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=== Vestiges of Elements === The Vestige of Elements is perhaps the most divorced from the animal kingdom. It belongs solely to the Leviathans and their dread kin. After all, what manner of creature but a demigod could raise the sea against the land, rouse the sky to fury and swallow the light of the sun? The Vestige of Elements flows most strongly in the blood of the Nu by virtue of their descent from the so-called firstborn of Tiamat, whose name they bear, but it also comes easily to the lineages of Dagon, Thalassa and Oceanus. It is one of the most costly vestiges to use and also one which requires a great deal of care to use 'safely'. A storm may be called but the Leviathan has precious little control over what it devastates. [Picture: A sea serpent lies curled up at the centre of a whirlpool of black water in which can be seen vague silhouettes of wrecked ships. The image is seen from above. This serves as a watermark.] ==== Birthright of Elements ==== The Birthright of the Vestige of Elements is the '''Veil of Seas'''. The Leviathan may compel moisture in the air to condense into a cloud of fog, which inflicts a -3 sight penalty on all relevant rolls made on objects obscured by it. The fog expands considerably – the cloud's radius is roughly equal to the Leviathan's Size * Sheol in yards. The cloud lasts until the end of the scene or until mystically dispersed. * '''Cost''': 1 Ichor ====Uncrowned Fisher King (Ancestral Channel)==== ''The Leviathan at sea is a creature within it's element. It's every movement is in perfect harmony with the depths.'' * “Depth 0”: Birthright of Elements * “Depth 1”: The Leviathan gains 9again for all swimming rolls. * “Depth 2”: As above but the Leviathan now gains 9again for any Survival rolls while in a natural body of water at least the size of a lake or river. * “Depth 3”: As above but the Leviathan adds his Sheol to swimming and applicable Survival rolls. * “Depth 4”: As above, but the Leviathan gains the ability to produce a form of “whale song”. They can communicate for Strength + Sheol x 10 miles but the sound will not break the surface of the water. Anyone who hears the Leviathan's call is instantly aware that it came from an unnatural creature. A Leviathans whale song actually contains their usual language, they gain no automatic ability to communicate with Leviathans who don't share a language and with effort it can be electronically decoded. * “Depth 5”: As above, but 9again becomes 8again. * “Depth 6”: The Leviathan can cross oceans and circumvent the globe. Her maximum speed becomes 75 miles per hour per Sheol and her acceleration is equal to her Speed. Note: To covert from Speed to miles per hour divide by 1.46, to convert from miles per hour to Speed multiply by 1.46 '''Adaptations''' * Claiming the Heron Throne (OOOO): At Depth 4 and below the Leviathan gets 9again on all physical skills while in a body of natural water at least the size of a lake or river . So perfect is her symbiosis with Primordial Waters. ==== Rain-Dance of the Tempest (Ancestral Channel) ==== ''Calling down the truth of his hyperdimensional nature, the Leviathan awakens to a tune only he can hear, stuttering between spaces and sidestepping the raindrops of time. As he falls deeper, his movements embody principles of fractal infinity: tentacles spiraling like galaxies, Wake like a black hole.'' * “Depth 0”: Birthright of Elements * “Depth 1”: You reflexively create spatial distortions in an area around you with a radius of (Sheol) yards. These distortions impose a -1 penalty to all physical actions in the affected region, though you are immune. * “Depth 2”: As above, and your allies also become immune to the distortion. The radius of the distortion is increased to that of your Wake. * “Depth 3”: As above, and the penalty increases to -2. * “Depth 4”: As above, and, as an instant action, you may roll (Intelligence + Composure). If you succeed, you may move at your Speed without passing through intervening space. * “Depth 5”: As above, but the check to move outside of space is now reflexive once per turn. Any attack made the turn of such rapid extraspatial movement suffers a penalty equal to (5 - successes rolled) due to disorientation. * “Depth 6”: As above, and you gain a bonus to your Defense equal to your Composure. This additional Defense is not multiplied when dodging, but is applied against any attack with a physical component, including firearms attacks. '''Adaptations''' * Unerring Navigator (O): The Leviathan always knows his precise position in space. * Creation of Momentum (OO): At Depth 3 and below, the Leviathan no longer suffers Defense reduction from successive attacks. * Obscene Geometries (OOO): At Depth 3 and below, the dice bonus provided by aiming at the Leviathan instead becomes a penalty. At Depth 5 and below, no character within the radius of a spatial distortion benefits from Cover against the Leviathan or its allies. * As One (OOOOOO, Requires Sheol 6): At Depth 6, the Leviathan can be considered "submerged" as long as his Wake overlaps a suitably large body of water above ground (submerged reservoirs