Editing LeviathanTempest:ChapterFive

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 16: Line 16:
  
 
= Chapter 5 : Storytelling and Antagonists =
 
= Chapter 5 : Storytelling and Antagonists =
 
''“Next Year in Jerusalem.”''
 
* Ending of the Passover Seder.
 
  
 
== Antagonists and Related Characters ==
 
== Antagonists and Related Characters ==
Line 26: Line 23:
 
==== Other Leviathans ====
 
==== Other Leviathans ====
  
Of all the threats Leviathans face none are a more common presence than their own family. From bestial Typhons to the alien madness of the Ophions, a Leviathan who looks will have little trouble finding monsters in their own family tree. Among the Tribe it is considered a sacred duty to purge these insane creatures, both as an act of mercy and for the sake of their own security: most Typhons see other Leviathans as a threat and react appropriately, usually violently, while at any moment the Ophions' incomprehensible goals may turn out to involve the destruction of you and yours.
+
Of all the threats Leviathans face none are a more common presence than their own family. From bestial Typhons to the alien madness of the Deep Ones, a Leviathan who looks will have little trouble finding monsters in their own family tree. Among the Tribe it is considered a sacred duty to purge these insane creatures, both as an act of mercy and for the sake of their own security: most Typhons see other Leviathans as a threat and react appropriately, usually violently, while at any moment the Deep Ones' incomprehensible goals may turn out to involve the destruction of you and yours.  
 
 
Yet far more frequently a Leviathan will come into conflict with the more Tranquil members of their family. It's not that Leviathans don't need to be consumed by the Tempest to be monsters, though that's certainly true. Other Leviathans have the same needs: Access to large bodies of water, impressionable or well placed humans to serve as Beloved, Heirlooms and other pieces of Tribal history, the attention of Atolls. A careful Leviathan can avoid conflict with a Typhon or Ophion but the only way to avoid another Leviathan is to give up on something you want.
 
 
 
Conflicts between the Tribe are an unusual thing. They are cruel, vicious, spiteful conflicts and yet it is rare for two Leviathans to actually come to blows. Both the Leviathan's Bestial and Divine natures are instinctively opposed to the idea of Transforming and charging in a trashing maelstrom of teeth and claws, while the human nature is usually the least violent of the three. Like an animal the Bestial nature knows how to fight without escalating to any real risk of harm, and it instinctively prefers to loose than to risk injury or death. The divine nature also avoids direct combat, but for different natures. The Tribe's primordial divinity is expressed through power and dominance, the divine nature wants it's foes to remain alive. Aware that they have lost, that they are lesser than it.
 
 
 
A direct violence is avoided, conflicts between Leviathans instead express themselves as instinctive ritualised battles for social dominance. They display claws or teeth, see who has the bigger crest, try to get neutral parties ‒ human or Tribe ‒ on their side and have their Cults perform elaborate rituals or raids (Though Leviathans rarely harm each other, killing or worse against another's friends, family or cultists is common) to show their strength. The most apt metaphor among human society may be an exceptionally vicious divorce where both parents see nothing wrong with trying to get the kids on their side, then having the kids fight to the death to get one over the ex. These conflicts usually end with the defeated Leviathan backing away from the contested resource, leaving the bodies of cultists and ritual sacrifices in their wake. When gods fight, it is mortals who bear the suffering.  
 
  
All this changes when a Leviathan crossed ''The Line''. Exactly what the line is varies to individual Leviathans, it may be killing a much loved family member or cultist. It could be trying to force a Leviathan to back off when they have nowhere to back off too. It could be putting two big fish in too small a pond until they snap. Trying to "steal" an Atoll usually qualifies. Most of the time crossing the line just means you've pushed one Leviathan too far but sometimes you can trigger every last Leviathan, consorting with the Marduk Society or using Marduk's sigil for example. Regardless of what caused it, crossing the line means that the other Leviathan wants you dead. No games of dominance, no threats or bargains, no backing down. Their instincts are screaming to Transform and fight to the bitter end. The Bestial nature knows that revenge or proving a point means nothing, in the ocean survival is everything and once you've crossed ''The Line'' it's him or me.  
+
Yet far more frequently a Leviathan will come into conflict with the more Tranquil members of their family. It's not that Leviathans don't need to be consumed by the Tempest to be monsters, though that's certainly true: Typhons are wild animals following atavistic instincts, Deep Ones have more nuanced goals but they're usually trapped in the Rift. Other Leviathans however have the same needs: Access to large bodies of water, impressionable or well placed humans to serve as Beloved, Heirlooms and other pieces of Tribal history, the attention of Atolls. A careful Leviathan can avoid conflict with a Typhon or Deep One but the only way to avoid another Leviathan is to give up on something you want.  
  
 
===== Neith =====
 
===== Neith =====
Line 77: Line 68:
  
 
When a Leviathan gives into base urges and monstrous abuses of power without self-restraint, degeneration eventually strips him of both his human and divine natures, leaving only the beast behind. These unfortunates are called Typhons by the Tribe. Their degeneration leaves them locked in their transformed shapes, unable to interact with the human world, while their sundered minds are overcome with atavistic urges. Typhons show little restraint beyond what is necessary to survive, and pose a colossal threat to communities near their lairs, devouring sailors and destroying boats.
 
When a Leviathan gives into base urges and monstrous abuses of power without self-restraint, degeneration eventually strips him of both his human and divine natures, leaving only the beast behind. These unfortunates are called Typhons by the Tribe. Their degeneration leaves them locked in their transformed shapes, unable to interact with the human world, while their sundered minds are overcome with atavistic urges. Typhons show little restraint beyond what is necessary to survive, and pose a colossal threat to communities near their lairs, devouring sailors and destroying boats.
 
