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= Chapter 5 : Storytelling and Antagonists = | = Chapter 5 : Storytelling and Antagonists = | ||
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== Antagonists and Related Characters == | == Antagonists and Related Characters == | ||
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==== Other Leviathans ==== | ==== Other Leviathans ==== | ||
− | Of all the threats Leviathans face none are a more common presence than their own family. From bestial Typhons to the alien madness of the | + | Of all the threats Leviathans face none are a more common presence than 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. |
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− | + | 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 bodies 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 Typhon or Deep One but the only way to avoid another Leviathan is to give up on something you want. | |
===== Neith ===== | ===== Neith ===== | ||
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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 ===== | ||
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* When a Leviathan becomes a Typhon the following changes occur: Firstly, the Typhon loses his faculties of reason. Mark "neg" next to Intelligence, unlike a 0 in an attribute (WoD Core: p43) an attribute marked as negligible can be rolled but the character gains no dice from that attribute. Don't remove the Typhon's Mental Skills but treat them as zero for any purpose other than activating Channels, the -3 unskilled penalty applies as usual. Channels which provide a bonus to Intelligence or Mental Skills will provide extra dice when a Typhon attempts to activate a Channel but not in any other situation. Typhons never benefit from 10-again, 9-again, 8-again, rote actions or similar modifiers when using Intelligence or a Mental Skill. Just in case it wasn't obvious: a Typhon, or any animal with negligible intelligence cannot be trained. | * When a Leviathan becomes a Typhon the following changes occur: Firstly, the Typhon loses his faculties of reason. Mark "neg" next to Intelligence, unlike a 0 in an attribute (WoD Core: p43) an attribute marked as negligible can be rolled but the character gains no dice from that attribute. Don't remove the Typhon's Mental Skills but treat them as zero for any purpose other than activating Channels, the -3 unskilled penalty applies as usual. Channels which provide a bonus to Intelligence or Mental Skills will provide extra dice when a Typhon attempts to activate a Channel but not in any other situation. Typhons never benefit from 10-again, 9-again, 8-again, rote actions or similar modifiers when using Intelligence or a Mental Skill. Just in case it wasn't obvious: a Typhon, or any animal with negligible intelligence cannot be trained. | ||
− | * Secondly, the Tyhpon gains two new Specialties to represent the development of bestial instincts. They also use the higher of Dexterity and Wits for | + | * Secondly, the Tyhpon gains two new Specialties 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. | ||
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Alternatively the Kraken's reappearance after decades or centuries could be the catalyst for the actual plot. Perhaps one or more of the players is part of the hunting party going after it and must contend with tribal politics and divine egos in addition to the Kraken's combat ability. Maybe the Kraken's reappearance is the result of a failed Marduk attack and some highly incriminating technology (even the most idealistic Marduk member knows their weapons program is extremely illegal) remains in a scabbed wound. Now the two ancient enemies find themselves as uneasy allies hunting the Kraken before the navy catches her and exposes both of their secrets. To truly mix things up maybe an Ahab hunting Kraken is the only person who can reliably find her in the huge ocean. | Alternatively the Kraken's reappearance after decades or centuries could be the catalyst for the actual plot. Perhaps one or more of the players is part of the hunting party going after it and must contend with tribal politics and divine egos in addition to the Kraken's combat ability. Maybe the Kraken's reappearance is the result of a failed Marduk attack and some highly incriminating technology (even the most idealistic Marduk member knows their weapons program is extremely illegal) remains in a scabbed wound. Now the two ancient enemies find themselves as uneasy allies hunting the Kraken before the navy catches her and exposes both of their secrets. To truly mix things up maybe an Ahab hunting Kraken is the only person who can reliably find her in the huge ocean. | ||
