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= Chapter 5 : Storytelling and Antagonists = | = Chapter 5 : Storytelling and Antagonists = | ||
− | + | ==Antagonists and Related Characters== | |
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− | + | ===Our Cousins=== | |
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− | ===Our | ||
==== Other Leviathans ==== | ==== Other Leviathans ==== | ||
− | Of all the threats | + | Of all the threats Leviathan faces none are a more common presence then their own family. From bestial Typhons to the alien madness of the Deep Ones a Leviathan who looks will have little trouble finding monsters in their own family tree. Among the Tribe it is considered a sacred duty to purge these insane creatures, both as an act of mercy and for the sake of their own security: Most Typhons see other Leviathans as a threat and react appropriately, usually violently, while at any moment the Deep Ones' incomprehensible goals may turn out to involve the destruction of you and yours. |
− | Yet far more frequently a Leviathan will come into conflict with the more Tranquil members of their family. It's not that Leviathans don't need to be consumed by the Tempest to be monsters, though that's certainly true. Other Leviathans have the same needs: Access to large | + | Yet far more frequently a Leviathan will come into conflict with the more Tranquil members of their family. It's not that Leviathans don't need to be consumed by the Tempest to be monsters, though that's certainly true: Typhons are wild animals following atavistic instincts, Deep Ones have more nuanced goals but they're usually trapped in the Rift. Other Leviathans however have the same needs: Access to large body of water, impressionable or well placed humans to serve as Beloved, Heirlooms and other pieces of Tribal history, the attention of Atolls. A careful Leviathan can avoid conflict with a Typhoon or Deep One but the only way to avoid another Leviathan is to give up on something you want. |
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===== Neith ===== | ===== Neith ===== | ||
− | '''Attributes:''' Intelligence 3, Wits 2, Resolve 2 | + | '''Attributes:''' Intelligence 3, Wits 2, Resolve 2, Strength 3, Dexterity, 3 Stamina 4, Presence 2, Manipulation 3, Composure 1 |
'''Skills:''' Medicine 2 (Parthenogenesis), Occult, Athletics 1 (Swim), Brawl 3 (Grapple), Stealth 2 (Her Cave), Survival 1, Expression 3 (Singing), Intimidation 2. | '''Skills:''' Medicine 2 (Parthenogenesis), Occult, Athletics 1 (Swim), Brawl 3 (Grapple), Stealth 2 (Her Cave), Survival 1, Expression 3 (Singing), Intimidation 2. | ||
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'''Vice:''' Pride, Lust <br> | '''Vice:''' Pride, Lust <br> | ||
'''Defence:''' 2 <br> | '''Defence:''' 2 <br> | ||
− | '''Tranquillity:''' 3 (Obsessive Compulsion [Large worms visibly crawl under her skin], Megalomania [Hair is made from ropey strands of murky rainbow | + | '''Tranquillity:''' 3 (Obsessive Compulsion [Large worms visibly crawl under her skin], Megalomania [Hair is made from ropey strands of murky rainbow corral]) <br> |
'''Health:''' 12 <br> | '''Health:''' 12 <br> | ||
'''Size:''' 5 <br> | '''Size:''' 5 <br> | ||
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'''Other Merits:''' Cult (Numbers 3, Zeal 3, Fervour 4, Home Turf 1 – Her Cave, Old Hands 3 (Kidnapping), Danger Sense 2, Iron Stomach 2, Striking Looks 2, Mandate of Babel 1, Temple (Size 2, Amenities 1 [Armoury], Security 1), Vicious Strain 1. | '''Other Merits:''' Cult (Numbers 3, Zeal 3, Fervour 4, Home Turf 1 – Her Cave, Old Hands 3 (Kidnapping), Danger Sense 2, Iron Stomach 2, Striking Looks 2, Mandate of Babel 1, Temple (Size 2, Amenities 1 [Armoury], Security 1), Vicious Strain 1. | ||
− | '''Background:''' Once Neith was normal for a Leviathan, who after learning of her heritage decided to find a quiet seaside town to become its goddess and queen. In this she was ruthless and effective, her Beloved occupied important political, professional and social positions. Neith's rule was hidden but absolute and all felt its touch. | + | '''Background:''' Once Neith was normal, for a Leviathan, who after learning of her heritage decided to find a quiet seaside town to become its goddess and queen. In this she was ruthless and effective, her Beloved occupied important political, professional and social positions. Neith's rule was hidden but absolute and all felt its touch. |
− | Without a goal to occupy her focus Neith turned to indulging herself. Her fiefdom became a buffet of vices to satisfy its unholy mistress. As Neith pushed her cult to greater depravities both her and her Beloved began to degenerate. In their failing mental state the Cult of Neith began to lose its grip over the town. Seizing the advantage a | + | Without a goal to occupy her focus Neith turned to indulging herself. Her fiefdom became a buffet of vices to satisfy its unholy mistress. As Neith pushed her cult to greater depravities both her and her Beloved began to degenerate. In their failing mental state the Cult of Neith began to lose its grip over the town. Seizing the advantage a compact formed under the leadership of Miles O'Hara, a police Sargent who overthrew his Beloved superiors, Dolly Peel, a retired fisherwoman whose knowledge of old sailors tales were an invaluable source of information, and Don Barks, a businessman and avowed atheist whose refusal to join the Cult led to threats and legal thuggery against his business and employees. |
− | With O'Hara's armed police, Peel's knowledge and Bark's funding Neith's Cult was forced out of town and are now forced to hide in a sea-cave where only their Goddess' presence has kept them safe. Ironically this defeat has refocused Neith, curbing her excesses and returning some of the competent strategist she once was. What it didn't do was restore any measure of her sanity, Neith is compelled to procreate and demands a surrogate mother every few days. Neith's Beloved seek victims | + | With O'Hara's armed police, Peel's knowledge and Bark's funding Neith's Cult was forced out of town and are now forced to hide in a sea-cave where only their Goddess' presence has kept them safe. Ironically this defeat has refocused Neith, curbing her excesses and returning some of the competent strategist she once was. What it didn't do was restore any measure of her sanity, Neith is compelled to procreate and demands a surrogate mother every few days. Neith's Beloved seek victims least they be chosen while O'Hara's men and their allies patrol the night. |
− | There are signs that the endgame is approaching. Neith has | + | There are signs that the endgame is approaching. Neith has began aggressive recruitment through her powers of Sanctity while among her opposition two new figures have risen to prominence: Julia Thatcher, a shopkeeper who's earned repute for fearlessness, skill in battle and advocacy of all-out attack before Neith regains her strength. Perhaps more significantly is the addition of Howard Ward, a local doctor and self taught specialist in removing Neith's eggs (at least those that were found). Working alongside Dolly Peel and Mary Carter, a librarian, he has began studying these eggs and has amassed a quite impressive collection of notes. He may soon learn the use of electricity in combating the Tribe. |
− | '''Description:''' Neith usually remains in her | + | '''Description:''' Neith usually remains in her Apothosis which resembles an enormous frog with irregular clusters of transparent scales, patches of bright yet mucky coral and dozens of unblinking eyes. Any Cohort who crosses path's with Neith is likely to encounter at least one of her eggs, these take the from of surprisingly solid jelly swarming with tadpoles that fight and devour each-other. |
− | '''Storytelling Hints:''' Upon arriving at Neith's former dominion the first question the Cohort will have to ask | + | '''Storytelling Hints:''' Upon arriving at Neith's former dominion the first question the Cohort will have to ask is who's side are they on? Neith is a monster in the worst sense of the world, a cruel tyrant who has undoubtedly abused the trust of her Beloved outright ruining their lives but then, she's family. On the other side the humans are armed, organised and they certainly don't want another Cult moving in. Even those not in the know, even those who outright refuse to face the uncomfortable truth know you tell O'Hara before turning your back. |
− | The Cohort may wish to remove Neith quickly before any more knowledge of the Tribe gets | + | The Cohort may wish to remove Neith quickly before any more knowledge of the Tribe gets loose, this will probably require an alliance with the town since at this stage it is unlikely they will have the power to fight an entire cult themselves. Alternatively the players might show a little family loyalty, Neith is even less likely to trust other Leviathans and simply helping her is a only a short term solution. She didn't do so well at rulership last time and that was before she acquired sever derangements. Helping Neith might look more like staging an intervention and that brings us back to the problem of her aggressive Cult. |
− | With a little tweaking this setup can be used for players who are disinclined to get involved in | + | With a little tweaking this setup can be used for players who are disinclined to get involved in another struggles. Simple add some collective criminality and guilt and you have a self isolated town that's already been “broken in” as it where. All the players have to do is remove both sides before settling in. Depending on how many of Neith's eggs are found by Dr. Ward there may be a lot of Neith's children around. For players interested in expanding their cult with Lemashu this turns Neith into a valuable resource. Players who care more about their genetic lineage than just Lemashu servants could still make use of Neith by using the Hyperparasitism Adaptation on her Eggs but this is a serious Disruption of Tranquillity. |
==== Typhons ==== | ==== 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. | 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. | ||
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===== Becoming a Typhon: Falling into the Storm ===== | ===== Becoming a Typhon: Falling into the Storm ===== | ||
− | * When a Leviathan becomes a Typhon the following changes occur: Firstly, the Typhon | + | * When a Leviathan becomes a Typhon the following changes occur: Firstly, the Typhon looses his faculties of reason. All rolls requiring mental skills or Intelligence automatically fail with the exception of activating Channels. When activating a Channel the Typhon rolls its associated Skill but gains no dice from Intelligence. Empire-Forging Omniscience and Magnanimous Host to All will provide extra dice but Typhons never benefit from 10-again, 9-again, 8-again, rote actions or similar modifiers when using Intelligence or a Mental Skill. |
− | * Secondly, the Tyhpon gains two new | + | * Secondly, the Tyhpon gains two new Specialities to represent the development of bestial instincts. They also use the higher of Dexterity and Wits for defense, 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. | * 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 | + | * 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 it's 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 ===== | ===== 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 | + | * 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 against 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 | + | * 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 they can be dangerous for the area surrounding a Dagonites lair is soon frequented by all manner of feral Lemashu. 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 Dagonites' spawn are left to fend for themselves. |
− | * Lahamin Typhons are rarely seen or heard but their actions are often felt. The | + | * Lahamin Typhons are rarely seen or heard but their actions are often felt. The Vasuki watch safely hidden in the sea bed or other remote areas only surfacing to inflict spite driven vengeance on those they envy. Even then they act through stealth and ambush. A Vasuki fulfils it's minor Impulse when it hides from a threat and it's 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 | + | * 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 forfills it's minor Impulse when it magnifies an existing shift in the weather and it's 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, | + | * 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, who's 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 “hero”, defined as anyone trying to and has a chance of dominating (i.e. killing) the Oceanus in turn. |
− | * The Tanninim make the least subtle Typhons. Their urges | + | * The Tanninim make the least subtle Typhons. Their urges is simple, once a Typhon has chosen a sinner for some unknown crimes it will peruse across oceans and finally devour him. A Tannin regains willpower when it pronounces judgement – that is, kills – a sinner. If the sinner fights back that's all the more satisfying: The Tanimim's major Impulse requires that the sinner and perhaps allies were able to show effective but futile resistance. |
− | * Thalassans are driven by boundless greed to amass ever growing | + | * Thalassans are driven by boundless greed to amass ever growing hordes. These hordes can be made of anything that requires some form of effort to collect, from whale bones to bric-a-brac taken from smashed ships. Most Akkorokamui will add any convent Heirlooms to their horde no matter how out of place it would be. Akkorokamui fulfil their minor Impulse when they defend their horde and their major Impulse when they make a significant addition. |
===== Kraken ===== | ===== Kraken ===== | ||