Many members of the Tribe see it as a sacred or moral duty to destroy Typhons. Others just see it as a matter of self preservation. If you want to live long you don't live near the lair of an unstable monster, either get rid of it or go somewhere else. The elaborate ritualised conflicts displayed by the Tribe don't apply when Typhons are involved. Typhons see other Leviathans as a threat, and their degraded nature - broken and mad even by the standards of a wild animal - pushes them to go for all out combat. The Leviathan's own bestial nature knows well that when your opponent fights to kill your only options are to run or respond in kind.
 
  
 
===== Becoming a Typhon: Falling into the Storm =====
 
===== Becoming a Typhon: Falling into the Storm =====
Line 84: Line 73:
 
* When a Leviathan becomes a Typhon the following changes occur: Firstly, the Typhon loses his faculties of reason. Mark "neg" next to Intelligence, unlike a 0 in an attribute (WoD Core: p43) an attribute marked as negligible can be rolled but the character gains no dice from that attribute. Don't remove the Typhon's Mental Skills but treat them as zero for any purpose other than activating Channels, the -3 unskilled penalty applies as usual. Channels which provide a bonus to Intelligence or Mental Skills will provide extra dice when a Typhon attempts to activate a Channel but not in any other situation. Typhons never benefit from 10-again, 9-again, 8-again, rote actions or similar modifiers when using Intelligence or a Mental Skill. Just in case it wasn't obvious: a Typhon, or any animal with negligible intelligence cannot be trained.  
 
* When a Leviathan becomes a Typhon the following changes occur: Firstly, the Typhon loses his faculties of reason. Mark "neg" next to Intelligence, unlike a 0 in an attribute (WoD Core: p43) an attribute marked as negligible can be rolled but the character gains no dice from that attribute. Don't remove the Typhon's Mental Skills but treat them as zero for any purpose other than activating Channels, the -3 unskilled penalty applies as usual. Channels which provide a bonus to Intelligence or Mental Skills will provide extra dice when a Typhon attempts to activate a Channel but not in any other situation. Typhons never benefit from 10-again, 9-again, 8-again, rote actions or similar modifiers when using Intelligence or a Mental Skill. Just in case it wasn't obvious: a Typhon, or any animal with negligible intelligence cannot be trained.  
  
* Secondly, the Tyhpon gains two new Specialties to represent the development of bestial instincts. They also use the higher of Dexterity and Wits for Defence, just like a wild animal would.
+
* Secondly, the Tyhpon gains two new Specialties to represent the development of bestial instincts. They also use the higher of Dexterity and Wits for Defense, just like a wild animal would.
  
 
* Thirdly, the Typhon loses the ability to benefit from its cult. Rituals won't function and it gains no Ichor from worship. The Cult may remain for a while but their god sees them no differently from any other human.
 
* Thirdly, the Typhon loses the ability to benefit from its cult. Rituals won't function and it gains no Ichor from worship. The Cult may remain for a while but their god sees them no differently from any other human.
Line 134: Line 123:
 
Alternatively the Kraken's reappearance after decades or centuries could be the catalyst for the actual plot. Perhaps one or more of the players is part of the hunting party going after it and must contend with tribal politics and divine egos in addition to the Kraken's combat ability. Maybe the Kraken's reappearance is the result of a failed Marduk attack and some highly incriminating technology (even the most idealistic Marduk member knows their weapons program is extremely illegal) remains in a scabbed wound. Now the two ancient enemies find themselves as uneasy allies hunting the Kraken before the navy catches her and exposes both of their secrets. To truly mix things up maybe an Ahab hunting Kraken is the only person who can reliably find her in the huge ocean.
 
Alternatively the Kraken's reappearance after decades or centuries could be the catalyst for the actual plot. Perhaps one or more of the players is part of the hunting party going after it and must contend with tribal politics and divine egos in addition to the Kraken's combat ability. Maybe the Kraken's reappearance is the result of a failed Marduk attack and some highly incriminating technology (even the most idealistic Marduk member knows their weapons program is extremely illegal) remains in a scabbed wound. Now the two ancient enemies find themselves as uneasy allies hunting the Kraken before the navy catches her and exposes both of their secrets. To truly mix things up maybe an Ahab hunting Kraken is the only person who can reliably find her in the huge ocean.
  
==== Ophions ====
+
==== Deep Ones ====
When a Leviathan abuses the power of the Wake and the trust of her Beloved, degeneration causes her divine aspect to grow until it eclipses both her human and bestial natures. Locked into her most glorious and terrible form she becomes an Ophion, following incomprehensible and contradictory goals that change with the Currents of the Tempest.
 
  
Without his human and bestial natures to act as an Anchor, an Ophion is overwhelmed by the Tempest. Ophions follow numerous goals called Currents; individual Currents bear no relation to each other or an overarching goal. Quite the opposite: Often two Currents oppose each other. An Ophion draws most strongly from the part of the Tempest which corresponds to his own Strain. This leads to somewhat standard behaviour patterns and proportionately more Currents from their Strain's Vice. Not all Currents are completed; they appear and vanish with the flow of the Rift. Normally this is a slow process – some Currents remain for decades – but on occasion an Ophion draws from the most tumultuous parts of the Tempest, gaining and losing Currents over minutes. In this state the Ophion is effectively paralysed. Some theorise that this is the usual state of an Ophion, and if it were true, then without drawing attention to themselves Ophions could remain unnoticed in deep seas and at the bottom of the Rift for a very, very long time.
+
When a Leviathan abuses the power of the Wake and the trust of her Beloved, degeneration causes her divine aspect to grow until it eclipses both her human and bestial natures. Locked into her most glorious and terrible form she becomes a Deep One, following incomprehensible and contradictory goals that change with the Currents of the Tempest.
  
