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LeviathanTempest:ChapterThree
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==== Temple (Special, O-OOOOO+) ==== You Leviathan, or perhaps her Cult, has access to a Temple. A Temple is a place of prayer but it is also much more. A temple is a refuge from the tensions of the outside world. A place where everyone is understanding about the occasional ritual. Most of all a Temple can be a home. '''Size''' Temple Size is important to any Cohort who sees their temple as anything more than a well fortified place to hide. A Temple with no dots in Size perhaps represents a cramped cave or small basement. By spending points in Temple Size the Cohort creates room for creature comforts and chambers dedicated to a verity of practical effects. Perhaps more importantly, it becomes possible to host a much larger Cult; If in doubt, assume that each dot in Temple Size means there is enough space to comfortably host equal dots in Cult Numbers. Lahmasu Cults are smaller and thus have an easier time finding space. * O β A small apartment or lakeside cave. One to two rooms. * OO β A small family home or an apartment with some storage space. Three to four rooms. * OOO β An actual church, a spacious seaside cave or a large family home. Five to eight rooms or a large enclosure. * OOOO β A mansion, proud temple or a small fortress. Nine to fifteen rooms or chambers. * OOOOO β A sprawling estate, your very own Jonestown, a vast network of sea caves. Countless rooms or chambers. '''Temple Security''' Even the grandest temple is worthless if rival Leviathans or Marduk just wander in; to prevent this Leviathans may invest in security for their temple. Every dot in Temple Security provides -1 to all attempts to break in and +1 initiative when defending the temple. A Leviathan may supplement the physical security by directing its Cult to post guards; this counts as one Task for rules purposes. As a final benefit the Leviathans may choose between disguising the temple as respectable place of worship, or hiding the temple by placing it in an underground cave or an apparently ordinary home, office or some other front. Disguised temples grant -1 per dot of temple security to find weapons caches or discover the ritual chamber is anything more than a simple prayer room; however, the Cult will have to put up with curious visitors, some of whom may be police or Marduk agents. Hidden Temples grant -1 per dot of temple security to find the Temple but grant no special benefit once it has been located. However, while well hidden Temples don't have casual visitors, once they have been found, they remain found. Do note, regardless of whether a Leviathan disguises or hides their temple, the Ripple effect helps those searching for it. '''Temple Amenities''' Having a seaside cave to call your own is nice, but without Amenities it wont offer anything more than bare rock and privacy. Most Leviathans like to add a little home comfort. * O β The Temple has little more than chairs and a speakers pulpit. Comfortable enough for a religious service but you wouldn't enjoy staying the night. * OO β The Temple has comfortable furnishings, heating, lighting as well as a good stock of religious texts and decorations. Everything the modern cultist needs. * OOO β The Temple has everything you could expect to find at home with a nice supply of refreshments, diversions and religious adornments. * OOOO β An impressive Temple with a wide range of mundane delights, stain glass windows or well adorned idols adorn the walls. * OOOOO β The Temple is worthy to be called the home of a living god. Every corner is overflowing with decadent excess from the most luxurious furnishings, delicacies and entertainments to idols cast in solid gold and precious gems. Every time the player purchases a new dot in Temple Amenities, they gain one free temple feature which provides a practical benefit to the Cohort. Select from the list below. * Armoury: Not all Cults serve as a Leviathan's personal army, but for those who do, proper equipment is essential. Assume that an Armory provides access to weaponry with a Resource cost equivalent to Amenities. At Amenities 1 an Armoury barely deserves the name and consists only of baseball bats and kitchen knives. Amenities 2 or 3 grants common weapons: pistols, shotguns or hunting rifles as well as fancy ceremonial weapons. Amenities 4 or 5 grants military grade equipment. Unfortunately, weapons don't just turn up in unmarked crates when you upgrade Temple Amenities. The Cohort can purchase up to Amenities 3 (less in countries with strict gun laws) by buying the equipment; any higher and the players must spend time making black market connections or organising a daring theft of military supplies. An Armoury grants +1 per dot of Amenities to Cult Tasks, provided the Cohort can keep it supplied. * Gatewater: To enter the rift merely requires a tub full of water; at Amenities 1 it's safe to assume you can build one into your temple. Having a Gatewater means that your temple includes a ritually prepared pool designed to make the passage easier. This grants +1 per dot of Amenities to attempts at crossing into the Rift, and at Amenities 3 you can bring items along without spending a Willpower point. Perhaps more usefully, owning a Gatewater means it's very easy to find your way home: while in the Rift, the Cohort receives +1 per dot of Amenities on rolls to locate their Gatewater. Unless they have been granted access by the Cohort, other Leviathans do not receive these bonuses and crossing into the Temple from the Rift has a -1 penalty per dot of Temple Security. * Private Pool: Any Leviathan can recover Ichor through Resonance with water; having a few bathtubs around can be assumed at Amenities 1. A Private Pool grants more: whether by diverting a convenient lake into the temple's basement or building above an underground river, the Temple has naturally flowing water within its walls. Storytellers may disallow this feature if there is no practical source of water, or give it free if the Temple would have access to it by default, such as a sea-cave sacrificing a more attractive location for access to the tide. * Reception Chamber: Perhaps the Cohort wishes to cement an alliance with another Cohort. Maybe it has fallen upon them to host the next taxon meeting. For whatever reason, they are going to be spending time with their Cousins, and where better to do that than beneath a 40 foot solid gold monument to your divinity? Reception Chambers are designed to do one thing: impress others Leviathans. Whatever style the Cohort chooses, assume it impresses the vast majority of Leviathans. They get a bonus to all social rolls where making a good impression is of use: +1 at Amenities 3, +2 at Amenities 4 and +3 at Amenities 5. At lower Amenities there is no benefit. * Ritual Chamber: To perform a ritual only requires sufficient Zeal, but proper incense, dΓ©cor and a grooved altar can help. A Ritual Chamber grants +1 per dot of Amenities to rituals. When using a ritual task to restore Ichor a Ritual Chamber grants an extra point of Ichor at Amenities 3 and an extra two points at Amenities 5. * Rumpus Room: Leviathans are creatures of powerful Vices and low self-control. Many furnish their Temples and their cults to feed their base desires. When building a Rumpus Room choose one Vice (a Temple may have many Rumpus Rooms), spending an hour indulging automatically fulfills that Vice. When the Cohort chooses a Rumpus Room ask them to explain how it works: A Glutton may have a twenty four hour kitchen while a Slothful Leviathan's Rumpus βRoomβ may be a dozen cultists who ensure he never need lift a finger. Assume that staffing the Rumpus Room takes one Task, and remember: Even though Cultists are usually willing it's only because of the Wake. In terms of morality and Tranquillity you must ask what they would do without the Wake, so think twice before building that Gladiator Pit.
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