− | '''Attributes:''' Intelligence neg, Wits 2, Resolve 3, Strength | + | '''Attributes:''' Intelligence neg, Wits 2, Resolve 3, Strength 5, Dexterity, 6 Stamina 6, Presence 3, Manipulation 1, Composure 2 |
'''Skills:''' Athletics 3 (Swim), Brawl 4 (Grapple, Against Ships), Survival 3 (Ocean), Intimidation 2. | '''Skills:''' Athletics 3 (Swim), Brawl 4 (Grapple, Against Ships), Survival 3 (Ocean), Intimidation 2. | ||
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'''Strain:''' Thalassan <br> | '''Strain:''' Thalassan <br> | ||
'''Sheol:''' 5<br> | '''Sheol:''' 5<br> | ||
− | ''' | + | '''Armour:''' 4/3<br> |
− | ''' | + | '''Defence:''' 9<br> |
− | '''Health:''' | + | '''Health:''' 36<br> |
'''Size:''' 30<br> | '''Size:''' 30<br> | ||
'''Speed:''' 18<br> | '''Speed:''' 18<br> | ||
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'''Willpower:''' 5<br> | '''Willpower:''' 5<br> | ||
− | '''Channels:''' Uncrowned Fisher King, | + | '''Channels:''' Uncrowned Fisher King, Monogamous 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 | '''Other Merits:''' Direction Sense 1, Iron Stamina 3, Iron Stomach 2, Quick Healer 4 | ||
− | '''Background:''' The Leviathan who would one day be known | + | '''Background:''' The Leviathan who would one day be known to 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 | + | '''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 Leviathans 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 it's beak. |
− | '''Storytelling hints:''' As | + | '''Storytelling hints:''' As an Thalassan Kraken impulsively collects pieces of ships and sailors possessions in a massive rotting horde 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 Kraken as an Antagonist is that she has something the Cohort wants. Heirlooms perhaps but she could just as easily have made her nest near sunken ruin the Cohort wishes to explore and dislikes rivals getting too close. |
− | Alternatively the Kraken's reappearance after decades or centuries | + | Alternatively the Kraken's reappearance after decades or centuries might 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 Kraken's combat ability. Maybe 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 Kraken before the navy catches her and exposes both 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. |
− | ==== | + | ==== Deep Ones ==== |
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− | + | When a Leviathan abuses the power of the Wake and the trust of her Beloved degeneration causes her divine aspect to grow until it eclipses her human and bestial natures. Locked into her most glorious and terrible form she becomes a Deep One, following incomprehensible and contradictory goals that change with the Currents of the Tempest. | |
− | + | Without his human and bestial nature to act as an Anchor a Deep One is overwhelmed by the Tempest. Deep Ones follow numerous goals called Currents, individual Currents bare no relation to each-other or an overarching goal, quite the opposite: Often two Currents oppose each-other. A Deep One draws most strongly from the part of the Tempest which corresponds to their own Strain, this leads to somewhat standard behaviour patterns and proportionately more Currents from their Strain's Vice. Not all Currents are completed, they appear and vanish with the flow of the Rift, normally this is a slow process – some Channels remain for decades – but on occasion a Deep One draws from the most tumultuous parts of the Tempest gaining and losing Currents over minuets. In this state the Deep One is effectively paralysed. Some theorise that this is the usual state of a Deep One, if it were true them without drawing attention to themselves Deep Ones could remain unnoticed in deep seas and at the bottom of the Rift, well forever. | |
− | ===== Becoming | + | ===== Becoming a Deep One: Unity with the Storm ===== |
− | * Each | + | * Each Deep One gains six minor Currents, two major Currents or one major and three minor Currents. More if the Storyteller desires. Each Current is a specific objective based on a Vice and a Deep One always has at least one but usually more Currents based on their Strains associated Vice. Completing a minor current earns a point of Willpower while a major Current refills the entire Willpower pool when completed. Even the most crude Vices such as Wrath or Gluttony rarely create Currents flowing to cheep instant gratification. Lacking their impulsive bestial nature Deep Ones tend to achieve their objectives through careful planning at best and tangled webs of intrigue at worst. |
− | * | + | * Deep Ones cannot regain Ichor through Havoc, it is the bestial nature of a Leviathan which seeks satisfaction through instant gratification and pointless violence. |
− | * | + | * When becoming a Deep One the greater connection to the Tempest immediately gives a free point of Shoel (maximum of ten) and new points of Sheol cost new dots x 7. |
− | * Finally when a Leviathan becomes | + | * A Deep One's greater connection to it's divine aspect makes them unparalleled in leading their Cults. Upon becoming a Deep One increase Zeal by one. |
+ | * Finally when a Leviathan becomes a Deep One roll Resolve + the lower of Numbers and Zeal, unless the Deep One gets Sheol Successes it immediately travels to the nearest suitable source of water and enters into the Rift. Few Deep Ones maintain their footing on the Shore as the Tempest floods through them but after the initial surge many seek a way to return which requires powerful Rituals. | ||
− | ===== Strains of | + | ===== Strains of Deep Ones ===== |
− | * | + | *Bahumutians seek to follow their Currents through their Cult, spending much of their time Dreaming. This occasionally reaches the point where some Deep Ones never even attempt to leave the Rift and instead rely on Cults as their sole agents on the Shore. Those that do leave the Rift still favour direct plans with little personal effort, aided in part that many of their Currents spring from Sloth and don't require them to do much at all. Despite this they can show enormous energy and proactivity to protect their future rest and when driven to intervene personally they do so with overwhelming force. |
− | *Dagonites follow Currents that lead them to expansion. More Beloved, more territory, more worship. As | + | *Dagonites follow Currents that lead them to expansion. More Beloved, more territory, more worship. As Deep One's Dagonites tend towards extraordinarily complicated plans, often of a highly political nature coupled with never-ending recruitment. The danger of opposing a Dagonite Deep One is immense, they often posses more disposable troops than other Leviathan's entire cults and should they have left the Rift their tendency towards the Vestige of Fecundity swells their ranks with large numbers of powerful Lemashu (they rarely breed the normal way, all potential partners are too far beneath them.) Playing a Dagonite at it's own game is a dangerous prospect, the best way to deal with them is cutting the metaphoric head off the snake by attacking the Deep One while they rest in the Rift, separated from the support of their cult. |
− | *Lahamin make some of the hardest | + | *Lahamin make some of the hardest Deep Ones to oppose, while no stronger or weaker than their cousins in combat you have to find them first and finding the Vasuki is never easy. Even if you do know where to look it's almost certain to see you first and move. Tracing them by their actions is no harder, though their Currents run as strong as any Strain the Vasuki are masters of achieving the maximum effect for the minimum effort. Their plots are built upon staggering amounts of observation and careful preparation, only after which will they indoctrinate their cat's paws and unleash them in a carefully choreographed sequence of events that ends with the fulfilment of the Deep One's Current, most often ruining a life for simple spite. It is the gift of the Vasuki to create workable plans which to the outside observer look like a sequence of improbable random events. It is their curse that they are limited to such complicated and unreliable methods to further their aims. |
− | *The Currents that Nu's Children follow lead to the most alien of the | + | *The Currents that Nu's Children follow lead to the most alien of the Deep Ones. Though many are dedicated and focused while trying to escape the Rift, upon the Shore most lack the inclination to have any meaningful interactions with mankind. Cults are frequently abandoned or eaten once their purpose is served. The stereotype places the Deep One far from land, invisible in the water and content to devour whatever sea-life they come across. This is true to an extent, but like all Deep Ones a Nu will follow Currents from all Vices and even Gluttony can lead to delicacies unavailable in the ocean. When the Currents bring a Nu to land it tends to show little concern for a sustainable power base, Cults are temporary and the full fury of the elements is used safe in the knowladge that the aftermath only affects other people. |
− | *As | + | *As a Deep One the Oceanids are never still. Their Channels run wide but are as shallow as the rivers their Progenitor claimed dominion over. As a Deep One Oceanids tend to be impulsive, unsure of where the Currents will take them Oceanids casts their nets wide. Their Beloved are often little more than a piggy bank and a source of quick gratification. Large in number but disorganised and interchangeable. As Deep Ones go the Oceanids can seem relatively harmless but theirs is the Vestige of Sanctity. When opposed an Oceanids first resort is to force compliance and they posses an instinct for turning friends and allies into weapons, should the fight turn personal Oceanids often show surprising martial powers. Though perhaps not as destructive as other Strains the broken lives left in their wake are all the more painful for the personal touch in their destruction. |
− | *Tanninim are driven by the Currents to amass power, not for | + | *Tanninim are driven by the Currents to amass power, not for it's own sake but for practical ends. Frequently driven to punish the Tanninim take a proactive stance to their goals and take measures to ensure that whoever their gaze falls upon they will already be in a position to pronounce sentence. Their Cults and the organisations that come under the Tanimin's grip tend to be well oiled machines ruthlessly purged of weakness and hyperfocused to the Deep One's goals but this focus ignores vital work required for long term survival leading to an unending cycle of acquisition and decline. |
− | *The Thalassans | + | *The Thalassans peruse wealth for it's own sake and do so through the formation of self sustaining Cults that survive with a minimum of supervision. This is not laziness or unwillingness to get their hands dirty but simple practicality. Even a Deep One has a finite size on what they can personally control, only through delegation can they amass the hordes they desire. It would be foolish to assume that an Akkorokamui Currents end at acquiring money but it's not entirely to say that they mostly start with money. Their plots are as intricate as any Deep One but usually take an economic flavour. Sometimes an Akkorokamui simply buys whatever their Currents point at but just as often other Currents prevent them from spending their wealth and elaborate plots must be formed to work around self imposed limitations on their greatest asset. |
− | === | + | ===Lahmasu and Hybrids, Our Distant Cousins=== |
Not all who bear the blood of the Tribe become Leviathans. Most are merely carriers, ordinary humans with something ancient hidden in their genes, waiting for two distant trickles of Tiamat's blood to unite when the stars are right. Sometimes, when cousin meets cousin one too many times, when a human carrying recessive markers lays with a Leviathan. Sometimes the Tribe is too strong within a person to be entirely dormant but the environmental, genetic or even mystical conditions required to produce a full blooded Leviathan are unfulfilled. Sometimes you get a child of two Tribes. Sometimes you get a Hybrid. | Not all who bear the blood of the Tribe become Leviathans. Most are merely carriers, ordinary humans with something ancient hidden in their genes, waiting for two distant trickles of Tiamat's blood to unite when the stars are right. Sometimes, when cousin meets cousin one too many times, when a human carrying recessive markers lays with a Leviathan. Sometimes the Tribe is too strong within a person to be entirely dormant but the environmental, genetic or even mystical conditions required to produce a full blooded Leviathan are unfulfilled. Sometimes you get a child of two Tribes. Sometimes you get a Hybrid. | ||
− | Psychologically Hybrids are human. They do have instincts that reflect their heritage – a Hybrid that's half alligator will have predatory instincts – but they have an easy time choosing not to follow their instincts much like a human and very much unlike your typical Leviathan. Mechanically Hybrids follow Morality and though Hybrids tend towards the lower ends of the intelligence curve a Hybrid with Intelligence 2 is no different from a human with Intelligence 2. Even when a Hybrid isn't | + | Psychologically Hybrids are human. They do have instincts that reflect their heritage – a Hybrid that's half alligator will have predatory instincts – but they have an easy time choosing not to follow their instincts much like a human and very much unlike your typical Leviathan. Mechanically Hybrids follow Morality and though Hybrids tend towards the lower ends of the intelligence curve a Hybrid with Intelligence 2 is no different from a human with Intelligence 2. Even when a Hybrid isn't sentient they still show recognisable human traits and behaviours, many are much smarter than animals and can be trained in complex tasks. Mentally what really separates Hybrids from humanity is social factors. Most come from where the Tribe's blood runs thickest, their family environment is often a culture to itself and as a culture shaped by the Wicked Tribe it's rarely a healthy one. Even those human enough to socialise with humanity often look different enough to grow up with funny looks if not outright discrimination. |
