are left purposefully broad, as each Leviathan opts for a personal interpretation of the search for self-acceptance. The difficulty of not having a “moment of change” as a stepping-off point is contrasted to the relatively simplicity of Leviathan “society,” such as it is – a Leviathan does not really need to concern him or herself with his kinfolk in a structured fashion. They may approach their family as they see fit, and this approach is one of the ways in which a member of the Tribe determines his School. As such, every Trait that you select during creation can be seen as a way of defining what sort of person the character is or wishes to be – every skill that a Leviathan focuses on is, in certain ways, a part of the self-definitional process. Learning and changing and adapting are all coping mechanisms for a Leviathan, and the consideration of of traits in this light may well enhance your character's concept – even mundane things, like career choices, take on considerable significance for a member of the Tribe. A starting Leviathan isn't yet a walking deity, as much as the Tribe might take on the air of neglected demigods. The limitations of their powers, as well as their relative inexperience, mean that they simply haven't “grown into” their power yet. Hopefully, this won't be too frustrating – especially considering that even the eldest and most established Leviathans are secretly still at sea about their place in life. That's the nature of the game for the Tribe – no matter how much they develop and solidify their place around them, they can't return to the world that spawned them. The lack of a solid foundation is a thematic element of the hardships of change and uncertainty – hopefully a starting Leviathan's weak points will serve as fodder for his story, rather than a hardship for his player. It's advisable to consider your character alongside those being made by your fellow players, both to prevent a frustrating scenario in which the concepts of multiple characters overlap in such a way as to vex their players, and to consider your Leviathan in light of his Cohort. Members of the Tribe, subject to two sets of instinctual impulses and considerable psychological hardships, tend to have tempestuous relationships to one another, and this possibility can open up a good deal of opportunities for players that want to collaborate. A convoluted and conflict-ridden “familial” relationship is, after all, in-theme. === Step One: Concept === Your concept can serve as a framework onto which Traits can be hung – or merely as an easy shorthand to explain your character to fellow players and your Storyteller. In general, it should not be so binding as to serve as a straightjacket – like every other choice, it's meant to open doors, not close them. A concept can be as brief as a pair of words or as long as a complex statement, but at the very least some of it's utility is as a brief, defining statement – an idea of what sort of person the Leviathan is and what things he finds important. At the start of a chronicle, most Leviathans are young and new to their lineage – generally, hints begin to pop up between the ages of sixteen and one's early twenties, and a starting Leviathan has had two years or less to make sense of the realities of his unnatural bloodline. This means that the Leviathan will have made many of his or her early life choices with at least some understanding of the situation – possibly serving as a guide for these choices, or restricting their options. Strain may be a factor in one's concept – a bloodline that has hosted Leviathans previously might well be, wittingly or not, warped by the hand of your character's predecessors. Families that are aware of their lineage might well have their own notions of what the newly-arisen Leviathan ought to do – ideas that could clash with the fledgling's own desires. The Leviathan's School is generally a decision shaped by his actions after becoming aware, but these choices may be directed by what the Leviathan valued or believed before they changed. The inclusion of Strain or School shouldn't be considered a necessity, however – a Leviathan's nature and personality aren't defined by his bloodline. === Step Two: Select Attributes === Your Leviathan's Attributes reflect his raw abilities – his natural inclinations and talents, supplemented by the skills he learns and practices. These talents may well influence his personality – his Attributes suggest how, in a vacuum, he's likeliest to solve problems. All Attributes begin with one dot, and you assign an additional five dots to one category, four to a second, and three to the remaining group. The fifth dot of an Attribute requires two dots to purchase. The rigors of Leviathan life and the nature of their lack of control mean that they often have a great need for the Resistance attributes – Resolve, Stamina, and Composure. It is a marker of the problems of the Tribe that most Leviathans actually don't notably excel in these vital arenas, however – their unbalanced lives simply