− | ==== | + | ==== 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 both 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 natures to act as an Anchor, a Deep One is overwhelmed by the Tempest. Deep Ones follow numerous goals called Currents; individual Currents bear 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 his 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 Currents remain for decades – but on occasion a Deep One draws from the most tumultuous parts of the Tempest, gaining and losing Currents over minutes. In this state the Deep One is effectively paralysed. Some theorise that this is the usual state of a Deep One, and if it were true, then without drawing attention to themselves Deep Ones could remain unnoticed in deep seas and at the bottom of the Rift for a very, very long time. | |
− | ===== 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 Strain's associated Vice. Completing a minor current earns a point of Willpower while a major Current refills the entire Willpower pool when completed. Even the crudest Vices such as Wrath or Gluttony rarely create Currents flowing towards cheap 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. |
− | * | + | * A Deep One's greater connection to its divine aspect makes them unparalleled in leading their Cults. Upon becoming a Deep One, increase your Cult's Zeal by one. |
− | * Finally when a Leviathan becomes | + | * Finally when a Leviathan becomes a Deep One, roll Resolve + the lower of its Cult's Numbers or Zeal. Unless the Deep One gets a number of Successes equal to its Sheol, it immediately travels to the nearest suitable source of water and enters 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 ===== |
− | *Bahamutans seek to follow their Currents through their Cult, spending much of their time Dreaming. This occasionally reaches the point where some | + | *Bahamutans 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 favor direct plans with little personal effort, aided in part by the fact 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 Ones 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 possess more disposable troops than other Leviathans' entire cults and should they have left the Rift their tendency towards the Vestige of Fecundity swells their ranks with large numbers of powerful Lahmasu (they rarely breed the normal way, all potential partners are too far beneath them.) Playing a Dagonite at its 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 Lahamin is never easy. Even if you do know where to look, it's almost certain to notice you first and move. Tracing them by their actions is no easier, though their Currents run as strong as any Strain the Lahamin 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 out of simple spite. It is the gift of the Lahamin 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 interaction 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 Currents run wide but are as shallow as the rivers their Progenitor claimed dominion over. As Deep Ones Oceanids tend to be impulsive, unsure of where the Currents will take them, they cast 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 Oceanid's first resort is to force compliance and they possess 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 its 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 Tanninin's grip tend to be well oiled machines ruthlessly purged of weakness and hyperfocused to the | + | *Tanninim are driven by the Currents to amass power, not for its 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 Tanninin'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 pursue wealth for its 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 | + | *The Thalassans pursue wealth for its 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 hoards they desire. It would be foolish to assume that a Thalassan's Currents end at acquiring money but it's not entirely untrue to say that they mostly start with it. Their plots are as intricate as any Deep One's, but usually take an economic flavor. Sometimes a Thalassan 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. |
===Our Distant Family: Lahmasu and Hybrids=== | ===Our Distant Family: Lahmasu and Hybrids=== | ||
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 sapient they still show | + | 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 sapient 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. | ||
* Abuu, born of the Dagonites: Brother to the Fishes (OOOO) | * Abuu, born of the Dagonites: Brother to the Fishes (OOOO) | ||
+ | * Alphestes, born of the Thalassans: Increased Strength (OOOO) | ||
* Gibborim, born of the Tanninim: Natural Weapons (OOOO) | * Gibborim, born of the Tanninim: Natural Weapons (OOOO) | ||
* Gugal, born of the Bahamutans: Increased Endurance (OOOO) | * Gugal, born of the Bahamutans: Increased Endurance (OOOO) | ||
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* Heqen, born of the Nu: Diving into the Tempest (OOOO) | * Heqen, born of the Nu: Diving into the Tempest (OOOO) | ||
* Mahhu, born of the Lahamu: Prophecy (OOOO) | * Mahhu, born of the Lahamu: Prophecy (OOOO) | ||
