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[PICTURE: Full page. A stone wall takes up the majority of the picture and most of that is covered by algae, coral and barnacles. Strands of bladderwrack seaweed wave in front of the sides. Of the wall itself, all is visible is an irregular section in the centre where most of the algae has been cleared, revealing a relief image  that depicts a large, staring eye set in the centre of a circular maw replete with jagged triangular teeth. The lines of the relief glimmer faintly with a sickly green light and points of the same light can be seen beneath the barnacles, suggesting that the design continues beneath them. Looking at the wall are three silhouetted figures. One is obviously human and is wearing full scuba gear. To the left of the scuba diver is another figure viewed in profile. It wears no clothing bar a loincloth that appears to be made of seaweed. It has a human shape (two arms, two legs, one head etc) but in place of hair it has a set of quills reminiscent of a porcupine's which continue down its back in a kind of mane. Its mouth extends almost to its ears and is filled with needle-like teeth. A long, thin black tongue darts from between the fangs. On the left of the scuba diver is a figure that is not human at all. It resembles a gigantic eel with black skin and no eyes. Its tail extends beyond the edge of the picture. From behind its head extend four tentacles, two of which are holding what appears to be a crude human-sized idol beneath the thing's body. The other pair are held above its head. All of the tentacles are covered in lidless silver eyes with neither pupil nor iris.]
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[PICTURE: Full page. Something ]
  
 
= Chapter 3 : Systems and Advantages =
 
= Chapter 3 : Systems and Advantages =
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* Sheol provides a cap on the natural limits of the Leviathan's Skills, as well as the Attributes of his mortal form. While transformative powers can push a Leviathan beyond his form's limits, there is a limit to how much alteration they can provide, while a Leviathan with a truly exceptional connection to his bloodline might manifest superhuman traits without transformation.
 
* Sheol provides a cap on the natural limits of the Leviathan's Skills, as well as the Attributes of his mortal form. While transformative powers can push a Leviathan beyond his form's limits, there is a limit to how much alteration they can provide, while a Leviathan with a truly exceptional connection to his bloodline might manifest superhuman traits without transformation.
  
* Sheol is involved in the rolls for most supernatural actions - the use of Channels and transformation. It also provides insulation against psychic tampering by other supernatural entities.
+
* Sheol is involved in the rolls for most supernatural actions - the use of Echoes and transformation. It also provides insulation against psychic tampering by other supernatural entities.
  
 
* As Sheol grows, so too does the maximum extent of the Wake. The Wake's direct effects are only felt fully when in the presence of the Leviathan, but they impose subtle psychic pressure on all those within the maximum extent. This also provides the limits of many supernatural abilities.  
 
* As Sheol grows, so too does the maximum extent of the Wake. The Wake's direct effects are only felt fully when in the presence of the Leviathan, but they impose subtle psychic pressure on all those within the maximum extent. This also provides the limits of many supernatural abilities.  
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     <td align="center">10</td>
 
     <td align="center">10</td>
 
     <td align="center">1</td>
 
     <td align="center">1</td>
     <td align="center">3 yards</td>
+
     <td align="center">10 feet</td>
 
     <td align="center">-1</td>
 
     <td align="center">-1</td>
 
   </tr>
 
   </tr>
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     <td align="center">12</td>
 
     <td align="center">12</td>
 
     <td align="center">2</td>
 
     <td align="center">2</td>
     <td align="center">5 yards</td>
+
     <td align="center">15 feet</td>
 
     <td align="center">-1</td>
 
     <td align="center">-1</td>
 
   </tr>
 
   </tr>
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     <td align="center">16</td>
 
     <td align="center">16</td>
 
     <td align="center">3</td>
 
     <td align="center">3</td>
     <td align="center">10 yards</td>
+
     <td align="center">30 feet</td>
 
     <td align="center">-1</td>
 
     <td align="center">-1</td>
 
   </tr>
 
   </tr>
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     <td align="center">20</td>
 
     <td align="center">20</td>
 
     <td align="center">4</td>
 
     <td align="center">4</td>
     <td align="center">20 yards</td>
+
     <td align="center">60 feet</td>
 
     <td align="center">-1</td>
 
     <td align="center">-1</td>
 
   </tr>
 
   </tr>
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     <td align="center">25</td>
 
     <td align="center">25</td>
 
     <td align="center">5</td>
 
     <td align="center">5</td>
     <td align="center">35 yards</td>
+
     <td align="center">100 feet</td>
 
     <td align="center">-2</td>
 
     <td align="center">-2</td>
 
   </tr>
 
   </tr>
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     <td align="center">30</td>
 
     <td align="center">30</td>
 
     <td align="center">6</td>
 
     <td align="center">6</td>
     <td align="center">65 yards</td>
+
     <td align="center">200 feet</td>
 
     <td align="center">-2</td>
 
     <td align="center">-2</td>
 
   </tr>
 
   </tr>
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     <td align="center">40</td>
 
     <td align="center">40</td>
 
     <td align="center">7</td>
 
     <td align="center">7</td>
     <td align="center">150 yards</td>
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     <td align="center">400 feet</td>
 
     <td align="center">-2</td>
 
     <td align="center">-2</td>
 
   </tr>
 
   </tr>
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     <td align="center">60</td>
 
     <td align="center">60</td>
 
     <td align="center">8</td>
 
     <td align="center">8</td>
     <td align="center">250 yards</td>
+
     <td align="center">800 feet</td>
 
     <td align="center">-3</td>
 
     <td align="center">-3</td>
 
   </tr>
 
   </tr>
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     <td align="center">80</td>
 
     <td align="center">80</td>
 
     <td align="center">10</td>
 
     <td align="center">10</td>
     <td align="center">500 yards</td>
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     <td align="center">1500 feet</td>
 
     <td align="center">-3</td>
 
     <td align="center">-3</td>
 
   </tr>
 
   </tr>
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     <td align="center">100</td>
 
     <td align="center">100</td>
 
     <td align="center">15</td>
 
     <td align="center">15</td>
     <td align="center">1000 yards</td>
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     <td align="center">3000 feet</td>
 
     <td align="center">-3</td>
 
     <td align="center">-3</td>
 
   </tr>
 
   </tr>
 
</table>
 
</table>
 +
  
 
=== Drawbacks of Sheol ===
 
=== Drawbacks of Sheol ===
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* '''Birthrights''': Ichor is expended to activate Birthrights.
 
* '''Birthrights''': Ichor is expended to activate Birthrights.
  
* The amount of Ichor that a Leviathan can safely expend in a turn is limited by his Sheol score. He may expend up to two points beyond this limit, but must undergo an Outburst check if he does so. The Outburst is delayed until his next turn if he spent the Ichor on an Instant Action.
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* The amount of Ichor that a Leviathan can safely expend in a turn is limited by his Sheol score. He may expend up to two points beyond this limit, but must undergo an Outburst check if he does so.
  
 
=== Regaining Ichor ===
 
=== Regaining Ichor ===
  
* '''Resonance''': Leviathans can recover Ichor by harmonizing with the lingering connection that all water holds to the Primordial Sea. If the Leviathan spends at least two hours submerged in a body of water with at least the volume of a large tub, they will recover points of Ichor equal to their Sheol. Multiple Leviathans can benefit from a large body of water, provided that it has at least the minimum necessary volume for each member of the Tribe. Unless the water is flowing naturally (such as a lake, river, or ocean), a given body of water can only provide this power once per day. Conversely, every two hours spent without water in an environment in which dehydration is a threat - such as a desert - the Leviathan bleeds off a point of Ichor.
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* '''Resonance''': Leviathans can recover Ichor by harmonizing with the lingering connection that all water holds to the Primordial Sea. If the Leviathan spends at least two hours submerged in a body of water with at least the volume of a large tub, they will recover a point of Ichor. Multiple Leviathans can benefit from a large body of water, provided that it has at least the minimum necessary volume for each member of the Tribe. Unless the water is flowing naturally (such as a lake, river, or ocean), a given body of water can only provide this power once per day. Conversely, every two hours spent without water in an environment in which dehydration is a threat - such as a desert - the Leviathan bleeds off a point of Ichor.  
 
 
* '''Immersion''': A Leviathan that is travelling the Rift recovers one point of Ichor per hour.  
 
  
* '''Sin''': A Leviathan that indulges in his preferred sin regains a point of Ichor.
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* '''Immersion''': A Leviathan that is travelling the Depths recovers one point of Ichor per hour.  
  
* '''Worship''': A Leviathan with a Cult recovers one point of Ichor each morning as a natural consequence of being deified. He may spend a task to direct his Cult to spend time partaking in more elaborate rituals in his honor, but doing so requires considerable time and poses potential problems regarding detection and interference in cultist's daily lives. If the Cult is directed in this fashion, the Leviathan will regain additional Ichor equal to their Zeal + 1 upon the next morning.   
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* '''Worship''': A Leviathan with a Cult recovers one point of Ichor each morning as a natural consequence of being deified. He may direct his Cult to spend time partaking in more elaborate rituals in his honor, but doing so requires considerable time and poses potential problems regarding detection and interference in cultist's daily lives. If the Cult is directed in this fashion, the Leviathan will regain additional Ichor equal to their Zeal upon the next morning.   
  
 
* '''Degeneration''': Upon degenerating due to failing a Tranquility check, the Leviathan regains Ichor equal to its previous Tranquility score.  
 
* '''Degeneration''': Upon degenerating due to failing a Tranquility check, the Leviathan regains Ichor equal to its previous Tranquility score.  
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* '''Havoc''': Members of the Tribe can, in a pinch, use destruction to attempt to assuage their bloodline and re-connect with their lost nature. If a Leviathan purposefully destroys an inanimate object of Size 5 or greater or injures or kills a living creature (outside of the bounds of combat), he may attempt a Havoc roll. The Leviathan must directly cause the destruction to feed off of it - he cannot benefit from arson or a cush job in demolitions, for instance. If the Leviathan recovers more Ichor from a Havoc check than his Composure, he must make an Outburst check.  
 
* '''Havoc''': Members of the Tribe can, in a pinch, use destruction to attempt to assuage their bloodline and re-connect with their lost nature. If a Leviathan purposefully destroys an inanimate object of Size 5 or greater or injures or kills a living creature (outside of the bounds of combat), he may attempt a Havoc roll. The Leviathan must directly cause the destruction to feed off of it - he cannot benefit from arson or a cush job in demolitions, for instance. If the Leviathan recovers more Ichor from a Havoc check than his Composure, he must make an Outburst check.  
 
*** '''Dice Pool''': Resolve + Sheol  
 
*** '''Dice Pool''': Resolve + Sheol  
*** '''Action''': Reflexive (Causing the damage usually requires an Instant Action)
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*** '''Action''': Instant
 
*** '''Roll Results'''
 
*** '''Roll Results'''
 
**** ''Dramatic Failure'': No Ichor is recovered - instead, the violence forces an Outburst check.
 
**** ''Dramatic Failure'': No Ichor is recovered - instead, the violence forces an Outburst check.
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'''Derangements''': A failed degeneration roll means that the Leviathan must make a Tranquility roll to avoid acquiring a Derangement, if his Tranquility is lower then 8. The new Derangement is linked to the lost dot of Tranquility: if the Leviathan's Tranquility is raised back to its original level, the Derangement is removed.
 
'''Derangements''': A failed degeneration roll means that the Leviathan must make a Tranquility roll to avoid acquiring a Derangement, if his Tranquility is lower then 8. The new Derangement is linked to the lost dot of Tranquility: if the Leviathan's Tranquility is raised back to its original level, the Derangement is removed.
 
   
 
   
'''Afflictions''': When a Leviathan with a Tranquility of below 5 gains a Derangement, they also must resist gaining an Affliction, a physical mutation that marks their mental and spiritual decay. Afflictions can be Mild or Severe, and match the severity of the Derangement that triggered them. To resist gaining an Affliction, the Leviathan must make a Tranquility check. Leviathans with a Sheol of 6 or 7 suffer a -1 penalty on this roll, and those with a Sheol of 8 or higher suffer a -2 penalty.  
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'''Afflictions''': When a Leviathan with a Tranquility of below 7 gains a Derangement, they also must resist gaining an Affliction, a physical mutation that marks their mental and spiritual decay. Afflictions can be Mild or Severe, and match the severity of the Derangement that triggered them. To resist gaining an Affliction, the Leviathan must make a Tranquility check. Leviathans with a Sheol of 6 or 7 suffer a -1 penalty on this roll, and those with a Sheol of 8 or higher suffer a -2 penalty.  
  