As with Typhons many Leviathans see it as a sacred duty to destroy any Ophions they encounter.  
+
Without his human and bestial natures to act as an Anchor, a Deep One is overwhelmed by the Tempest. Deep Ones follow numerous goals called Currents; individual Currents bear no relation to each other or an overarching goal. Quite the opposite: Often two Currents oppose each other. A Deep One draws most strongly from the part of the Tempest which corresponds to his own Strain. This leads to somewhat standard behaviour patterns and proportionately more Currents from their Strain's Vice. Not all Currents are completed; they appear and vanish with the flow of the Rift. Normally this is a slow process – some Currents remain for decades – but on occasion a Deep One draws from the most tumultuous parts of the Tempest, gaining and losing Currents over minutes. In this state the Deep One is effectively paralysed. Some theorise that this is the usual state of a Deep One, and if it were true, then without drawing attention to themselves Deep Ones could remain unnoticed in deep seas and at the bottom of the Rift for a very, very long time.
  
===== Becoming an Ophion: Unity with the Storm =====
+
===== Becoming a Deep One: Unity with the Storm =====
  
* Each Ophion gains six minor Currents, two major Currents or one major and three minor Currents. More if the Storyteller desires. Each Current is a specific objective based on a Vice and an Ophion always has at least one but usually more Currents based on their Strain's associated Vice. Completing a minor current earns a point of Willpower while a major Current refills the entire Willpower pool when completed. Even the crudest Vices such as Wrath or Gluttony rarely create Currents flowing towards cheap instant gratification. Lacking their impulsive bestial nature Ophions tend to achieve their objectives through careful planning at best and tangled webs of intrigue at worst.
+
* Each Deep One gains six minor Currents, two major Currents or one major and three minor Currents. More if the Storyteller desires. Each Current is a specific objective based on a Vice and a Deep One always has at least one but usually more Currents based on their Strain's associated Vice. Completing a minor current earns a point of Willpower while a major Current refills the entire Willpower pool when completed. Even the crudest Vices such as Wrath or Gluttony rarely create Currents flowing towards cheap instant gratification. Lacking their impulsive bestial nature Deep Ones tend to achieve their objectives through careful planning at best and tangled webs of intrigue at worst.
* Ophions cannot regain Ichor through Havoc, it is the bestial nature of a Leviathan which seeks satisfaction through instant gratification and pointless violence.
+
* Deep Ones cannot regain Ichor through Havoc, it is the bestial nature of a Leviathan which seeks satisfaction through instant gratification and pointless violence.
* An Ophion's greater connection to its divine aspect makes them unparalleled in leading their Cults. Upon becoming an Ophion, increase your Cult's Zeal by one.
+
* A Deep One's greater connection to its divine aspect makes them unparalleled in leading their Cults. Upon becoming a Deep One, increase your Cult's Zeal by one.
* Finally when a Leviathan becomes an Ophion, roll Resolve + the lower of its Cult's Numbers or Zeal. Unless the Ophion gets a number of Successes equal to its Sheol, it immediately travels to the nearest suitable source of water and enters the Rift. Few Ophions maintain their footing on the Shore as the Tempest floods through them, but after the initial surge many seek a way to return, requiring powerful Rituals.
+
* Finally when a Leviathan becomes a Deep One, roll Resolve + the lower of its Cult's Numbers or Zeal. Unless the Deep One gets a number of Successes equal to its Sheol, it immediately travels to the nearest suitable source of water and enters the Rift. Few Deep Ones maintain their footing on the Shore as the Tempest floods through them but after the initial surge many seek a way to return which requires powerful Rituals.
  