* Pelopsids, born of the Oceanids: Increased Resolve (OOOO) | * Pelopsids, born of the Oceanids: Increased Resolve (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 or universal Mutations equal to Depth -1, their Strain's starting Mutation does not count towards this requirement. The Favoured Vestige doesn’t provide experience discounts on mutations. |
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. | 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. | ||
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===== 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 ==== | ||
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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. |
− | + | 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. | |
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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 | ||
===== Elements===== | ===== Elements===== | ||
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===== 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 (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. | |
− | + | Natural Evasion (OO): The Hybrid has Defence equal to Dexterity even if their Wits is lower. | |
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− | Natural Evasion (OO): The Hybrid has | ||
===== 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 (O - OO Depth 2-): The human side of the Hybrid's DNA has a stronger effect than normal. While the Hybrid | + | Unearthly Beauty (O - OO Depth 2-): The human side of the Hybrid's DNA has a stronger effect than normal. While the Hybrid dose have some tribal traits they are significantly muted blend into human features in a way that looks exotic rather than horrific. Each dot reduces the social penalty of depth by one and incurs a -1 penalty on any Noticing Transformation rolls. |
Fascination (OO): The Hybrid does not have a true Wake, but by spending a point of Ichor they can manifest a much weaker ability giving them 9again on all rolls to attract or keep someone's attention. | Fascination (OO): The Hybrid does not have a true Wake, but by spending a point of Ichor they can manifest a much weaker ability giving them 9again on all rolls to attract or keep someone's attention. | ||
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===== 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. | ||
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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 developing cancer) deduct | + | Weak DNA: The Hybrid's genetic structure is exceptionally vulnerable to damage. Whenever the Hybrid rolls to resist a harmful genetic effect (such as developing 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. |
Visible Mutation: The Hybrid's mutations are exceptionally pronounced and noticeable. Treat the Hybrid as one (or more if the player wishes) Depth lower when using the rules for Detecting Transformation or the social effects of Transformation. Even with this Mutation Hybrids do not reach, or appear to reach, Apotheosis: Depth 5 Hybrids cannot take this Flaw. If a higher Depth Hybrid with this Flaw reaches Depth 5 either replace this Flaw with another or simply remove Visible Mutation. When taking Visible Mutation as an optional Flaw the player may specify that it only applies to part of their body, if they do so they only gain Experience when the affected area is exposed or when keeping it concealed causes a problem. The deeper Depth provided by Visible Mutation counts towards the minimum Depths for Mutations. If only part of the body is affected the Storyteller should apply their own judgement. | Visible Mutation: The Hybrid's mutations are exceptionally pronounced and noticeable. Treat the Hybrid as one (or more if the player wishes) Depth lower when using the rules for Detecting Transformation or the social effects of Transformation. Even with this Mutation Hybrids do not reach, or appear to reach, Apotheosis: Depth 5 Hybrids cannot take this Flaw. If a higher Depth Hybrid with this Flaw reaches Depth 5 either replace this Flaw with another or simply remove Visible Mutation. When taking Visible Mutation as an optional Flaw the player may specify that it only applies to part of their body, if they do so they only gain Experience when the affected area is exposed or when keeping it concealed causes a problem. The deeper Depth provided by Visible Mutation counts towards the minimum Depths for Mutations. If only part of the body is affected the Storyteller should apply their own judgement. | ||
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Merfolk: 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 third depth, but some can pass as human provided they keep their tail covered (use Visible Mutation). | Merfolk: 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 third depth, but some can pass as human provided they keep their tail covered (use Visible Mutation). | ||
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==== “Father” Abdeel ==== | ==== “Father” Abdeel ==== | ||
