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LeviathanTempest:ChapterFour
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=== Vestiges of Might === In the natural world there are limitless miracles of evolution that allow peerless strength and grace: The slippery grace of eels, the raw power of a killer whale or the alien dexterity of the octopus. All this, and divine powers beyond the limits of muscle alone are available to the Tribe. According to myths the progenitors limitless Might could raise up islands or shatter them with a blow. When they raged their strength would shake the sky and rock the foundations of the world. To the progenitors the very distinction between thought and action was meaningless. While their descendants cannot claim such power the remaining traces of these gifts are mighty indeed. In the Tribes iconography the Vestige of Might is represented either by patriarchal images, a powerful father or a herd of cattle, or by feats of divine strength: A mighty cliff shattered in two or a claw raised up in triumph. As the authority of fathers was eroded by the state images of divine might eclipsed images of the patriarch. The Progenitor most famous for feats of impossible strength is Mighty-Armed Thalassa and her descendants, the Thalassans retain her gifts. The Bahamutan, Nu and Tanninim Strains also show natural inclinations towards the Vestige of Might. [PICTURE: The Icon of Might: A vertical crab claw held open, the inner surface smoothly transition into two rough cliff faces making the inside of the claw into a valley. A single line denoting a river runs through the valley. This image serves as a watermark.] ==== Birthright of Might ==== The Birthright of the Vestige of Might is the '''Privilege of Titans'''. A quick spike of Ichor permits the Leviathan to enhance his strength. For the purpose on a single non-combat Feat of Strength, the Leviathan may double his Strength. * '''Cost''': 1 Ichor ==== Fluid Icon of Grace (Ancestral Channel) ==== ''Description'' * “Depth 0”: Birthright of Might * “Depth 1”: The Leviathan adds +1 to his Defense after all other effects (i.e. ''after'' doubling for a Dodge, not before) * “Depth 2”: As above, and +1 Speed * “Depth 3”: As above, but now +2 Defense * “Depth 4”: As above, but now +2 Speed * “Depth 5”: As above, but now +3 Defense and Speed * “Depth 6”: As above, and +1 Dexterity. '''Adaptations''' * Liquid Evasion (OOO): While in Depth 3 or lower, the Leviathan triples his Defense, instead of doubling it, when he opts to Dodge. * Flow Like Water (OOO): While in Depth 3 or lower, the Leviathan may, once per turn, reflexively spend 1 Ichor and add (Sheol x Speed) to its Speed. Bonuses from Fluid Icon of Grace apply before multiplication. The duration is one turn. *Crater-Birthing Leap (O to OOOOO): In Depth 1 and lower, The Leviathan adds (2 x Merit Dots) feet to the height and (4 x Merit Dots) feet to the length of all jumps. At the 5-dot version of this Adaptation, the Leviathan may reflexively jump once per turn. This is a running jump if the Leviathan moves at least 10 feet in a straight line beforehand. ==== That Hideous Strength (Ancestral Channel) ==== ''The Leviathan’s body channels more force than a creature it size should be capable of. It is a being of terrible power, capable of crushing the earth itself should it stretch the length of it, and should it decide to throw its force against the sea, great waves will rise up to drown the land.'' That Hideous Strength is a Power Attribute boosting Channel. It boosts Strength and has the following unique powers: * “Depth 0”: Birthright of Might * “Depth 6”: As above, and when invoking the Birthright of Might, add the Leviathan's Size to his Strength. '''Adaptations''' * Rightful Place (OOO, requires Sheol 3+) - If the Leviathan's Strength exceeds his target's Stamina, then the Leviathan's attacks gain the Knockdown property. The target rolls (Dex + Athletics - Attack Successes) to retain his footing. *God-Hurling Sinews (OOO or OOOOO): In Depth 3 and lower, The Leviathan can throw any object he can lift to a distance of (Strength + Dexterity) meters. This takes a minute of effort. At the 5-dot version of this Adaptation, the Leviathan may throw such objects as an instant action. Thrown objects that are not intended to be weapons have a Damage Rating equal to their Size. ==== Overpowering Strength of Titans (Ancestral Channel) ==== ''The Leviathan does not make war; it visits itself upon enemies. It is a force of nature: mortals cannot oppose it, merely take shelter.'' When taking this Channel, choose Brawl or Weaponry. * "Depth 0": Birthright of Might * "Depth 1": The Leviathan may, as an instant action, forfeit his Defense against a close-quarters attack. This may be done before his initiative resolves. If he does so, he rolls (Weaponry or Brawl + Strength + Equipment) against the attack. Each success on his roll cancels out one success from the attack. Excess successes are inflicted as damage (of the type appropriate to the Leviathan's weapon) against the attacker. If the Leviathan opts to use this technique, the attacker's roll is not penalized by Armor. * "Depth 2": As above, but the Leviathan may employ this defensive method against ranged attacks as well. Excess successes are not inflicted as damage unless the Leviathan's weapon has sufficient range to strike the attacker (without being thrown). * "Depth 3": As above, and the Leviathan now adds his Sheol to uses of the (Weaponry or Brawl) skill. * "Depth 4": As above, and the Leviathan may use his (Weaponry or Brawl) in place of his Composure when determining Initiative for the round. * "Depth 5": As above, and the Leviathan may perform the Depth 2 iteration of this Channel as a reflexive action once per round. * "Depth 6": As above, and the Leviathan may perform a simultaneous defense and attack. When he attacks, record the number of successes - subtract that number from all attacks targeting him this round. Excess successes do not inflict damage. If he chooses to employ this power, the Leviathan is considered to have a Defense and Armor rating of 0 