and wells are unsuitable) ==== The Sky Cauldron (Descendant Channel) ==== ''Stirring the sky, the Leviathan may command the storm itself, calling up rain, winds, and hail. At the farthest reaches of this power, the Leviathan may call down or end boat-sundering storms with ease.'' ** Dice Pool: Intelligence + Occult + Sheol ** Action Type: Extended (Each roll represents ten minutes of commanding the skies) The Leviathan may summon inclement weather, activating this power repeatedly to increase the intensity or duration. The Depth that the Leviathan is at determines the maximum intensity of weather available to him. The weather lasts for a number of minutes equal to the Leviathan's successes and covers a region with a radius of 100 yards per point of Sheol. The Leviathan may opt to create weather less disastrous than he has access to but must succeed on a Tranquilly check or spend a point of Willpower. If the Leviathan does neither they must keep rolling until they've created the strongest weather available or used every available roll. If existing weather is present, the Leviathan may reduce the necessary successes by the degree of difference between current conditions and the intended goal (i.e. if heavy rain exists, the Leviathan needs only 5 additional successes to ratchet it up to a hailstorm. The Sky Cauldron can be used in reverse, negating rather than creating a storm. When doing so the Leviathan must be with Sheol * 100 yards of the center of the storm. * “Depth 0”: Birthright of Elements * “Depth 1”: The Leviathan may summon or negate gentle rain or a slight breeze. (1 success necessary) * “Depth 2”: As above, but the Leviathan may summon or negate light rain or a strong breeze - enough to ruin a picnic. (3+ successes) * “Depth 3”: As above, but the Leviathan may summon or negate heavy rain and wind - cancelling most outdoor events. (5+ successes) The Leviathan may expend 1 additional Ichor to make a check in half an hour. * “Depth 4”: As above, but the Leviathan may summon or negate a large thunder or hailstorm - those exposed take a level of bashing damage for each minute of exposure (10+ successes) . * “Depth 5”: As above, but the Leviathan may summon or negate a catastrophic storm or monsoon - power is lost, property damaged. Those exposed take a level of bashing damage for each turn of exposure. (15+ successes) * “Depth 6”: As above, but the Leviathan may summon or negate a storm that grounds planes and capsizes small ships. Those exposed take a level of ''lethal'' damage for each turn of exposure (20+ successes). The Leviathan may expend 3 additional Ichor to make a check in fifteen minutes. '''Adaptations''' * All-Weather Flesh (O) In Depth 1 and below, the Leviathan has Armor (Sheol) against damage inflicted by inclement weather, conjured or otherwise. This is sufficient to prevent the damage dealt by exposure to most weather. *Precise Winds (OO) In Depth 3 or below, the Leviathan can roll (Resolve + Sheol) as an extended action to direct the conjured winds in a particular direction (for example to fill a ship's sails). Note that this has no effect on the other effects of the storm (the rain will still soak you and clouds will still blot out the sun) and directing a gale wind into you ship's sails will likely not be very friendly to the mast. * Broad Storm (OOO): In Depth 3 and below, the radius of the Leviathan's conjured weather is 250 yards per point of Sheol. * Biblical Deluge (OOOOO): In Depth 6, the Leviathan's conjured weather lasts for 10 minutes for each success. * Cultist Proxy (OOO): The Leviathan may spend a point of Ichor to mark one of his Beloved. For the rest of the day, in Depth 3 and below, he may exercise this Channel "through" his proxy, allowing him to use the power as though he were physically in their location. The Leviathan must be aware of the rough position of the Cultist and be facing that direction. * Long Grasp (OO) In Depth 3 and below, the Leviathan can negate weather while within (250 x Sheol) yards of its centre. * Easy Suppression (OOO): When negating storms the Leviathan's Depth 6 iteration of this Channel is a reflexive action. ==== Being of Primordial Waters (Descendant Channel) ==== ''The Progenitors were not mere sea life, they were the Primordial Waters and the Primordial Waters were the Progenitors.'' ** Intelligence + Occult + Sheol ** Action Type: Extended. Each roll represents ten minutes of commanding the seas. The Leviathan may command the seas. Creating waves without wind or controlling the tides. The Depth that the Leviathan is at determines the maximum intensity of effects available to him. The effects lasts for a number of minutes equal to the Leviathan's successes and covers a region with a radius of 100 yards per point of Sheol. The Leviathan may opt to create weather less disastrous than he has access to but must succeed on a Tranquilly check or spend a point of Willpower. If the Leviathan does neither they must keep rolling until they've created the strongest weather available or used every available roll. In favourable conditions, the Leviathan may reduce the necessary successes by the degree of difference between current conditions