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'''Attributes:''' Intelligence 2, Wits 3, Resolve 2, Strength 2, Dexterity, 1 Stamina 3, Presence 4, Manipulation 3, Composure 2 | '''Attributes:''' Intelligence 2, Wits 3, Resolve 2, Strength 2, Dexterity, 1 Stamina 3, Presence 4, Manipulation 3, Composure 2 | ||
− | '''Skills:''' Medicine 2, Occult 2 (The Tribe), Athletics 1, Brawl 1, Firearms 2, Survival 2, Weaponry 1, Expression 4 (preaching), Intimidation 2, Persuasion 2, | + | '''Skills:''' Medicine 2, Occult 2 (The Tribe), Athletics 1, Brawl 1, Firearms 2, Survival 2, Weaponry 1, Expression 4 (preaching), Intimidation 2, Persuasion 2, Socialise 1, Subterfuge 2 (Doublethink). |
'''Mutations:''' Deep Eyes 1, Brother to the Fishes 4, Mind Blast 4 | '''Mutations:''' Deep Eyes 1, Brother to the Fishes 4, Mind Blast 4 | ||
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'''Description:''' Father Abdeel is a striking man who carries himself with an air of unchallengeable dominance. Even in what appears to be middle age he is the picture of health and his long black beard is unmarked by even a single grey hair. All in all he is a man who radiates confidence, charisma and virulence. He does have a tendency to spoil the image by dressing in a homemade outfit based off a Babylonian priest. | '''Description:''' Father Abdeel is a striking man who carries himself with an air of unchallengeable dominance. Even in what appears to be middle age he is the picture of health and his long black beard is unmarked by even a single grey hair. All in all he is a man who radiates confidence, charisma and virulence. He does have a tendency to spoil the image by dressing in a homemade outfit based off a Babylonian priest. | ||
− | '''Storytelling Hints:''' The assumption with Father Abdeel is that he's a blood relative of one of the players. To them he will have been a shadowy figure in their past, undoubtedly the head of the family yet distant from his more human blooded relations – including most Leviathans before they gain the Template. The relationship is not necessarily adversarial, Father Abdeel sees himself as a cross between an | + | '''Storytelling Hints:''' The assumption with Father Abdeel is that he's a blood relative of one of the players. To them he will have been a shadowy figure in their past, undoubtedly the head of the family yet distant from his more human blooded relations – including most Leviathans before they gain the Template. The relationship is not necessarily adversarial, Father Abdeel sees himself as a cross between an advisor, high priest and right hand man to his Leviathan. While his knowledge is not amazing he's far more informed about the Tribe than most starting Leviathans and can be a valuable asset, it's not unreasonable to assume he owns a heirloom or two even if he cannot benefit from them himself. |
− | The drama with Father Abdeel comes from one simple fact: He's been imagining this moment for a long time and has some very clear ideas about what life under a Leviathan will be like. These may be harmlessly self serving: Himself as high priest with his deity's | + | The drama with Father Abdeel comes from one simple fact: He's been imagining this moment for a long time and has some very clear ideas about what life under a Leviathan will be like. These may be harmlessly self serving: Himself as high priest with his deity's favour and followers to lead. Outright heinous: Blood cults, racial purity and crusades against humanity. Or just plain odd: Uproot the family and resettle inside the Rift. Whatever his goals expect his advice to push an agenda even as he remains convinced his only wish is to serve. |
==== The Achelous Sisters ==== | ==== The Achelous Sisters ==== | ||
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'''Storytelling Hints:''' It wouldn't quite be fair to call the sisters immoral, amoral is far closer to the truth. Being raised without any real social contact than each other then put to immoral work means that they never really developed a moral compass and have see no important distinction between people and animals. Sure people struggle and fight if you try to eat them, but so do fish. | '''Storytelling Hints:''' It wouldn't quite be fair to call the sisters immoral, amoral is far closer to the truth. Being raised without any real social contact than each other then put to immoral work means that they never really developed a moral compass and have see no important distinction between people and animals. Sure people struggle and fight if you try to eat them, but so do fish. | ||
− | The sisters live a nomadic life in the ocean, they hide from dangerous | + | The sisters live a nomadic life in the ocean, they hide from dangerous preditors, hunt what they can. When the opportunity presents itself they'll lure people close to the water by singing before drowning and eating them. It's not luxury but they have each other, they're happy enough. |
