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LeviathanTempest:ChapterThree
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== Modified Advantage: Tranquility (Morality) == Over the course of coming to terms with the fact that they aren't and likely never will be human, members of the Tribe begin to adapt to a new mode of thinking about themselves and their role in life. This measure – the degree to which the Leviathan is “keeping it together,” is their Tranquility. The primary thing that causes Tranquility to depart from normal mortal ethics is that the concerns of a member of the Tribe have to do with self-control and self-direction. Caught in a period of change with no apparent end, the blood of the Progenitor compels a Leviathan to experience two competing sets of instincts, which push him in opposite directions – the sheer atavistic hunger of the Primordial Seas, and the urge to be respected and to interact with others. The inhuman nature of the Tribe places significant barriers between a Leviathan and a normal life, and catches them up in a balancing act between attempting to experience a meaningful “mortal” life while still finding an outlet for the divine. When faced with an act or event that compromises their tenuous Tranquility, a Leviathan is subject to Disruption, the gradual decay of their mental state that leads them towards falling into the maddened state of the Typhons. Upon committing such an act, the Leviathan must make a degeneration roll to see if he loses Tranquility. If an act can be described by two levels of Disruption, use the lowest one on the chart. '''Transformation''': The furthest a Leviathan is from his human state, the more difficult it is to to rely on a moral compass. While in a transformed state of Depth 3 or deeper, Leviathans roll one less die on Degeneration and Derangement/Affliction dice pools. '''Derangements''': A failed degeneration roll means that the Leviathan must make a Tranquility roll to avoid acquiring a Derangement, if his Tranquility is lower then 8. The new Derangement is linked to the lost dot of Tranquility: if the Leviathan's Tranquility is raised back to its original level, the Derangement is removed. '''Afflictions''': When a Leviathan with a Tranquility of below 5 gains a Derangement, they also must resist gaining an Affliction, a physical mutation that marks their mental and spiritual decay. Afflictions can be Mild or Severe, and match the severity of the Derangement that triggered them. To resist gaining an Affliction, the Leviathan must make a Tranquility check. Leviathans with a Sheol of 6 or 7 suffer a -1 penalty on this roll, and those with a Sheol of 8 or higher suffer a -2 penalty. Disruptions are generally codified as one of three varieties of transgression, with their severity dependent on the intersection of various negative behaviors: * Indulging in bestial behavior, especially in the case of violence or cannibalism * Indulging in the manipulation of others, including misusing the Wake or abusing the trust of one's Beloved. * Neglecting a part of the Leviathan's being, either by avoiding human contact or refusing to partake of one's divine nature. The list below is not complete or all-inclusive; the Storyteller is expected to examine questionable actions from a Leviathan to see if they fit with the general pattern of Disruptions listed below, and to warn the Leviathan's player of a Disruption that they are poised to commit. <table border="1" cellpadding="5" cellspacing="0"> <tr style="background-color: #DFDFDF;"> <th>TRANQUILITY</th> <th>DISRUPTION</th> </tr> <tr> <td align="center">10</td> <td>Going a week without human contact (Roll five dice).</td> </tr> <tr> <td align="center">9</td> <td>Making a Havoc check via an object, minor selfish use of the Wake (Getting out of a tab at a restaurant, etc.) (Roll five dice). </td> </tr> <tr> <td align="center">8</td> <td>Indulging in a Vice, making an Outburst check, going a week without seeing a known Atoll in the area (Roll four dice).</td> </tr> <tr> <td align="center">7</td> <td>Going a month without human contact, going a week without changing form, large-scale destruction for Havoc. Assault, theft. (Roll four dice).</td> </tr> <tr> <td align="center">6</td> <td>Cultivating a Beloved. Harming an Atoll. Making a Havoc check via a living being. (Roll three dice).</td> </tr> <tr> <td align="center">5</td> <td>Intentional murder, sadism, ritual violence. Going a month without seeing a known Atoll in the area. Going a fortnight without transforming (Roll three dice).</td> </tr> <tr> <td align="center">4</td> <td>Using the Wake to compel others to do violent or sexual acts against their will. Going a month without transforming.(Roll two dice).</td> </tr> <tr> <td align="center">3</td> <td>Cannibalism. Killing an Atoll. Going a year without human contact. Mass Havoc (conjuring hurricanes, etc.) or Wake-induced mayhem. (Roll two dice).</td> </tr> <tr> <td align="center">2</td> <td>Frequent murder. Deliberately slaughtering your Cult. (Roll one die).</td> </tr> <tr> <td align="center">1</td> <td>Consuming an Atoll's flesh. Mass acts of depravity. (Roll one die).</td> </tr> </table> === Benefits of Tranquility === * '''Still Mind''': A Leviathan who is at peace with his threefold nature can more easily move away from his more primal shapes. At Tranquility 8 and above, the Leviathan receives a +1 bonus to shapechange towards a more human form. They gain a +2 bonus on all rolls to resist supernatural effects that compel them to feel a strong emotion. === Drawbacks of Tranquility === * '''Violent Tendencies''': As Tranquility fails, the more monstrous side of the Leviathan's nature becomes more difficult to resist. A Leviathan with Tranquility 5 or 6 suffers no penalty. At Tranquility 3 or 4, the Leviathan suffers a -1 penalty to all checks to return to a more human form and to resist an Outburst. At Tranquility 1 or 2, this increases to -2. A Typhon or Ophion simply ''cannot'' attempt to return to a more human shape. * '''Afflictions''': A descending Tranquility results in Derangements, which might be accompanied by the Leviathan developing an Affliction. An Affliction is a physical or behavioral marker, some minor or major alteration of the body, which is present in all of the Leviathan's forms. Each Affliction is tied to a Derangement and has the same severity. Should a Derangement increase or decrease in severity, or be removed, the Affliction is altered appropriately - a more serene mind can reassert control over its body. A mild Affliction, if apparent, imposes a -1 penalty on social rolls. A severe Affliction imposes a -3 penalty. Cultists are not so squeamish - it is only interaction with the outside world that is impeded. ** ''Example mild Afflictions'': Blood is black, hands and feed slightly webbed, hunchbacked, breath smells of fish, underarms marked with suckers, protruding eyes ** ''Example severe Afflictions'': Bleeds seawater, can only digest rotting flesh, two rows of triangular teeth, exudes strong odor of seaside swamp, one hand fused into a club-like fin, pronounced dorsal fin * '''Giving In''': Upon reaching Tranquility 0, degeneration strips a Leviathan of two of his threefold nature. Acting on base impulses and uncontrolled urges leads to a Typhon, little more than a wild animal driven by atavistic impulses. Abuse of the Wake and her Beloved turns a Leviathan into a Ophion, uninhibited she channels the alien madness and shifting currents of the Tempest. Utter rejection of his monstrous heritage will revert a Leviathan back to humanity, but his mind never recovers from the loss of two natures. He will spend the rest of his life unable to perform the most basic functions unaided.
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