don't lend themselves to the development of Resolve and the Wake often means that a member of the Tribe doesn't face the conflicts and challenges that would lead to improving his Composure. Power attributes are common for Leviathans that operate more openly – they permit an insecure Leviathan to impose their will on others (an aggressive stance can often serve as a replacement for actual self-mastery.) Those that actively oppose the enemies of the Tribe often cultivate the Intelligence for tactics, and most prefer Strength, using it alongside their natural weapons to attack in a way that uniquely displays their divine heritage. Leviathans that attempt more introspective methods of control will generally cultivate their Resolve – they focus out the distracting difficulties of the day-to-day and aim themselves, like rockets, at the achievement of Tranquility. Most fail, but a high Resolve insulates the Leviathan against many of the problems of their imperfect control of their own bodies. It is also common among Leviathans that try desperately to “blend in” with mortals, as it is a factor in resisting Outbursts. === Step Three: Select Skills === Prioritize the three categories of skill – Mental, Physical, and Social. Divide eleven points between skills in the primary category, seven in the secondary, and four in the tertiary. Leviathans on the front lines of the day-to-day struggles of the Tribe tend to favor Physical skills, especially Brawl, making the most of their innate advantages. Those that are more concerned with exploring the legacy of their ancestors tend towards the Mental, especially Occult and Academics. Social skills are somewhat rarer – the Wake can often counteract social awkwardness with brute force. Intimidation is by far the most common of the Social skills. These categorical tendencies aren't binding, however, and those Leviathans that cultivate followers often do begin to seriously consider the manipulation of others. School can influence skill selection, and vice versa – the tactics of a given School in exploring the nature of the Leviathan's ancestry will general privilege certain approaches. A Leviathan from a military background is likely to end up seriously considering the viewpoint of the School of the Reef, for instance. === Step Four: Select Skill Specialties === Narrow areas of study are something of an obsession among the Tribe – most settle into comfortable routines or get set into tried-and-true methods of addressing their problems. As such, specialties are quite common. An area of focus is often comforting and familiar. A starting Leviathan selects three skill specialties. They will gain an additional specialty when selecting their School, but this “bonus” will be limited to one of three Skills, whereas these first three are unrestricted. === Step Five: Assign the Leviathan Template === Until this point, the traits that have been assigned have been primarily the markers of the natural responses and tendencies of the Leviathan. While the distinction between “before” and “after” transformation is unreliable for the Tribe, the line between the markers of their normal and monstrous lives is a touch more distinct. The Leviathan template provides those elements of the character that are unique to his experiences as a member of the Tribe. Templates cannot overlap, and the inherent nature of the blood of the Tribe is such that most supernatural templates won't even take hold of a Leviathan that has begun undergoing his transformation. A Leviathan is considered to have the template as soon as the change begins – additional supernatural influence on his life at this point will not change the course of his life, and may prove fatal, even for the intercessor. Especially if a protective family of Lahmasu are grooming their new demigod for his ascension. ==== Strain ==== Of all the traits of a starting Leviathan, his Strain is the factor that is most out of his control. A Leviathan's Strain is a function of his bloodline, and a given family line of humans is likely to only produce a single Strain of Leviathans (Fringe cases exist in which closely-related Strains may arise in the same family tree, however). A Leviathan's Strain determines which of the primary Progenitor bloodlines expresses itself in his being, and which of the traits of the Tribe that he is most naturally inclined to exhibit. A family that is aware of its Tribe blood will likely have been shaped by the interference of previous generations of Leviathan – its structure and beliefs might well be reinforced with hazy understandings of the Primordial Seas, and family members might be marked with the taint of Leviathan blood, potentially even Lahmasu. Some Leviathans are born in lines that are far removed from the original exposure to the blood of the Tribe, however, and must find their own way into the world of the Tribe. Strain determines which Vestiges a character favors. The focus on specific Vestiges is a function of genetics, and it is possible to trace the “relationship” between Strains by