===== Strains of Ophions =====
+
===== Strains of Deep Ones =====
*Bahamutans seek to follow their Currents through their Cult, spending much of their time Dreaming. This occasionally reaches the point where some Ophions never even attempt to leave the Rift and instead rely on Cults as their sole agents on the Shore. Those that do leave the Rift still favor direct plans with little personal effort, aided in part by the fact that many of their Currents spring from Sloth and don't require them to do much at all. Despite this they can show enormous energy and proactivity to protect their future rest and when driven to intervene personally they do so with overwhelming force.
+
*Bahamutans seek to follow their Currents through their Cult, spending much of their time Dreaming. This occasionally reaches the point where some Deep Ones never even attempt to leave the Rift and instead rely on Cults as their sole agents on the Shore. Those that do leave the Rift still favor direct plans with little personal effort, aided in part by the fact that many of their Currents spring from Sloth and don't require them to do much at all. Despite this they can show enormous energy and proactivity to protect their future rest and when driven to intervene personally they do so with overwhelming force.
*Dagonites follow Currents that lead them to expansion. More Beloved, more territory, more worship. As Ophions Dagonites tend towards extraordinarily complicated plans, often of a highly political nature coupled with never-ending recruitment. The danger of opposing a Dagonite Ophion is immense, they often possess more disposable troops than other Leviathans' entire cults and should they have left the Rift their tendency towards the Vestige of Fecundity swells their ranks with large numbers of powerful Lahmasu (they rarely breed the normal way, all potential partners are too far beneath them.) Playing a Dagonite at its own game is a dangerous prospect, the best way to deal with them is cutting the metaphoric head off the snake by attacking the Ophion while they rest in the Rift, separated from the support of their cult.
+
*Dagonites follow Currents that lead them to expansion. More Beloved, more territory, more worship. As Deep Ones Dagonites tend towards extraordinarily complicated plans, often of a highly political nature coupled with never-ending recruitment. The danger of opposing a Dagonite Deep One is immense, they often possess more disposable troops than other Leviathans' entire cults and should they have left the Rift their tendency towards the Vestige of Fecundity swells their ranks with large numbers of powerful Lahmasu (they rarely breed the normal way, all potential partners are too far beneath them.) Playing a Dagonite at its own game is a dangerous prospect, the best way to deal with them is cutting the metaphoric head off the snake by attacking the Deep One while they rest in the Rift, separated from the support of their cult.
*Lahamin make some of the hardest Ophions to oppose, while no stronger or weaker than their cousins in combat, you have to find them first and finding the Lahamin is never easy. Even if you do know where to look, it's almost certain to notice you first and move. Tracing them by their actions is no easier, though their Currents run as strong as any Strain the Lahamin are masters of achieving the maximum effect for the minimum effort. Their plots are built upon staggering amounts of observation and careful preparation, only after which will they indoctrinate their cat's paws and unleash them in a carefully choreographed sequence of events that ends with the fulfillment of the Ophion's Current, most often ruining a life out of simple spite. It is the gift of the Lahamin to create workable plans which to the outside observer look like a sequence of improbable random events. It is their curse that they are limited to such complicated and unreliable methods to further their aims.
+
*Lahamin make some of the hardest Deep Ones to oppose, while no stronger or weaker than their cousins in combat, you have to find them first and finding the Lahamin is never easy. Even if you do know where to look, it's almost certain to notice you first and move. Tracing them by their actions is no easier, though their Currents run as strong as any Strain the Lahamin are masters of achieving the maximum effect for the minimum effort. Their plots are built upon staggering amounts of observation and careful preparation, only after which will they indoctrinate their cat's paws and unleash them in a carefully choreographed sequence of events that ends with the fulfilment of the Deep One's Current, most often ruining a life out of simple spite. It is the gift of the Lahamin to create workable plans which to the outside observer look like a sequence of improbable random events. It is their curse that they are limited to such complicated and unreliable methods to further their aims.
*The Currents that Nu's Children follow lead to the most alien of the Ophions. Though many are dedicated and focused while trying to escape the Rift, upon the Shore most lack the inclination to have any meaningful interaction with mankind. Cults are frequently abandoned or eaten once their purpose is served. The stereotype places the Ophion far from land, invisible in the water and content to devour whatever sea-life they come across. This is true to an extent, but like all Ophions a Nu will follow Currents from all Vices and even Gluttony can lead to delicacies unavailable in the ocean. When the Currents bring a Nu to land, it tends to show little concern for a sustainable power base. Cults are temporary and the full fury of the elements is used safe in the knowledge that the aftermath only affects other people.
+
*The Currents that Nu's Children follow lead to the most alien of the Deep Ones. Though many are dedicated and focused while trying to escape the Rift, upon the Shore most lack the inclination to have any meaningful interaction with mankind. Cults are frequently abandoned or eaten once their purpose is served. The stereotype places the Deep One far from land, invisible in the water and content to devour whatever sea-life they come across. This is true to an extent, but like all Deep Ones a Nu will follow Currents from all Vices and even Gluttony can lead to delicacies unavailable in the ocean. When the Currents bring a Nu to land it tends to show little concern for a sustainable power base, Cults are temporary and the full fury of the elements is used safe in the knowladge that the aftermath only affects other people.
*As an Ophion the Oceanids are never still. Their Currents run wide but are as shallow as the rivers their Progenitor claimed dominion over. As Ophions Oceanids tend to be impulsive, unsure of where the Currents will take them, they cast their nets wide. Their Beloved are often little more than a piggy bank and a source of quick gratification. Large in number but disorganised and interchangeable. As Ophions go the Oceanids can seem relatively harmless but theirs is the Vestige of Sanctity. When opposed, an Oceanid's first resort is to force compliance and they possess an instinct for turning friends and allies into weapons. Should the fight turn personal, Oceanids often show surprising martial powers. Though perhaps not as destructive as other Strains, the broken lives left in their wake are all the more painful for the personal touch in their destruction.
+
*As a Deep One the Oceanids are never still. Their Currents run wide but are as shallow as the rivers their Progenitor claimed dominion over. As Deep Ones Oceanids tend to be impulsive, unsure of where the Currents will take them, they cast their nets wide. Their Beloved are often little more than a piggy bank and a source of quick gratification. Large in number but disorganised and interchangeable. As Deep Ones go the Oceanids can seem relatively harmless but theirs is the Vestige of Sanctity. When opposed, an Oceanid's first resort is to force compliance and they possess an instinct for turning friends and allies into weapons. Should the fight turn personal, Oceanids often show surprising martial powers. Though perhaps not as destructive as other Strains, the broken lives left in their wake are all the more painful for the personal touch in their destruction.
*Tanninim are driven by the Currents to amass power, not for its own sake but for practical ends. Frequently driven to punish, the Tanninim take a proactive stance to their goals and take measures to ensure that whoever their gaze falls upon they will already be in a position to pronounce sentence. Their Cults and the organisations that come under the Tanninin's grip tend to be well oiled machines ruthlessly purged of weakness and hyperfocused to the Ophion's goals but this focus ignores vital work required for long term survival, leading to an unending cycle of acquisition and decline.
+
*Tanninim are driven by the Currents to amass power, not for its own sake but for practical ends. Frequently driven to punish, the Tanninim take a proactive stance to their goals and take measures to ensure that whoever their gaze falls upon they will already be in a position to pronounce sentence. Their Cults and the organisations that come under the Tanninin's grip tend to be well oiled machines ruthlessly purged of weakness and hyperfocused to the Deep One's goals but this focus ignores vital work required for long term survival, leading to an unending cycle of acquisition and decline.
*The Thalassans pursue wealth for its own sake and do so through the formation of self sustaining Cults that survive with a minimum of supervision. This is not laziness or unwillingness to get their hands dirty but simple practicality. Even an Ophion has a finite size on what they can personally control, only through delegation can they amass the hoards they desire. It would be foolish to assume that a Thalassan's Currents end at acquiring money but it's not entirely untrue to say that they mostly start with it. Their plots are as intricate as any Ophion's, but usually take an economic flavor. Sometimes a Thalassan simply buys whatever their Currents point at, but just as often other Currents prevent them from spending their wealth and elaborate plots must be formed to work around self imposed limitations on their greatest asset.
+
*The Thalassans pursue wealth for its own sake and do so through the formation of self sustaining Cults that survive with a minimum of supervision. This is not laziness or unwillingness to get their hands dirty but simple practicality. Even a Deep One has a finite size on what they can personally control, only through delegation can they amass the hoards they desire. It would be foolish to assume that a Thalassan's Currents end at acquiring money but it's not entirely untrue to say that they mostly start with it. Their plots are as intricate as any Deep One's, but usually take an economic flavor. Sometimes a Thalassan simply buys whatever their Currents point at, but just as often other Currents prevent them from spending their wealth and elaborate plots must be formed to work around self imposed limitations on their greatest asset.
  