==== The Hybrid Template ==== | ==== The Hybrid Template ==== | ||
− | Hybrids are considered to be a minor Template. Philosophically and mechanically they're human with a little extra. Yes some of them are physically more fish than man but man was never defined by the | + | Hybrids are considered to be a minor Template. Philosophically and mechanically they're human with a little extra. Yes some of them are physically more fish than man but man was never defined by the colour, or shape, of his skin. The Hybrid template consists of: Strain, Mutations, Depth and Ichor. |
In addition to actual Hybrids this Template can be used to represent Leviathans who are in the process of Emerging but have not yet gained the full Leviathan Template, when doing so feel free to bend any rule written below. | In addition to actual Hybrids this Template can be used to represent Leviathans who are in the process of Emerging but have not yet gained the full Leviathan Template, when doing so feel free to bend any rule written below. | ||
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The first Mutation acquired by a Lamashu is set by their Strain. | The first Mutation acquired by a Lamashu is set by their Strain. | ||
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* Gugal, born of the Bahamutans: Increased Endurance (OOOO) | * Gugal, born of the Bahamutans: Increased Endurance (OOOO) | ||
− | * | + | * Abuu, born of the Dagonites: ????? |
* Heqen, born of the Nu: Diving into the Tempest (OOOO) | * Heqen, born of the Nu: Diving into the Tempest (OOOO) | ||
+ | * Pelopsids, born of the Oceanids: Increased Resolve (OOOO) | ||
+ | * Gibborim, born of the Tanninim: Natural Weapons (OOOO) | ||
* Mahhu, born of the Lahamu: Prophecy (OOOO) | * Mahhu, born of the Lahamu: Prophecy (OOOO) | ||
− | * | + | * Alphestes, born of the Thalassans: Increased Strength (OOOO) |
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===== Mutations ===== | ===== Mutations ===== | ||
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Within the genetic code of every Hybrid lies Mutations, strands of DNA from an earlier age of the world that guide the body in ways unimaginable to natural evolution. A Hybrid may be born displaying all their mutations or they may activate over the course of it's life. If there is a correlation between how a Hybrid appears at birth and it's eventual state the Tribe hasn't identified it. Unlike Leviathans who can guide their genetics through dedication and self discovery Hybrids get what they're born with. Though this means the character has no control over their Mutations the player retains full control. | Within the genetic code of every Hybrid lies Mutations, strands of DNA from an earlier age of the world that guide the body in ways unimaginable to natural evolution. A Hybrid may be born displaying all their mutations or they may activate over the course of it's life. If there is a correlation between how a Hybrid appears at birth and it's eventual state the Tribe hasn't identified it. Unlike Leviathans who can guide their genetics through dedication and self discovery Hybrids get what they're born with. Though this means the character has no control over their Mutations the player retains full control. | ||
− | Lemashu begin play with a single Mutation chosen by their Strain, Hybrids have four dots to spend as they wish. Additional Mutations can be brought with Merit dots, as always the fifth dot of a Mutation costs double. During play Mutations can be brought for experience points and cost new Dots x 2. There is a further restriction for Lemashu: They have a | + | Lemashu begin play with a single Mutation chosen by their Strain, Hybrids have four dots to spend as they wish. Additional Mutations can be brought with Merit dots, as always the fifth dot of a Mutation costs double. During play Mutations can be brought for experience points and cost new Dots x 2. There is a further restriction for Lemashu: They have a favoured Vestige as per their Leviathans' Strain. Lemashu must place a number of dots into their favoured Vestige equal to Depth -1, their Strain's starting Mutation does not count towards this Limit. The Favoured Vestige doesn’t provide experience discounts on mutations. |
− | Not all mutations are | + | Not all mutations are “cool powers”. Hybrids must take two flaws to represent harmful side effects of their mutations. Neither of these flaws provide experience though they may take a third flaw which will provide experience as normal. Lemashu are not immune to harmful mutations but it's considerably rarer, they do not require any flaws but may take one as usual. |
====== Sidebar: Genetic Mayhem, an Optional Rule ====== | ====== Sidebar: Genetic Mayhem, an Optional Rule ====== | ||
− | The most powerful Hybrids are the ones with the most mutations. But surely the most mutated Hybrids would have a host of disorders as well as their abilities. There are two ways to represent this, both should not be used | + | The most powerful Hybrids are the ones with the most mutations. But surely the most mutated Hybrids would have a host of disorders as well as their abilities. There are two ways to represent this, both should not be used unless the gaming group is confident they can manage them. |
The first and simplest is to give an extra flaw to Hybrids and Lemashu every time their Depth decreases. At the Storyteller's discretion this may be tempered with a new Mutation (O – OOOO), each dot allows the player to remove one genetic Flaw. This Mutation either is Universal Affinity or goes under Vitality, Storytellers choice. | The first and simplest is to give an extra flaw to Hybrids and Lemashu every time their Depth decreases. At the Storyteller's discretion this may be tempered with a new Mutation (O – OOOO), each dot allows the player to remove one genetic Flaw. This Mutation either is Universal Affinity or goes under Vitality, Storytellers choice. | ||
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===== Depth ===== | ===== Depth ===== | ||
− | All Mutations affect a Hybrids appearance. To represent this Hybrids have Depth | + | All Mutations affect a Hybrids appearance. To represent this Hybrids have Depth using the same scale as Leviathans and with the same social penalties. A Hybrid's Depth is defined by the number of dots they have in Mutations and is ranked from one to five: No Hybrid ever has human form or Apotheosis. Depth in turn sets a limit on a Hybrid's Intelligence and the likelihood of it being non-sapient, for this purpose treat Lemashu as one Depth lower. |
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− | A Hybrid's Depth is defined by the number of dots they have in Mutations and is ranked from one to five: No Hybrid ever has human form or Apotheosis. Depth in turn sets a limit on a Hybrid's Intelligence and the likelihood of it being non-sapient | ||
<table border="1" cellpadding="5" cellspacing="0"> | <table border="1" cellpadding="5" cellspacing="0"> | ||
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<tr> | <tr> | ||
<td align="center">1</td> | <td align="center">1</td> | ||
− | <td align="center">1 to | + | <td align="center">1 to 5</td> |
<td align="center">5</td> | <td align="center">5</td> | ||
<td align="center">Always</td> | <td align="center">Always</td> | ||
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<tr> | <tr> | ||
<td align="center">2</td> | <td align="center">2</td> | ||
− | <td align="center"> | + | <td align="center">6 to 10</td> |
<td align="center">4</td> | <td align="center">4</td> | ||
<td align="center">Always</td> | <td align="center">Always</td> | ||
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<tr> | <tr> | ||
<td align="center">3</td> | <td align="center">3</td> | ||
− | <td align="center"> | + | <td align="center">11 to 15</td> |
<td align="center">3</td> | <td align="center">3</td> | ||
<td align="center">Mostly</td> | <td align="center">Mostly</td> | ||
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<tr> | <tr> | ||
<td align="center">4</td> | <td align="center">4</td> | ||
− | <td align="center"> | + | <td align="center">16 to 20</td> |
<td align="center">2</td> | <td align="center">2</td> | ||
<td align="center">Rarely</td> | <td align="center">Rarely</td> | ||
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<tr> | <tr> | ||
<td align="center">5</td> | <td align="center">5</td> | ||
− | <td align="center"> | + | <td align="center">21 to 25</td> |
<td align="center">1</td> | <td align="center">1</td> | ||
<td align="center">Never</td> | <td align="center">Never</td> | ||
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</table> | </table> | ||
− | + | Depth can and often does increase over a Hybrid's life but a Hybrid never loses their mental faculties, those are defined at birth. A Hybrid with Intelligence 4 simply will not gain an 11th dot of Mutations and similarly a Sapient Hybrid with Intelligence 1 cannot reach Depth 5. | |
===== Ichor ===== | ===== Ichor ===== | ||
− | All Hybrids can carry the Divine Ichor within themselves. A Hybrid's Maximum Ichor pool is equal to Stamina + Depth and their per turn expenditure is limited to one. Lacking both the | + | All Hybrids can carry the Divine Ichor within themselves. A Hybrid's Maximum Ichor pool is equal to Stamina + Depth and their per turn expenditure is limited to one. Lacking both the bestal and divine natures found within a Leviathan their methods of regaining Ichor are limited. Only Resonance and Immersion allow a Hybrid to gain additional points of Ichor. |
==== Mutations List ==== | ==== Mutations List ==== | ||
===== Universal Affinity ===== | ===== Universal Affinity ===== | ||
− | Deep Eyes (O): The Hybrid suffers no discomfort from keeping their eyes open | + | Deep Eyes (O): The Hybrid suffers no discomfort from keeping their eyes open underwater unless the area they are in is exceptionally polluted. |
− | Gills (OO): The Hybrid can comfortably breath underwater | + | Gills (OO): The Hybrid can comfortably breath underwater. |
− | Superior Lungs (O - OO): The Leviathan adds 2 to their stamina for the purpose of holding their breath At two dots this becomes three and they no longer lose air faster because they are in combat. | + | Superior Lungs (O - OO): The Leviathan adds 2 to their stamina for the purpose of holding their breath At two dots this becomes three and they no longer lose air faster because they are in combat. |
===== Awareness===== | ===== Awareness===== | ||
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Angler Lantern (O, Depth 3+): The Hybrid gives of a lantern's worth of light from glowing eyes, bioluminescent skin or some new organ. | Angler Lantern (O, Depth 3+): The Hybrid gives of a lantern's worth of light from glowing eyes, bioluminescent skin or some new organ. | ||
− | Reflexive Evasion (OO): The Hybrid has | + | Reflexive Evasion (OO): The Hybrid has Defence equal to Wits even if their Dexterity is lower. |
Echo Location (OO): The Hybrid gains the ability to see with echo location, they can ignore all darkness penalties and can see around corners. The conductive properties of water means that they can triple the range of a regular perception check when submerged. | Echo Location (OO): The Hybrid gains the ability to see with echo location, they can ignore all darkness penalties and can see around corners. The conductive properties of water means that they can triple the range of a regular perception check when submerged. | ||
Drawback: The Hybrid has sensitive ears, when exposed to loud sounds roll Stamina with a penalty based on the volume. On a failure you get -2 to all actions and -4 to Perception for as long as the noise persists. | Drawback: The Hybrid has sensitive ears, when exposed to loud sounds roll Stamina with a penalty based on the volume. On a failure you get -2 to all actions and -4 to Perception for as long as the noise persists. | ||
− | Empathetic | + | Empathetic sense of smell (OOO): The Hybrid may make Wits + Empathy rolls to smell emotions. This sent is interpreted by the brain as an Aura. Normally this roll is uncontested but supernatural abilities may provide protection as will entirely airtight clothing. |
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− | Prophecy (OOOO): The Hybrid selects a person, object or location they can see clearly, pays one point of Ichor and begins an extended Wits + Occult roll. Every roll is equivalent to | + | Prophecy (OOOO): The Hybrid selects a person, object or location they can see clearly, pays one point of Ichor and begins an extended Wits + Occult roll. Every roll is equivalent to thirty minuets of serene mediation or thrashing fever dreams. Prophecy provides sensations that give a hint of the most “important” event to affect the subject within a time frame governed by the number of successes: 2 successes gives seven minuets, 4 successes gives seven hours, 8 successes gives 7 days, 16 successes is the maximum and offers seven months. |
===== Elements===== | ===== Elements===== | ||
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Smell of Salt (O): The Leviathan can make a Wits + Survival roll to instinctively know the direction of the nearest large body of water. This Mutation will not locate water that is indoors or underground. | Smell of Salt (O): The Leviathan can make a Wits + Survival roll to instinctively know the direction of the nearest large body of water. This Mutation will not locate water that is indoors or underground. | ||