marking the closeness of their preferred Vestiges. The ability to favor certain Vestiges does have a slight effect on how the Tribe views a given Strain – each group is stereotyped as the users of their preferred Vestige, as most Leviathans take a “I have a hammer” approach to problem-solving. ==== School ==== Schools are the modes of thought that direct a Leviathan's exploration of their inhuman lineage. With their history lost, and their lack of control over their own divine bloodlines, members of the Tribe are faced with a hostile world and an inability to conduct a normal human life. The focus on some method of making sense of their changing world, and of defining a place for themselves, determines a Leviathan's School. They are not formal associations, but modes of thought – not unlike “critical methods” in academic discourse. A Leviathan's choice of School is perhaps the most meaningful decision he will make regarding how his life will be conducted from that point forward. A Leviathan's choice of School provides him with a free Specialty in one of three Skills linked to that School, and provides him with a discount when investing in Adaptations of certain Vestiges. The process of induction to a school is simple: the character must learn its tenets and attempt to apply them to her own life. There are no ritual initiations, hazings, or pledges of loyalty; Schools are philosophical viewpoints, not religions or political organizations. How the character was exposed to the School can be a character-defining moment. Did she receive instruction at the scaly foot of an elder Leviathan? Was she simply handed a heavy, crudely printed book, its pages stained with sea salt? Or did she receive a terse email and a .pdf file summarizing the viewpoints of the known Schools? As Leviathan society has few stable institutions, all of these are possible. It's also more than likely that a young Leviathan will enter Tribal society with some serious misunderstandings about Schools not her own. Some Leviathans, especially those most new to their lineage, are without a School. Most do not maintain this position for long – while they do not suffer socially for this choice, the lack of at least a flimsy pretense of a life plan is extremely dangerous to the fragile psyches of a rootless member of the Tribe, and isolation and doubt are quick routes to the descent into madness. A School-less Leviathan may take a free Specialty in either Brawl, Stealth, or Survival – their focus is on the day-to-day struggle, not a long term plan. They do not favor any Vestige. A School-less Leviathan can move into a School later – this, and the possibility of changing one's School, is discussed later. ==== Sheol ==== Your character's refining of his Progenitor's bloodline, the degree to which he has delved into his ancestry, is measured by his Sheol. It represents the crackling potential of his immortal lineage, and his ability to manage and direct that blood – the divine Ichor. As Sheol grows more pronounced, the Leviathan's Wake becomes stronger – he casts a shadow of greater magnitude on the psychic landscape. High-Sheol Leviathans border on the status of god-kings that the Tribe once were, but find it impossible to live in the world of men – they distort the minds around them far too much to simply exist, and are inevitably going to be the subject of much unwanted attention from the Tribe's enemies. A low-Sheol character is fresh to the blood or simply uninterested in (or frightened of) pursuing a refinement of the lineage's power. All Leviathans begin play with a single dot of Sheol. This rating may be increased at a cost of three merit points per dot, to a maximum of three dots. ==== Vestiges ==== Vestiges are just that – the lingering traces of the power of the Tribe's bloodline, markers of their demigod nature and the dominion they once held over the sea and perhaps all of creation. By exploring facets of this power, Leviathans exhibit powers as they change into more monstrous shapes. Each Vestige is accompanied by a Birthright, a small exercise of the Vestige's power that can be invoked without transformation – the markers of the divine mandate of the Tribe over their form and the power of their Ichor. Vestiges are divided into channels that represent certain elements of that breed of power – these channels may be Ancestor channels, which are passive expressions of power and refined biology, or Descending channels, which use Ichor to create more pronounced and amazing effects. A Leviathan favors two Vestiges. One of these is set by his Strain, and the other is selected from a set that his Strain contains a predilection for. Once chosen, this selection is set in stone. A starting Leviathan then may select three channels to have knowledge of, at least one of which must be from a the Vestige set by his Strain, the second comes from either of his favoured Vestiges and the third channel may come from any Vestige. They must first grasp an Ancestor channel of a given Vestige before they can explore its Descending