 
Disruptions are generally codified as one of three varieties of transgression, with their severity dependent on the intersection of various negative behaviors:
 
Disruptions are generally codified as one of three varieties of transgression, with their severity dependent on the intersection of various negative behaviors:
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   <tr>
 
   <tr>
 
     <td align="center">5</td>
 
     <td align="center">5</td>
     <td>Intentional murder, sadism, ritual violence. Going a month without seeing a known Atoll in the area. Going a fortnight without transforming (Roll three dice).</td>
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     <td>Intentional murder, sadism, ritual violence. Going a month without seeing a known Atoll in the area Going a fortnight without transforming (Roll three dice).</td>
 
   </tr>
 
   </tr>
 
   <tr>
 
   <tr>
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=== Drawbacks of Tranquility ===
 
=== Drawbacks of Tranquility ===
  
* '''Violent Tendencies''': As Tranquility fails, the more monstrous side of the Leviathan's nature becomes more difficult to resist. A Leviathan with Tranquility 5 or 6 suffers no penalty. At Tranquility 3 or 4, the Leviathan suffers a -1 penalty to all checks to return to a more human form and to resist an Outburst. At Tranquility 1 or 2, this increases to -2. A Typhon or Ophion simply ''cannot'' attempt to return to a more human shape.
+
* '''Violent Tendencies''': As Tranquility fails, the more monstrous side of the Leviathan's nature becomes more difficult to resist. A Leviathan with Tranquility 5 or 6 suffers no penalty. At Tranquility 3 or 4, the Leviathan suffers a -1 penalty to all checks to return to a more human form and to resist an Outburst. At Tranquility 1 or 2, this increases to -2. A Typhon simply ''cannot'' attempt to return to a more human shape.
  
 
* '''Afflictions''': A descending Tranquility results in Derangements, which might be accompanied by the Leviathan developing an Affliction. An Affliction is a physical or behavioral marker, some minor or major alteration of the body, which is present in all of the Leviathan's forms. Each Affliction is tied to a Derangement and has the same severity. Should a Derangement increase or decrease in severity, or be removed, the Affliction is altered appropriately - a more serene mind can reassert control over its body. A mild Affliction, if apparent, imposes a -1 penalty on social rolls. A severe Affliction imposes a -3 penalty. Cultists are not so squeamish - it is only interaction with the outside world that is impeded.  
 
* '''Afflictions''': A descending Tranquility results in Derangements, which might be accompanied by the Leviathan developing an Affliction. An Affliction is a physical or behavioral marker, some minor or major alteration of the body, which is present in all of the Leviathan's forms. Each Affliction is tied to a Derangement and has the same severity. Should a Derangement increase or decrease in severity, or be removed, the Affliction is altered appropriately - a more serene mind can reassert control over its body. A mild Affliction, if apparent, imposes a -1 penalty on social rolls. A severe Affliction imposes a -3 penalty. Cultists are not so squeamish - it is only interaction with the outside world that is impeded.  
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** ''Example severe Afflictions'': Bleeds seawater, can only digest rotting flesh, two rows of triangular teeth, exudes strong odor of seaside swamp, one hand fused into a club-like fin, pronounced dorsal fin
 
** ''Example severe Afflictions'': Bleeds seawater, can only digest rotting flesh, two rows of triangular teeth, exudes strong odor of seaside swamp, one hand fused into a club-like fin, pronounced dorsal fin
  
* '''Giving In''': Upon reaching Tranquility 0, degeneration strips a Leviathan of two of his threefold nature. Acting on base impulses and uncontrolled urges leads to a Typhon, little more than a wild animal driven by atavistic impulses. Abuse of the Wake and her Beloved turns a Leviathan into a Ophion, uninhibited she channels the alien madness and shifting currents of the Tempest. Utter rejection of his monstrous heritage will revert a Leviathan back to humanity, but his mind never recovers from the loss of two natures. He will spend the rest of his life unable to perform the most basic functions unaided.
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* '''Giving In''': Upon reaching Tranquility 0, the Leviathan becomes a Typhon, degeneration strips him of both his human and divine natures, leaving only the beast behind. locked into their monstrous forms and indulging in their most monstrous impulses.
  
 
== Transformation ==
 
== Transformation ==
  
 
If not the most notable power of the Tribe, the assumption of monstrous shapes is certainly the most dramatic. Most Leviathans consider this ability with a mixture of pride and outright terror. On the one hand, the exploration of self that is involved in the shaping of one's other forms is a key element of the search for self-reliance. On the other, transformation most often occurs without the consent of the Leviathan – as a disastrous Outburst, brought on by the difficulties of life and the stresses of interacting with normal humans. The ability to transform makes everything awkward and wrong about the Leviathan visible, and that concept is hardly comforting to a member of the Tribe trying to get by without a roadmap.  
 
If not the most notable power of the Tribe, the assumption of monstrous shapes is certainly the most dramatic. Most Leviathans consider this ability with a mixture of pride and outright terror. On the one hand, the exploration of self that is involved in the shaping of one's other forms is a key element of the search for self-reliance. On the other, transformation most often occurs without the consent of the Leviathan – as a disastrous Outburst, brought on by the difficulties of life and the stresses of interacting with normal humans. The ability to transform makes everything awkward and wrong about the Leviathan visible, and that concept is hardly comforting to a member of the Tribe trying to get by without a roadmap.  
 
The form taken by each Leviathan is unique and affected by many parts of a Leviathan's life. Genetics play a part, both Strain and sometimes even family lines will have visible traits. This is especially true for younger Leviathans before other factors have become dominant. As a Leviathan rises in Sheol her self image, usually defined by her choice of School, becomes the most important trait. Channels and Adaptations both change the transformed form, though each Leviathan expresses them differently. A Channel that one Leviathan expresses as vicious claws might create venomous spines for another. Channels and Adaptations are not always visible, sometimes they express themselves as purely internal changes. A Leviathan's Tranquillity has it's effects, in the Tribe stable mind begets stable body. Finally an Evolution can define a Leviathan's appearance, forming a stable framework for all other traits to build upon.
 
  
 
The Tribe recognizes seven distinct stages of transformation, from the human body to the truly monstrous, and some members have speculated on these convenient points of reference. They reason that, were transformation truly occurring at random, it could not be so easily stratified, and identify stages with other, mythically-supported sevens – seven vices, seven heads of the beast in the Book of Daniel, and so forth. No consensus on the matter exists or is likely to arise, and certainly the markers of Afflictions and the increasing complexity that a developing Leviathan adds to each form suggests that the boundaries are not so easily predetermined. Others theorize that these “contact points” are bastions of order extending in a line towards the deified Progenitors, and take great pains to try and push “Beyond” the seventh step – or, back, attempting to return “past” the human form to actual humanity. So far, no dice.
 
The Tribe recognizes seven distinct stages of transformation, from the human body to the truly monstrous, and some members have speculated on these convenient points of reference. They reason that, were transformation truly occurring at random, it could not be so easily stratified, and identify stages with other, mythically-supported sevens – seven vices, seven heads of the beast in the Book of Daniel, and so forth. No consensus on the matter exists or is likely to arise, and certainly the markers of Afflictions and the increasing complexity that a developing Leviathan adds to each form suggests that the boundaries are not so easily predetermined. Others theorize that these “contact points” are bastions of order extending in a line towards the deified Progenitors, and take great pains to try and push “Beyond” the seventh step – or, back, attempting to return “past” the human form to actual humanity. So far, no dice.
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=== Stages of Transformation ===
 
=== Stages of Transformation ===
  
* '''Depth 0''' - In other words, human form. In this Depth, the Leviathan is roughly indistinguishable from other humans, but can only make use of Birthrights.  
+
* '''First Form''' - In other words, human form. In this Depth, the Leviathan is roughly indistinguishable from other humans, but can only make use of Birthrights.  
  
* '''Depth 1''' – "The near hybrid." At this degree of transformation, the Leviathan is still mostly human in appearance - only a wary onlooker can piece together the subtle visual cues that betray his nature. He begins to benefit from his Vestiges and gains access to the least of their powers. At this Depth treat a Leviathan's Stamina as though it were one dot higher for the purposes of holding it's breath.  
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* '''Second Form''' – "The near hybrid." At this degree of transformation, the Leviathan is still mostly human in appearance - only a wary onlooker can piece together the subtle visual cues that betray his nature. He begins to benefit from his Vestiges and gains access to the least of their powers. At this Depth treat a Leviathan's Stamina as though it were one dot higher for the purposes of holding it's breath.  
  
* '''Depth 2''' – "The distant hybrid." This degree represents the level of many hybrids. While one might mistake them for a human from a distance or if they were suitably garbed, the signs that were previously merely hints begin to declare the unnatural essence of the Leviathan. At this Depth the he can breath comfortably underwater even during combat and suffers no Speed penalty while swimming.  
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* '''Third Form''' – "The distant hybrid." This degree represents the level of many hybrids. While one might mistake them for a human from a distance or if they were suitably garbed, the signs that were previously merely hints begin to declare the unnatural essence of the Leviathan. At this Depth the he can breath comfortably underwater even during combat.  
 
   
 
   
* '''Depth 3''' – "The bestial." The Leviathan can no longer pass as human - this form melds the aquatic and the terrestrial into something monstrous and twisted. This form is something out of a horror movie. At this point, the Leviathan increases in stature, and he gains access to the greater reaches of his Vestiges.   
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* '''Fourth Form''' – "The bestial." The Leviathan can no longer pass as human - this form melds the aquatic and the terrestrial into something monstrous and twisted. This form is something out of a horror movie. At this point, the Leviathan increases in stature, and he gains access to the greater reaches of his Vestiges.   
** The Leviathan's Size increases by 1, or by 2 if you have the Dwarf Flaw.  
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** The Leviathan's Size increases by 1.  
  
* '''Depth 4''' – "The horrific." At this Depth, the Leviathan is entirely monstrous - large and marked by the transformations wrought by his Vestiges. His nature expresses itself so fully that, without supernatural aid, no aspect of his being can be construed as human - even his voice, heard over the phone, immediately proclaims that the speaker is nothing that should exist.  
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* '''Fifth Form''' – "The horrific." At this Depth, the Leviathan is entirely monstrous - large and marked by the transformations wrought by his Vestiges. His nature expresses itself so fully that, without supernatural aid, no aspect of his being can be construed as human - even his voice, heard over the phone, immediately proclaims that the speaker is nothing that should exist.
 +
** Unless manipulating the Beloved or making use of Vestiges to warp the minds of subjects, the Leviathan suffers a -2 penalty on all social rolls.  
  
* '''Depth 5''' – "The terrible." The Leviathan is no longer even remotely human in appearance - his conception of his nature informs the exact markings that he takes on, but he is entirely a construct of his unnatural bloodline. He is near the peak of his power, but immediately repulses those that are not already deeply under his control.
+
* '''Sixth Form''' – "The terrible." The Leviathan is no longer even remotely human in appearance - his conception of his nature informs the exact markings that he takes on, but he is entirely a construct of his unnatural bloodline. He is near the peak of his power, but immediately repulses those that are not already deeply under his control.
 +
** Unless manipulating the Beloved or making use of Vestiges to warp the minds of subjects, the Leviathan automatically fails all social rolls.  
  
* '''Depth 6''' - "Apotheosis." The Leviathan reaches the greatest reaches of transformation, becoming a thing that is entirely of the Primordial Seas. He is ''at least'' ten feet in size at this point, and his shape is nearly entirely aquatic - his appearance owes more to sea monsters than it does to homo sapiens. The pinnacle of change also unlocks the Leviathan's full potential, making the greatest use of his Vestiges.
+
* '''Seventh Form''' - "Apotheosis." The Leviathan reaches the greatest reaches of transformation, becoming a thing that is entirely of the Primordial Seas. He is ''at least'' ten feet in size at this point, and his shape is nearly entirely aquatic - his appearance owes more to sea monsters than it does to homo sapiens. The pinnacle of change also unlocks the Leviathan's full potential, making the greatest use of his Vestiges.
 
** The Leviathan's Size increases by 2, cumulative with the previous increase.
 
** The Leviathan's Size increases by 2, cumulative with the previous increase.
** Exposure to air drains the Leviathan of power. He may go (Stamina) rounds before this begins, at which point he begins to lose 1 Ichor per round until drained of power or returning to water or a more human form. Partial submersion in a body of water of at least five times his size – five cubic feet per cubic foot of the Leviathan, not five times Size – will prevent this loss.  
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** Exposure to air drains the Leviathan of power. He may go (Stamina) rounds before this begins, at which point he begins to lose 1 Ichor per round until drained of power or returning to water or a more human form. Partial submersion in a body of water of at least five times his size – five square feet per foot of the Leviathan, not four times Size – will prevent this loss.  
** If the Leviathan has 0 Ichor in this form and is exposed to the air, he must roll a degeneration check for his current Tranquility each turn. In this fashion, a Leviathan stranded on dry land will go mad. Typhons stranded without Ichor begin to lose Health Levels instead.  
+
** If the Leviathan has 0 Ichor in this form, he must roll a degeneration check for his current Tranquility each turn. In this fashion, a Leviathan stranded on dry land will go mad. Typhons stranded without Ichor begin to lose Health Levels instead.  
 
** Mortal onlookers with existing mild Derangements have those conditions aggravated into Severe equivalents for the duration of their exposure and (10 - their Willpower) hours afterwards. This category includes many Hybrids and Lahmasu.
 