− | Weatherproofing (O to OOO): Each dot in Weatherproofing gives the Hybrid one dot of armour against the effects of weather and reduces situational penalties caused by rough weather. This applies both above and underwater, such as when swimming against a strong current. | + | Weatherproofing (O to OOO): Each dot in Weatherproofing gives the Hybrid one dot of armour against the effects of weather and reduces situational penalties caused by rough weather. This applies both above and underwater, such as when swimming against a strong current. |
===== Fecundity===== | ===== Fecundity===== | ||
− | Blood is thicker than water (OO): The Hybrid has a natural instinct for working with | + | Blood is thicker than water (OO): The Hybrid has a natural instinct for working with it's own kin. They gain 9again on Teamwork actions and at the storytellers discretion on other group actions such as Stealth rolls to set up a coordinated ambush. To gain this bonus the Hybrid must have shared a working relationship for around a month, or a communal living for a weak. With blood relatives reduce this to a week and a day respectively. |
− | Brother to the Fishes ( | + | Brother to the Fishes (OOO or OOOO): The Hybrid can command non-sentient animals of Size 5 or less to do it's bidding. They use Animal Ken in place of Social Skills and the animal may resist with Resolve + Power Trait. Animals will not perform blatantly suicidal actions. |
Fast Healing (OO or OOO): The Hybrid may spend a point of Ichor to heal a dot of bashing damage. At three dots they may spend two points of Ichor to heal a point of Lethal damage. | Fast Healing (OO or OOO): The Hybrid may spend a point of Ichor to heal a dot of bashing damage. At three dots they may spend two points of Ichor to heal a point of Lethal damage. | ||
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Increased Strength (OOOO): The Hybrid gets 9again on Strength rolls. | Increased Strength (OOOO): The Hybrid gets 9again on Strength rolls. | ||
− | + | Leap from the Depth (O - OOO): The Hybrid adds (2x dots) feet to the hight and (4x dots) feet to the length of all jumps. | |
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− | Leap from the Depth (O - OOO): The Hybrid adds (2x dots) feet to the | ||
− | Natural Evasion (OO): The Hybrid has | + | Natural Evasion (OO): The Hybrid has Defence equal to Dexterity even if their Wits is lower. |
===== Predation===== | ===== Predation===== | ||
Camouflage (OO): The Hybrid gets 9again on Stealth rolls. | Camouflage (OO): The Hybrid gets 9again on Stealth rolls. | ||
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Natural Weapons (OOO - OOOOO): The Hybrid has natural weapons. At three dots they do +0L damage, each additional dot increases the damage by one. If the Hybrid cannot use it's weapons without a grapple increase the damage by two. | Natural Weapons (OOO - OOOOO): The Hybrid has natural weapons. At three dots they do +0L damage, each additional dot increases the damage by one. If the Hybrid cannot use it's weapons without a grapple increase the damage by two. | ||
− | Predictors Instinct (OO): The Hybrid has | + | Predictors Instinct (OO): The Hybrid has Defence equal to Wits even if their Dexterity is lower. |
Ranged Weapons (OO or OOO): The Hybrid can spit acid, fire spines or has some other natural way to attack at range for one Ichor per shot. Short range is Stamina+Strength, medium range is twice short range and long range is four times short range. Despite the unusual nature of this attack the roll is Dexterity + Firearms with no weapons bonus, at two dots it does bashing damage, three dots upgrades to lethal. | Ranged Weapons (OO or OOO): The Hybrid can spit acid, fire spines or has some other natural way to attack at range for one Ichor per shot. Short range is Stamina+Strength, medium range is twice short range and long range is four times short range. Despite the unusual nature of this attack the roll is Dexterity + Firearms with no weapons bonus, at two dots it does bashing damage, three dots upgrades to lethal. | ||
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Increased Resolve (OOOO): The Hybrid gains 9-again on Resolve rolls. | Increased Resolve (OOOO): The Hybrid gains 9-again on Resolve rolls. | ||
− | Mind Blast (OOOO): The Hybrid pays one Ichor and rolls Presence + | + | Mind Blast (OOOO): The Hybrid pays one Ichor and rolls Presence + Intelligece – Resolve + Power Stat to inflict bashing damage with the stun property. |
Siren's Song (OO): The Siren may spend a point of Ichor and roll Presence + Expression. Wake vulnerable individuals who's Resolve + Power Trait is lower than the Hybrid's Successes spend a turn moving towards the Hybrid unless they spend a point of Willpower. This power is limited to the range the Hybrid's voice will naturally carry. | Siren's Song (OO): The Siren may spend a point of Ichor and roll Presence + Expression. Wake vulnerable individuals who's Resolve + Power Trait is lower than the Hybrid's Successes spend a turn moving towards the Hybrid unless they spend a point of Willpower. This power is limited to the range the Hybrid's voice will naturally carry. | ||
− | Unearthly Beauty ( | + | Unearthly Beauty (OO): At one dot a Hybrid gains 9-again on seduction rolls against compatible species; at depth one or below this includes humans, Hybrids and Leviathans. At Depth four or below remove humans from the list. |
− | + | Voice of the Mind (OO): For one Ichor the Hybrid can telepathically send a message who's meaning can be summed up in twenty words or less. Only Leviathans, other Hybrids and at the storytellers discretion non-Tribe psychics can receive these messages. | |
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− | Voice of the Mind (OO): For one Ichor the Hybrid can telepathically send a message who's meaning can be summed up in twenty words or less. Only Leviathans, other Hybrids and at the storytellers discretion non-Tribe psychics can receive these messages. | ||
===== Vitality ===== | ===== Vitality ===== | ||
− | Armour (OOO – OOOOO): The Hybrid has natural | + | Armour (OOO – OOOOO): The Hybrid has natural armour. At three dots this is 1/0, each additional dot provides +1/+1. |
Increased Endurance (OOOO): The Hybrid gets 9again on Stamina rolls. | Increased Endurance (OOOO): The Hybrid gets 9again on Stamina rolls. | ||
− | Increased Size (OO | + | Increased Size (OO): The Hybrid gains +1 to size. This stacks with other sources of increased size. |
Poisonous (OOO): Anyone in contact with the Hybrid suffers a -1 to all actions, after contact is broken this lasts for 5 – Stamina turns. | Poisonous (OOO): Anyone in contact with the Hybrid suffers a -1 to all actions, after contact is broken this lasts for 5 – Stamina turns. | ||
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===== Harmful Mutations (New Flaws) ===== | ===== Harmful Mutations (New Flaws) ===== | ||
− | Weak DNA: The Hybrid's genetic structure is exceptionally vulnerable to damage. Whenever the Hybrid rolls to resist a harmful genetic effect (such as | + | Weak DNA: The Hybrid's genetic structure is exceptionally vulnerable to damage. Whenever the Hybrid rolls to resist a harmful genetic effect (such as cancer) deduct Depth from it's dicepool and whenever another charachter tries to influence the Hybrid's genetics (such as a Genius with biological Metaptropi or a Mage using the Life Arcana) add Depth to their Dicepool. This includes the Channel Everflowing Fetid Growth and cancels out the natural effects of being a Hybrid: Treat the Hybrid as a human for this Channel. |
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− | + | Visible Mutation: The Hybrid's mutations are exceptionally pronounced and noticeable. Treat the Hybrid as one Depth lower when using the Detecting Transformation rules. Even with this Mutation Hybrids do not reach, or appear to reach, Apotheosis: Depth 5 Hybrids cannot take this Flaw. If a lower Depth Hybrid with this Flaw reaches Depth 5 either replace this Flaw with another, if the Hybrid has more flaws than the minimum they may simply remove Visible Mutation. | |
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− | + | Waterlocked: The Hybrid suffers Ichor loss when away from water though unlike Leviathan's in Apotheosis they don't have to be physically in the water, within a few feet or under a shower is fine. The Hybrid may go Stamina minutes before loosing Ichor, afterwords they loose one point of Ichor per minute. Unlike a Leviathan they will not go mad if stranded without Ichor, instead they take one Bashing damage per minute. | |
− | + | Merfolk (Requires Depth 3+): The Hybrid has a fish tail, a set of tentacles or some other form of aquatic locomotion that is unable to function on land. They're not entirely immobile on land but they're close to it: Speed is equal to Strength alone and the Hybrid cannot double speed by running. Since they are almost certainly crawling around use the rules for going Prone (WoD Core p 164). Hybrids with this Mutation are rare above the fourth Depth, but to the untrained observer some can pass it off the result of a serious yet mundane medical condition rather than entirely inhuman genetics. | |
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===Atolls=== | ===Atolls=== | ||
− | + | Atolls are humans who, for whatever reason, exert a fascination on Leviathans. They are the leading lady in ''Creature of the Black Lagoon'', the relentless investigator in Cthulhu mythos stories, or the one blonde girl who survives in the surf horror movie. Leviathans can only watch from afar, but are unable to keep away for long. Atolls are their doom and their salvation. | |
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Nobody knows what makes an Atoll so special. Leviathans, mostly those of the School of the Fog, have determined that Atolls are almost never related to Tribe families. One hypothesis holds that Marduk was the first Atoll, and he was able to approach Tiamat through the love she had for him. | Nobody knows what makes an Atoll so special. Leviathans, mostly those of the School of the Fog, have determined that Atolls are almost never related to Tribe families. One hypothesis holds that Marduk was the first Atoll, and he was able to approach Tiamat through the love she had for him. | ||
− | In rules terms, consider that not only Atolls are immune to the Wake, but they actually exert a powerful Wake on Leviathans themselves. They benefit from the | + | In rules terms, consider that not only Atolls are immune to the Wake, but they actually exert a powerful Wake on Leviathans themselves. They benefit from the 8-again rules on all Social Skill rolls against Leviathans, and Leviathans suffer from a penalty on their Subterfuge rolls against them equal to their own Sheol. |
− | If a Leviathan has met and identified an Atoll and knows she is in the area, it becomes difficult for the Leviathan to think of anything else. Spending too much time away from the Atoll becomes a sin against | + | If a Leviathan has met and identified an Atoll and knows she is in the area, it becomes difficult for the Leviathan to think of anything else. Spending too much time away from the Atoll becomes a sin against Tranquility. Some Leviathans have been known to finally detach from this fascination through sheer willpower, but in most cases, it will only end with the death of one or the other party. |
===Ahabs=== | ===Ahabs=== | ||
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=====Powers and Advantages ===== | =====Powers and Advantages ===== | ||
− | An Ahab | + | An Ahab is not truly a supernatural creature, but their madness gives them strength and abilities beyond the average man. Ahabs get the following advantages: |
− | *When becoming an Ahab either Strength or Resolve increases | + | *When becoming an Ahab either Strength or Resolve increases by one dot. |
*An Ahab can always feel the presence of the Leviathan that created them; they can reliably tell direction and have a vague sense of distance. Once the Ahab gets close, typically the same community as the Leviathan and within its Ripples their sense starts to say “right here”. The final leg of the journey requires old fashioned sleuthing. | *An Ahab can always feel the presence of the Leviathan that created them; they can reliably tell direction and have a vague sense of distance. Once the Ahab gets close, typically the same community as the Leviathan and within its Ripples their sense starts to say “right here”. The final leg of the journey requires old fashioned sleuthing. | ||
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*An Ahab is entirely immune to all psychic abilities possessed by Leviathans. | *An Ahab is entirely immune to all psychic abilities possessed by Leviathans. | ||
− | If you own a copy of Hunter: the Vigil than you can add the Hunter Template, but this is not required. | + | If you own a copy of Hunter: the Vigil than you can add the Hunter Template, but this is not required. |
=====Going mad and getting better again===== | =====Going mad and getting better again===== | ||
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An Ahab’s madness gives them strength but it is also a terrible curse. An Ahab suffers from the following compulsions and drawbacks. | An Ahab’s madness gives them strength but it is also a terrible curse. An Ahab suffers from the following compulsions and drawbacks. | ||
− | *An Ahab’s madness is frequently visible in their face, body language and often in their words. When talking to other humans Ahab’s suffer a - | + | *An Ahab’s madness is frequently visible in their face, body language and often in their words. When talking to other humans Ahab’s suffer a -2 penalty to social rolls, this dose not apply to other Ahabs and at the storytellers discretion Allies or other long term close friendships may be exempt. This penalty dose not apply to Intimidation. |
