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LeviathanTempest:ChapterFive
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==== Typhons ==== When a Leviathan gives into base urges and monstrous abuses of power without self-restraint, degeneration eventually strips him of both his human and divine natures, leaving only the beast behind. These unfortunates are called Typhons by the Tribe. Their degeneration leaves them locked in their transformed shapes, unable to interact with the human world, while their sundered minds are overcome with atavistic urges. Typhons show little restraint beyond what is necessary to survive, and pose a colossal threat to communities near their lairs, devouring sailors and destroying boats. Many members of the Tribe see it as a sacred or moral duty to destroy Typhons. Others just see it as a matter of self preservation. If you want to live long you don't live near the lair of an unstable monster, either get rid of it or go somewhere else. The elaborate ritualised conflicts displayed by the Tribe don't apply when Typhons are involved. Typhons see other Leviathans as a threat, and their degraded nature - broken and mad even by the standards of a wild animal - pushes them to go for all out combat. The Leviathan's own bestial nature knows well that when your opponent fights to kill your only options are to run or respond in kind. ===== Becoming a Typhon: Falling into the Storm ===== * When a Leviathan becomes a Typhon the following changes occur: Firstly, the Typhon loses his faculties of reason. Mark "neg" next to Intelligence, unlike a 0 in an attribute (WoD Core: p43) an attribute marked as negligible can be rolled but the character gains no dice from that attribute. Don't remove the Typhon's Mental Skills but treat them as zero for any purpose other than activating Channels, the -3 unskilled penalty applies as usual. Channels which provide a bonus to Intelligence or Mental Skills will provide extra dice when a Typhon attempts to activate a Channel but not in any other situation. Typhons never benefit from 10-again, 9-again, 8-again, rote actions or similar modifiers when using Intelligence or a Mental Skill. Just in case it wasn't obvious: a Typhon, or any animal with negligible intelligence cannot be trained. * Secondly, the Tyhpon gains two new Specialties to represent the development of bestial instincts. They also use the higher of Dexterity and Wits for Defence, just like a wild animal would. * Thirdly, the Typhon loses the ability to benefit from its cult. Rituals won't function and it gains no Ichor from worship. The Cult may remain for a while but their god sees them no differently from any other human. * Finally, as a Typhon degenerates into base instincts, its Strain comes to prominence. Typhons follow recognisable behaviour patterns based on primordial instincts, each Strain gets two Impulses that govern its every move. Succeeding in a minor Impulse gains one point of Willpower as though the Typhon had fulfilled a Vice and a major Impulse restores all Willpower as though the Typhon had fulfilled its Virtue. ===== Strains of Typhons ===== * Bahamutans tend to be passive Typhons, dwelling in deep sea trenches or remote lakes. They can and often do go centuries without activity but when their lairs are threatened or sufficiently provoked their wrath can be apocalyptic. Their Minor Impulse is territorialism, they regain Willpower by driving others away from their Lair. Their Major Impulse is vengeance, they refill their Willpower by raining devastation upon those who offended them. * Dagonites have given in entirely to their reproductive urges. They care nothing for consent or even supporting their brood, only the act of reproduction matters. A Dagonite who can reproduce asexually may never seek other beings at all, but even in this case they can be dangerous, for the area surrounding a Dagonite's lair is soon frequented by all manner of feral Lahmasu. A Dagonite's minor Impulse is to create a child, fulfilled upon conception. Their major Impulse is to protect their children until birth, every ten children born or hatched fulfils this Impulse. After hatching a Dagonite's spawn are left to fend for themselves. * Lahamin Typhons are rarely seen or heard but their actions are often felt. The Lahamin watch safely hidden on the seabed or other remote areas, only surfacing to inflict spite driven vengeance on those they envy. Even then they act through stealth and ambush. A Lahamin fulfils its minor Impulse when it hides from a threat and its major impulse when it ruins someone's life without directly harming them. * The spawn of Nu are the most alien of Typhons. Though their Impulses push them to immense feeding their habits are driven by the weather rather than any sensible hunting strategy. A Typical Typhon of Nu's Strain will respond to a growing storm by making a hurricane and a