== Earth's Most Mighty Tribe == | == Earth's Most Mighty Tribe == | ||
===== Sidebar: Hunters ===== | ===== Sidebar: Hunters ===== | ||
− | If you've read Hunter: The Vigil you're sure to be asking the obvious question: The answer is yes. Ahabs, The Marduk Society, The Irrational Economic Actors Task Force | + | If you've read Hunter: The Vigil you're sure to be asking the obvious question: The answer is yes. Ahabs, The Marduk Society, The Irrational Economic Actors Task Force, The Season Letters and The Tucker Street Outfit are all Hunters. However the rules below can be used with nothing more than the World of Darkness core rulebook. |
− | Groups who own Hunter: the Vigil may wish to try the following new Professions to for that two fisted Marduk feel: Adventurer (Socialise and Survival), Sailor (Crafts and Drive), Archaeologist (think Indiana Jones: Academics and Larceny), Genealogist or Historian (Academics and Investigation). The Irrational Economic Actors Task Force has a fair crop of Civil Servants, Bureaucrats and politically or socially focused Academics (Academics and Politics). | + | Groups who own Hunter: the Vigil may wish to try the following new Professions to for that two fisted Marduk feel: Adventurer (Socialise and Survival), Sailor (Crafts and Drive), Archaeologist (think Indiana Jones: Academics and Larceny), Genealogist or Historian (Academics and Investigation), Therapist (Medicine and Empathy). The Irrational Economic Actors Task Force has a fair crop of Civil Servants, Bureaucrats and politically or socially focused Academics (Academics and Politics). |
===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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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 -3 penalty to social rolls, this | + | *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 -3 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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Serial murderers given supernatural powers by their obsession with killing, are Ahab's Slashers? By a purist's definition of Slashers they are not. A Slasher might start with a dedicated goal such as protecting mankind from the depredations of the Tribe but it's in their nature that their targets gradually expand until they kill for it's own sake as much as for any higher purpose. Ahabs retain their focus on hunting the Tribe. | Serial murderers given supernatural powers by their obsession with killing, are Ahab's Slashers? By a purist's definition of Slashers they are not. A Slasher might start with a dedicated goal such as protecting mankind from the depredations of the Tribe but it's in their nature that their targets gradually expand until they kill for it's own sake as much as for any higher purpose. Ahabs retain their focus on hunting the Tribe. | ||
− | A more pragmatic view is to say it doesn't really matter. Whether or not they are Slashers has no effect | + | A more pragmatic view is to say it doesn't really matter. Whether or not they are Slashers has no effect the story. |
− | But then there's the cosmological view, how do Ahabs fit into the World of Darkness? Well their power comes from madness and an obsessive need to kill so to start with we can say they're a form of Slasher. Next we have to ask what keeps them focused on the Tribe rather than murder for its own sake, looking at the origins presented for | + | But then there's the cosmological view, how do Ahabs fit into the World of Darkness? Well their power comes from madness and an obsessive need to kill so to start with we can say they're a form of Slasher. Next we have to ask what keeps them focused on the Tribe rather than murder for its own sake, looking at the origins presented for Slashers above it's clear they're trapped by the Wake like a Beloved. So Ahabs are a combination of Slasher and Beloved. This raises some obvious questions: Could some of the other Undertakings become ensnared by the Wake and focus their perversions entirely on the tribe? Could the Ahab Undertaking appear independently of the Tribe to create unshakable trackers that follow human targets around the globe? We leave this question to you. |
Finally if you really see a need to make Ahabs fit the Slasher template note for note here are some guidelines: Rippers get the extra benefits from Resolve, including the final strike, and the compulsion to hunt. Scourges get the ability to sense Leviathans and the social penalty, in addition to the Ripper benefits. Immunity to the Wake and other Psychic abilities come from the Beloved side of the equation. Ahab Undertaking Skills (if you don't have Slasher: You choose two undertaking skills, they must have two dots and at least one speciality. There are no other effects.) are: Investigation, Occult, Drive (Drive is included on this list for sailors.), Firearms, Stealth, Survival, Weaponry, Streetwise. Scourges may also choose Animal Ken or Crafts. | Finally if you really see a need to make Ahabs fit the Slasher template note for note here are some guidelines: Rippers get the extra benefits from Resolve, including the final strike, and the compulsion to hunt. Scourges get the ability to sense Leviathans and the social penalty, in addition to the Ripper benefits. Immunity to the Wake and other Psychic abilities come from the Beloved side of the equation. Ahab Undertaking Skills (if you don't have Slasher: You choose two undertaking skills, they must have two dots and at least one speciality. There are no other effects.) are: Investigation, Occult, Drive (Drive is included on this list for sailors.), Firearms, Stealth, Survival, Weaponry, Streetwise. Scourges may also choose Animal Ken or Crafts. | ||