*Every scene when the Ahab is not working towards the destruction of a Leviathan they must roll Resolve + Composure - 2. On a failure they are overcome by their madness and will obsessively peruse their hunt. This rises to - 4 if they are chasing the Leviathan who made them an Ahab. | *Every scene when the Ahab is not working towards the destruction of a Leviathan they must roll Resolve + Composure - 2. On a failure they are overcome by their madness and will obsessively peruse their hunt. This rises to - 4 if they are chasing the Leviathan who made them an Ahab. | ||
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**Success: for one week per dot of Resolve the Ahab’s madness goes into remission: The compulsion to hunt fades but the social penalty remains, this is usually enough to prevent an Ahab from creating any stability but for a brief while they can rest, earn some money and build themselves up for the next hunt. This rest period ends immediately if the Ahab senses a Leviathan.<br> | **Success: for one week per dot of Resolve the Ahab’s madness goes into remission: The compulsion to hunt fades but the social penalty remains, this is usually enough to prevent an Ahab from creating any stability but for a brief while they can rest, earn some money and build themselves up for the next hunt. This rest period ends immediately if the Ahab senses a Leviathan.<br> | ||
**Exceptional Success: The rest period lasts indefinitely unless the Ahab’s Leviathan sense is triggered or they make a conscious decision to return to the hunt.<br> | **Exceptional Success: The rest period lasts indefinitely unless the Ahab’s Leviathan sense is triggered or they make a conscious decision to return to the hunt.<br> | ||
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===== Chief Takutea ===== | ===== Chief Takutea ===== | ||
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'''Virtue:''' Fortitude<br> | '''Virtue:''' Fortitude<br> | ||
'''Vice:''' Envy<br> | '''Vice:''' Envy<br> | ||
− | '''Defence:''' | + | '''Defence:''' 3<br> |
'''Morality:''' 4<br> | '''Morality:''' 4<br> | ||
'''Health:''' 15<br> | '''Health:''' 15<br> | ||
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'''Other Merits:''' Danger Sense 2, Direction Sense 1, Fast Reflexes 2, Giant 4, Iron Stamina 3, Quick Healer 4, Strong Lungs 3, Allies 4 (Neighbouring tribes), Contacts 1 (Traders), Fame 1, Status 5 (Chief). If you have Armoury Reloaded add the Spears Fighting style (Sojutsu/Jukendo). | '''Other Merits:''' Danger Sense 2, Direction Sense 1, Fast Reflexes 2, Giant 4, Iron Stamina 3, Quick Healer 4, Strong Lungs 3, Allies 4 (Neighbouring tribes), Contacts 1 (Traders), Fame 1, Status 5 (Chief). If you have Armoury Reloaded add the Spears Fighting style (Sojutsu/Jukendo). | ||
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'''Background:''' Chief Takutea's tribe spent many generations worshipping a Leviathan. If they provided for it's often deplorable needs they were rewarded with fair weather, rain for the crops and prophecy. Should they displease their deity they suffered terrible storms and every family was required to personally feed their first born to their god, just to make sure everyone knew their place. The very worst thing, by the time Takutea was born this was considered normal, even moral: Stockholm Syndrome on a communal level. | '''Background:''' Chief Takutea's tribe spent many generations worshipping a Leviathan. If they provided for it's often deplorable needs they were rewarded with fair weather, rain for the crops and prophecy. Should they displease their deity they suffered terrible storms and every family was required to personally feed their first born to their god, just to make sure everyone knew their place. The very worst thing, by the time Takutea was born this was considered normal, even moral: Stockholm Syndrome on a communal level. | ||
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The Wicked Tribe has existed since the primordial era, preying on humanity, crushing hopes and dreams as they mould people into slavish worshippers. But one group has said no more! Adventurers! Men of Science! Guardians of the weak and defenders of justice! The Marduk Society! | The Wicked Tribe has existed since the primordial era, preying on humanity, crushing hopes and dreams as they mould people into slavish worshippers. But one group has said no more! Adventurers! Men of Science! Guardians of the weak and defenders of justice! The Marduk Society! | ||
− | Well it’s not that simple, it never is. In actuality the Marduk Society harks back to the disciples of Marduk, | + | Well it’s not that simple, it never is. In actuality the Marduk Society harks back to the disciples of Marduk, the sky wizard who drew upon humanities desperation, defeated Tiamat and freed mankind from the shackles of the Progenitors. Marduk taught his magic to disciples, grew old and then died. His disciples turned their backs on Marduk’s principles. To preserve their power they betrayed humanity; turned nation against nation, brother against brother, growing powerful on humanity’s despair. To preserve their youth they hunted down those of the Wicked Tribe, gorging on divine flesh, a cancer in the heart of humanity and the greatest enemy of the Tribe. |
− | Actually that's not it either | + | Actually that's not it either. All that can be said with certainty is that the Marduk society appear in the earliest records of the Tribe. Hunting Leviathans with sky splitting sorcery. As records progress the society shows increasingly technological methods. According to tribal lore Marduk’s disciples discovered that without humanities oppressors the population of man grew rapidly. They alone were simply too few to either save or damn mankind but were loath to share their powers with others who might decide they were made for greater roles than servitude. The disciples turned to artifice and crafted powerful tools for their servants so that they would not need to teach the secrets of true power beginning a shift away from magic that has been a constant in the society’s history. Today Marduk operatives hunt the Wicked Tribe with submarines rather than sorcery. |
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− | As records progress | ||
The second great shift in Marduk started, according to varying sources, either as early as the 15th Century during the Age of Discovery or as late as the 19th Century. Hiding their motives behind a façade as academics, archaeologists, philanthropists and scientists the Society began to receive interest from actual scholars and charitable gentlemen. At first these idealistic members served as unwitting pawns and cats-paws for the conspirators, but their numbers grew. | The second great shift in Marduk started, according to varying sources, either as early as the 15th Century during the Age of Discovery or as late as the 19th Century. Hiding their motives behind a façade as academics, archaeologists, philanthropists and scientists the Society began to receive interest from actual scholars and charitable gentlemen. At first these idealistic members served as unwitting pawns and cats-paws for the conspirators, but their numbers grew. | ||
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Before too long entire branches were entirely staffed by this new breed of Marduk. Worse, while conspirators by nature distrust their own the new idealists talked to each other. They shared information and watched each others backs. They may have been ignorant about their own society: the Leviathan breeding programs, the dark pacts, wicked deals and blasphemous immortality at the heart of it all. But as “gentlemen adventurers” they were second to none. The original disciples watched in horror as cults were smashed, victims rescued and Leviathans hunted down, their flesh left to rot. | Before too long entire branches were entirely staffed by this new breed of Marduk. Worse, while conspirators by nature distrust their own the new idealists talked to each other. They shared information and watched each others backs. They may have been ignorant about their own society: the Leviathan breeding programs, the dark pacts, wicked deals and blasphemous immortality at the heart of it all. But as “gentlemen adventurers” they were second to none. The original disciples watched in horror as cults were smashed, victims rescued and Leviathans hunted down, their flesh left to rot. | ||
− | In the heart of the Society sit six immortal Old Men, perhaps Marduk's | + | In the heart of the Society sit six immortal Old Men, perhaps Marduk's origonal disciples, perhaps not. Once they ruled, now they are reduced to manipulating their own organisation from the shadows, but they’ve had thousands of years to get good and they’re holding on, for now. Of those few Leviathans who know of them most long for the day where the Society turns upon the original disciples and dream of dancing on the graves of the Wicked Tribe’s most ancient of enemies. The others dread it, for when that day comes Marduk will still be hunting. Yet without evil at the heart of the Marduk Society the Wicked Tribe will no longer take comfort that “humans are the real monsters”. They are the monsters, alien and harmful to the world, oppressors of humanity. And the heroes are coming for them. |
==== Members ==== | ==== Members ==== | ||
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And the conspiracy isn’t dead yet. As much as thirty percent may still be oppressing humanity or perusing blasphemous studies but mostly they try to pull the strings of their more idealistic peers. Entire cells of idealists may unwittingly play to the script of one or two conspirators but these days more often than not “manipulation” merely means following and waiting for an opportunity to grab some of the spoils. | And the conspiracy isn’t dead yet. As much as thirty percent may still be oppressing humanity or perusing blasphemous studies but mostly they try to pull the strings of their more idealistic peers. Entire cells of idealists may unwittingly play to the script of one or two conspirators but these days more often than not “manipulation” merely means following and waiting for an opportunity to grab some of the spoils. | ||
+ | |||
+ | ===== Sidebar: Hunters ===== | ||
+ | If you've read Hunter: The Vigil you're sure to be asking the obvious question: Yes Marduk is a Hunter Conspiracy but if you don't have a copy of Hunter don't worry. Nothing here requires it. | ||
+ | |||
+ | For those who do own Hunter you may wish to try the following Professions for the Marduk feel: Adventurer (Socialise and Survival), Sailor (Crafts and Drive), Archaeologist (think Indiana Jones: Academics and Larceny), Genealogist (Academics and Investigation), Therapist (Academics and Empathy). | ||
==== Committees ==== | ==== Committees ==== | ||
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The ''Philanthropy Committee'' are the public face of the Marduk Society. They are the ones donating to museums, funding excavations and archaeological digs as well as the latest in scientific research and putting Marduk’s name on new schools, hospital wards and works of art. They’re also the ones who blacken the reputations of a Leviathan’s cult, send people targeted by Leviathans on all-expenses paid round the world trips and they’re the ones who provide a nigh-impenetrable smoke screen to protect both the Societies justified extra-legal actions and heinous crimes.<br> | The ''Philanthropy Committee'' are the public face of the Marduk Society. They are the ones donating to museums, funding excavations and archaeological digs as well as the latest in scientific research and putting Marduk’s name on new schools, hospital wards and works of art. They’re also the ones who blacken the reputations of a Leviathan’s cult, send people targeted by Leviathans on all-expenses paid round the world trips and they’re the ones who provide a nigh-impenetrable smoke screen to protect both the Societies justified extra-legal actions and heinous crimes.<br> | ||
− | '''Free Specialty:''' Persuasion ( | + | '''Free Specialty:''' Persuasion (Reputation) |
The ''Cross Disciplinary Committee'' are the back office staff of the Society. They handle the paperwork and finance. Design the new Super Science, run the factories that build it and they’re the ones tracing bloodlines or knee deep in poisoned marshlands digging up relics from before history. Of the Committees they are the least likely to be involved in any actual combat.<br> | The ''Cross Disciplinary Committee'' are the back office staff of the Society. They handle the paperwork and finance. Design the new Super Science, run the factories that build it and they’re the ones tracing bloodlines or knee deep in poisoned marshlands digging up relics from before history. Of the Committees they are the least likely to be involved in any actual combat.<br> | ||
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The Marduk Society has two separate status tracks depending on whether a hunter is an idealist or a conspirator. One cannot have status in both. | The Marduk Society has two separate status tracks depending on whether a hunter is an idealist or a conspirator. One cannot have status in both. | ||
− | + | Idealist: | |
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Status O: You’ve gone through the training course and are ready to serve humanity. You may purchase Super Science Endowments, as an additional benefit Leviathan's find it harder to turn you into a Beloved: Deduct your Status in Marduk from the Leviathan's Successes.<br> | Status O: You’ve gone through the training course and are ready to serve humanity. You may purchase Super Science Endowments, as an additional benefit Leviathan's find it harder to turn you into a Beloved: Deduct your Status in Marduk from the Leviathan's Successes.<br> | ||