 
===Our Distant Family: Lahmasu and Hybrids===
 
===Our Distant Family: Lahmasu and Hybrids===
 
Not all who bear the blood of the Tribe become Leviathans. Most are merely carriers, ordinary humans with something ancient hidden in their genes, waiting for two distant trickles of Tiamat's blood to unite when the stars are right. Sometimes, when cousin meets cousin one too many times, when a human carrying recessive markers lays with a Leviathan. Sometimes the Tribe is too strong within a person to be entirely dormant but the environmental, genetic or even mystical conditions required to produce a full blooded Leviathan are unfulfilled. Sometimes you get a child of two Tribes. Sometimes you get a Hybrid.  
 
Not all who bear the blood of the Tribe become Leviathans. Most are merely carriers, ordinary humans with something ancient hidden in their genes, waiting for two distant trickles of Tiamat's blood to unite when the stars are right. Sometimes, when cousin meets cousin one too many times, when a human carrying recessive markers lays with a Leviathan. Sometimes the Tribe is too strong within a person to be entirely dormant but the environmental, genetic or even mystical conditions required to produce a full blooded Leviathan are unfulfilled. Sometimes you get a child of two Tribes. Sometimes you get a Hybrid.  
  
Psychologically Hybrids are human. They do have instincts that reflect their heritage – a Hybrid that's half alligator will have predatory instincts – but they have an easy time choosing not to follow their instincts much like a human and very much unlike your typical Leviathan. Mechanically Hybrids follow Morality and though Hybrids tend towards the lower ends of the intelligence curve a Hybrid with Intelligence 2 is no different from a human with Intelligence 2.  Even when a Hybrid isn't sapient they still show recognizable human traits and behaviors, many are much smarter than animals and can be trained in complex tasks. Mentally what really separates Hybrids from humanity is social factors. Most come from where the Tribe's blood runs thickest, their family environment often a culture unto itself. Such a culture shaped by the Wicked Tribe is rarely a healthy one. Even those human enough to socialize with humanity often look different enough to grow up with funny looks if not outright discrimination.  
+
Psychologically Hybrids are human. They do have instincts that reflect their heritage – a Hybrid that's half alligator will have predatory instincts – but they have an easy time choosing not to follow their instincts much like a human and very much unlike your typical Leviathan. Mechanically Hybrids follow Morality and though Hybrids tend towards the lower ends of the intelligence curve a Hybrid with Intelligence 2 is no different from a human with Intelligence 2.  Even when a Hybrid isn't sapient they still show recognisable human traits and behaviours, many are much smarter than animals and can be trained in complex tasks. Mentally what really separates Hybrids from humanity is social factors. Most come from where the Tribe's blood runs thickest, their family environment is often a culture to itself and as a culture shaped by the Wicked Tribe it's rarely a healthy one. Even those human enough to socialise with humanity often look different enough to grow up with funny looks if not outright discrimination.  
  
 
==== The Hybrid Template ====
 
==== The Hybrid Template ====
  
Hybrids are considered to be a minor Template. Philosophically and mechanically they're human with a little extra. Yes some of them are physically more fish than man but man was never defined by the color, or shape, of his skin. The Hybrid template consists of: Strain, Mutations, Depth and Ichor.  
+
Hybrids are considered to be a minor Template. Philosophically and mechanically they're human with a little extra. Yes some of them are physically more fish than man but man was never defined by the colour, or shape, of his skin. The Hybrid template consists of: Strain, Mutations, Depth and Ichor.  
  
 
In addition to actual Hybrids this Template can be used to represent Leviathans who are in the process of Emerging but have not yet gained the full Leviathan Template, when doing so feel free to bend any rule written below.  
 
In addition to actual Hybrids this Template can be used to represent Leviathans who are in the process of Emerging but have not yet gained the full Leviathan Template, when doing so feel free to bend any rule written below.  
Line 174: Line 162:
 
The first Mutation acquired by a Lamashu is set by their Strain.
 
The first Mutation acquired by a Lamashu is set by their Strain.
 