** Mortal onlookers with existing mild Derangements have those conditions aggravated into Severe equivalents for the duration of their exposure and (10 - their Willpower) hours afterwards. This category includes many Hybrids and Lahmasu.
** Mortal onlookers have trouble remembering the precise details of the Leviathan's appearance, though its actions and overall appearance will be remembered correctly. While this has no mechanical effect accounts of the tribe do tend to be somewhat inconsistent.
+
** Mortal onlookers have trouble remembering the precise details of the Leviathan's appearance, it's actions and overall appearance will be remembered correctly. While this has no mechanical effect accounts of the tribe do tend to be somewhat inconsistent.
  
 
=== Mechanics of Transformation ===
 
=== Mechanics of Transformation ===
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==== Willing Transformation ====
 
==== Willing Transformation ====
* '''Cost''': One Ichor
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* '''Cost''': One Ichor per degree of change
 
* '''Dice Pool''': Stamina + Sheol - degree of change
 
* '''Dice Pool''': Stamina + Sheol - degree of change
 
* '''Action''': Instant
 
* '''Action''': Instant
 
** '''Roll Results'''
 
** '''Roll Results'''
*** ''Dramatic Failure'': The Leviathan instead transforms a step in the opposite direction. If this would be impossible, the Leviathan instead suffers a health level of lethal damage as his flesh tears in an attempt to achieve a non-existent state. (that does not stop some Leviathans attempting to use this to achieve either true humanity or apotheosis into a creature closer to the Progenitors than they.  
+
*** ''Dramatic Failure'': The Leviathan instead transforms a step in the opposite direction. If this would be impossible, the Leviathan instead suffers a health level of lethal damage.  
 
*** ''Failure'': The Leviathan does not change.
 
*** ''Failure'': The Leviathan does not change.
 
*** ''Success'': The Leviathan achieves the desired form.
 
*** ''Success'': The Leviathan achieves the desired form.
 
*** ''Exceptional Success'': The Leviathan achieves the desired form and recovers a point of Ichor due to the effortless exercise of his power.  
 
*** ''Exceptional Success'': The Leviathan achieves the desired form and recovers a point of Ichor due to the effortless exercise of his power.  
 
** Suggested Modifiers
 
** Suggested Modifiers
*** -3: In a desert.
 
 
*** -2: Shapechanging towards human form with a Tranquility of 1 or 2.
 
*** -2: Shapechanging towards human form with a Tranquility of 1 or 2.
 
*** -1: Shapechanging towards human form with a Tranquility of 3 or 4.
 
*** -1: Shapechanging towards human form with a Tranquility of 3 or 4.
 
*** +1: Shapechanging towards human form with high (8+) Tranquility.
 
*** +1: Shapechanging towards human form with high (8+) Tranquility.
*** +1: Submerged up to one's waist in water.
+
*** +1: Submerged up to one's waist in water
*** +2: Completely submerged.
+
*** +2: Inside a body of water of the size of a lake or larger.
*** +3: Completely submerged in a body of water of the size of a lake or larger.
 
  
 
==== Outbursts ====
 
==== Outbursts ====
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* The Leviathan...
 
* The Leviathan...
 
** ...fails a Tranquility check while in human form.
 
** ...fails a Tranquility check while in human form.
** ...suffers resolve or stamina (Lowest) levels of damage from a single attack.
+
** ...suffers two or more levels of damage.
 
** ...dramatically fails a roll, especially a social roll.
 
** ...dramatically fails a roll, especially a social roll.
 
** ...is subject to extreme emotions.
 
** ...is subject to extreme emotions.
 
** ...witnesses the death of a fellow Leviathan or an Atoll.
 
** ...witnesses the death of a fellow Leviathan or an Atoll.
  
Regardless of the trigger, an Outburst can shake a Leviathan's self-control, reminding him of the ways in which he is subject to the vicissitudes of fate. This constitutes a Tranquility 8 Disruption, as it is primarily jarring to those members of the Tribe that feel as though they have been making progress on their road to self-definition.   
+
Regardless of the trigger, an Outburst can shake a Leviathan's self-control, reminding him of the ways in which he is subject to the vicissitudes of fate. This constitutes a Tranqulity-8 Disruption, as it is primarily jarring to those members of the Tribe that feel as though they have been making progress on their road to self-definition.   
  
 
* '''Dice Pool''': Tranquillity  
 
* '''Dice Pool''': Tranquillity  
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The degree of effort necessary to discern that the Leviathan is anything other than human depends on the Depth that he is currently inhabiting. The practical upshot is that any exercise of power beyond the human form is made at considerable risk of discovery – it only takes one twist of fate to get “outed” by an inquisitive co-worker or relative after an Outburst – and, as such, members of the Tribe try to avoid positions of high stress and high scrutiny as much as possible. When they do have need of their powers, most canny Leviathans attempt to maneuver into positions where they can use their gifts without detection, or only display them to witnesses that can be silenced or co-opted.  
 
The degree of effort necessary to discern that the Leviathan is anything other than human depends on the Depth that he is currently inhabiting. The practical upshot is that any exercise of power beyond the human form is made at considerable risk of discovery – it only takes one twist of fate to get “outed” by an inquisitive co-worker or relative after an Outburst – and, as such, members of the Tribe try to avoid positions of high stress and high scrutiny as much as possible. When they do have need of their powers, most canny Leviathans attempt to maneuver into positions where they can use their gifts without detection, or only display them to witnesses that can be silenced or co-opted.  
  
* '''Depth 0''' - Only supernatural senses and the detection of the Wake can divide the Leviathan from a normal human.
+
* '''First Form''' - Only supernatural senses and the detection of the Wake can divide the Leviathan from a normal human.
* '''Depth 1''' - Close inspection and a successful Wits + Occult roll can detect that the Leviathan is not what he seems.
+
* '''Second Form''' - Close inspection and a successful Wits + Occult roll can detect that the Leviathan is not what he seems.
* '''Depth 2''' - As above, but with a +2 bonus to the roll.
+
* '''Third Form''' - As above, but with a +2 bonus to the roll.
* '''Depth 3''' - As above, but the roll automatically succeeds - only inspection is necessary. Natural animals are terrified of the Leviathan.
+
* '''Fourth Form''' - As above, but the roll automatically succeeds - only inspection is necessary. Natural animals are terrified of the Leviathan.
* '''Depth 4''' - As above, but only perfunctory exposure or scrutiny is necessary.
+
* '''Fifth Form''' - As above, but only perfunctory exposure or scrutiny is necessary.
* '''Depth 5''' - As above, but only a glance or snippet of exposure is necessary. Natural animals panic at the Leviathan's presence.  
+
* '''Sixth Form''' - As above, but only a glance or snippet of exposure is necessary. Natural animals panic at the Leviathan's presence.  
* '''Depth 6''' - As above, and all creatures that can sense the Leviathan or are within the radius of its Wake are aware that an unnatural creature is present. Natural animals flee the region if possible.
+
* '''Seventh Form''' - As above, and all creatures that can sense the Leviathan or are within the radius of its Wake are aware that an unnatural creature is present. Natural animals flee the region if possible.
 
 
=== Social Effects of Transformation ===
 
 
 
As a Leviathan assumes the greater portion of her heritage she creates a wall between her and humanity. At first this is merely physical but as she approaches Apotheosis it begins to include psychic pressure and instinctual fears of the Tribe. These penalties never apply to Beloved. Other Leviathans and Hybrids are treated on a case by case basis.
 
 
 
* '''Depth 0''' - No change
 
* '''Depth 1''' - Though essentially human the Leviathan becomes less attractive according to most definitions of beauty, even if only because of a predatory glint in the eye. When attempting to seduce, distract or otherwise make a social roll where his appearance is a major factor the Leviathan suffers -1. If the Leviathan has the Striking Looks Merit instead of a penalty decrease the Merit's effectiveness by 1.
 
* '''Depth 2''' - The penalty increases to -2.
 
* '''Depth 3''' - Instead of a penalty the Leviathan is assumed to automatically fail any rolls where physical attractiveness is a major factor, additionally she gains a new penalty applying to all social rolls rated at -2 due to a fearsome, nauseating or just plain alien form. This penalty does not apply to Intimidation and can be removed if the Leviathan convinces others to trust her. Between the Wake and her own appearance it won't be easy.
 
* '''Depth 4''' - The penalty increases to -3.
 
* '''Depth 5''' - As the Leviathan approaches the apex of his transformation the effects of his appearance go beyond aesthetics. At this Depth she combines psychic pressure with deeply rooted instinctual fears, relics of ancient abuses committed by the tribe. The Penalty on social rolls increases to -4 and cannot be reduced below -2. Being fully immune to the Tribe's psychic effects means that Atolls are an exception; as with anyone else they possess instinctual fears, but are exempt from the mental effects and so only suffer a -3 penalty. With persuasion the penalty can be removed entirely.
 
* '''Depth 6''' - Instinctual dread of the Leviathan becomes insurmountable. All social rolls automatically fail, even Intimidation becomes useless for anything more precise than provoking blind panic or self defense. For Atolls the penalty increases to -5.
 
 
 
A Leviathan useing Channels or that do more than provide additional dice or dice modifiers takes no penalty from their hideous appearance.
 
  
 
== The Wake ==
 
== The Wake ==
  
The Wake is the term used by Leviathans for what is, in effect, the sensation that their divine nature produces on normal humans. It is a psychic pressure front that humans feel on an instinctual level - it is the dread majesty of a Leviathan's birthright. Tribal scholars claim that it is the "shadow" cast by the Leviathan's true form, and it affects a region around him, which grows as the Leviathan's Sheol increases.
+
The Wake is the term used by Leviathans for what is, in effect, the sensation that their subdued nature produces on normal humans. It is a psychic pressure front that humans feel on an instinctual level - it is the dread majesty of a Leviathan's birthright. Tribe scholars claim that it is the "shadow" cast by the Leviathan's true form, and it affects a region around him, which grows as the Leviathan's Sheol increases.
  
 
Mortals affected by a Leviathan's Wake are infused with a mixture of awe, terror, and deference. For all that this seems attractive, it is a deeply isolating effect. A Leviathan can't enter a room without people lowering their voices, or go to the grocery store without people self-consciously apologizing for getting in your way (even if they weren't) - the Wake functions as a psychological battering ram, preventing the Tribe from blending in with a crowd. A Leviathan is always, willingly or not, intimidating every mortal in his presence. The Wake is a beacon, a message from the days of the Primordial that impresses itself on human minds - "You're less important than me; everything here is mine if I want it."
 
Mortals affected by a Leviathan's Wake are infused with a mixture of awe, terror, and deference. For all that this seems attractive, it is a deeply isolating effect. A Leviathan can't enter a room without people lowering their voices, or go to the grocery store without people self-consciously apologizing for getting in your way (even if they weren't) - the Wake functions as a psychological battering ram, preventing the Tribe from blending in with a crowd. A Leviathan is always, willingly or not, intimidating every mortal in his presence. The Wake is a beacon, a message from the days of the Primordial that impresses itself on human minds - "You're less important than me; everything here is mine if I want it."
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* '''Fully Affected''': Normal beings - both sentient and animal - are subject to the full effects of the Wake.
 
* '''Fully Affected''': Normal beings - both sentient and animal - are subject to the full effects of the Wake.
  
* '''Potentially Affected''': Beings whose Supernatural advantage is lower than the Sheol of the Leviathan are vulnerable to that Leviathan's Wake. They are otherwise immune.  
+
* '''Potentially Affected''': Supernatural beings whose power attribute is two or more lower than the Sheol of the Leviathan are vulnerable to that Leviathan's Wake. They are otherwise immune.  
  
 
* '''Not Affected''': Leviathans, Atolls and Ahabs are always immune to the Wake's effects.  
 
* '''Not Affected''': Leviathans, Atolls and Ahabs are always immune to the Wake's effects.  
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* '''Ease of Control''': The Leviathan does not suffer the unskilled penalty for using Social skills against beings subject to the Wake.
 
* '''Ease of Control''': The Leviathan does not suffer the unskilled penalty for using Social skills against beings subject to the Wake.
  
* '''Psychic Pressure''': When using Intimidation against beings subject to the full effect of the Wake, the Leviathan benefits from rote action. This bonus extends to all Social Skill rolls when the subject is one of the Leviathan's Beloved or for a single roll with the expending of one Ichor per Willpower of the Target.
+
* '''Psychic Pressure''': When using Intimidation against beings subject to the full effect of the Wake, the Leviathan benefits from 8-again. This bonus extends to all Social Skill rolls when the subject is one of the Leviathan's Beloved or bonded Lahmasu.
  
 
* '''Focusing the Wake''': Leviathans can deliberately focus the wake on one vulnerable target, expending one Ichor. For the rest of the scene, the victim is subject to the following effects:
 
* '''Focusing the Wake''': Leviathans can deliberately focus the wake on one vulnerable target, expending one Ichor. For the rest of the scene, the victim is subject to the following effects:
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== Banes of the Tribe ==
 
== Banes of the Tribe ==
  
=== Electricity, Man's Power of Reason ===
 
 
Since the fall of the Primordial Seas one curse has hounded the Wicked Tribe like no other. Electricity. The legends of the Tribe are numerous and contradictory: The most common tale puts a mythical source to the Tribe's bane, the lightning bolt has long been a symbol of sky gods such as Zeus, Jehovah and Marduk. Mythologically inclined Leviathans are quick to note the common theme of such gods defeating a primordial being to claim the heavens. Some go as far as to propose lighting was the literal weapon Marduk used to slay Tiamat and the scars have never healed.  
 