Status OOO: The way you carry yourself speaks of your heroic deeds, so long as your Morality is greater than 5 you get +1 to all social roles to encourage or inspire and people trying to blacken your name get a -1. This rises to +2/-2 at Morality 7.<br> | Status OOO: The way you carry yourself speaks of your heroic deeds, so long as your Morality is greater than 5 you get +1 to all social roles to encourage or inspire and people trying to blacken your name get a -1. This rises to +2/-2 at Morality 7.<br> | ||
− | Status OOOOO: You’re an old hand; you’ve faced things blasphemous to reality itself and have the scars to prove it. What hasn’t killed you makes you stronger, refined you to a paragon of humanity. You gain a second Virtue and may regain Willpower from your Virtues twice per chapter. | + | Status OOOOO: You’re an old hand; you’ve faced things blasphemous to reality itself and have the scars to prove it. What hasn’t killed you makes you stronger, refined you to a paragon of humanity. You gain a second Virtue and may regain Willpower from your Virtues twice per chapter. |
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− | + | Conspirator: | |
Status O: You’ve been inducted to the secrets of the Marduk Society and are on the path to true power. You may purchase Super Science Endowments, as an additional benefit Leviathan's find it harder to turn you into a Beloved: Deduct your Status in Marduk from the Leviathan's Successes.<br> | Status O: You’ve been inducted to the secrets of the Marduk Society and are on the path to true power. You may purchase Super Science Endowments, as an additional benefit Leviathan's find it harder to turn you into a Beloved: Deduct your Status in Marduk from the Leviathan's Successes.<br> | ||
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Status OOOOO: One of the disciples has taken you on as a protégée, a rare honour. You gain a five dot Mentor. | Status OOOOO: One of the disciples has taken you on as a protégée, a rare honour. You gain a five dot Mentor. | ||
− | ===== Sidebar: The Sky | + | ===== Sidebar: The Sky Wizards ===== |
− | How to | + | How to mechanically represent the Old Men themselves? Assuming they are immortal masters of sky spiting sorcery, rather than regular immortals without magic, Marduk conspirators would be more likely to abandon a hunt than call one of the disciples in personally (Idealists of course know nothing about them). So if a Disciple appears it should be the result of something special, probably the culmination of an entire chronicle and it is best to design them around the player's Cohort. Here are some ideas you might like to try. |
− | + | Biblical themed magic. Leviathans portray themselves as divine and nurture cults of worshippers. Having the disciple summon a hailstorm or descend from heaven like a wrathful god turns what has until now been a human threat into a rival deity. A suitable paradigm shift for the climax. | |
− | If | + | Take the Cohort out of their comfort zone: If the Cohort have been hunting down Marduk agents the first they hear about the disciple might be when he arrives at the temple doors. If one of you're players dives to the bottom of the sea at the first sign of trouble then strikes from afar with Womb of Terrors and the Dread Champion Evolution then a disciple might part the waters like Moses; this time the Leviathan has no choice but to risk himself fighting personally. By forcing a shift in the players strategy you send a clear message: this isn't just another fight. But do be careful not to block all the strategies, the aim is to make the fight different not to make it unwinnable. |
− | + | One for one final twist you could make the disciples Atolls. | |
==== Endowment: Super Science. ==== | ==== Endowment: Super Science. ==== | ||
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===== Weaponry ===== | ===== Weaponry ===== | ||
− | '''Stun Gun''' (O): Idealists in Marduk hope to rehabilitate rather that kill cultists while conspirators frequently see the value in taking someone alive. A stun-gun is a microwave weapon, it deals zero damage (bashing) with a range of 30/60/120. However no matter how much damage is done it will not wrap around to lethal. Instead every attack that would wrap around simply forces a Stamina check to remain conscious. Supernatural beings who don't loose consciousness from bashing damage won't get knocked out by a stun gun either. Each power cell | + | '''Stun Gun''' (O): Idealists in Marduk hope to rehabilitate rather that kill cultists while conspirators frequently see the value in taking someone alive. A stun-gun is a microwave weapon, it deals zero damage (bashing) with a range of 30/60/120. However no matter how much damage is done it will not wrap around to lethal. Instead every attack that would wrap around simply forces a Stamina check to remain conscious. Supernatural beings who don't loose consciousness from bashing damage won't get knocked out by a stun gun either. <br> |
− | '''Dart Gun''' (OO): Not as effective as a | + | '''Stun Gun Power Cell''' (renewable O - OOOOO): Each power cell provides 15 shots, the first dot is free to every character who has a Stun Gun. <br> |
− | '''Tesla Pistol''' (OOO): This sleek finned weapon is a convenient blend of power and reliability serving as the weapon of choice among Marduk Agents. It does 4 lethal (9 again, electrical) damage and for something the size of a pistol boasts shocking range: 200/400/800. Power | + | '''Dart Gun''' (OO): Not quite as effective as a Ray Gun but functional underwater. This weapon fires small darts around the size of an arrow head, each dart contains a pressurized air casual that provides acceleration. A dart gun dose 3 lethal and has a range of 50/100/200 underwater and 10/20/40 on the surface.<br> |
− | ''' | + | '''Dart Gun Clip''' (renewable O - OOOOO): Each clip contains 10 shots, the first dot is free to every character who has a Dart Gun. <br> |
− | '''“Plan B”''' (OOOOO): “Plan B” is the Marduk | + | '''Tesla Pistol''' (OOO): This sleek finned weapon is a convenient blend of power and reliability serving as the weapon of choice among Marduk Agents. It does 4 lethal (9 again, electrical) damage and for something the size of a pistol boasts shocking range: 200/400/800. <br> |
+ | '''Tesla Pistol Power Cell''' (renewable O - OOOOO): Each power cell provides 20 shots, the first dot is free to every character who has a Ray Gun. <br> | ||
+ | '''The Evaporator''' (OOOO): Micowaves work by heating water, a useful trick assuredly but it took the top experts at the Marduk Society to create this misnamed miracle of science. The Evaporator doesn't evaporate or even heat water, it changes it. Subtlety and temporally, but enough to disrupt a leviathan's connection to the Primordial Sea. The evaporator is a one damage dish and backpack array with a range of 20/40/80. The agent rolls like any normal weapon, if he hits a Leviathan it may be contested by Stamina + Sheol. If the Marduk agent wins the roll every additional success prevents the Leviathan for spending Ichor for one turn. Multiple shots do not stack.<br> | ||
+ | '''Evaporator power cells''': (renewable O - OOOOO): Each dot in this merit provides one ten-shot power cell for the Evaporator, the first dot is free to characters that possess the Evaporator.<br> | ||
+ | '''“Plan B”''' (OOOOO): “Plan B” is the Marduk nickname for their orbital death rays. Purchasing this Merit dose not mean a character owns a dedicated kill-satellite. Instead it means they have authorisation to order one strike per story. A Satellite Strike cannot target anything smaller than size 30, but a direct hit dose 40 automatic successes of aggravated damage. It also requires a satellite to be in position, which may take between one to twenty four hours. Firing at a moving target is possible but requires constant monitoring until a satellite is in position. <br> | ||
Access to Plan B is considered a huge responsibility by the Marduk Society. Each individual shot is extremely expensive and using it often guarantees that the death of any innocent prisoners. An agent is expected to use it as a last resort and can loose this merit and status if they don’t show appropriate restraint. | Access to Plan B is considered a huge responsibility by the Marduk Society. Each individual shot is extremely expensive and using it often guarantees that the death of any innocent prisoners. An agent is expected to use it as a last resort and can loose this merit and status if they don’t show appropriate restraint. | ||
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'''Concealed Technology''' (O): This endowment allows any item of technology (including other Super Science) to be entirely disguised as another item. A Tesla Pistol may fold up into a laptop computer or a phone could be embedded into a shoe. Common sense still applies; a submarine can’t be disguised as a wristwatch. <br> | '''Concealed Technology''' (O): This endowment allows any item of technology (including other Super Science) to be entirely disguised as another item. A Tesla Pistol may fold up into a laptop computer or a phone could be embedded into a shoe. Common sense still applies; a submarine can’t be disguised as a wristwatch. <br> | ||
− | '''Truth Serum''' (renewable OO): A syringe with one dose of truth serum. | + | '''Truth Serum''' (renewable OO): A syringe with one dose of truth serum. Using this requires that the victim be restrained and is a contested Dexterity + Medicine vs Resolve + Stamina. Every additional success for the user reduces the Victim’s subterfuge skill by one. If it is reduced into negatives all subterfuge rolls automatically become a chance die. Effects last one scene. <br> |
− | '''Social Analysis System''' (OOO): This computer program is designed to rapidly analyse news | + | '''Social Analysis System''' (OOO): This computer program is designed to rapidly analyse news and other information sources looking for signs of a Leviathan’s Wake. It cannot tell with accuracy but it can highlight suspicious events that might be related. When an agent is searching with this device double the Ripple effect, this includes determining if there even is a wake around. <br> |
− | '''Automated DNA Test''' (OOOO). Around the size of a human hand and possessing an appearance that can only be described as “a gizmo” this devise is nevertheless the most user friendly DNA test known to man. Simply insert a drop of blood, skin or other genetic sample and after half a minuet of beeps it will display whether someone is a Leviathan, Hybrid or human. It cannot detect whether someone might gain the template later or otherwise posses dormant progenitor DNA | + | '''Automated DNA Test''' (OOOO). Around the size of a human hand and possessing an appearance that can only be described as “a gizmo” this devise is nevertheless the most user friendly DNA test known to man. Simply insert a drop of blood, skin or other genetic sample and after half a minuet of beeps it will display whether someone is a Leviathan, Hybrid or human. It cannot detect whether someone might gain the template later or otherwise posses dormant progenitor DNA. <br> |
− | '''Spy Drone''' (OOOOO): About the size of a tennis ball, wrapped in chameleon camouflage, flight capable | + | '''Spy Drone''' (OOOOO): About twice the size of a tennis ball, wrapped in chameleon camouflage, flight capable and containing the latest in video technology. Gentlemen behold the Marduk Spy Drone. Agents use these drones gather information and keep tabs on suspected individuals. Teams with enough clout to get several have been known to use them during raids scouting ahead for trouble. The small size and camouflage grants a +4 to Stealth checks for the Drone. Controlling a drone takes the operators full attention. |
===== Sidebar: Super science at your local hardware store? ===== | ===== Sidebar: Super science at your local hardware store? ===== | ||
What keeps super science from going public? Well who's to say it won't? Marduk has a lot of money, it has to come from somewhere; with such a large research budget selling technology makes sense. Take a look at the consumer electronics you're using, how much of it would have been “super science” ten years ago? | What keeps super science from going public? Well who's to say it won't? Marduk has a lot of money, it has to come from somewhere; with such a large research budget selling technology makes sense. Take a look at the consumer electronics you're using, how much of it would have been “super science” ten years ago? | ||
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=== Rift Creatures === | === Rift Creatures === | ||
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==== Hoard ==== | ==== Hoard ==== | ||
− | The Rift dwellers known as hoards are believed to be the echoes of greed and jealousy; the desire to possess something not just because you value it but also to prevent another from enjoying it. These creatures are not exceptionally strong and are always found guarding | + | The Rift dwellers known as hoards are believed to be the echoes of greed and jealousy; the desire to possess something not just because you value it but also to prevent another from enjoying it. These creatures are not exceptionally strong and are always found guarding something of value, consequently spotting one normally heralds a successful trip into the Rift. |
− | In appearance hoards | + | In appearance hoards are a variable lot, but one feature remains constant: a hoard is always big enough to physically cover and protect its treasure. Many tentacled octopuses, treasure embedded in coral or formless cytoplasm have all been reported. |
Power 3 Finesse 2 Resistance 6<br> | Power 3 Finesse 2 Resistance 6<br> | ||
− | Size | + | Size (usually) 10<br> |
− | Health | + | Health 16<br> |