* Abuu, born of the Dagonites: Brother to the Fishes (OOOO)
 
* Abuu, born of the Dagonites: Brother to the Fishes (OOOO)
 +
* Alphestes, born of the Thalassans: Increased Strength (OOOO)
 
* Gibborim, born of the Tanninim: Natural Weapons (OOOO)
 
* Gibborim, born of the Tanninim: Natural Weapons (OOOO)
 
* Gugal, born of the Bahamutans: Increased Endurance (OOOO)
 
* Gugal, born of the Bahamutans: Increased Endurance (OOOO)
* Hemitheos, born of the Thalassans: Increased Strength (OOOO)
 
 
* Heqen, born of the Nu: Diving into the Tempest (OOOO)
 
* Heqen, born of the Nu: Diving into the Tempest (OOOO)
 
* Mahhu, born of the Lahamu: Prophecy (OOOO)
 
* Mahhu, born of the Lahamu: Prophecy (OOOO)
 
* Pelopsids, born of the Oceanids: Increased Resolve (OOOO)
 
* Pelopsids, born of the Oceanids: Increased Resolve (OOOO)
* Hybrids, born of no Strain, or many: Four free dots in any Mutations.
 
  
 
===== Mutations =====
 
===== Mutations =====
Line 186: Line 173:
 
Within the genetic code of every Hybrid lies Mutations, strands of DNA from an earlier age of the world that guide the body in ways unimaginable to natural evolution.  A Hybrid may be born displaying all their mutations or they may activate over the course of it's life. If there is a correlation between how a Hybrid appears at birth and it's eventual state the Tribe hasn't identified it. Unlike Leviathans who can guide their genetics through dedication and self discovery Hybrids get what they're born with. Though this means the character has no control over their Mutations the player retains full control.  
 
Within the genetic code of every Hybrid lies Mutations, strands of DNA from an earlier age of the world that guide the body in ways unimaginable to natural evolution.  A Hybrid may be born displaying all their mutations or they may activate over the course of it's life. If there is a correlation between how a Hybrid appears at birth and it's eventual state the Tribe hasn't identified it. Unlike Leviathans who can guide their genetics through dedication and self discovery Hybrids get what they're born with. Though this means the character has no control over their Mutations the player retains full control.  
  
Lemashu begin play with a single Mutation chosen by their Strain, Hybrids have four dots to spend as they wish. Additional Mutations can be brought with Merit dots, as always the fifth dot of a Mutation costs double. During play Mutations can be brought for experience points and cost new Dots x 2. There is a further restriction for Lemashu: They have a favored Vestige as per their Leviathans' Strain. Lemashu must place a number of dots into their favored Vestige or universal Mutations equal to Depth -1, their Strain's starting Mutation does not count towards this requirement. The Favored Vestige doesn’t provide experience discounts on mutations.   
+
Lemashu begin play with a single Mutation chosen by their Strain, Hybrids have four dots to spend as they wish. Additional Mutations can be brought with Merit dots, as always the fifth dot of a Mutation costs double. During play Mutations can be brought for experience points and cost new Dots x 2. There is a further restriction for Lemashu: They have a favoured Vestige as per their Leviathans' Strain. Lemashu must place a number of dots into their favoured Vestige or universal Mutations equal to Depth -1, their Strain's starting Mutation does not count towards this requirement. The Favoured Vestige doesn’t provide experience discounts on mutations.   
  
 
Not all mutations are cool powers. Hybrids must take two flaws to represent harmful side effects of their mutations. Neither of these flaws provide experience though they may take a third flaw which will provide experience as normal. Lemashu are not immune to harmful mutations but it's considerably rarer, they do not require any flaws but may take one as usual.
 
Not all mutations are cool powers. Hybrids must take two flaws to represent harmful side effects of their mutations. Neither of these flaws provide experience though they may take a third flaw which will provide experience as normal. Lemashu are not immune to harmful mutations but it's considerably rarer, they do not require any flaws but may take one as usual.
Line 247: Line 234:
 
===== Ichor =====
 
===== Ichor =====
  
All Hybrids can carry the Divine Ichor within themselves. A Hybrid's Maximum Ichor pool is equal to Stamina + Depth and their per turn expenditure is limited to one. Lacking both the bestial and divine natures found within a Leviathan their methods of regaining Ichor are limited. Only Resonance and Immersion allow a Hybrid to gain additional points of Ichor.
+
All Hybrids can carry the Divine Ichor within themselves. A Hybrid's Maximum Ichor pool is equal to Stamina + Depth and their per turn expenditure is limited to one. Lacking both the bestal and divine natures found within a Leviathan their methods of regaining Ichor are limited. Only Resonance and Immersion allow a Hybrid to gain additional points of Ichor.
  
 
==== Mutations List ====
 
==== Mutations List ====
Line 262: Line 249:
 
Angler Lantern (O, Depth 3+): The Hybrid gives of a lantern's worth of light from glowing eyes, bioluminescent skin or some new organ.
 
Angler Lantern (O, Depth 3+): The Hybrid gives of a lantern's worth of light from glowing eyes, bioluminescent skin or some new organ.
  
Reflexive Evasion (OO): The Hybrid has Defense equal to Wits even if their Dexterity is lower.  
+
Reflexive Evasion (OO): The Hybrid has Defence equal to Wits even if their Dexterity is lower.  
  
 
Echo Location (OO): The Hybrid gains the ability to see with echo location, they can ignore all darkness penalties and can see around corners. The conductive properties of water means that they can triple the range of a regular perception check when submerged.
 
Echo Location (OO): The Hybrid gains the ability to see with echo location, they can ignore all darkness penalties and can see around corners. The conductive properties of water means that they can triple the range of a regular perception check when submerged.
 
Drawback: The Hybrid has sensitive ears, when exposed to loud sounds roll Stamina with a penalty based on the volume. On a failure you get -2 to all actions and -4 to Perception for as long as the noise persists.
 