and the intended goal. Sometimes, if conditions are rough the Leviathan must first quiet them before recreating those conditions anew. This may happen if the Leviathan wishes to reverse the direction of the waves. * “Depth 0”: Birthright of Elements * “Depth 1”: The Leviathan may summon or negate gentle rolling waves. When doing so she may control the direction. (1 success necessary) * “Depth 2”: As above but the Leviathan may summon or negate strong waves – enough to make swimming risky for anyone except trained divers. (2 successes necessary) * “Depth 3”: As above but the Leviathan may summon or negate heavy waves – enough to beach smaller boats. For every size point below 15 there is a -1 penalty to Handling and a 5% decrease in speed, if traveling with the waves the captain may wish to decrease the speed penalty at a cost of -1 to Handling per 5%. On a Dramatic Failure the boat capsizes, is smashed into rocks or suffers some other unfortunate fate. Though this power is assumed to affect the surface this need not be the case, nevertheless going above or blow the affected area is a sensible solution. At this level a Leviathan may also control tidal forces raising or lowering the sea between the high and low watermark. (4 successes to create heavy waves or move from one tidal extreme to the other). The Leviathan may expend 1 additional Ichor to make a check in ten minuets. * “Depth 4”: As above but the leviathan may summon an outright sea-storm. The safe size for boats becomes size 25. (6 Successes necessary) * “Depth 5”: As above but the leviathan may summon an entirely catastrophic sea-storm, maelstrom or similar effect. The safe size for boats becomes size 35. (10 Successes necessary) * “Depth 6”: As above but the leviathan may summon a sea-storm that goes beyond words. The safe size for boats becomes size 45. (14 Successes necessary). The Leviathan may expend 1 additional Ichor to make a check in five minuets. '''Adaptations''' *Tranquil Sea (O or OO): In Depth 1 or below the Leviathan is unaffected by the movement penalties of their own sea-storms. In Depth 2 or below and with 2 dots in this Adaptation the Leviathan us unaffected by any sea-storm (or other mass of water) natural or otherwise. The exception to this Adaptation is that it will not protect against The Tempest. *Deep Storm (OOO): In Depth 3 and below, the radius of the Leviathan's conjured weather is 250 yards per point of Sheol. *Reach of the Depths (OOO): In Depth 3 and below the Leviathan can move water with only the power of their mind and a point of Ichor. This takes an Instant Action. The maximum size of lifted water is equal to Resolve + Sheol. Attacking with controlled water is an Resolve + Sheol roll with successes capped at the available size. Should the size of water used exceed the target's Size + Strength the attack gains the knockdown property. If the water exceeds the target's size the Leviathan may instead choose to grapple an opponent inside a cage of water. Roll Resolve + Sheol – Defense, on a single success the water connects: Roll Resolve + Sheol vs Strength + Athletics to grapple. *States of Matter (OO, requires Reach of the Depths): The Leviathan may spend one point of Ichor and Roll Intelligence + Sheol to change the temperature of water. One success can move one size point of water from frozen to room temperature, room temperature to boiling or do the reverse. Neither boiling or frozen water can be controlled but either can be used on a grappled target: boiling the water sacrifices the grapple for a single overpower attack which does lethal damage. Freezing the water makes the grapple last until the new cage of ice is destroyed: it has zero Durability and Structure equal to the successes on the initial grapple roll. The trapped victim may roll Strength + Brawl to escape. * Cultist Proxy (OOO): The Leviathan may spend a point of Ichor to mark one of his Beloved. For the rest of the day, in Depth 3 and below, he may exercise this Channel "through" his proxy, allowing him to use the power as though he were physically in their location. The Leviathan must be aware of the rough position of the Cultist and be facing that direction. =====Sidebar: unnatural disasters ===== Rumors persist of an Adaptation that allows Leviathans to cause tidal waves and devastate cities, but despite claims being made for Leviathan involvement in just about every destructive wave in recent history there is little evidence to suggest that it actually exists or has ever been used. If the Adaptation did exist it would be a seven (or more!) dot Merit which requires Sheol 7 and 50 successes on an Extended Intelligence + Sheol roll. A Storyteller should give the matter careful consideration before allowing a player to acquire this Adaptation; if they allow it, they should keep in mind its extraordinary cost and let the player (or NPC) get their money's worth. Used against a major population center they can expect a death toll in the hundred thousands at the very least, and outright ruining coastal cities is not implausible. Of course, destroying cities isn't something that can be done without consequences. Government or scientific