Willpower 9<br> | Willpower 9<br> | ||
Speed 5<br> | Speed 5<br> | ||
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Weapons:<br> | Weapons:<br> | ||
Tentacle 2(b). Roll 5 dice.<br> | Tentacle 2(b). Roll 5 dice.<br> | ||
− | Poison spray: Roll Power + Finesse to hit. On a hit this is a Toxicity 5 poison. | + | Poison spray: Roll Power + Finesse to hit. On a hit this is a Toxicity 5 poison. |
+ | |||
==== Pilot Fish ==== | ==== Pilot Fish ==== | ||
− | Its not known exactly what creates Pilot Fish, but conflicting instincts to defer to a stronger Leviathan and to overthrow it forms a popular theory. Another proposes that Lemashu cultists are the ultimate source. Whatever the cause Pilot Fish – which are not actually fish, they're a form of barnacle – are found at the | + | Its not known exactly what creates Pilot Fish, but conflicting instincts to defer to a stronger Leviathan and to overthrow it forms a popular theory. Another proposes that Lemashu cultists are the ultimate source. Whatever the cause Pilot Fish – which are not actually fish, they're a form of barnacle – are usually found at the third Depth; the first a Leviathan is likely to notice is the feeling of a good hard massage when a colony starts growing from their body from this point Pilot Fish begin their unusual symbiosis. |
Pilot Fish are associated with a skill, usually something timeless and grant a +2 bonus to that skill however they also offer “advice”. When they spot an opportunity for the Leviathan to acquire power, be it monetary, knowledge or the death of a rival, they'll point it out. Sometimes this is just genuinely good advice but often this is self destructive. A short term gain based on betrayal that loses a long term ally or a violation of Tranquillity. When this happens ignoring the Pilot Fish requires a successful Resolve roll or a point of willpower. | Pilot Fish are associated with a skill, usually something timeless and grant a +2 bonus to that skill however they also offer “advice”. When they spot an opportunity for the Leviathan to acquire power, be it monetary, knowledge or the death of a rival, they'll point it out. Sometimes this is just genuinely good advice but often this is self destructive. A short term gain based on betrayal that loses a long term ally or a violation of Tranquillity. When this happens ignoring the Pilot Fish requires a successful Resolve roll or a point of willpower. | ||
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==== Idols ==== | ==== Idols ==== | ||
− | Idols are found in the | + | Idols are found in the shallows; formed of a contradictory mixture of pride and self loathing Idols resemble religious images. A single wall of a church with elaborate stain glass windows, gold plated statues and crude stone idols. Naturally the images all show Leviathans, often smiting their enemies or reviving worship. Each idol however is run through with flesh filled cracks leaking puss, squirming maggots or sinuous tentacles. |
Idols are reasonably intelligent and usually know a thing or two about the local area which they're willing to share with anyone who appeases them with sufficient flattery. This isn't so simple as an Idol broadcasts its emotions around it leaving visitors both disgusted at the idol and too proud to praise it. A Resolve + Sheol roll or a point of willpower can overcome this effect. | Idols are reasonably intelligent and usually know a thing or two about the local area which they're willing to share with anyone who appeases them with sufficient flattery. This isn't so simple as an Idol broadcasts its emotions around it leaving visitors both disgusted at the idol and too proud to praise it. A Resolve + Sheol roll or a point of willpower can overcome this effect. | ||
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Weapons: Psychic assault. 6 - Resolve dice. Successes remove points of willpower before causing bashing damage. | Weapons: Psychic assault. 6 - Resolve dice. Successes remove points of willpower before causing bashing damage. | ||
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==== Hierarchs ==== | ==== Hierarchs ==== | ||
− | A Hierarch is found at the | + | A Hierarch is found at the second depth. Physically they resemble Leviathans, often Dagonites, although they tend to be simpler than the clashing mix of forms often found in the Tribe. Each hierarch stakes out a territory which may be a few miles to a mere hundred feet in diameter. Within their territories they play out an eternal metaphor of the Tribe's instinctual drive to procure worship: Dolphin like “cultists” form within a hierach's territory. Initially they're scared of the hierach but as it attacks them causing lasting and gory wounds, they become more and more fanatical in worship. Eventually the hierarch or another cultist will kill them outright and the cycle begins anew. |
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+ | A Leviathan who defeats a hierach may choose to turn against their cultists, this gains them one point of Ichor an hour in addition to the Rift's normal provision. This is not a tranquillity sin, a fact which many of the Tribe's philosophers find rather unsettling. | ||
Power 4 Finesse 2 Resistance 5<br> | Power 4 Finesse 2 Resistance 5<br> | ||
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Defence 4 | Defence 4 | ||
− | + | Compulsion: A hierach is compelled to attack any intruders, which is to say anyone, in its territory. | |
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==== The Sacrificed ==== | ==== The Sacrificed ==== | ||
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Numina: Animal Control (Dice Pool 3), Phantasm (Dice Pool 3), Terrify (Dice Pool 3) | Numina: Animal Control (Dice Pool 3), Phantasm (Dice Pool 3), Terrify (Dice Pool 3) | ||
− | Weapons: Ceremonial dagger – Power + 1( | + | Weapons: Ceremonial dagger – Power + 1(L) (Dice Pool 2) |
Note: Almost all Sacrificed are violently insane, and this become truer the older they get. | Note: Almost all Sacrificed are violently insane, and this become truer the older they get. | ||
− | === | + | === Other Threats === |
− | + | From well armed humans to powerful marine life, the threats that Leviathans face as diverse as anything under the sun. Below are fully statted theats that your Cohort may encounter. | |
− | + | ====Somalian Pirate==== | |
− | + | ''We don't consider ourselves sea bandits. We consider sea bandits [to be] those who illegally fish and dump in our seas and dump waste in our seas and carry weapons in our seas.'' - Sugule Ali, Pirate leader | |
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− | + | Attributes: Intelligence 2, Wits 2, Resolve 3, Strength 2 Dexterity 3 Stamina 3 Presence 2 Manipulation 2 Composure 2 | |
− | + | Skills: Computer 2, Crafts 1, Medicine 1, Athletics 2, Brawl 3, Drive 2, Firearms 2 (rifle), Survival 2, Intimidation 2 Persuasion 2 Socialise 1 Streetwise 2 | |
− | + | Defence: 2<br> | |
+ | Health: 8 <br> | ||
+ | Initiative: 5 <br> | ||
+ | Size: 5 <br> | ||
+ | Speed: 10 <br> | ||
+ | Willpower: 6 | ||
− | + | Somalian Pirates operate as a team with specialised skills, to represent this two speciality slots remain free. Typical teams may see specialists in Computers (radios, navigation equipment), Drive (speedboats), Survival (Ocean), Persuasion (Negotiations) or Streetwise (Black Market) | |
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− | + | Other Merits: Resources 2 Contacts 2 (Fences, Suppliers) Allies 1 (Pirates) Allies 1 (Informants) Barfly 1 | |
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====Saltwater Crocodile==== | ====Saltwater Crocodile==== | ||
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Special: If a crocodile does enough damage to cripple a limb, then at Storyteller discretion , there is a chance the limb has been torn free, and what is left prey is now free to run (or crawl or hop or whatever it can still manage to do) away. | Special: If a crocodile does enough damage to cripple a limb, then at Storyteller discretion , there is a chance the limb has been torn free, and what is left prey is now free to run (or crawl or hop or whatever it can still manage to do) away. | ||
− | + | == Campaign Types == | |
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==== Mystery Archeology - Exploration ==== | ==== Mystery Archeology - Exploration ==== | ||
− | The general gist is that the Tribe is, almost uniformly, preoccupied with history - their history and that of the Tribe as a whole. Clues about a Leviathan's nature, his ancestors, and the lost world of the Progenitors are all located both in human historical records, folklore, and relics of the fallen world. In this campaign style, the focus shifts towards the exploration of these sources, and the relentless pursuit of knowledge. The characters' Cohort is caught up in the search for some foundation of truth and stability on which to build themselves a future. This search can take place as actual archeology or in the study of folklore and history. For the purposes of this campaign style, however, the key element becomes travel. | + | In certain ways, this overlaps thematically with elements of Mage. The general gist is that the Tribe is, almost uniformly, preoccupied with history - their history and that of the Tribe as a whole. Clues about a Leviathan's nature, his ancestors, and the lost world of the Progenitors are all located both in human historical records, folklore, and relics of the fallen world. In this campaign style, the focus shifts towards the exploration of these sources, and the relentless pursuit of knowledge. The characters' Cohort is caught up in the search for some foundation of truth and stability on which to build themselves a future. This search can take place as actual archeology or in the study of folklore and history. For the purposes of this campaign style, however, the key element becomes travel. |
The idea is that the clues won't come to the characters. Even if someone out there knew what they were looking for, they're unlikely to scan an ancient clay tablet or extensively photograph a newly-discovered ruin. Some of the knowledge that the characters seek might well be beyond the reach of normal mortal actors - sunk deep into the depths, or deliberately concealed by hybrids or other members of the Tribe. Regardless of whether the characters are looking for lost relics or ancient manuscripts, the point is to keep them moving. There are a great number of strange little places in the world, and the idea is to make use of them to provide a sense of mystery. As with most stories about the Tribe, this style runs best at the margins - an isolated town near the ruins of its centuries-old predecessor, or, more exotically, a tiny village deep in the jungle or otherwise insulated from the modern world, where folklore of twisted monsters is still an element of daily life, and little superstitions honor or ward off the supernatural. The use of multiple small towns allows for each to have a distinct flavor, while preserving the overall sense of a big, strange world, full of little pockets of weirdness, seemingly adrift in time. | The idea is that the clues won't come to the characters. Even if someone out there knew what they were looking for, they're unlikely to scan an ancient clay tablet or extensively photograph a newly-discovered ruin. Some of the knowledge that the characters seek might well be beyond the reach of normal mortal actors - sunk deep into the depths, or deliberately concealed by hybrids or other members of the Tribe. Regardless of whether the characters are looking for lost relics or ancient manuscripts, the point is to keep them moving. There are a great number of strange little places in the world, and the idea is to make use of them to provide a sense of mystery. As with most stories about the Tribe, this style runs best at the margins - an isolated town near the ruins of its centuries-old predecessor, or, more exotically, a tiny village deep in the jungle or otherwise insulated from the modern world, where folklore of twisted monsters is still an element of daily life, and little superstitions honor or ward off the supernatural. The use of multiple small towns allows for each to have a distinct flavor, while preserving the overall sense of a big, strange world, full of little pockets of weirdness, seemingly adrift in time. | ||
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These little pockets, in addition to providing a strong aesthetic background, provide the primary threats and conflicts to the characters. In addition to mundane concerns about insular communities coming into contact with disruptive outsiders (and it doesn't get much more disruptive than a Cohort), there's the possibility of other supernatural beings or forces that surround these relics and ruins. Rival members of the Tribe and teams of Marduk researchers might show up, but the threats might already be there - that quaint little village has its own Leviathan demigod, and he doesn't appreciate interlopers. Going deep into the wilderness presents its own threats in terms of isolation and inter-Cohort conflict, and also provides ample opportunities to run into clans of hybrids or even stranger threats. It's also not out of line to have the Cohort get a "false lead," and have whatever supernatural oddity present in the region have nothing at all to do with the Tribe and its cousins - ancient spirits or demonic entities, or pretty much any other element of the World of Darkness (if you're up to a bit of a crossover) - are all possibilities. | These little pockets, in addition to providing a strong aesthetic background, provide the primary threats and conflicts to the characters. In addition to mundane concerns about insular communities coming into contact with disruptive outsiders (and it doesn't get much more disruptive than a Cohort), there's the possibility of other supernatural beings or forces that surround these relics and ruins. Rival members of the Tribe and teams of Marduk researchers might show up, but the threats might already be there - that quaint little village has its own Leviathan demigod, and he doesn't appreciate interlopers. Going deep into the wilderness presents its own threats in terms of isolation and inter-Cohort conflict, and also provides ample opportunities to run into clans of hybrids or even stranger threats. It's also not out of line to have the Cohort get a "false lead," and have whatever supernatural oddity present in the region have nothing at all to do with the Tribe and its cousins - ancient spirits or demonic entities, or pretty much any other element of the World of Darkness (if you're up to a bit of a crossover) - are all possibilities. | ||
