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LeviathanTempest:ChapterFive
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== The Great and Terrible Wilderness: The Cryptids == Not all of Tiamat's children remained within the Primordial Waters, Behemoth crawled onto the land and Ziz grew wings to climb the heavens. There they dwelled, prospered and multiplied. They became Progenitors of the Tribe. This was long ago, in an earlier age of the world. Marduk slew Tiamat and his order have put generations of the Tribe to the sword. The children of Behemoth and Ziz felt the fall of the Primordial Waters as deeply as any of their kin, deeper perhaps for lacking the safety of the depth they've suffered more than their aquatic cousins at the hands of the Society. The blood of Tiamat did not truly survive the hunts. What remains is diminished in some way. In each Strain one aspect of the Tribe's threefold nature dominates. Lacking the strength of all three aspects, the true Birthright is denied to the Cryptids. At least that is today, who knows what tomorrow brings? === Byakhee === Quote: <<High pitched shrieking>> '''Description:''' The byakhee resemble hybrids with the vague features of a mole, a bovine, a vulture, a human, and an ant. They have razor sharp claws at the end of their elongated forelimbs, and have membranous wings that fold up against the back. They generally range in size from that of a small dog, to that of a fully grown grizzly bear. '''Storytelling Hints:''' Winged beasts native to the frozen mountains, byakhee are semi-intelligent creatures that can endure ungodly levels of cold and thin air. They are omnivorous in nature, generally acting as scavengers, though not without the ability to kill if desperate enough. They communicate via sound and sense of smell, their primitive shrieks and belching of gass from neck-sacs their way of warding off predators, as well as attracting potential mates. In groups, they display a herd mentality, following the strongest among them. '''Attributes:''' Intelligence 1. Wits 3, Resolve 2, Strength 3, Dexterity 4, Stamina 4, Presence 3, Manipulation 1, Composure 2<br> '''Skills:''' Crafts (Nestmaking) 2, Investigation 1, Athletics (flying) 5, Brawl 3, Stealth 1, Survival 4, Animal Ken 3, Empathy 2, Intimidation (Shrieks) 3<br> '''Nature:''' Hybrid (bestial).<br> '''Willpower:''' 4<br> '''Defence:''' 3<br> '''Health:''' 7<br> '''Size:''' 7 <br> '''Speed:''' 10 ground, 15 In flight<br> '''Initiative:''' 7<br> '''Merits:''' Fast Reflexes 2, Wings 3<br> '''Mutations:''' Wings 3, Nightvision 1<br> '''Flaw:''' Vulnerability: Byakhee burn from ultraviolet light, taking a point of bashing damage every turn when exposed to direct sunlight or another strong source of ultraviolet light. ====Sidebar: The Skyfather's Wings==== Cryptids descended from Ziz can (unsurprisingly) fly. Hybrids have a three dot "Wings" Mutation (Universal Affinity) that allows them to fly (often with a different species factor) and a Mutation Son of the Sky (O to OOO) under Elements that works like Child of the Waves only for flight. Deep Ones and Typhons may either buy Wings as a three dot Merit allowing them to fly at their usual speed or they may buy the unique Ziz only Channel "The Skyfather's Wings"; this Channel works identically to Uncrowned Fisher King except for enhancing flight rather than swimming. Wings come free with the Channel. === Royal Apes === The kings of the jungle are very large powerful Cryptids, consequently they have trouble hiding and if any survive today they do so in remote corners of the world. '''Appearance:''' The Royal Apes typically take after gorillas but on a massive scale. An adult can easily stand seven and a half stories tall and possess an impressive amount of muscle for beings of their size. Though they posses wicked teeth their jaws are no better adapted for combat than a typical gorilla's and in battle the Royal Apes depend on their mighty strength. '''Storytelling Hints:''' The big question with Royal Apes is where do they come from. There certainly isn't a breeding population which leaves Leviathans to assume they're a throwback born to humans, some other variety of simian Cryptid or even actual gorillas. Royal Apes are very territorial and this forms their major Impulse but they are also social creatures and their minor impulse is to establish some sort of relationship with others, be they human, Hybrid or Royal Ape. They prefer predictable non-threatening relationships and can easily become violent when startled, some traces of their other Natures seems to remain for they are especially fond of Atolls. '''Attributes:''' Intelligence Neg, Wits 1, Resolve 3, Strength 6, Dexterity 3, Stamina 4, Presence 4, Manipulation 2, Composure 1 <br> '''Skills:''' Athletics 4 (climbing), Brawl 5 (Brute Force), Survival 2, Intimidation 3 (Chest Pound) Socialise 1. <br> '''Nature:''' Typhon.<br> '''Sheol''' 4<br> '''Defence:''' 3<br> '''Health:''' 32<br> '''Size:''' 25<br> '''Speed:''' 14<br> '''Channels:''' That Hideous Strength (Rightful Place 3, God-Hurling Sinews 3), Lifeblood of Titans (A Mountain Walked 4) ===Mothmen=== One of the more worrying Zizian Cryptids. Wherever a Mothman is spotted, something terrible is bound to happen. A Mothman's arrival in an area is often marked by disturbing nightmares in the supernaturally sensitive members of the community. While it is usually those who possess the power to see the future who are stricken with these dreams, those who have a special affinity to other extrasensory abilities occasionally suffer from them as well, The contradictory evidence found by both Leviathan and Marduk scholars can't decide whether the Mothmen are trying to stop these calamities from happening or are there to make sure they do happen, but there is know doubt in either groups mind that if a Mothman appears something will happen unless stopped. '''Appearance:''' Mothmen tend to share a similar body plan, even if their outward appearance can very from Mothman to Mothman. Their wings can be mistaken for feathered bird wings, leathery batwings, or even insectoid wings depending on their skin pattern. Another thing that Mothmen have in common is an unearthly glow, often originating from the eyes. '''Storytelling Hints:''' Mothmen tend to be drawn to regions facing calamity. As those Mothmen who deign to talk to mortals often have a somewhat… skewed perception of reality, it is often hard to understand what they are trying to communicate; let alone what their motivations are. The appearance of a Mothman are often best used as a mixed blessing as their arrival is both a dire warning of disaster and a chance to avert said disaster. It is important to note that Mothmen don't always get involved in a disaster, even when they appear; sometimes they just watch. Mothmen can make both great indirect antagonists and unreliable allies for a cohort. Woe-betide an area beset by multiple Mothmen, as such appearance is a sure sign of great trouble in the future. '''Sample Mothman''' '''Attributes:''' Intelligence 4, Wits 3, Resolve 3, Strength 2, Dexterity 3, Stamina 3, Presence 5, Manipulation 4, Composure 5 <br> '''Skills:''' Investigation 5 (The Future), Occult 2, Athletics 2 (Flying), Brawl 1, Stealth 1, Expression 1, Intimidation 3 (Dire Warnings), Persuasion 2, Subterfuge 1. <br> '''Nature:''' Deep One <br> '''Sheol''' 6 <br> '''Defence:''' 3 <br> '''Health:''' 8 <br> '''Size:''' 5 <br> '''Speed:''' 5 <br> '''Merits:''' Danger Sense 2, Eidetic Memory 2, Meditative Mind 1, Direction Sense 1 <br> '''Channels:''' Lambent Eyes of Judgement (Lantern of Truth 1), Orobourus Kin (Divine Perspective 3, Third Eye 4), The Skyfather's Wings, Besieging the Tower of Will (Psychic Shockwave 5) <br> '''Current:''' Mothmen usually possess two major Currents based off of some combination of Envy, Lust, Pride, and /or Sloth. <br>
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