waning storm by dispelling it entirely. If it's lucky the turmoil will leave dead food scattered upon the sea. A Nu fulfills its minor Impulse when it magnifies an existing shift in the weather and its major Impulse when it feasts. * Oceanids are driven by the need to dominate others. They don't actually need to do anything with their victims, being in a position where they could do anything is enough. The image of the Sirens, whose song kept sailors enthralled until they starved, is closely associated with Typhons of Oceanus' Strain. Their minor Impulse is to dominate a human, their major Impulse is to dominate a βheroβ, defined as anyone trying to and having a chance of dominating (i.e. killing) the Oceanus in turn. * The Tanninim make the least subtle Typhons. Their urges are simple, once a Typhon has chosen a sinner for some unknown crime it will pursue him across oceans and finally devour him. A Tannin regains willpower when it pronounces judgement on β that is, kills β a sinner. If the sinner fights back that's all the more satisfying: The Tanninim's major Impulse requires that the sinner and perhaps allies were able to show effective but eventually futile resistance. * Thalassans are driven by boundless greed to amass ever growing hoards. These hoards can consist of anything that requires some amount of effort to collect, from whale bones to bric-a-brac taken from smashed ships. Most Thalassans will add any available Heirlooms to their hoard no matter how out of place they would be. Thalassans fulfill their minor Impulse when they defend their hoard and their major Impulse when they make a significant addition. ===== Kraken ===== '''Attributes:''' Intelligence neg, Wits 2, Resolve 3, Strength 3(5), Dexterity, 5(6) Stamina 5, Presence 3, Manipulation 1, Composure 2 '''Skills:''' Athletics 3 (Swim), Brawl 4 (Grapple, Against Ships), Survival 3 (Ocean), Intimidation 2. '''Strain:''' Thalassan <br> '''Sheol:''' 5<br> '''Armor:''' 4/3<br> '''Defense:''' 9<br> '''Health:''' 38<br> '''Size:''' 30<br> '''Speed:''' 18<br> '''Initiative:''' 7<br> '''Willpower:''' 5<br> '''Channels:''' Uncrowned Fisher King, Magnanimous Host to All (Brawl, Athletics), The Hydra's Rebirth, Fluid Icon of Grace, That Hideous Strength (God-Hurling Sinews 5), Overpowering Strength of Titans (Undertow 4), Many Flowing Limbs, The Tyrant's Privilege, Mortal-Devouring Armory (Rending Claws 2, Gaping Maw 2, Savage Focus 1), Lifeblood of Titans (A Mountain Walked 5), Flesh of the Progenitors (Adaptation to Harm 2), Vigor of Protean Kings. '''Other Merits:''' Direction Sense 1, Iron Stamina 3, Iron Stomach 2, Quick Healer 4 '''Background:''' The Leviathan who would one day be known in legends only as The Kraken once followed the School of the Reef. It was her duty to guide cousins across the oceans and guard them from the ships of whalers, navy or far more likely the Marduk Society. As the years turned, wooden ships became iron and iron men became stronger yet, defeated and broken she was driven to the deepest parts of the ocean. Separated from any sort of contact for centuries she forgot everything and became The Kraken. '''Description:''' The Kraken is mostly as recorded in myth. Colossal in size: matching naval frigates and more or less a giant octopus. In Apotheosis mortals have trouble remembering the finer details of a Leviathan's appearance so feel free to make embellishments: Perhaps its suckers each contain a small biting mouth or maybe there is row after row of serrated teeth behind its beak. '''Storytelling hints:''' As a Thalassan, the Kraken impulsively collects pieces of ships and sailors' possessions in a massive rotting hoard at the bottom of the ocean. She's been quiet for decades, her urge to collect suppressed by her survival instinct and the growing danger of ships. The most obvious way to include the Kraken as an Antagonist is making her have something the Cohort wants. Heirlooms perhaps, but she could just as easily have made her nest near a sunken ruin the Cohort wishes to explore and dislikes rivals getting too close. Alternatively the Kraken's reappearance after decades or centuries could be the catalyst for the actual plot. Perhaps one or more of the players is part of the hunting party going after it and must contend with tribal politics and divine egos in addition to the Kraken's combat ability. Maybe the Kraken's reappearance is the result of a failed Marduk attack and some highly incriminating technology (even the most idealistic Marduk member knows their weapons program is extremely illegal) remains in a scabbed wound. Now the two ancient enemies find themselves as uneasy allies hunting the Kraken before the navy catches her and exposes both of their secrets. To truly mix things up maybe an Ahab hunting Kraken is the only person who can reliably find her in the huge ocean.
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