− | In terms of theme, this style deals mostly with the idea of self-exploration. In fact, it externalizes the process. The biggest hurdle, then, becomes finding ways for the finds of the Cohort to be interesting and revelatory without providing the full picture or, worse, dictating an absolute truth. The last might provide interesting fodder for a game in which characters align themselves in face of their new knowledge, but any "final answer" will obviously render further physical exploration somewhat redundant. It might be possible, with some difficulty, to "weave" a series of hints and clues throughout the finds as a sort of roadmap, leading towards the campaign's conclusion. Ultimately, though, the meat of the game lies less in what is discovered and more in the act of discovery. The focus should always remain on how the past is relevant to the characters, not on what the past is or means. The idea is that the characters are struggling to make an identity, not discover one. | + | In terms of theme, this style deals mostly with the idea of self-exploration. In fact, it externalizes the process. The biggest hurdle, then, becomes finding ways for the finds of the Cohort to be interesting and revelatory without providing the full picture or, worse, dictating an absolute truth. The last might provide interesting fodder for a game in which characters align themselves in face of their new knowledge, but any "final answer" will obviously render further physical exploration somewhat redundant. It might be possible, with some difficulty, to "weave" a series of hints and clues throughout the finds as a sort of roadmap, leading towards the campaign's conclusion. Ultimately, though, the meat of the game lies less in what is discovered and more in the act of discovery. The focus should always remain on how the past is relevant to the characters, not on what the past is or means. The idea is that the characters are struggling to make an identity, not discover one. |
==== Brawl of Cthulu - High-Action ==== | ==== Brawl of Cthulu - High-Action ==== | ||
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Crafting a “weird underworld” can be a great deal of fun, and when well-executed you should have a strong cast of colorful characters – both those of the players and their fellow inhabitants of the underworld. The major players in a fictional underworld always have a certain element of the mythic around them – think of a colorful mob boss from the comics, or Keyser Soze. The player characters can fulfill this sort of role, their mystique as much a function of their role in the criminal world as it is of their actual mystical nature. Cults might be gangs, or gangs become Cults. It's not even necessary for the characters to be professional criminals – as long as they are in some way entangled with the underworld, the Wake ensures that they'll be considered players in the game. | Crafting a “weird underworld” can be a great deal of fun, and when well-executed you should have a strong cast of colorful characters – both those of the players and their fellow inhabitants of the underworld. The major players in a fictional underworld always have a certain element of the mythic around them – think of a colorful mob boss from the comics, or Keyser Soze. The player characters can fulfill this sort of role, their mystique as much a function of their role in the criminal world as it is of their actual mystical nature. Cults might be gangs, or gangs become Cults. It's not even necessary for the characters to be professional criminals – as long as they are in some way entangled with the underworld, the Wake ensures that they'll be considered players in the game. | ||
− | The concept of a glamorous coating on horrible actions can be a great source of internal conflict for the characters. A good way to achieve this is to focus on the contrast between the fictional and the actual. The characters can be confronted with the real, blood-and-guts outcomes of their actions, while simultaneously being presented with the “scrubbed” narrative of their exercise of power from other sources. In general, the goal is to strike a balance between “action” scenes, in which the characters achieve their ends using the vast resources available to them, and get to enact their legendary status, and “introspective” elements, as characters are confronted with their acts outside of the context of the “criminal myth” which restructures them. Characters might deal with more outrageous or violent criminals, but they're just as likely to come into conflict with criminals of opportunity or necessity. Ideally, there will be elements of uncertainty and a suggestion of the ways in which the “criminal myth” fails to cover up the squalor, violence, and hopelessness of the underworld, and the doubt and uncertainty, even self-loathing, that accompany it | + | The concept of a glamorous coating on horrible actions can be a great source of internal conflict for the characters. A good way to achieve this is to focus on the contrast between the fictional and the actual. The characters can be confronted with the real, blood-and-guts outcomes of their actions, while simultaneously being presented with the “scrubbed” narrative of their exercise of power from other sources. In general, the goal is to strike a balance between “action” scenes, in which the characters achieve their ends using the vast resources available to them, and get to enact their legendary status, and “introspective” elements, as characters are confronted with their acts outside of the context of the “criminal myth” which restructures them. Characters might deal with more outrageous or violent criminals, but they're just as likely to come into conflict with criminals of opportunity or necessity. Ideally, there will be elements of uncertainty and a suggestion of the ways in which the “criminal myth” fails to cover up the squalor, violence, and hopelessness of the underworld, and the doubt and uncertainty, even self-loathing, that accompany it. |
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==== Upon the Salty Sea - Nautical Cohorts ==== | ==== Upon the Salty Sea - Nautical Cohorts ==== | ||
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The other change has more to do with a character's internal state. While the players obviously (well, hopefully) will retain the morals of a modern person, the actions of a Leviathan in the past are subject to an older set of ethical standards. Part of the internal conflict that members of the Tribe must undergo deals with the urge to victimize others, an urge that is further stigmatized by their being placed in a civilization that has censured such urges and actions. Comparatively, a Leviathan in the bronze age is likely to have a different opinion of violence, as will his peers. This can exempt the characters from certain emotional themes, especially concerns about guilt, but it's not necessary. A Roman in antiquity might have been raised to think differently about the ethics of slavery, but that doesn't mean that he or she buys into what they learned. | The other change has more to do with a character's internal state. While the players obviously (well, hopefully) will retain the morals of a modern person, the actions of a Leviathan in the past are subject to an older set of ethical standards. Part of the internal conflict that members of the Tribe must undergo deals with the urge to victimize others, an urge that is further stigmatized by their being placed in a civilization that has censured such urges and actions. Comparatively, a Leviathan in the bronze age is likely to have a different opinion of violence, as will his peers. This can exempt the characters from certain emotional themes, especially concerns about guilt, but it's not necessary. A Roman in antiquity might have been raised to think differently about the ethics of slavery, but that doesn't mean that he or she buys into what they learned. | ||
− | A particularly “out there” possibility in this scenario is letting the characters take the roles of Leviathans in Bhogavati during its decline. They will have resources and power unimaginable to a modern Leviathan, but also be in contention with a large number of similarly-powerful members of the Tribe, including Legions with grotesque beliefs and desires, driven even further into fanaticism by the impending havoc. The insanity and violence of the last days of Bhogavati have a distinct and hellish aesthetic, with conjured storms scouring colossal, blood-stained temples, and dozens of cultists sacrificed to empower feuding Legions. Ideally, the characters will get caught up in the madness, playing on the core theme of the use and abuse of power – the players' Cohort will struggle to maintain their sanity in the face of greater and greater levels of political and physical violence, constantly tempted to participate in the carnage to stifle rivals once and for all. | + | A particularly “out there” possibility in this scenario is letting the characters take the roles of Leviathans in Bhogavati during its decline. They will have resources and power unimaginable to a modern Leviathan, but also be in contention with a large number of similarly-powerful members of the Tribe, including Legions with grotesque beliefs and desires, driven even further into fanaticism by the impending havoc. The insanity and violence of the last days of Bhogavati have a distinct and hellish aesthetic, with conjured storms scouring colossal, blood-stained temples, and dozens of cultists sacrificed to empower feuding Legions. Ideally, the characters will get caught up in the madness, playing on the core theme of the use and abuse of power – the players' Cohort will struggle to maintain their sanity in the face of greater and greater levels of political and physical violence, constantly tempted to participate in the carnage to stifle rivals once and for all. |
− | === | + | === War is Hell – The Pacific Theater === |
− | + | The Pacific Theater of World War II was one of the largest battlefields in the history of mankind. The war was a continuation of the Sino-Japanese war and started with the Japanese invasion of French Indochina, Hong Kong and most of Southeast Asia. After that, and especially after the attack on the American base at Pearl Harbor, most of the war was «island-hopping»: a bloody, close-quarters conquest of island after island, parcel after parcel. | |
− | + | It is also one of the most complete war experiences you could wish to relive, using as it did the full extent of navy, air force, marines, infantry, armored vehicles, artillery, spying, insurgency and counter-insurgency, communications and cryptography available at the time, culminating in the only offensive uses of atomic weapons in the history of mankind. Conflict abounds in such a period, from full-fledged battle to black ops, submarine pursuit, spying operations, to smuggling and law enforcement. It's a world of death, blood and fire, and Leviathans are right at home in it. It is also a world where mortals are armed and can pose a great threat to what they may perceive as experimental weapons of the enemy. It's also a time of contrast, especially when comparing the simple lives of local populations with the gigantic and byzantine machinery that is a marching army. | |
− | + | There are two great thematic ways to use this period. The first is to take inspiration from the pulp literature of the time. Pulp means that things are simple, but it doesn't mean they are light-hearted. In it, men are men, women are fatally dangerous, criminals are without remorse, and death is cheap. Great terrifying monsters lurk in the jungles, which are full of degenerate natives twisted by the unholy abominations they worship. Whichever side of the war you are on, those on your side are good-hearted and brave, while the enemy is cowardly and treacherous. It's an opportunity for Leviathans to experience their monstrous puberty by conquering their fear and growing wise with the world, although more than probably jaded and cynical. | |
− | + | The other option is to take a cue from more recent drama and scholarship, showing that the war was essentially a place of lost moral compass. The Japanese are renowned for the atrocities they committed on the civilian and POW populations, but the Allies (American, British, Dutch, Australian, Philippine, and even a few Free French) were hardly blameless either. Some of the commanders were renowned for their massive ego that led them to tactical and strategic blunders costing thousands of lives. Here, a Leviathan can use the Wake to inspire fanatical devotion in the troops he leads and utterly crush the spirit of whoever opposes them. It's a world of unchecked opportunity for domination and violence, and only conscious moral choices can bring you back from the brink. | |
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− | + | Back to the [[LeviathanTempest:CompilationProject| Compilation Page]] | |
− | + | Back to the [[LeviathanTempest:Main_Page| Main Page]] |