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LeviathanTempest:ChapterFour
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==== 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.
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