investigation, furious cousins or a dedicated Marduk task force are all likely outcomes. Any of the above may discover or choose to go public with proof of the Wicked Tribe and bring Humanity into the fight. While you shouldn't be punishing they players with a completely overwhelming response (if you were thinking along those lines it's probably best not to allow the Adaptation), it's acceptable to hit them with some of the worst the World of Darkness can throw at them. At Sheol 7 they can hopefully take it. ==== Unchained Heart of the World (Descendent Channel) ==== ''A Leviathan can be a being that supports life. Its immense form breaks the unending waters, supporting temples and cities upon its back; but should its monstrous form move in anger the streets quake and spires fall.'' ** Dice Pool: Intelligence + Occult + Sheol ** Action Type: Extended (Each roll represents 5 minutes of calling an Earthquake) The Leviathan may summon earthquakes, activating this power repeatedly to increase the intensity or duration. The Leviathan's Depth sets the upper limit of the Earthquake's intensity. The tremors last for a number of minutes equal to the Leviathan's successes and covers a region with a radius of 100 yards per point of Sheol. The Leviathan may opt to create an earthquake less disastrous than it otherwise could but must succeed on a Tranquilly check or spend a point of Willpower. If the Leviathan does neither they must continue rolling until they've reached the limit of their ability or have used every available roll. If this power is activated in the midst of an existing quake, the Leviathan may reduce the necessary successes by the degree of difference between current conditions and the intended goal. * “Depth 0”: Birthright of Elements *“Depth 1”: A slight tremor, small enough that people will often question whether or not they even felt something. Equivalent to 2 on the Richter Scale. (1 success necessary) *“Depth 2”: A tremor strong enough cause objects placed in very unstable positions to fall and to startle most normal people. Equivalent to 3 on the Richter Scale. (3+ successes) *“Depth 3”: An actual earthquake with enough force to knock over objects and potentially frighten people. Equivalent to 4 on the Richter Scale. Also, you can spend 1 additional Ichor to make a check in a minuet. (5+ successes) *“Depth 4”: An earthquake strong enough to inflict some minor property damage on buildings and potentially destroy poorly made structures. Equivalent to 5 on the Richter Scale. When this earthquake begins, everyone standing up within the range of the quake must to roll Stamina+Athletics+2 to keep from falling prone. Further, the constant shaking makes keeping your balance and focus difficult, levying a -1 penalty on all actions, excluding the roll to remain standing. (10+ successes) *“Depth 5”: An earthquake strong enough to inflict moderate damage on buildings and can potentially destroy structures of average strength that are not designed to withstand earthquakes. Equivalent to 6 on the Richter Scale. All standing individuals must roll Stamina+Athletics to keep from falling prone during the first turn of the earthquake and every turn thereafter where they attempt an action more complicated than just moving at their speed rating. Further, the constant shaking makes keeping your balance and focus very difficult, levying a -2 penalty on all actions, excluding rolls to remain standing. (15+ successes) *“Depth 6”: An extraordinarily powerful earthquake strong enough to destroy even well-made structures not designed to withstand earthquakes and to potentially damage even earthquake-resistant structures. Equivalent to 7 on the Richter Scale. All standing individuals must roll Stamina+Athletics at a -3 penalty every turn to remain standing during the quake. Furthermore, the extreme shaking makes maintaining balance and focus extremely difficult, levying a -3 penalty on all actions excluding rolls to remain standing. At this level the Leviathan can pay an additional 3 Ichor to make a check in a single turn. (20+ successes) '''Adaptations''' *Flow of the Earth (O): In Depth 2 or below the Leviathan adds Sheol to avoid falling prone during an earthquake and reduces the penalty by Sheol. *Extensive Quake (OOO): In Depth 3 or Below the Leviathan's Earthquakes spread for 250 yards per point of Sheol. *Blood of the World (OOOO): While well placed earthquake can cause a volcano to erupt it is only with this Adaptation that a Leviathan can control the result with precision. Simply choosing a direction for the lava flow requires a single success on an Intelligence + Science roll while more complicated results need an extended roll: +1 success for any target that must be avoided or engulfed. +2 successes for every time the channel splits in two. This functions by the Leviathan forming natural channels and barriers of earth and as such it is limited by the laws of physics. * Cultist Proxy (OOO): The Leviathan may spend a point of Ichor to mark one of his Beloved. For the rest of the day, in Depth 3 and below, he may exercise this Channel "through" his proxy, allowing him to use the power as though he were physically in