channels, but mastery of any Ancestor channel also grants access to that Vestige's Birthright. ==== Swimming ==== Leviathans are aquatic creatures, and even in their human form they have a natural affinity for water. All leviathans have a free Athletics speciality in swimming. === Step Six: Select Merits === A starting character has seven dots of Merits which can be distributed as you see fit. Leviathans may also expend merit dots to purchase Adaptations, which elaborate on the powers offered by a selected Channel of a Vestige or buy one single dot of Eldritch Lore, and with it a free one dot Ritual, for two Merit dots. Leviathans have access to certain unique Merits, such as Cult, which are discussed later in this chapter – these additional Merits should be considered, as a Cult especially is an important part of many Leviathan's lives. Remember that Merit dots can also be spent to increase Sheol, as noted above. === 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.'' === Step Eight: Footprints, Leaving the Sea === By now, much of the work of creating a character has been done – areas of competence highlighted and social contacts codified. This step is primarily for reflection and refining – what do these traits, taken together, suggest? What sort of person is the character, and how does he react to obstacles? Consider the Leviathan's physical appearance, especially as he transforms, and how he comports himself in public. What does the Wake do for the character? Is it a hindrance or a boon? On top of important thematic concerns, little elements of characterization can be a blessing, or an unexpected source of memorability for a character. Does the Leviathan have any unusual habits or tendencies? Quirks of character? Leviathans aren't particularly stable individuals – they tend to gravitate towards routines or nervous responses to the world around them, which may be codified into an unconscious routine. These small elements can serve as low-key suggestions of the anxieties that a character is subject to, or as ways of making a character more “alive” in the shared narrative. Above all, think about how you're going to have fun “being” the character during play – it's all well and good to make a character that's interesting, but if that interest is purely academic then at least some of the fun of getting together at a table with friends to pretend to be the Gill-Man is lost. ==== Sidebar: Looks can Kill==== So what exactly do Leviathans look like? Do they have facial tentacles like Cthulhu or are they more of a classic sea serpent? Every leviathan is unique, but they build their apperance from the same four blocks: Strain, School, Tranquillity and Channels. For a freshly spawned Leviathan the Strain defines the appearance. Each Strain possesses an infinite verity in it's appearances but broad themes are present. A Bahamutan will have an appearance of size and durability while an Oceanid is defined by grace and beauty. A Leviathan's Strain is in part genetic and it's contribution to his appearance can be inherited though the usual ways. It must be said that in a species where giant turtles can interbreed with jellyfish swarm-bodies the rules of inheritance are unpredictable. As a Leviathan age's her self image, shaped by her School, comes to dominate her appearance. In some sense this is reassuring, a Leviathan can visibly see her transition from the monster fate made her into the monster she hopes to be. From another point of view, this is a horrific curse. Not because a Leviathan can visibly see her flaws, no it's far worse than that. The Tribe has no "true" or "correct" form. The tribe have so little to guide them, to say what a Leviathan should be. They can't even know if their own bodies are a hint at their true nature, or if they've taken themselves down some wrong path. Should a Leviathan acquire an Evolution it replaces the School's effects on the Leviathan's appearance, and it is even stronger. Tranquillity does not promote a single appearance. Tranquil Leviathans don't have one head, and unTranquil have three that keep fighting each other. Rather a Tranquil leviathan looks like something, anything really. A Leviathan who's falling into the Tempest looks more like a Frankenstein of different parts. Finally Channels are quite simply visible. It's not universal, plenty are internal changes, but on the whole you can get some idea of a Leviathan's capabilities by looking at it. A Channel like Mortal-Devouring Armory is not a mystical effect that makes the Leviathan's punches more dangerous. Those claws are physical and quite distinctive. Other Leviathans may manifest the Channel as spines or teeth, they may secrete venom or grow jellyfish like stingers but there will be something. The same is true for Adaptations. If it seems like it would change a Leviathan's physical body then it probably will. === Character Creation Quick Reference === For most of the steps of creation, see the World of Darkness core book, starting at page 34. The following section summarizes