Since the fall of the Primordial Seas one curse has hounded the Wicked Tribe like no other. Electricity. The legends of the Tribe are numerous and contradictory: The most common tale puts a mythical source to the Tribe's bane, the lightning bolt has long been a symbol of sky gods such as Zeus, Jehovah and Marduk. Mythologically inclined Leviathans are quick to note the common theme of such gods defeating a primordial being to claim the heavens. Some go as far as to propose lighting was the literal weapon Marduk used to slay Tiamat and the scars have never healed.  
  
Other legends speak of men, not gods. Though to hear them told you might find it hard to tell the two apart. In these stories the fall of the Primordial is inseparable from Man's ascent to reason and dominion over the natural world; a change symbolised by electricity. The force of the gods tamed by science and the beating heart of civilisation.
+
Other legends speak of men, not gods. Though to hear them told you might find it hard to tell the two apart. In these stories the fall of the Primordial is inseparable from Man's assent to reason and dominion over the natural world; a change symbolised by electricity. The force of the gods tamed by science and the beating heart of civilisation.  
 
 
Some of the tribe prefer a more materialistic explanation. The Ichor coursing through the Tribe's veins makes them as conductive as the sea water they call home. Through this the tribe becomes vulnerable to electricity. Regardless of which story a Leviathan believes the facts remain constant: electricity does Aggravated damage to the Wicked Tribe and ignores any Armour or Durability granted by Vestiges. Electricity-based Bashing damage isn't quite as deadly: Leviathans only convert half the Bashing Damage to Aggravated Damage. Hybrids aren’t as vulnerable, electricity bypasses any natural Armour but has no other effects.
 
 
 
=== The Sigil of Marduk, Man's Power of Virtue ===
 
 
 
Hidden in dusty tomes of occult lore, a little bonus for more observant viewers in surf horror flicks, mentioned in cautionary tales told to unruly children. The Sigil of Marduk is a surprisingly resilient icon – a depiction of Marduk atop his chariot wielding a lightning bolt – though its exact origins are lost to history the Sigil is known to be truly ancient: The oldest examples uncovered by archaeology were in the ruins of ancient Mesopotamian cites.
 
 
 
For the most part outside the Marduk Society the true purpose of the Sigil is forgotten. Or rather the Sigil's purpose is well documented but so is the numerous alternative theories, mystic groups incorporating a well known icon into their own paradigm, conspiracy theories and fringe archaeological pseudo-science. It takes a knowledgeable occultist or research to uncover the truth. The Wicked Tribe has never forgotten, they know the Sigil as well as they did the day it was forged. Tribal lore posits that Marduk's defeat of Tiamat created an instinctual fear of his image in her descendants. An alternative theory states that the dread evolved over centuries of persecution by the Marduk Society – who use the Sigil as their emblem. Whatever the cause attempting to pass the Sigil is a horrifying sensation: The Leviathan's blood pounds to the rhythm of armies marching against her, Marduk's lightning crackles through her skin while her bones rattle with the echo of Tiamat's death-roar. To enter an area protected by a Sigil of Marduk a Leviathan requires Sheol successes on a Resolve + Composure roll, if they fail they cannot try again for Sheol days. Offshoots spawned by the Womb of Terrors Channel must score get their creator's Sheol on a Resolve + Composure roll. Hybrids have it easier, they only need one Success and on a failure can try again after an hour.
 
 
 
Creating the Sigil is easy enough. Instructions have to be found, easily located in libraries or online. Accurate instructions are a bit harder. Following these instructions requires a single success on a Dexterity + Crafts roll. During the creation of a Sigil proper instructions will instruct for a series of meditations and mantras at various points, these are cleverly created, a work of genius really, to guide the user into investing a portion of their Virtue into the Sigil which requires a Resolve + Occult roll. Without this virtue the Sigil will shock and disgust a Leviathan but offers no actual protection. Investing a portion of one's virtue costs a Willpower point, this cannot be be recovered so long as the sigil is active, deactivating a sigil you created requires touching it and an Instant Action. If the creator fulfils their Virtue in the scene where they crafted a Sigil, and the Sigil was somehow connected to fulfilling their Virtue then instead of refilling their willpower pool they may "unlock" the Willpower point used to power the Sigil, effectively fuelling the Sigil with a truly virtuous act rather than their own strength.
 
 
 
Each Sigil protects an area the size of which is limited by the total Willpower dots of the person creating it, this area must have a clear boundary. 1 dot can protect an area equivalent to Temple Size 1, 4 dots protects an area of Size 2, 9 dots for Size 3, 16 dots for Size 4 and 25 dots for an area equivalent to Temple Size 5. A Sigil can protect a smaller area if it's creator wishes it so. If a charachter has insufficient Willpower to protect an area they may use multiple Sigils distributed across the protected area. Sigils from multiple creators stack as normal.
 
 
 
Someone who has successfully created a Sigil may try to recapture the feeling of investing virtue without the whole process, this can be done but at a -3 penalty. If they succeed subsequent attempts no longer suffer -3. This can remove the requirements for a crafts roll, a photocopy of the Sigil works just as well. It's also possible to use an alternative image providing that it represents the creators idea of virtue. Religious imagery, philosophy quotes or national symbols for example. This provides +2 on the roll (also award +2 to anyone who actually associates the traditional Sigil with virtue) but has a significant drawback: Unlike the Sigil of Marduk it is meaningless to Leviathans who only require a single success to pass.
 
 
 
== Aging ==
 
Leviathans have an unusual relationship with age. Simply calling them immortal is an oversimplification. A Leviathan's two forms actually age at different rates. Their human form ages as normal until it simply stops aging somewhere in the mid 60s. In Apotheosis a Leviathan's biological age is affected by self image, genetics, and slowed by certain Channels as well as chronological age. It's entirely possible for a Leviathan's transformed body to become younger.  
 
  
In game terms all this means is that a Leviathan stops aging somewhere in her sixties. Very few people even have any way of telling the biological age of a Leviathan in Apotheosis. A Leviathan cannot use Depth one or two to try and look younger. They'll simply have a mix of old human and young Leviathan matter.
+
Some of the tribe prefer a more materialistic explanation. The Ichor coursing through the Tribe's veins makes them as conductive as the sea water they call home. Through this the tribe becomes vulnerable to electricity. Regardless of which story a Leviathan believes the facts remain constant: Electricity does Aggravated damage to the Wicked Tribe and ignores any armour granted by Vestiges, bashing damage isn't quite as deadly: Leviathans take a point of Aggravated damage for every two points of Bashing damage.
  
 
== Leviathan and Merits ==  
 
== Leviathan and Merits ==  
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Many of the normal Merits listed in the World of Darkness core rules remain useful for members of the Tribe. With the exception of those which are precluded by the Leviathan's monstrous nature, such as Unseen Sense, they remain available. Your Storyteller may see fit to suggest certain choices, or preclude or limit others - for example, it might be the case that the Fighting Styles that mortals devised aren't suited to the inhuman anatomy of a transformed Leviathan. Physical Merits might represent the unnatural vigor of the divine bloodline coming forth as Olympian prowess, and are somewhat common among the Tribe. Comparatively, Social Merits that rely on long-held positions are somewhat rarer, as the Leviathan must cope with the Wake and the constant threat of an Outburst. This tendency to live a transient lifestyle also means that few Leviathans have significant Resources. The supernatural gifts available to a Leviathan, as well as some of the unnatural Merits listed below, can be superior to normal Merits and may make certain choices suboptimal when compared to exercising the powers of the Tribe.
 
Many of the normal Merits listed in the World of Darkness core rules remain useful for members of the Tribe. With the exception of those which are precluded by the Leviathan's monstrous nature, such as Unseen Sense, they remain available. Your Storyteller may see fit to suggest certain choices, or preclude or limit others - for example, it might be the case that the Fighting Styles that mortals devised aren't suited to the inhuman anatomy of a transformed Leviathan. Physical Merits might represent the unnatural vigor of the divine bloodline coming forth as Olympian prowess, and are somewhat common among the Tribe. Comparatively, Social Merits that rely on long-held positions are somewhat rarer, as the Leviathan must cope with the Wake and the constant threat of an Outburst. This tendency to live a transient lifestyle also means that few Leviathans have significant Resources. The supernatural gifts available to a Leviathan, as well as some of the unnatural Merits listed below, can be superior to normal Merits and may make certain choices suboptimal when compared to exercising the powers of the Tribe.
  
==== Beloved Retainer (O - OOOOO) ====  
+
==== Breath of the Lungfish (O) ====
 
+
Your Character transforms into some form of air-breathing marine life. In place of the ability to breath underwater, treat Stamina as though it was one dot greater per Depth for the purposes of holding your breath. Additionally, at Depth two and lower, you no longer lose air at a faster rate during combat.
Your character has a single retainer who has become Beloved from exposure to the Wake. See WoD Core P116 for the Retainer Merit.  
 
  
The difference between a Retainer and a Cultist is mostly one of narrative. Cultists are assumed to be interchangeable while a Retainer is a unique character in the story with his or her own personality. Players should feel free to use this Merit to represent certain important individuals within their cult, such as a high priest. This Merit has no effect on rolls using Zeal or Fervour such as Cult Tasks. Players may still use the normal Retainer Merit but should explain why frequent contact has not created a Beloved. Perhaps the Retainer is immune, plenty of people are.  
+
As a side-effect of this Merit, your character may remain on land in her Apotheosis Form for an additional Sheol turns before she begins to suffer the effects of exposure.
  
As an optional rule and only at the Storytellers discretion, the Merits Beloved Retainer and Cult may overlap: A player with a Cult gains dots in Beloved Retainer equal to the greatest of Cult Number, Zeal and Fervor, to be divided among Retainers however the player wishes.
+
==== Cult (Special, O to OOOOO+) ====
 
 
====Breath of the Lungfish (O-OOO)====
 
 
 
Your Character transforms into some form of air-breathing marine life or strange crossbreed. At lower depths, the Leviathan does not lose the ability to breath air.
 
As a side-effect of this Merit, your character may remain on land in her Apotheosis Form for an additional (Sheol*Mertit Dots) turns before she begins to suffer the effects of exposure
 
 
 
==== Cult (Special, O-OOOOO+) ====
 
  
 
When brushed with the Wake of the Leviathan, certain mortals are more touched than others - becoming Beloved. These faithful can be directed into a unit, a Cult, which reveres the Leviathan and seeks to serve and honor him. Some Leviathan season their cults by bonding Lahmasu into their service, taking them in and giving them meaning. The full rules for Beloved and Lahmasu are listed later, but a Leviathan that wishes to have a Cult following may invest in this Merit. A Cult can provide Ichor through worship or work in the world as the Leviathan's hands (or claws) at a reach. The Cult Merit is broken into three categories - Number, Zeal, and Fervor. It additionally has a handful of variables that can be purchased to increase the capabilities of the Cult. Dots spent on this Merit can be divided between all of these.  
 
When brushed with the Wake of the Leviathan, certain mortals are more touched than others - becoming Beloved. These faithful can be directed into a unit, a Cult, which reveres the Leviathan and seeks to serve and honor him. Some Leviathan season their cults by bonding Lahmasu into their service, taking them in and giving them meaning. The full rules for Beloved and Lahmasu are listed later, but a Leviathan that wishes to have a Cult following may invest in this Merit. A Cult can provide Ichor through worship or work in the world as the Leviathan's hands (or claws) at a reach. The Cult Merit is broken into three categories - Number, Zeal, and Fervor. It additionally has a handful of variables that can be purchased to increase the capabilities of the Cult. Dots spent on this Merit can be divided between all of these.  
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'''Number'''
 
'''Number'''
  
This category represents the size of the loyal mass attending the Leviathan. On a practical level, it limits the number of tasks that the Leviathan can direct his Cult to perform in a given chapter - one, plus one per dot of Number. "Tasks" includes dangerous work as measured by Zeal, but also instances in which the Leviathan directs the faithful to perform rituals or act publicly - the assumption being that the Cult's numbers permit members to exchange duties, cover shifts, and otherwise permit the Beloved to fulfill their everyday chores alongside those mandated by their deity.  
+
This category represents the size of the loyal mass attending the Leviathan. On a practical level, it limits the number of tasks that the Leviathan can direct his Cult to perform in a given story - one, plus one per dot of Number. "Tasks" includes dangerous work as measured by Zeal, but also instances in which the Leviathan directs the faithful to perform rituals or act publicly - the assumption being that the Cult's numbers permit members to exchange duties, cover shifts, and otherwise permit the Beloved to fulfill their everyday chores alongside those mandated by their deity. A Cult composed of Lahmasu can do one fewer task per story, and has far more limited numbers - as listed below.  
  
 
A Cult must have at least one dot of Number - otherwise, who will bring the goat?
 