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Actually that's not it either. The real truth is that the Marduk Society are not more good or evil than other people. A loose movement of sorcerers, priests, kings and warlords who banded together in ancient Mesopotamia for mutual protection against the Tribe. The armies of man took arms against the cultists of the tribes. Priests and Magi bargained for power to oppose the Tribe's eldritch might. And they were victorious. The alliance grew and spread, sweeping the Tribe ahead of them into the mists of history. | Actually that's not it either. The real truth is that the Marduk Society are not more good or evil than other people. A loose movement of sorcerers, priests, kings and warlords who banded together in ancient Mesopotamia for mutual protection against the Tribe. The armies of man took arms against the cultists of the tribes. Priests and Magi bargained for power to oppose the Tribe's eldritch might. And they were victorious. The alliance grew and spread, sweeping the Tribe ahead of them into the mists of history. | ||
− | Or perhaps it's none of the above | + | Or perhaps it's none of the above. 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. It may not even be the same society, thousands of years is a long time. The society may have been usurped or be multiple groups thorough history. Each adopting legitimacy by taking an earlier Conspiracies name or declaring allegiance to the mystically potent Sigil of Marduk. There's translation errors in the Tribe's records as well as "obvious" interpretations for phrases like "our great enemy". |
As records progress Marduk 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 refined Marduk's sky sorcery into powerful tools for their servants so that they would not need to teach the secrets of true power beginning a shift that has been a constant in the society’s history. Today Marduk operatives hunt the Wicked Tribe with submarines rather than sorcery. | As records progress Marduk 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 refined Marduk's sky sorcery into powerful tools for their servants so that they would not need to teach the secrets of true power beginning a shift 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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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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==== Status ==== | ==== Status ==== | ||
− | 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. One of the most potent advantages Marduk Idealists have is a genuine culture of mutual support, to represent this every dot of Marduk Status comes with one free dot of Allies (Marduk Society) to a maximum of five dots. Remember, to benefit from the Allies Merit you are expected to help others in turn. Marduk Conspirators do not have such a culture but they may worm their way into the idealists. They may buy Allies (Marduk Society) at new dots * 1, up to their current Status. Further dots are priced as normal. |
=====Idealist===== | =====Idealist===== | ||
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'''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 is good for 15 shots. <br> | '''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 is good for 15 shots. <br> | ||
− | '''Dart Gun''' (OO): Not as effective as a | + | '''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, has 10 shots to a clip and has a range of 50/100/200 underwater and 10/20/40 on the surface.<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 cells have 20 shots each.<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 cells have 20 shots each.<br> | ||