for the round. '''Adaptations''' * Thunderstruck (OO): The Leviathan adds his Sheol to his Initiative and always acts first on ties. Should two individuals with "act first" powers fight and they tie, their actions are simultaneous. * Living Weapon (OOO): The Leviathan may use this channel with both Brawl and Weaponry. * Undertow (OOO+): If the Leviathan has the Brawl version of this Channel he may perform an overpower attempt immediately after establishing a grapple against a wake-vulnerable target. At Sheol 5 and 4 Merit dots, remove the "wake-vulnerable" limitation. * Cleaving Tide (OOO+): If the Leviathan has the Weaponry version of this Channel, once per turn when he slays a wake-vulnerable target he may perform a reflexive attack against another wake-vulnerable target in range. At Sheol 4 and 4 Merit Dots, replace "once per turn" with "every time." At Sheol 5 and 5 Merit dots, remove the "wake-vulnerable" limitation. ==== Many Flowing Limbs (Descendant Channel) ==== *"Depth 0": Birthright of Might. *"Depth 1": A Leviathan may spend 1 Ichor to have 8-again to establish and maintain a grapple. *"Depth 2": As above but they may use the higher of their Strength or Dexterity. *"Depth 3": The Leviathan may spend an additional point of Ichor to grapple two people at once. This causes a -4 penalty to both establishing and maintaining grapples. The Leviathan may still make only one overpower roll per turn. *"Depth 4": The Leviathan can perform an extra Sheol reflexive actions per turn provided they can be accomplished with just one limb, flipping switches, opening doors and things of that ilk. Additionally they do not reduce Defense until after they have been attacked by Defense opponents. *"Depth 5": When Grappling the Leviathan may treat his opponents strength as two less. *"Depth 6": The Leviathan may spend four points of Ichor to make grapple four people at once. This causes a -6 penalty to both establishing and maintaining grapples. The Leviathan may still make only one overpower roll per turn. '''Adaptations''' * Adhesive Flesh (OOOOO) At Depth 6, the Leviathan may reflexively counter an opponent's attack. The Leviathan rolls Dexterity+opponent's attack successes-opponent's Strength, and on a success the opponent loses their weapon as it becomes stuck in the Leviathan's body unless it is removed with a Strength+Dexterity check or the Leviathan changes to a more human form. This same process can be used to reflexively add three dice to a grapple attempt on an attacking unarmed opponent ==== The Tyrant's Privilege (Descendant Channel) ==== ''The Progenitors once ruled the world, even the greatest monument of mankind existed only at their sufferance.'' * “Depth 0”: Birthright of Might. * “Depth 1”: When attacking with fists or other natural weapons the Leviathan may spend a point of Ichor to ignore up to its Strength in Armour. * “Depth 2”: As above but the Leviathan now may benefit from this channel with any melee weaponry. * “Depth 3”: As above but the Leviathan may instead choose to spend two points of Ichor to bypass its Strength in Durability. This Channel may be activated twice for an attack, once for Armour once for Durability. * “Depth 4”: As above but when using the Depth 1 iteration of this Channel the Leviathan ignores Sheol + Strength points of armor. * “Depth 5”: As above but when using the Depth 3 iteration of this Channel the Leviathan ignores Sheol + Strength worth of Durability. * “Depth 6”: As above but the Leviathan may instead spend four points of Ichor to ignore all Durability. '''Adaptations''' Riotous Vandal (OO) - When in Depth 3 or below, the Leviathan gains 8-Again on Havoc checks. ==== Mind in Motion (Descendant Channel) ==== ''The Might of the Progenitors transcends crude muscles. Their will alone could topple cities and crush armies.'' * “Depth 0”: Birthright of Might. * “Depth 1”: The Leviathan may use telekinesis. This costs 1 Ichor. When using telekinesis the Leviathan has an effective Strength equal to Resolve and an effective Dexterity equal to Wits. Telekinesis has a range of 10 feet + one foot per Sheol. * “Depth 2”: As above but range is 10 foot + 2 feet per Sheol. * “Depth 3”: As above but the Leviathan may spend an additional point of Ichor to perform a telekinetic grapple. Roll Wits + Resolve vs Strength + Brawl. If the Leviathan wins the roll the target is both grappled and immobilized. * “Depth 4”: As above but instead of a grapple the Leviathan also has the option of attacking with pure telekinetic force. This is treated as a regular ranged attack with a short equal to half the Leviathan's Telekinesis range. A Medium Range equal to the Leviathan's Telekinesis range and a long equal to twice Leviathan's Telekinesis range. Roll Resolve + Firearms. Telekinetic attacks do bashing damage and have the Knockdown property. * “Depth 5”: As above but the Leviathan also manifests tactile telekinesis. For the cost of one Ichor it may substitute the Wits for Dexterity or Resolve for Strength. Range also increases to 10 foot per Sheol. * “Depth 6”: As above the Leviathan may spend four Ichor to make a telekinetic explosion: A telekinetic explosion has a radius of five yards and has an Explosive Force equal to half of Resolve + Wits + Sheol. The Leviathan may trade Explosive Force for a larger blast area: each point of Explosive Force adds five yards to the radius. Everything caught in the Blast Area takes one automatic bashing damage and a die of bashing damage per Explosive Force, this attack has the Knockdown property. This doesn't have to be an explosion; implosions are fine as is an effect that pulls everyone to the floor, or throws everyone to the left. '''Adaptations''' * Mind Over Matter (OO) – When in Depth 3 or below the Leviathan may spend a point of Ichor to increase Defense by Resolve for a turn. * Psychic Blades (OOO) – In Depth 3 or below the Leviathan may cause Lethal Damage with telekinesis. Including overpowering during a grapple. * Force of the Tides (OO) – In Depth 4 or below the Leviathan may add Sheol to his dicepool for Telekinesis.
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