A Cult must have at least one dot of Number - otherwise, who will bring the goat?
  
* Number O - Five followers, one task per story  
+
* Number O - Five followers (or one Lahmasu), one task per story  
* Number OO - Ten followers, two tasks per story  
+
* Number OO - Ten followers (or two Lahmasu), two tasks per story  
* Number OOO - Twenty followers , three tasks per story  
+
* Number OOO - Twenty followers (or four Lahmasu), three tasks per story  
* Number OOOO - Fifty followers, four tasks per story  
+
* Number OOOO - Fifty followers (or ten Lahmasu), four tasks per story  
* Number OOOOO - One hundred followers, five tasks per story  
+
* Number OOOOO - One hundred followers (or twenty Lahmasu), five tasks per story  
  
 
'''Zeal'''
 
'''Zeal'''
  
This category measures the loyalty of the Leviathan's followers - the depth to which their religion shapes their life. It provides one bonus die per dot for all attempts to convince the Cult to undertake a task (in the rare case that this necessitates a roll) and inflicts a -1 penalty per dot to the attempts of others to turn a Cult member against the Leviathan. If directed to spend a day praying and performing rituals for the Leviathan (Which counts as a Task), the Cult provides additional Ichor equal to its Zeal+1 to the Leviathan.
+
This category measures the loyalty of the Leviathan's followers - the depth to which their religion shapes their life. It provides one bonus die per dot for all attempts to convince the Cult to undertake a task (in the rare case that this necessitates a roll) and inflicts a -1 penalty per dot to the attempts of others to turn a Cult member against the Leviathan. If directed to spend a day praying and performing rituals for the Leviathan (Which counts as a Task), the Cult provides additional Ichor equal to its Zeal to the Leviathan.
  
A Cult doesn't have to have a dot of Zeal, but most do.
+
A Lahmasu Cult is treated as having a Zeal one dot higher for the purpose of prayer but not loyalty. A Cult doesn't have to have a dot of Zeal, but most do.
  
 
* Zeal X - Cultists are loyal to you personally but not so much to the Cult or its doctrine - Sunday Cultists, basically.
 
* Zeal X - Cultists are loyal to you personally but not so much to the Cult or its doctrine - Sunday Cultists, basically.
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'''Fervor'''
 
'''Fervor'''
  
This category measures how dangerous your Cult is when motivated - the degree to which it can direct its assets and achieve dangerous jobs. Directing the Cult to do typical tasks that one would expect of an organized group - mounting a one-day search, putting up flyers in a neighborhood, mounting a protest - does not require a roll. Only dangerous and illegal tasks, or ones requiring violence, require a check of Fervor.  
+
This category measures how dangerous your Cult is when motivated - the degree to which it can direct its assets and achieve dangerous jobs. Directing the Cult to do typical tasks that one would expect of an organized group - mounting a one-day search, putting up flyers in a neighborhood, mounting a protest - does not require a roll. Only dangerous and illegal tasks, or ones requiring violence, require a check of Fervor. For the purpose of tasks related to inflicting harm to normal humans, Lahmasu gain a +1 bonus to their Fervor. They're quite eager.  
  
 
A Fervor check involves rolling the Cult's Fervor minus a number of dice relevant to the difficulty of the task - in general, most major crimes (kidnapping or killing a civilian) are at -3, while truly world-shaking events (such as assassinating high-profile targets or swiping military hardware) are at -5. Minor crimes (stealing a car or disappearing the car when work is done) are rolled without penalty. Success means success, while Failure permits the player to choose - complete the task but lose a dot of Cult Number permanently, or fail and lose a dot of Cult Zeal for the duration of the story. A Dramatic Failure inflicts a both penalties, and the task fails. If appropriate circumstances or equipment are ensured beforehand, bonus dice might apply to the roll. Conversely, if the Cult's gear or numbers are inadequate, penalties might be in order.  
 
A Fervor check involves rolling the Cult's Fervor minus a number of dice relevant to the difficulty of the task - in general, most major crimes (kidnapping or killing a civilian) are at -3, while truly world-shaking events (such as assassinating high-profile targets or swiping military hardware) are at -5. Minor crimes (stealing a car or disappearing the car when work is done) are rolled without penalty. Success means success, while Failure permits the player to choose - complete the task but lose a dot of Cult Number permanently, or fail and lose a dot of Cult Zeal for the duration of the story. A Dramatic Failure inflicts a both penalties, and the task fails. If appropriate circumstances or equipment are ensured beforehand, bonus dice might apply to the roll. Conversely, if the Cult's gear or numbers are inadequate, penalties might be in order.  
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These additional qualities for a Cult are rated in dots and cost the listed amount. They exist primarily to help define or focus a Cult. The Storyteller and players might work out other possibilities - the only limit is, in general, these bonuses should not render the three core traits irrelevant.  
 
These additional qualities for a Cult are rated in dots and cost the listed amount. They exist primarily to help define or focus a Cult. The Storyteller and players might work out other possibilities - the only limit is, in general, these bonuses should not render the three core traits irrelevant.  
  
* ''Conspirators'' (O to OOOOO) - Members of your Cult have Status equal to dots in Conspirators within an organization chosen when you purchase this Merit. This merit may be taken multiple times.
 
* ''Home Turf'' (O or OO) - The Cult has a favored stomping ground, around the size of a neighborhood or a region of wilderness - along the lines of "The quarry" or "The old lumber yard." When assigned to dangerous tasks in this region, it receives a +1 bonus, but suffers a -1 penalty elsewhere. The two-dot version negates the penalty. 
 
 
* ''Indoctrination'' (O) - Once per story, as a Task, the player may declare one attempt to turn members the Cult against the Leviathan as an automatic failure. The Leviathan need not be aware of the attempt - the player is declaring the Cult uncorruptible as a method of narrative control.  
 
* ''Indoctrination'' (O) - Once per story, as a Task, the player may declare one attempt to turn members the Cult against the Leviathan as an automatic failure. The Leviathan need not be aware of the attempt - the player is declaring the Cult uncorruptible as a method of narrative control.  
* ''Lahmasu'' (OO) - Your Cult contains a division of, or is entirely formed of, Lahmasu or Hybrids. Lahmasu often serve as a Cult's military arm, using their unique abilities to further their lords aim. A Cult with Lahmasu gets an extra dice on all Fervor rolls but a crime performed by strange half fish people is more noticeable than a regular crime. This rule is a little too complex to be expressed as a bonus to investigators, but a Leviathan is advised to think twice before sending Lahmasu where mortal authorities might start asking questions, and consider forgoing the bonus.
 
 
* ''Offerings'' (O) - Once per story, as a Task, the Leviathan may use his Cult to make a purchase with a Resource cost of 1 + the Cult's Zeal.  
 
* ''Offerings'' (O) - Once per story, as a Task, the Leviathan may use his Cult to make a purchase with a Resource cost of 1 + the Cult's Zeal.  
 +
* ''Home Turf'' (O or OO) - The Cult has a favored stomping ground, around the size of a neighborhood or a region of wilderness - along the lines of "The quarry" or "The old lumber yard." When assigned to dangerous tasks in this region, it receives a +1 bonus, but suffers a -1 penalty elsewhere. The two-dot version negates the penalty. 
 +
* ''Conspirators'' (O - OOOOO) - Members of your Cult have Status equal to dots in Conspirators within an organization chosen when you purchase this Merit. This merit may be taken multiple times.
 +
* ''Resolute'' (OO) - The Leviathan's Cult requires his presence only once a month.
 
* ''Old Hands'' (OOO) - Pick one unpleasant task or crime (car theft, kidnapping, murder). The Fervor roll for that sort of crime is a rote action for your Cult. Remember that crime waves are suspicious and that being a zany cult isn't a barrier against criminal investigation.
 
* ''Old Hands'' (OOO) - Pick one unpleasant task or crime (car theft, kidnapping, murder). The Fervor roll for that sort of crime is a rote action for your Cult. Remember that crime waves are suspicious and that being a zany cult isn't a barrier against criminal investigation.
 
* ''Recognition'' (OOO)- Unless it is! Your Cult is a legally-recognized religious organization. Attempts to legally interfere in your dealings or investigate the Cult's beliefs or business suffer a -2 penalty. This is in addition to the other intangible bonuses of this status, which can be represented by other Merits.
 
* ''Recognition'' (OOO)- Unless it is! Your Cult is a legally-recognized religious organization. Attempts to legally interfere in your dealings or investigate the Cult's beliefs or business suffer a -2 penalty. This is in addition to the other intangible bonuses of this status, which can be represented by other Merits.
* ''Resolute'' (OO) - The Leviathan's Cult requires his presence only once a month.
 
  
 
==== Deep Wake (OO) ====
 
==== Deep Wake (OO) ====
Your Leviathan has an unusually potent Wake - for the purposes of its diameter, your Sheol is treated as though it were one point higher. If your Sheol is at 10 (Way to go, Cthulhu), your Wake's maximum diameter is 6000 feet. This Merit has no effect on your Sheol for focusing the Wake on a single subject, but will affect an attempt to cultivate a Beloved.  
+
Your Leviathan has an unusually potent Wake - for the purposes of its diameter and its effect on resistant entities, your Sheol is treated as though it were one point higher. If your Sheol is at 10 (Way to go, Cthulhu), your Wake's maximum diameter is 6000 feet. This Merit has no effect on your Sheol for focusing the Wake on a single subject, but will affect an attempt to cultivate a Beloved.  
  
'''Drawback''': Your Ripple Penalty is measured by your increased Sheol. If your Sheol is at 10, it increases to -4.
+
'''Drawback''': Your Ripple Penalty is measured by your increased Sheol. If your Sheol is at 10, it increases to -4.  
  
 
==== Divine Prerogative (OO) ====
 
==== Divine Prerogative (OO) ====
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'''Drawback''': You suffer a -1 penalty on Outburst checks.  
 
'''Drawback''': You suffer a -1 penalty on Outburst checks.  
 
==== Giant (OOO) ====
 
 
This is the same Merit as presented in the World of Darkness core rulebook; Leviathans may buy the Giant Merit for less than its usual cost.
 
  
 
==== Heirloom (O to OOOOO) ====
 
==== Heirloom (O to OOOOO) ====
Your character has some physical artifact that is a rememberence of the Tribe or the Tribe's lost civilization. It might be an art object or everyday tool, but it is generally unsuitable for its original task - too brittle or too precious to make use of. Its primary role, instead, is its ability to resonate with the bloodline of the Tribe, stirring the remnants of Ichor inside a Leviathan. A member of the Tribe may regain Ichor through meditating with the object in hand. This requires a Composure + Occult roll representing ten minutes of meditation. One point of Ichor is regained per success, to the limit of the Heirloom. A given Heirloom can provide one point of Ichor per dot before becoming "dull", and its available pool is recharged each week. Each Heirloom recharges on a different day at a different time, but the overwhelming majority are refuelled on Friday, at sunset, a source of some speculation among members of the Tribe.   
+
Your character has some physical artifact that is a rememberence of the Tribe or the Tribe's lost civilization. It might be an art object or everyday tool, but it is generally unsuitable for its original task - too brittle or too precious to make use of. Its primary role, instead, is its ability to resonate with the bloodline of the Tribe, stirring the remnants of Ichor inside a Leviathan. A member of the Tribe may regain Ichor through meditating with the object in hand. This requires a Composure + Occult roll representing ten minutes of meditation. One point of Ichor is regained per success, to the limit of the Heirloom. A given Heirloom can provide one point of Ichor per dot before becoming "dull", and its available pool is recharged each week. Each Heirloom recharges on a different day at a different time, but the overwhelming majority are refueled on Saturday night, a source of some speculation among members of the Tribe.   
  
 
The average Heirloom is Size 1 or 2. Rumors abound of larger Heirlooms which can provide far greater amounts of Ichor, or which have additional mystic traits, but these are not readily available as Merits.  
 
The average Heirloom is Size 1 or 2. Rumors abound of larger Heirlooms which can provide far greater amounts of Ichor, or which have additional mystic traits, but these are not readily available as Merits.  
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===== Sidebar: That Belongs in a Museum! =====
 
===== Sidebar: That Belongs in a Museum! =====
 
Leviathans aren’t the only ones with interest in Heirlooms; Marduk always keeps an eye open and Mystical orders such as the Aegis Kai Doru are frequently tempted either by what they could learn or an Heirloom’s practical applications as a mystical talisman. Private collectors, archaeologists and museums also have a stake in owning an Heirloom. Despite this Heirlooms tend to cause little stir among those not in the know: vanishingly few Heirlooms predate known civilisation, most come much more recent exploits of the Tribe and aren’t markedly distinct from entirely human artefacts of the period. It’s unsure what exactly would happen if regular academics did get hold of a Heirloom that predated Tiamat’s death, such a discovery could rewrite known history but only if it wasn’t snatched by Leviathans, Marduk or some other party. It would certainly make an interesting story.
 