'''Babel's Wall''' (OOOO): Babel's Walls are something of a mystery even to the Society. Marduk's scientists know exactly how they work, they just don't have any clue why they're effective. They don't even know who designed it or why it's called Babel's Wall. Still, never look a gift horse in the mouth as they say. Bable's Wall is one of the most effective tools Marduk ever got their hands on for it can disrupt a Leviathan's connection to the Primordial Sea. Babel's Wall is a one damage dish and backpack array with a range of 20/40/80. The agent rolls Dexterity + Firearms + Damage vs 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> | '''Babel's Wall''' (OOOO): Babel's Walls are something of a mystery even to the Society. Marduk's scientists know exactly how they work, they just don't have any clue why they're effective. They don't even know who designed it or why it's called Babel's Wall. Still, never look a gift horse in the mouth as they say. Bable's Wall is one of the most effective tools Marduk ever got their hands on for it can disrupt a Leviathan's connection to the Primordial Sea. Babel's Wall is a one damage dish and backpack array with a range of 20/40/80. The agent rolls Dexterity + Firearms + Damage vs 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> | ||
− | '''“Plan B”''' (OOOOO): “Plan B” is the Marduk codename 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 | + | '''“Plan B”''' (OOOOO): “Plan B” is the Marduk codename 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. The serum counts as a Toxicity 5 poison, "damage" reduces the target's Subterfuge score. If the target's Suberfuge is reduced into negatives all Subterfuge rolls automatically become a chance die. Effects last one scene. <br> | '''Truth Serum''' (renewable OO): A syringe with one dose of truth serum. The serum counts as a Toxicity 5 poison, "damage" reduces the target's Subterfuge score. If the target's Suberfuge 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 (or rather, it can but dormant progenitor DNA is so common it's ignored). <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 (or rather, it can but dormant progenitor DNA is so common it's ignored). <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? ===== | ||
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====Members==== | ====Members==== | ||
− | The Task Force is found in the corridors of power, | + | The Task Force is found in the corridors of power, it's members are drawn from the bureaucrats and civil servants who keep the European economy running. This tends to give them an academic background, a measured approach and a focus on the big picture. Most would rather fight monsters with the stroke of a pen than the barrel of a gun. |
That said, when it's do or die, the Task Force doesn't shy away from direct action. Its members are experienced and well-connected, and the balance struck between agencies and agendas means that it's not often they can sub-contract the elimination of a supernatural threat to a mundane agency without repercussions. They tend to act very professionally, even if they aren't equipped with the skills or gear the situation would require. | That said, when it's do or die, the Task Force doesn't shy away from direct action. Its members are experienced and well-connected, and the balance struck between agencies and agendas means that it's not often they can sub-contract the elimination of a supernatural threat to a mundane agency without repercussions. They tend to act very professionally, even if they aren't equipped with the skills or gear the situation would require. | ||
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In their own way such threats can be more dangerous than a rampaging Typhon or hunting Ahab. Not only are they far more numerous, a rampaging Typhon ends in blood and the Leviathan, should she survive, is free to get on with her life. Even Marduk has limited resources allowing a Leviathan to lie low until the heat is off. Humanity however cannot be fought, it cannot be escaped at least not if a Leviathan wishes to keep his mind intact. It can only be endured day after day while the Wake forms an impenetrable barrier to peaceful coexistence. | In their own way such threats can be more dangerous than a rampaging Typhon or hunting Ahab. Not only are they far more numerous, a rampaging Typhon ends in blood and the Leviathan, should she survive, is free to get on with her life. Even Marduk has limited resources allowing a Leviathan to lie low until the heat is off. Humanity however cannot be fought, it cannot be escaped at least not if a Leviathan wishes to keep his mind intact. It can only be endured day after day while the Wake forms an impenetrable barrier to peaceful coexistence. | ||
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====Somalian Pirate==== | ====Somalian Pirate==== | ||
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''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 | ''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 | ||
− | + | 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:''' 5 | ||
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) | 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 | '''Other Merits:''' Resources 2 Contacts 2 (Fences, Suppliers) Allies 1 (Pirates) Allies 1 (Informants) Barfly 1 | ||
'''Weapons:''' <br> | '''Weapons:''' <br> | ||
− | AKM Assault Rifle: Damage (4), Range 125/250/500. | + | AKM Assault Rifle: Damage (4), Range 125/250/500. roll 10 dice. <br> |