their location. The Leviathan must be aware of the rough position of the Cultist and be facing that direction. (Spine of the World cannot be used through a proxy) *Biblical Quake (OOOOO): The Leviathan's Earthquakes last for ten minuets per success. *Spine of the World (OOOOO O, Requires A Mountain Walked): In Depth 6 and at its full size the Leviathan slumbers within the ocean, as it sleeps a shell of rock and earth forms around it (any time the Leviathan is considered to be Dreaming, it may activate Spine of the World). With A Mountain Walked 3 the island has a radius of 5 Miles and an additional 5 miles per extra dot in A Mountain Walked. These islands are nothing more than bare rock but the passage of time will shape and populate them as with any other landmass. While supporting an Island the Leviathan is considered to be dreaming and its Wake is handled differently: anyone upon the Island is considered to be within the Leviathan's Wake and the Fringes extend from the Wake's usual distance out to sea. Recognizing a Leviathan from a natural island is easy enough, even without the wake: They float on the sea rather than rise from the bed, though they remain stationary. Should the Leviathan cease to slumber, what remains of the island will sink. ==== Swallowing the Sun (Descendent Channel) ==== ''With a flex of their mighty jaws the Progenitors could swallow the moon whole. The vastness of their bodies could block out the sun.'' ** Dice Pool: Intelligence + Occult + Sheol. ** Action Type: Instant. The Leviathan may create a shell of darkness which covers his Wake. Light sources within this area function normally but light from outside is muted. Conjured Darkness lasts for Successes + Sheol turns. * ''Depth 0'': Birthright of Elements. * ''Depth 1'': The Leviathan can spend a point of Ichor to try and cast darkness around them. If successful light from outside the Wake becomes slightly darker, to about the extent of a cloud passing in front of the sun on a sunny day. If the predominant light source is outside the Leviathan's wake and the area was already dark enough to levy a penalty, that penalty increases by -1. If a penalty to actions from darkness ever reaches -5 or greater, the area is considered pitch-black. * ''Depth 2'': As above but light becomes perceptibly darker, about as much as the difference between a sunny and an overcast day. The penalty increases by -2. * ''Depth 3'': As above but the Leviathan may make the area much darker, about as much as the difference between a sunny day and a night with particularly bright moonlight. The penalty increases by -3. Even if the area had no penalty due to darkness at this Depth the Leviathan causes a -1 penalty. Additionally should a shell of darkness be active the Leviathan may spend two points of Ichor to snuff out a mundane light source within his Wake. Roll Intelligence + Occult + Sheol. This lasts until the Leviathan's conjured darkness ends. * ''Depth 4'': As above but the Leviathan may make a sunny day as dark as a moonlit night. If the area was already dark enough to levy a penalty, the area is now pitch black. If it was not, all sight based actions now receive a -2 penalty due to darkness. * ''Depth 5'': As above but the Leviathan may now plunge a bright day into the darkness of night. If the area was already dark enough to levy a penalty, the area is now pitch black. If it was not, all sight based actions now receive a -3 penalty due to darkness. * ''Depth 6'': As above but now all light flees at your command. The area is now pitch black no matter how bright it was before. By spending four points of Ichor the Leviathan can snuff out many mundane light sources at once. Roll Intelligence + Occult + Sheol and extinguish one mundane light source per Success. '''Adaptations''' *Lasting Darkness (O): In Depth 2 or below the Leviathan's conjured darkness lasts for (Successes*2) + Sheol. *Nightfall (OO): In Depth 3 or below considered darkness covers an area twice the size of the Wake. *Swallowing Prometheus' Fire (OO): In Depth 3 or below the Leviathan may snuff out supernatural light, however this roll is contested by the light's creator using the same Dicepool as creating the light. *Well of Misery (OOOOO, Requires Sheol 3): In Depth 4 and below the Leviathan's darkness takes on a tangible chill that saps strength and joy. Whenever Swallowing the Sun is active and the area would be pitch black – mere mundane light is no defense – all actions taken by Wake vulnerable characters except the Leviathan's own Beloved suffer a penalty. Mental actions take (4 - Resolve), Physical actions take (4 - Stamina) and Social actions take (4 – Composure). Because the Well of Misery is formed of cold and lethargy it fades away at the touch of the heart's fire: Any action taken under strong emotions. The Storyteller must use judgement but this always includes combat and any time Willpower is spent, including uses other than extra dice. There is a second remedy, true sunlight or even a close UV approximation – such as a sunlamp – provides relief, this is temporary lasting for five turns after the sunlight fades.
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