Leviathans aren’t the only ones with interest in Heirlooms; Marduk always keeps an eye open and Mystical orders such as the Aegis Kai Doru are frequently tempted either by what they could learn or an Heirloom’s practical applications as a mystical talisman. Private collectors, archaeologists and museums also have a stake in owning an Heirloom. Despite this Heirlooms tend to cause little stir among those not in the know: vanishingly few Heirlooms predate known civilisation, most come much more recent exploits of the Tribe and aren’t markedly distinct from entirely human artefacts of the period. It’s unsure what exactly would happen if regular academics did get hold of a Heirloom that predated Tiamat’s death, such a discovery could rewrite known history but only if it wasn’t snatched by Leviathans, Marduk or some other party. It would certainly make an interesting story.
 
==== Lahmasu Retainer (O–OOOOO) ====
 
 
Your character has a single Lahmasu Retainer. See WoD Core P116 for the Retainer Merit. Your retainer may come from any Lahmasu Strain or even be a Hybrid. A Lahmasu Retainer has a Depth between one and the number of dots spent in this Merit, players choice. Assign Mutations and any Flaws as normal. Players may choose to have their Lahmasu retainer as a Beloved for no extra cost, though if they choose not to they should justify how their Retainer managed to avoid becoming Beloved.
 
 
The difference between a Lahmasu Cultist and a Lahmasu retainer is mostly one of narrative. Cultists are assumed to be interchangeable while a Retainer is a unique character in the story with his or her own personality. Players who have a Cult should feel free to use this Merit to represent important members of their Cult such as a high priest. If they do so this Merit will not have any effect on rolls using Zeal or Fervor such as Cult Tasks. 
 
 
The same optional rules used for Beloved Retainer can be applied to Lahmasu Retainer. Again this is only at the storytellers discretion.
 
  
 
==== Mandate of Babel (O) ====
 
==== Mandate of Babel (O) ====
When your character expends Ichor to focus his Wake on a subject whose primary language is foreign to the Leviathan, he gains the supernatural ability to make his words understood to that target, and understand that subject's words, as though they were both fully fluent in the language the other is using. They cannot understand written words of the supernaturally-comprehended language unless the words were hand-written by the other participant. This merit also gives the Leviathan the power to speak all dead (No longer spoken in common usage or with only a small minority of speakers) and extinct (No longer spoken at all) languages. This power does work on people who are immune to the Wake, with their consent.
+
When your character expends Ichor to focus his Wake on a subject whose primary language is foreign to the Leviathan, he gains the supernatural ability to make his words understood to that target, and understand that subject's words, as though they were both fully fluent in the language the other is using. They cannot understand written words of the supernaturally-comprehended language unless the words were hand-written by the other participant.  
  
 
==== Muted Wake (OO) ====
 
==== Muted Wake (OO) ====
Your Leviathan has an unusually subtle and mild Wake - for the purposes of its diameter your Sheol is treated as though it were one point lower. If your Sheol is at 1, your Wake's maximum diameter is 5 feet. Your Ripple penalty is measured by your decreased Sheol, and is at -0 if your Sheol is 0. This Merit has no effect on your Sheol for focusing the Wake on a single subject, but will affect an attempt to cultivate a Beloved.  
+
Your Leviathan has an unusually subtle and mild Wake - for the purposes of its diameter and its effect on resistant entities, your Sheol is treated as though it were one point lower. If your Sheol is at 1, your Wake's maximum diameter is 5 feet. Your Ripple penalty is measured by your decreased Sheol, and is at -0 if your Sheol is 0. This Merit has no effect on your Sheol for focusing the Wake on a single subject, but will affect an attempt to cultivate a Beloved.  
  
'''Drawback''': Well, the thing the Merit does, sort of.
+
'''Drawback''': Well, the thing the Merit does, sort of.  
  
==== Temple (Special, O-OOOOO+) ====
+
==== Temple (Special, O to OOOOO+) ====
  
 
You Leviathan, or perhaps her Cult, has access to a Temple. A Temple is a place of prayer but it is also much more. A temple is a refuge from the tensions of the outside world. A place where everyone is understanding about the occasional ritual. Most of all a Temple can be a home.  
 
You Leviathan, or perhaps her Cult, has access to a Temple. A Temple is a place of prayer but it is also much more. A temple is a refuge from the tensions of the outside world. A place where everyone is understanding about the occasional ritual. Most of all a Temple can be a home.  
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'''Size'''
 
'''Size'''
  
Temple Size is important to any Cohort who sees their temple as anything more than a well fortified place to hide. A Temple with no dots in Size perhaps represents a cramped cave or small basement. By spending points in Temple Size the Cohort creates room for creature comforts and chambers dedicated to a verity of practical effects. Perhaps more importantly, it becomes possible to host a much larger Cult; If in doubt, assume that each dot in Temple Size means there is enough space to comfortably host equal dots in Cult Numbers. Lahmasu Cults are smaller and thus have an easier time finding space.  
+
Temple Size is important to any Cohort who sees their temple as anything more than a well fortified place to hide. A Temple with no dots in Size perhaps represents a cramped cave or small basement. By spending points in Temple Size the Cohort creates room for creature comforts and chambers dedicated to a verity of practical effects. Perhaps more importantly it becomes possible to host a much larger Cult, if in doubt assume that each dot in Temple Size means there is enough space to comfortably host equal dots in Cult Numbers. Lahmasu Cults are smaller and thus have an easier time finding space.  
  
 
* O – A small apartment or lakeside cave. One to two rooms.
 
* O – A small apartment or lakeside cave. One to two rooms.
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'''Temple Security'''
 
'''Temple Security'''
  
Even the grandest temple is worthless if rival Leviathans or Marduk just wander in; to prevent this Leviathans may invest in security for their temple. Every dot in Temple Security provides -1 to all attempts to break in and +1 initiative when defending the temple. A Leviathan may supplement the physical security by directing its Cult to post guards; this counts as one Task for rules purposes. As a final benefit the Leviathans may choose between disguising the temple as respectable place of worship, or hiding the temple by placing it in an underground cave or an apparently ordinary home, office or some other front.
+
Even the grandest temple is worthless if rival Leviathans or Marduk just wonder in, to prevent this Leviathans may invest in security for their temple. Every dot in Temple Security provides -1 to all attempts to break in and +1 initiative when defending the temple. A Leviathan may supplement the physical security by directing it's Cult to post guards, this counts as one Task for rules purposes. As a final benefit the Leviathans may choose between disguising the temple as respectable place of worship or hiding the temple by placing it in an underground cave or disguising it as a normal home or office.
  
Disguised temples grant -1 per dot of temple security to find weapons caches or discover the ritual chamber is anything more than a simple prayer room; however, the Cult will have to put up with curious visitors, some of whom may be police or Marduk agents. Hidden Temples grant -1 per dot of temple security to find the Temple but grant no special benefit once it has been located. However, while well hidden Temples don't have casual visitors, once they have been found, they remain found. Do note, regardless of whether a Leviathan disguises or hides their temple, the Ripple effect helps those searching for it.
+
Disguised temples grant -1 per dot of temple security to find weapons caches or discover the ritual chamber is anything more than a simple prayer room however the Cult will have to put up with curious visitors some of whom may be police or Marduk agents. Hidden Temples grant -1 per dot of temple security to find the Temple but get no special benefit once it has been located. While well hidden Temples don't have casual visitors once they have been found they remain found. Regardless of weather a Leviathan disguises or hides their temple the Ripple effect helps those searching for it.
  
 
'''Temple Amenities'''
 
'''Temple Amenities'''
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Every time the player purchases a new dot in Temple Amenities, they gain one free temple feature which provides a practical benefit to the Cohort. Select from the list below.
+
Every time the player purchases a new dot in Temple Amenities they gain one free temple feature which provides a practical benefit to the Cohort. Select from the list below.
  
* Armoury: Not all Cults serve as a Leviathan's personal army, but for those who do, proper equipment is essential. Assume that an Armory provides access to weaponry with a Resource cost equivalent to Amenities. At Amenities 1 an Armoury barely deserves the name and consists only of baseball bats and kitchen knives. Amenities 2 or 3 grants common weapons: pistols, shotguns or hunting rifles as well as fancy ceremonial weapons. Amenities 4 or 5 grants military grade equipment. Unfortunately, weapons don't just turn up in unmarked crates when you upgrade Temple Amenities. The Cohort can purchase up to Amenities 3 (less in countries with strict gun laws) by buying the equipment; any higher and the players must spend time making black market connections or organising a daring theft of military supplies. An Armoury grants +1 per dot of Amenities to Cult Tasks, provided the Cohort can keep it supplied.
+
* Armoury: Not all Cults serve as a Leviathan's personal army but for those who do proper equipment is essential. At Amenities one an Armoury barely deserves the name and consists only of baseball bats and kitchen knives. Amenities two or three grants common weapons: pistols, shotguns or hunting rifles as well as fancy ceremonial weapons. Amenities four or five grants military grade equipment. Unfortunately weapons don't just turn up in unmarked crates when you upgrade Temple Amenities. The Cohort can get up to Amenities three (less in countries with stricter gun laws) by buying the equipment, any higher and the players must spend time making black market connections or organising a daring theft of military supplies. An Armoury grants +1 per dot of Amenities to Cult Tasks, provided the Cohort can keep it supplied.
* Gatewater: To enter the rift merely requires a tub full of water; at Amenities 1 it's safe to assume you can build one into your temple. Having a Gatewater means that your temple includes a ritually prepared pool designed to make the passage easier. This grants +1 per dot of Amenities to attempts at crossing into the Rift, and at Amenities 3 you can bring items along without spending a Willpower point. Perhaps more usefully, owning a Gatewater means it's very easy to find your way home: while in the Rift, the Cohort receives +1 per dot of Amenities on rolls to locate their Gatewater. Unless they have been granted access by the Cohort, other Leviathans do not receive these bonuses and crossing into the Temple from the Rift has a -1 penalty per dot of Temple Security.
+
* Gatewater: To enter the rift merely requires a tub full of water, at Amenities one it's safe to assume you can find that in your temple. Having a Gatewater means that your temple includes a ritually prepared pool designed to make the passage easier. This grants +1 per dot of Amenities to crossing into the rift, at Amenities three you can take items without a Willpower point. Perhaps more usefully owning a Gatewater means its very easy to find your way home, while in the Rift the Cohort can get +1 per dot of Amenities to locate their Gatewater. Unless they have been granted access by the Cohort other Leviathans have no navigation bonuses and crossing into the Temple from the rift has a -1 per dot of Temple Security.
* Private Pool: Any Leviathan can recover Ichor through Resonance with water; having a few bathtubs around can be assumed at Amenities 1. A Private Pool grants more: whether by diverting a convenient lake into the temple's basement or building above an underground river, the Temple has naturally flowing water within its walls. Storytellers may disallow this feature if there is no practical source of water, or give it free if the Temple would have access to it by default, such as a sea-cave sacrificing a more attractive location for access to the tide.
+
* Private Pool: Any Leviathan can recover Ichor through Resonance with water, having a few bathtubs around can be assumed at Amenities one. A Private Pool grants more, weather by diverting a convenient lake into the temple's basement or building above an underground river the Temple has naturally flowing water within it's walls. Storytellers may disallows this feature if there is no practical source of water or even give it free if the Temple has it anyway: Such as a sea-cave complete with seawater.
* Reception Chamber: Perhaps the Cohort wishes to cement an alliance with another Cohort. Maybe it has fallen upon them to host the next taxon meeting. For whatever reason, they are going to be spending time with their Cousins, and where better to do that than beneath a 40 foot solid gold monument to your divinity? Reception Chambers are designed to do one thing: impress others Leviathans. Whatever style the Cohort chooses, assume it impresses the vast majority of Leviathans. They get a bonus to all social rolls where making a good impression is of use: +1 at Amenities 3, +2 at Amenities 4 and +3 at Amenities 5. At lower Amenities there is no benefit.
+
* Reception Chamber: Perhaps the Cohort wishes to cement an alliance with another Cohort, maybe it's fallen upon them to host the next taxon meeting. For whatever reason they are going to be spending time with their Cousins and where better to do that than beneath a 40 foot solid gold monument to your divinity? Reception Chambers are designed to do one thing: impressive other Leviathans, whatever style the Cohort chooses assume it impresses the vast majority of Leviathans: They get a bonus to all social rolls where making a good impression is of use: +1 at Amenities 3, +2 at Amenities 4 and +3 at Amenities 5. At lower Amenities there is no benefit.
* Ritual Chamber: To perform a ritual only requires sufficient Zeal, but proper incense, décor and a grooved altar can help. A Ritual Chamber grants +1 per dot of Amenities to rituals. When using a ritual task to restore Ichor a Ritual Chamber grants an extra point of Ichor at Amenities 3 and an extra two points at Amenities 5.
+
* Ritual Chamber: To perform a Ritual only needs sufficient Zeel but proper incense, décor and a grooved alter can help. A Ritual Chamber grants +1 per dot of Amenities to rituals.
* Rumpus Room: Leviathans are creatures of powerful Vices and low self-control. Many furnish their Temples and their cults to feed their base desires. When building a Rumpus Room choose one Vice (a Temple may have many Rumpus Rooms), spending an hour indulging automatically fulfills that Vice. When the Cohort chooses a Rumpus Room ask them to explain how it works: A Glutton may have a twenty four hour kitchen while a Slothful Leviathan's Rumpus “Room” may be a dozen cultists who ensure he never need lift a finger. Assume that staffing the Rumpus Room takes one Task, and remember: Even though Cultists are usually willing it's only because of the Wake. In terms of morality and Tranquillity you must ask what they would do without the Wake, so think twice before building that Gladiator Pit.
+
* Rumpus Room: Leviathans are creatures of powerful Vices and low self-control. Many furnish their Temples and their cults to feed their base desires. When building a Rumpus Room choose one Vice (a Temple may have many Rumpus Rooms), spending an hour indulging automatically fulfils that Vice. When the Cohort chooses a Rumpus Room ask them to explain how it works: A Glutton may have a twenty four hour kitchen while a Slothful Leviathan's Rumpus “Room” may be a dozen cultists who ensure he never need lift a finger. Assume that staffing the Rumpus Room takes one Task and remember: Even though Cultists are usually willing it's only because of the Wake. In terms of morality and Tranquillity you must ask what they would do without the Wake. So think twice before building that Gladiator Pit.
  