RPG7: Damage -1(+5), Blast Area 10, Force 5, Range 500/1000/2000. Notes: 9again, knockdown, effective size class of 5. Roll 4 dice. | RPG7: Damage -1(+5), Blast Area 10, Force 5, Range 500/1000/2000. Notes: 9again, knockdown, effective size class of 5. Roll 4 dice. | ||
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==== Idols ==== | ==== Idols ==== | ||
− | Idols are found in the second depth; formed of a contradictory mixture of pride and self loathing | + | Idols are found in the second depth; 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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'''Anchor Mastery''' | '''Anchor Mastery''' | ||
− | A Ghost with Anchor Mastery may interact with their anchor as though they were still solid. All crew on a Ghost Ship have it and use it to sail the ship. | + | A Ghost with Anchor Mastery may interact with their anchor as though they were still solid. All crew on a Ghost Ship have it and use it to sail the ship. Anchor Mastery is automatic, no Essence or roll is required. |
'''Fortify Anchor''' | '''Fortify Anchor''' | ||
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Not all of Tiamat's children remained within the Primordial Waters, Behemoth crawled onto the land and Ziz grew wings to climb the heavens. There they dwelled, prospered and multiplied. They became Progenitors of the Tribe. | Not all of Tiamat's children remained within the Primordial Waters, Behemoth crawled onto the land and Ziz grew wings to climb the heavens. There they dwelled, prospered and multiplied. They became Progenitors of the Tribe. | ||
− | This was long ago, in an earlier age of the world. Marduk slew Tiamat and his order have put generations of the Tribe to the sword. The children of | + | This was long ago, in an earlier age of the world. Marduk slew Tiamat and his order have put generations of the Tribe to the sword. The children of Bahamut and Ziz felt the fall of the Primordial Waters as deeply as any of their kin, deeper perhaps for lacking the safety of the depth they've suffered more than their aquatic cousins at the hands of the Society. The blood of Tiamat did not truly survive the hunts, what remains is diminished in some way. In each Strain one aspect of the Tribe's threefold nature dominates. Lacking the strength of all three aspects, the true Birthright is denied to the Cryptids. |
At least that is today, who knows what tomorrow brings? | At least that is today, who knows what tomorrow brings? | ||
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=== Royal Apes === | === Royal Apes === | ||
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'''Channels:''' Lambent Eyes of Judgement (Lantern of Truth 1), Orobourus Kin (Divine Perspective 3, Third Eye 4), The Skyfather's Wings, Besieging the Tower of Will (Psychic Shockwave 5) <br> | '''Channels:''' Lambent Eyes of Judgement (Lantern of Truth 1), Orobourus Kin (Divine Perspective 3, Third Eye 4), The Skyfather's Wings, Besieging the Tower of Will (Psychic Shockwave 5) <br> | ||
'''Current:''' Mothmen usually possess two major Currents based off of some combination of Envy, Lust, Pride, and /or Sloth. <br> | '''Current:''' Mothmen usually possess two major Currents based off of some combination of Envy, Lust, Pride, and /or Sloth. <br> | ||
+ | |||
+ | ====Sidebar: The Skyfather's Wings==== | ||
+ | |||
+ | Cryptids descended from Ziz can (unsurprisingly) fly. Hybrids have a three dot "Wings" Mutation (Universal Affinity) that allows them to fly at their usual Speed and a Mutation Son of the Sky (O to OOO) under Elements that works like Child of the Waves only for flight. Deep Ones and Typhons may either buy Wings as a three dot Merit allowing them to fly at their usual speed or they may buy the unique Ziz only Channel "The Skyfather's Wings"; this Channel works identically to Uncrowned Fisher King except for enhancing flight rather than swimming. Wings come free with the Channel. | ||
== Stranger Things in Heaven and Earth == | == Stranger Things in Heaven and Earth == | ||
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Aboleths are known to the scientific community from fossils but are wrongly considered to be extinct. Naturally the fossil record didn't mention their more supernatural traits but in turn the Tribe, at least those who don't read palaeontology journals, would be surprised to learn what humanity knows about the Aboleths: As recently as around four to five thousand years ago Aboleths were much more active and their habitat stretched across the oceans. | Aboleths are known to the scientific community from fossils but are wrongly considered to be extinct. Naturally the fossil record didn't mention their more supernatural traits but in turn the Tribe, at least those who don't read palaeontology journals, would be surprised to learn what humanity knows about the Aboleths: As recently as around four to five thousand years ago Aboleths were much more active and their habitat stretched across the oceans. | ||
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