Drawback: The Hybrid has sensitive ears, when exposed to loud sounds roll Stamina with a penalty based on the volume. On a failure you get -2 to all actions and -4 to Perception for as long as the noise persists.
  
Empathetic Sense (OOO): The Hybrid may make Wits + Empathy rolls to smell, see, taste or even psychically detect emotions. This is interpreted by the brain as an Aura. Normally this roll is uncontested but supernatural abilities may provide protection. Airtight clothing, full body robes or other tricks may block specific empathetic senses.
+
Empathetic sense of smell (OOO): The Hybrid may make Wits + Empathy rolls to smell emotions. This sent is interpreted by the brain as an Aura. Normally this roll is uncontested but supernatural abilities may provide protection as will entirely airtight clothing.
 
 
Nightvision (O): The Hybrid can see clearly in low light.
 
  
Prophecy (OOOO): The Hybrid selects a person, object or location they can see clearly, pays one point of Ichor and begins an extended Wits + Occult roll. Every roll is equivalent to three minutes of serene mediation or thrashing fever dreams. Prophecy provides sensations that give a hint of the most “important” event to affect the subject within a time frame governed by the number of successes: 2 successes gives seven minuets, 4 successes gives seven hours, 8 successes gives 7 days, 16 successes is the maximum and offers seven months.
+
Prophecy (OOOO): The Hybrid selects a person, object or location they can see clearly, pays one point of Ichor and begins an extended Wits + Occult roll. Every roll is equivalent to thirty minuets of serene mediation or thrashing fever dreams. Prophecy provides sensations that give a hint of the most “important” event to affect the subject within a time frame governed by the number of successes: 2 successes gives seven minuets, 4 successes gives seven hours, 8 successes gives 7 days, 16 successes is the maximum and offers seven months.  
  
 
===== Elements=====  
 
===== Elements=====  
Line 284: Line 269:
  
 
Weatherproofing (O to OOO): Each dot in Weatherproofing gives the Hybrid one dot of armour against the effects of weather and reduces situational penalties caused by rough weather. This applies both above and underwater, such as when swimming against a strong current.
 
Weatherproofing (O to OOO): Each dot in Weatherproofing gives the Hybrid one dot of armour against the effects of weather and reduces situational penalties caused by rough weather. This applies both above and underwater, such as when swimming against a strong current.
 +
 +
Chill of the Soul (OOO) : When the Hybrid in a area that is cold enough for snow to form, she can manipulate the humidity to his advantage. To do so she must spend a point of Ichor and roll Wits + Survival. At most he can from simple machines like a spears or a ramp. Anything more complicated like a pulley is impossible
  
 
===== Fecundity=====
 
===== Fecundity=====
  
Blood is thicker than water (OO): The Hybrid has a natural instinct for working with his's own kin. They gain 9again on Teamwork actions and at the storytellers discretion on other group actions such as Stealth rolls to set up a coordinated ambush. To gain this bonus the Hybrid must have shared a working relationship for around a month, or a communal living for a weak. With close blood relatives, no more distant than cousins, reduce this to a week and a day respectively.  
+
Blood is thicker than water (OO): The Hybrid has a natural instinct for working with it's own kin. They gain 9again on Teamwork actions and at the storytellers discretion on other group actions such as Stealth rolls to set up a coordinated ambush. To gain this bonus the Hybrid must have shared a working relationship for around a month, or a communal living for a weak. With blood relatives reduce this to a week and a day respectively.  
  
Brother to the Fishes (OO or OOOO): The Hybrid's natural affinity to sea life allows her to communicate and eventually control non-sentient animals of Size 5. At two dots the Hybrid may spend a point of Ichor and roll Wits + Animal Ken to establish a psychic rapport that allows communication to the limit of the animals intelligence. At four dots the Hybrid may spend a point of Ichor and roll Presence + Animal Ken to issue a command which the animal must obey to the best of it's ability for the remainder of the scene. Animals will not perform blatantly suicidal actions, the survival instinct is too strong. If the targeted animal is not aquatic or amphibious there is a -3 penalty.  
+
Brother to the Fishes (OOOO): The Hybrid can command non-sentient animals of Size 5 or less to do it's bidding. They use Animal Ken in place of Social Skills and the animal may resist with Resolve + Power Trait. Animals will not perform blatantly suicidal actions.  
  
 
Fast Healing (OO or OOO): The Hybrid may spend a point of Ichor to heal a dot of bashing damage. At three dots they may spend two points of Ichor to heal a point of Lethal damage.
 
Fast Healing (OO or OOO): The Hybrid may spend a point of Ichor to heal a dot of bashing damage. At three dots they may spend two points of Ichor to heal a point of Lethal damage.
Line 301: Line 288:
 
Increased Strength (OOOO): The Hybrid gets 9again on Strength rolls.
 
Increased Strength (OOOO): The Hybrid gets 9again on Strength rolls.
  
Oxen Backed (O - OOO): The Hybrid counts their Strength as dot points higher for using heavier weapons
+
Leap from the Depth (O - OOO): The Hybrid adds (2x dots) feet to the hight and (4x dots) feet to the length of all jumps.
  
Leap from the Depth (O - OOO): The Hybrid adds (2x dots) feet to the height and (4x dots) feet to the length of all jumps.
+
Natural Evasion (OO): The Hybrid has Defence equal to Dexterity even if their Wits is lower.  
 
 
Natural Evasion (OO): The Hybrid has Defense equal to Dexterity even if their Wits is lower.
 
  
 
===== Predation=====  
 
===== Predation=====  
  
 
Camouflage (OO): The Hybrid gets 9again on Stealth rolls.  
 
Camouflage (OO): The Hybrid gets 9again on Stealth rolls.  
 