 
==== Vicious Heritage (O or OOO) ====
 
==== Vicious Heritage (O or OOO) ====
 
Each of the major Strains is associated mystically with one of the Seven Sins. Your Leviathan expresses his Strain's associated Vice, gaining it in addition to his original Vice or, if it already was his Vice, regaining two Willpower when he indulges in it.  
 
Each of the major Strains is associated mystically with one of the Seven Sins. Your Leviathan expresses his Strain's associated Vice, gaining it in addition to his original Vice or, if it already was his Vice, regaining two Willpower when he indulges in it.  
  
If the Leviathan purchases the three-dot version, he not only gains the Vice - it supplants his Virtue. He regains only one Willpower for fulfilling his Virtue and his whole Willpower pool for significantly submitting to his Strain's associated Vice. In effect he has one "Virtue" - his Strain's associated Vice - and two "Vices": His original Vice and his original Virtue. If the Leviathan's original Vice was his Strain's associated Vice he instead regains two Willpower for fulfilling his Virtue.
+
If the Leviathan purchases the three-dot version, he not only gains the Vice - it supplants his Virtue. He regains only one Willpower for fulfilling his Virtue and his whole Willpower pool for significantly submitting to his Strain's associated Vice.
  
== Beloved ==
+
== The Rift ==
 +
 
 +
The Rift is what remains. It's what Leviathans can access now instead of permanently bathing in the glory that was the Primordial Sea. It is a separate reality, while the Primordial Sea was a part of the physical world; it is a stunted, narrow place, while the Sea was all-encompassing. It is a dark, claustrophobic, tormented place, and for good reason. The Rift is an embodiment of the collective subconscious of all Leviathans, Lahmasu, and all descendents of the Progenitors. It is also a living graveyard where neuroses, afflictions and fears survive long after their owners and originators have physically died. And it is the closest thing that Leviathans have to a home.
 +
 
 +
=== Getting there ===
 +
 
 +
All Leviathans can in theory access the Rift. Water, in its various forms, is a powerful conduit and a Leviathan needs to be submerged in one of its variations to attempt to dive into the Rift. Sea water is the most powerful of these, but in a pinch, clear water, fog or blood can serve. The Storyteller remains final judge of whether or not a Leviathan is "submerged" at the time, but ideally the character should be invisible from those outside the lake, fog bank or other obscuring feature.
 +
 
 +
Mechanically, the Leviathan rolls his Tranquility and spends a point of Ichor and slips into the alternate reality of the Rift. Attempting this in sea water carries no penalty. Blood or natural clear water (lake, river) impose a -1 penalty. Tap water is further removed from nature and therefore carries a -2 dice penalty. Other cases are left at the appreciation of the storyteller. The Leviathan can carry other people into the Rift if they are in physical contact with her; one additional success is necessary per extra person.
 +
 
 +
When diving into the Rift, the Leviathan entirely disappears from the Shore (the real world). He does not carry through any items unless he spends a Willpower point to do so; even then, some items may stubbornly refuse to go through. Crossing over creates turmoil: waves, wind, storm or fog may be left behind, possibly making the area (such as a tub of tap water) unsuitable for return.
 +
 
 +
In some areas, called Gatewaters, the Rift is much closer to our reality. Humans will get sucked in sometimes, and even those who don't are more likely to develop Derangements (these areas give a -1 penalty on all rolls to avoid getting Derangements). Most Gatewaters are in areas deeply associated with water: either on the ocean itself, around certain islands, or in marshes, bogs or river deltas.
 +
 
 +
=== Travelling the Rift ===
 +
 
 +
The Rift appears as a vast expanse of a breathable, water-like substance. A roiling bright light shines through the Shallows (the upper parts of the Rift), but disappears as you dive deeper. A Leviathan who breaks through into the Rift always appears near the surface (Depth 0).
 +
 
 +
The Rift posesses Depths, exactly as transforming Leviathans experience them. This is not surprising; as the Rift is essentially an expression of Leviathan psyche, it mimics the experience of Tribe members coming closer to their monstrous heritage. Leviathans appear to transform as they go deeper into the Rift, so that they take the shape of the corresponding Depth to their environment.
 +
 
 +
The Rift is pretty much synonymous with the Tempest. Most of it is continually wracked by violent currents, arc lightning and fast, sharp ice or rocks. The existence of this realm ensure the continuation of the Tribe's curse of restlessness and madness, just as the Leviathans' chaotic behaviour encourage a more chaotic Rift. The Tempest usually worsens as one goes deeper. However, certain areas of perfect calm exist as well; called Doldrums, they are sometimes large enough to hold sunken cities of eerie quiet and stillness.
 +
 
 +
Someone who makes no effort appears stationary in the Rift unless acted upon by the Rift itself. Moving around requires Athletics rolls, with the characteristics depending on the type of movement required (Stamina for sustained travel, Strength for brute speed and power, Dexterity for fine manoeuvring). To go deeper, however, a Leviathan also needs to transform into the corresponding Depth of his own shape.
 +
 
 +
Mortals can not go deeper than the first Depth, unless a Leviathan physically carries them. There is one exception to this rule: Atolls are unaffected by Depth in all cases, although they are still quite vulnerable to other dangers that lurk in the Rift.
  
=== Creating a Beloved ===
+
=== Ecology ===
  
There are two ways for a Leviathan to create a Beloved: deliberately or merely through their divine presence. When someone with the potential to become Beloved spends a non-negligible amount of time in the Wake (at least fifteen minutes) roll Presence + Sheol, contested by Resolve + Composure. The Deep Wake Merit adds one die to the Leviathan's roll, while the Muted Wake Merit subtracts one die from the Leviathan's roll. This applies to both unintentional and deliberate attempts to create a Beloved.
+
The Rift, like the mundane ocean, is a deceptively empty place, prowled by ungainly beasts. Memories take form down there, as well as neuroses, phobias and dark impulses which become predator beasts, parasitic worms or spiked monstrosities. There are islands made up of the bones of Progenitors, hard remaining nuggets of a sense of identity long left behind by a dead monster-god. From time to time, one can find fossilised information about older times, sometimes guarded by the psychological complex which gave it worth to the long-disappeared creature that knew them.
*Exceptional Success or Success for the Leviathan: Record one "Beloved Point" on the mortal's sheet. When the mortal has more Beloved Points than their *Willpower score, they become Beloved.
 
*Tie or Success for the human: Nothing happens.
 
*Exceptional Success for the human: Remove one Beloved Point.
 
This roll may be made once per day per person. After spending two weeks outside a Leviathan's Wake, Beloved Points are lost at a rate of two per week. A Storyteller need not actually make these rolls or track points; they simply provide a guideline for the timescale and probabilities involved.
 
  
When a person has more Beloved Points than half their Willpower, (round up) they gain a minor derangement. This derangement will disappear upon becoming a Beloved or losing the last Beloved point.
+
This is why Leviathans brave the dangers of the Rift: because despite all it forces them to face, they can find things forgotten by all under the surface of this dark, unsettling realm. The natural dangers of the Rift are many, but the Leviathan also brings some with him. Any person who goes into the Rift while possessing Derangements creates one monster for each of them. These are highly personalised, sometimes quite cunning beings, who want nothing more than the death of their originator as an overall solution to their own existence. Killing them does not destroy the Derangement, either: it is still just as present when the Afflicted person gets back to the Shore.
  
A Leviathan may wish to deliberately create a Beloved. Maybe controlling the mayor is the last step to completely conquering town, they might want that pretty boy or girl or just to expand their cult and they're recruiting anyone who can perform a ritual without dropping the ceremonial knife. Once a Leviathan has identified someone vulnerable, cultivating a Beloved is an extended Presence + Sheol vs Resolve + Composure roll and costs one point of Ichor to focus the Wake. If the target's Willpower is lower than the Leviathan's Presence + Sheol, subtract the Leviathan's Sheol from their dicepool.
+
The Rift possesses a strange structure, like an inverted cone. At the surface, the Rift seems endless, as unfathomably wide as the myriad minds that it reflects are. But the deeper one goes, the more constrained you feel, until at the deepest, down in the dark, where you reach the oldest, most primordial beings and memories, you feel that all of the world is a single oppressive point and individuality is a lost concept. This is where the most dangerous creatures of the Rift survive, where the most incomprehensible lore can be found, inscribed in illegible alphabets on the surface of rock walls that seem to be the inside of your own skull.
  
Each roll is around three minutes of conversation. The Leviathan needs to accumulate successes equal to the mortal's Willpower. Tto resist the victim needs to accumulate successes equal to the Leviathan's Presence + Sheol.
+
Going deeper yet would, according to Tribe lore, allow a Leviathan to find the Primordial Sea again. Beyond the Tempest, coming out of the other end, so to speak, lie the tranquil, perfect and awesome world that Leviathans truly belong to. needless to say, no one who has reached it has come back to tell the tale.
*Exceptional Success for the Leviathan: The Leviathan makes great progress towards creating a Beloved. Should the Mortal become Beloved as a result of this extended action the rush of new worship restores a point of Ichor.
 
*Success for the Leviathan: The Leviathan makes progress towards creating a Beloved.
 
*Both parties get the required successes on the same roll: The victim is not beloved, but they gain an extreme derangement for Sheol weeks. The Leviathan may try again in 10 - Sheol days (minimum of one).
 
*Success for the victim: The victim makes progress towards escaping the Leviathan's clutches. Should acclimate enough successes they will not become beloved but gain a severe derangement for Sheol days. After 20 - Sheol days the Leviathan may try again.
 
*Exceptional success for the victim: The victim makes great progress towards escaping. Should they win this extended action they escape mostly unharmed with a minor derangement that lasts the rest of the day, the Leviathan must wait 30 – Sheol days to try again. Should they tie on the action assume they succeeded but without an Exceptional Success.  
 
  
Catastrophic mental breakdowns over a short period of time don't usually go unnoticed. Most people a Leviathan tries to recruit will almost certainly avoid her in the future however the derangement acquired may prevent them from making the obvious deduction.
+
=== Getting back ===
  
== Psychotherapy ==
+
While going down is fairly straightforward for Leviathans, going back up is much more difficult. A Leviathan in the deepest part of the Rift forgets his own identity bit by bit, reverting to the primal monster their blood is urging them towards. To reduce Depth, the Leviathan needs not only to transform into a lesser Depth, but also to roll (Tranquility - their current Depth level).
  
Just as easily as a Leviathan can devour humans beneath rows of razor sharp teeth or crush them with divine might, a Leviathan can attack the minds of her foes. Inflicting terrible mental traumas or turning people Beloved with nothing more than her very presence.
+
Once just beneath the Surface (Depth 0), breaking through to the Shore is fairly straightforward. A final Tranquility roll allows the Leviathan to come back, in the closest suitable space (that is, submerged by water in some form) to the one from which the character entered the Rift. To reach another point of re-entry, the Leviathan may have to navigate the surface of the Rift, with appropriate Intelligence+Navigation rolls.
  
Whether a Leviathan simply uses mental attacks as his weapon of choice in combat or is on a campaign of recruitment for his Cult human beings don't exist in a vacuum. Most people have friends and family to look out for them, and even isolated individuals can realise when they need help and seek it out. If a character’s role in the story is nothing more than a combat dicepool it probably isn't necessary to track their progress through therapy. Instead these rules can be used for key individuals or for when players are playing mortals who are unlucky enough to cross paths with the Tribe.
+
== Beloved ==
  
===== Sidebar: In case it needed saying. =====
+
=== Creating a Beloved ===
  
The rules presented here are not in anyway supposed to be an accurate reflection on real life medical practices and should not be used in place of actual professional help or applied to real life at all.
+
There are two ways for a Leviathan to create a Beloved: deliberately or merely through their divine presence. When someone with the potential to become Beloved spends a non-negligible amount of time in the Wake (at least fifteen minutes) roll Presence + Sheol, contested by Resolve + Composure. The Deep Wake Merit adds one die to the Leviathan's roll, while the Muted Wake Merit subtracts one die from the Leviathan's roll. This applies to both unintentional and deliberate attempts to create a Beloved<br>
 +
Exceptional Success or Success for the Leviathan: Record one "Beloved Point" on the mortal's sheet. When the mortal has more Beloved Points than their Willpower score, they become Beloved.<br>
 +
Tie or Success for the human: Nothing happens.<br>
 +
Exceptional Success for the human: Remove one Beloved Point.<br>
 +
This roll may be made once per day per person. After spending two weeks outside a Leviathan's Wake, Beloved Points are lost at a rate of two per week. A Storyteller need not actually make these rolls or track points; they simply provide a guideline for the timescale and probabilities involved.
  