those changes relevant to the character's awakening into the Tribe's bloodline. ==== Strain ==== Choose a Strain, representing the Progenitor whose bloodline is most prevalent in your character's ancestry and which determines which aspects of the Leviathan's legacy of power come most naturally to him. * Bahamutan: The bloodline of Bahamut, this lineage is known for prodigious size and resilience; its innate mastery is over the Vestige of Vitality. Secondary Vestiges: Awareness, Fecundity, Might * Dagonite: The bloodline of Dagon, this strain is famed for its generative power and for giving birth to abominations – its mastery is over the Vestige of Fecundity. Secondary Vestiges: Elements, Predation, Sanctity * Lahamin: The bloodline of Lahamu, this lineage is known for their ever watchful eyes and secretive demeanor – they master the Vestige of Awareness. Secondary Vestiges: Fecundity, Predation, Sanctity * Nu: The bloodline of Nunet, this strain is considered to be the most “in touch” with the liquid matter of the Primordial Seas – they are the masters of the Vestige of Elements. Secondary Vestiges: Awareness, Sanctity, Vitality * Oceanid: The bloodline of Oceanus, graceful and dangerous this lineage is said to master the wills of others – they master the Vestige of Sanctity. Secondary Vestiges: Elements, Might, Predation * Tanninim: The bloodline of Tannin, this strain is hailed as the judges of man and of the Tribe's enemies – they master the Vestige of Predation. Secondary Vestiges: Awareness, Might, Vitality * Thalassans: The bloodline of Thalassa, this lineage is reputed for immeasurable strength and to thrive on both land and sea – its mastery is over the Vestige of Might. Secondary Vestiges: Elements, Fecundity, Vitality ==== School ==== Choose a School, representing the approach your character takes while attempting to understand his Leviathan ancestry. Each School offers a choice of a bonus Specialty and provides a discount when purchasing Adaptations from a pair of Vestiges. * The School of the Abyss, Tehom Devotion, the Mystic Outlook. * The School of the Sun, Emunah Devotion, the Religious Outlook * The School of Clay, Malkut Devotion, the Scientific Outlook * The School of the Reef, Natsar Devotion, the Militant Outlook * The School of Fog, Bet’em Devotion, the Social Outlook ==== Vestiges ==== A character favours two Vestiges, one is set by his Strain and one is chosen from a set offered by his Strain. Characters begin play with a grasp of three channels from the Vestiges he has considered. He must first invest in an Ancestor channel of a given Vestige before he can explore a Descending channel. At least one of these channels must come from the Vestige set by the character's Strain and another must be taken from either favoured Vestige. * The Vestige of Awareness * The Vestige of Elements * The Vestige of Fecundity * The Vestige of Might * The Vestige of Predation * The Vestige of Sanctity * The Vestige of Vitality ==== Sheol ==== A character begins play with a Sheol of 1 which may be increased with the spending of Merit points. The rate is three merit points per extra dot of Sheol. ==== Ichor ==== A character begins play with his Ichor pool at half of its maximum value, as determined by the character's Sheol score. ==== Merits ==== In addtion to buying Merits players may spend Merit dots on Adaptations or trade two Merit dots for a dot of Eldrich Lore and a free Ritual. The following special merits for a Leviathan character: * Beloved Retainer (O - OOOOO) * Breath of the Lungfish (O) *Cult ** Numbers (O to OOOOO) ** Zeal (O to OOOOO) ** Fervor (O to OOOOO) ** Indoctrination (O) ** Offerings (O) ** Home Turf (O or OO) ** Conspirators (O to OOOOO) ** Resolute (OO) ** Old Hands (OOO) ** Recognition (OOO) * Deep Wake (OO) * Divine Prerogative (OO) * Fluid Form (O) * Heirloom (O to OOOOO) * Lahmasu Retainer (O - OOOOO) * Mandate of Babel (O) * Muted Wake (OO) * Temple ** Size (O to OOOOO) ** Security (O to OOOOO) ** Amenities (O to OOOOO) * Vicious Heritage (O or OOO) ==== Experience Point Costs ==== <table border="1" cellpadding="5" cellspacing="0"> <tr style="background-color: #DFDFDF;"> <th>Trait</th> <th>Experience Point Cost</th> </tr> <tr> <td>Attribute</td> <td>New Dots x 5</td> </tr> <tr> <td>Skill</td> <td>New Dots x 3</td> </tr> <tr> <td>Skill Specialty</td> <td>3</td> </tr> <tr> <td>Channel, Favored Vestige</td> <td>15</td> </tr> <tr> <td>Channel, un-Favored Vestige</td> <td>18</td> </tr> <tr> <td>New Adaptation</td> <td>New Dots x 2 (-2 if Favored, minimum of 1)</td> </tr> <tr> <td>Eldrich Lore</td> <td>New Dots x 5</td> </tr> <tr> <td>Rituals</td> <td>Dots x 2</td> </tr> <tr> <td>Merit</td> <td>New Dots x 2</td> </tr> <tr> <td>Sheol</td> <td>New Dots x 8 (Requires a breakthrough or revelation)</td> </tr> <tr> <td>Tranquility</td> <td>New Dots x 3 (Requires a significant change in circumstances or point of view)</td> </tr> <tr> <td>Willpower</td> <td>8 (Only to restore lost dots)</td> </tr> </table>
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