One possibility is to include an asylum or therapist as a major character in your story. Either as an antagonist (perhaps funded by Marduk) or foil for the Cohort, a reminder of the damage the Tribe leaves in their wake or just because important NPCs are found there. The book World of Darkness: Asylum can provide further advice on including hospitals, as well as an expanded mental health system.
+
When a person has more Beloved Points than half their Willpower, (round up) they gain a minor derangement. This derangement will disappear upon becoming a Beloved.
  
=== Systems for Psychotherapy ===
+
A Leviathan may wish to deliberately create a Beloved. Maybe controlling the mayor is the last step to completely conquering town, they might want that pretty boy or girl or just to expand their cult and they're recruiting anyone who can perform a ritual without dropping the ceremonial knife. Once a Leviathan has identified someone vulnerable, cultivating a Beloved is an extended Presence + Sheol vs Resolve + Composure roll. If the target's Willpower is lower than the Leviathan's Presence + Sheol, subtract the Leviathan's Sheol from their dicepool.
  
Psychotherapy, whether based on talking to the patient, drugs or other techniques, can use the same system. Since therapy is as much about trust and empathy as it is about medicine, treatment is an Extended Manipulation + Medicine roll. Roll once per therapy session, uncooperative patients can contest this roll with Composure + Subterfuge.  
+
Each roll is around three minutes of conversation. The Leviathan needs to accumulate successes equal to the mortal's Willpower. Tto resist the victim needs to accumulate successes equal to the Leviathan's Presence + Sheol.<br>
 +
Exceptional Success for the Leviathan: In addition to creating a Beloved the rush of new worship restores a point of Ichor.<br>
 +
Success for the Leviathan: They successfully created a Beloved.<br>
 +
Tie: The victim is not beloved, but they gain an extreme derangement for Sheol weeks. The Leviathan may try again in 10 - Sheol days (minimum of one).<br>
 +
Success for the victim: Though they escape they still have a severe derangement for Sheol days. After 20 - Sheol days the Leviathan may try again<br>
 +
Exceptional success for the victim: They escape mostly unharmed with a minor derangement that lasts the rest of the day, the Leviathan must wait 30 – Sheol days to try again.
  
When enough successes are reached: 10 for a mild derangement, 20 for a major and 30 for an extreme Derangement the Derangement can be sent into remission. Until the patient suffers a major trauma, stops taking their medication or suffers an applicable supernatural effect, they no longer suffer any penalty for that derangement. Derangements inflicted by supernatural powers require half the successes and are removed permanently unless stated otherwise.
+
=== Professional Help===
  
The Beloved condition can be treated by therapists just like a Derangement. The target successes are 15 + the double of Zeal. A person who notices their mental breakdown on the way to becoming a beloved might also seek therapy. The Storyteller should make a choice depending on what's more useful for the potential Beloved. Either they make a Resolve + Composure roll at the end of a successful session like normal. Each success removes one Beloved Point. Alternatively, forgo the final roll and instead apply the total successes on both the therapist's and patient’s roll on any rolls needed to resist becoming a Beloved to a maximum of +5. The bonus decreases by one per week.
+
As someone starts to become beloved their sanity cracks but they retain enough self awareness to know they're experiencing a total mental breakdown, so what happens when they seek professional help? The answer is a surprising amount of benefit.
  
Leviathans can also partake in therapy; indeed, successful therapy may be an excellent way to increase Tranquility. However, the Tribe faces significant problems due to the Wake and their own natures. The Leviathan's player should consider being uncooperative, perhaps focusing the Wake, even when it's in their best interests not too. It's not easy talking about traumatic or guilty memories and the Tribe has far less self control than most people (one possibility is to require a successful Tranquility or Resolve + Composure roll if the Leviathan wishes to cooperate). Even if the Leviathan cooperates the Storyteller should make Beloved rolls for the therapist. If they gain even a single Beloved point all therapy rolls are at -1 due to a distracting fascination and a decreased ability to remain objective. When the therapist is half way to becoming Beloved, increase this penalty to the Leviathan's Presence, maximum of five. Actual Beloved always suffer -5 to giving therapy. One possibility to avoid this is for Leviathans to trade therapy sessions from each other's cultists (-1 penalty), but few trust another Leviathan's cult with their darkest secrets.
+
The mental trauma inflicted tends to be what you'd expect from someone on their way to becoming Beloved: Obsession focused at the Leviathan, feelings of inferiority, detachment from friends, family and everyday life. While the average therapist is unlikely to know about Leviathans they do know quite a bit about obsession or an inferiority complex and while the usual treatments are not perfectly transferable they aren't useless either. The therapist rolls Intelligence + Medicine -3 to make a useful prescription or Wits + Expression -3 to teach coping strategies. If the therapist has accurate information about Leviathans the -3 penalty may be reduced or removed, at that point they're almost certain to know the best treatment is physical separation from Leviathans.<br>
 +
Dramatic Failure: A seriously flawed treatment leaves their patent vulnerable to Leviathans. For the next week they have a -3 penalty to resist becoming Beloved.<br>
 +
Failure: No benefit or penalty.<br>
 +
Successes: Every success grants a +1 bonus to resisting becoming Beloved for one week to a maximum of +5<br>
 +
Exceptional Success: In addition to the +5 bonus treat the patients willpower as one higher for determining the required number of successes / beloved points and whether they deduct Sheol from their resistance rolls.
  
An Atoll as a therapist would be an interesting possibility - such a situation would allow a Leviathan easy access to an Atoll for as long as he could afford the fees and convince the Atoll he has actual need of therapy(and given the realities of life as a Leviathan, the second one is likely not difficult). The Atoll gains no special bonuses for therapy aside from the Leviathan's usual inability to use Subterfuge against Atolls, however, the usual bonuses for access to an Atoll apply as do the usual risks.
+
The best thing that may happen is when a therapist decides a stay in a mental hospital would do their patient good. Unless the Leviathan has the resources and the desire to infiltrate the hospital the physical separation this entails will provide a cure.
  
 
== Exceptional Size ==
 
== Exceptional Size ==
  
From tales of Kraken devouring ships to entire islands on the back of a turtle, the blood of Tiamat has always been associated with great size. Whether a ten foot Leviathan in Apotheosis is fighting a five foot human or a much grander spectacle is at play you can use the following rules for combat at vastly different sizes.
+
From tales of Kraken devouring ships to entire islands on the back of a turtle. The blood of Tiamat has always been associated with great size. Whether a ten foot Leviathan in Apotheosis is fighting a five foot human or a much grander spectacle is at play you can use the following rules for combat at vastly different sizes.
  
 
The larger combatant gets the following advantages:  
 
The larger combatant gets the following advantages:  
* Automatic Successes on a successful attack or Strength roll. At two or more size classes above an opponent this is worked out as a multiple of Strength, in melee combat, or a weapon's Damage in ranged combat. Armour Piercing, Automatic Successes or other features of a weapon do not affect the Automatic Successes granted by size.  
+
* Automatic Successes on a successful attack or Strength roll. At two or more size classes above an opponent this is worked out as a multiple of Strength, in melee combat, or a weapon's Damage in ranged combat. Armour Piercing, Automatic Successes or other features of a weapon do not affect the Automatic Successes.  
* Durability
+
* Armour and Durability
* A damage division. Divide damage taken after applying Durability and any other abilities that will reduce damage. Round up.  
+
* Divide damage taken after applying Durability and any other abilities that will reduce damage. Round up.  
  
 
Armour, Durability and the damage division granted by size stack with both mundane and supernatural protection however they are halved when faced against any attack that deals Aggravated damage.  
 
Armour, Durability and the damage division granted by size stack with both mundane and supernatural protection however they are halved when faced against any attack that deals Aggravated damage.  
  
When calculating size: Treat hand weapons as the size of a typical wielder and vehicle mounted weapons as the size of the vehicle. Weapons specifically designed for targets several size classes larger than themselves (such as an anti-tank rocket) should be treated one size class larger. Weapons designed for targets several size classes smaller than themselves (such as anti-infantry weapons on a tank) should be treated as one size class smaller.
+
When calculating size: Treat hand weapons are the size of a typical wielder and vehicle mounted weapons as the size of the vehicle. Weapons specifically designed for targets several size classes larger than themselves (such as an anti-tank rocket) should be treated one size class larger. Weapons designed for targets several size classes smaller than themselves (such as anti-infantry weapons on a tank) should be treated as one size class smaller.
  
 
=== Size Categories ===
 
=== Size Categories ===
Line 713: Line 685:
 
   <tr style="background-color: #DFDFDF;">
 
   <tr style="background-color: #DFDFDF;">
 
     <th>SIZE CLASSES ABOVE OPPONENT</th>
 
     <th>SIZE CLASSES ABOVE OPPONENT</th>
     <th>DAMAGE BONUS</th>
+
     <th>DAMMAGE BONUS</th>
 
     <th>DURABILITY</th>
 
     <th>DURABILITY</th>
     <th>DAMAGE DIVISION</th>
+
     <th>DAMMAGE DIVISION</th>
 
</tr>
 
</tr>
 
   <tr>
 
   <tr>
Line 725: Line 697:
 
   <tr>
 
   <tr>
 
     <td align="center">2</td>
 
     <td align="center">2</td>
     <td align="center">*2 Successes</td>   
+
     <td align="center">*1 successes</td>   
 
     <td align="center">1</td>
 
     <td align="center">1</td>
 
     <td align="center">0</td>
 
     <td align="center">0</td>
Line 731: Line 703:
 
   <tr>
 
   <tr>
 
     <td align="center">3</td>
 
     <td align="center">3</td>
     <td align="center">*5 Successes</td>
+
     <td align="center">*5 successes</td>
 
     <td align="center">2</td>
 
     <td align="center">2</td>
 
     <td align="center">3</td>
 
     <td align="center">3</td>
Line 737: Line 709:
 
   <tr>
 
   <tr>
 
     <td align="center">4</td>
 
     <td align="center">4</td>
     <td align="center">*10 Successes</td>
+
     <td align="center">*10 successes</td>
 
     <td align="center">4</td>
 
     <td align="center">4</td>
 
     <td align="center">4</td>
 
     <td align="center">4</td>
Line 743: Line 715:
 
   <tr>
 
   <tr>
 
     <td align="center">5</td>
 
     <td align="center">5</td>
     <td align="center">*15 Successes</td>
+
     <td align="center">*15 successes</td>
 
     <td align="center">8</td>
 
     <td align="center">8</td>
 
     <td align="center">6</td>
 
     <td align="center">6</td>
Line 749: Line 721:
 
   <tr>
 
   <tr>
 
     <td align="center">6</td>
 
     <td align="center">6</td>
     <td align="center">*20 Successes</td>
+
     <td align="center">*20 successes</td>
 
     <td align="center">15</td>
 
     <td align="center">15</td>
 
     <td align="center">10</td>
 
     <td align="center">10</td>
Line 755: Line 727:
 
<tr>
 
<tr>
 
     <td align="center">7</td>
 
     <td align="center">7</td>
     <td align="center">*30 Successes</td>
+
     <td align="center">*30 successes</td>
 
     <td align="center">20</td>
 
     <td align="center">20</td>
 
     <td align="center">15</td>
 
     <td align="center">15</td>
 
</tr>
 
</tr>
 
</table>
 
</table>
 
====Size, Accuracy and Armour====
 
 
In the WoD rolling a failure on an attack roll does not mean that the attack missed, and when the target is bigger than some buildings accuracy is rarely a concern. Most Failures rolled against an enormous Leviathan are in fact bullets bouncing of it's thick hide, or harmlessly burying themselves within layers of skin and fat thicker than a human is tall. To represent this, when wielded against a larger target any weapon with Armour Piercing may add its AP score directly to the attack pool, up to a limit of +3 dice for each difference in Size categories.
 
 
An Armour Piercing weapon may ignore points of armour or give bonus dice against larger creatures but not both. If the Leviathan has Armour then Armour Piercing weapons have their usual effect, any points in Armour Piercing above the Armour rating may be turned into bonus dice up to the usual maximum.
 
 
Against Leviathans, any weapon that does electrical Damage can be considered to gain the maximum bonus for Armour Piercing weapons, even if it does not have Armour Piercing under normal circumstances. Note that electrical weapons will still be reduced by the Durability and Damage division granted by size; at the reduced rate for weapons that cause Aggravated Damage.
 
  
 
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