Leech's hunger (OOO): The Hybrid can drink human blood and convert it into Ichor at a rate of two Ichor per point of Lethal Damage. Many Hybrids with this mutation require regular drinks of human blood as part of their nutritional needs.
 
  
 
Natural Weapons (OOO - OOOOO): The Hybrid has natural weapons. At three dots they do +0L damage, each additional dot increases the damage by one. If the Hybrid cannot use it's weapons without a grapple increase the damage by two.  
 
Natural Weapons (OOO - OOOOO): The Hybrid has natural weapons. At three dots they do +0L damage, each additional dot increases the damage by one. If the Hybrid cannot use it's weapons without a grapple increase the damage by two.  
  
Predictors Instinct (OO): The Hybrid has Defense equal to Wits even if their Dexterity is lower.
+
Predictors Instinct (OO): The Hybrid has Defence equal to Wits even if their Dexterity is lower.
  
 
Ranged Weapons (OO or OOO): The Hybrid can spit acid, fire spines or has some other natural way to attack at range for one Ichor per shot. Short range is Stamina+Strength, medium range is twice short range and long range is four times short range. Despite the unusual nature of this attack the roll is Dexterity + Firearms with no weapons bonus, at two dots it does bashing damage, three dots upgrades to lethal.  
 
Ranged Weapons (OO or OOO): The Hybrid can spit acid, fire spines or has some other natural way to attack at range for one Ichor per shot. Short range is Stamina+Strength, medium range is twice short range and long range is four times short range. Despite the unusual nature of this attack the roll is Dexterity + Firearms with no weapons bonus, at two dots it does bashing damage, three dots upgrades to lethal.  
Line 325: Line 308:
 
Increased Resolve (OOOO): The Hybrid gains 9-again on Resolve rolls.
 
Increased Resolve (OOOO): The Hybrid gains 9-again on Resolve rolls.
  
Mind Blast (OOOO): The Hybrid pays one Ichor and rolls Presence + Intelligence – Resolve + Power Stat to inflict bashing damage with the stun property.
+
Mind Blast (OOOO): The Hybrid pays one Ichor and rolls Presence + Intelligece – Resolve + Power Stat to inflict bashing damage with the stun property.
  
 
Siren's Song (OO): The Siren may spend a point of Ichor and roll Presence + Expression. Wake vulnerable individuals who's Resolve + Power Trait is lower than the Hybrid's Successes spend a turn moving towards the Hybrid unless they spend a point of Willpower. This power is limited to the range the Hybrid's voice will naturally carry.
 
Siren's Song (OO): The Siren may spend a point of Ichor and roll Presence + Expression. Wake vulnerable individuals who's Resolve + Power Trait is lower than the Hybrid's Successes spend a turn moving towards the Hybrid unless they spend a point of Willpower. This power is limited to the range the Hybrid's voice will naturally carry.
  
Unearthly Beauty (O - OO Depth 2-): The human side of the Hybrid's DNA has a stronger effect than normal. While the Hybrid does have some tribal traits they are significantly muted blend into human features in a way that looks exotic rather than horrific. Each dot reduces the social penalty of depth by one and incurs a -1 penalty on any Noticing Transformation rolls.  
+
Unearthly Beauty (O - OO Depth 2-): The human side of the Hybrid's DNA has a stronger effect than normal. While the Hybrid dose have some tribal traits they are significantly muted blend into human features in a way that looks exotic rather than horrific. Each dot reduces the social penalty of depth by one and incurs a -1 penalty on any Noticing Transformation rolls.  
  
 
Fascination (OO): The Hybrid does not have a true Wake, but by spending a point of Ichor they can manifest a much weaker ability giving them 9again on all rolls to attract or keep someone's attention.  
 
Fascination (OO): The Hybrid does not have a true Wake, but by spending a point of Ichor they can manifest a much weaker ability giving them 9again on all rolls to attract or keep someone's attention.  
Line 337: Line 320:
 
===== Vitality =====  
 
===== Vitality =====  
  
Armour (OOO – OOOOO): The Hybrid has natural armor. At three dots this is 1/0, each additional dot provides +1/+1.
+
Armour (OOO – OOOOO): The Hybrid has natural armour. At three dots this is 1/0, each additional dot provides +1/+1.
  
 
Increased Endurance (OOOO): The Hybrid gets 9again on Stamina rolls.
 
Increased Endurance (OOOO): The Hybrid gets 9again on Stamina rolls.
Line 349: Line 332:
 
===== Harmful Mutations (New Flaws) =====
 
===== Harmful Mutations (New Flaws) =====
  
Weak DNA: The Hybrid's genetic structure is exceptionally vulnerable to damage. Whenever the Hybrid rolls to resist a harmful genetic effect (such as developing cancer) deduct its Depth from its dicepool. Whenever another character tries to influence the Hybrid's genetics (such as a Genius with biological Metaptropi or a Mage using the Life Arcana) add the Hybrid's Depth to their Dicepool. This includes the Channel Everflowing Fetid Growth and cancels out the natural effects of being a Hybrid: Treat the Hybrid as a human for this Channel.  
+
Weak DNA: The Hybrid's genetic structure is exceptionally vulnerable to damage. Whenever the Hybrid rolls to resist a harmful genetic effect (such as developing cancer) deduct Depth from it's dicepool and whenever another charachter tries to influence the Hybrid's genetics (such as a Genius with biological Metaptropi or a Mage using the Life Arcana) add Depth to their Dicepool. This includes the Channel Everflowing Fetid Growth and cancels out the natural effects of being a Hybrid: Treat the Hybrid as a human for this Channel.  
  
 
Visible Mutation: The Hybrid's mutations are exceptionally pronounced and noticeable. Treat the Hybrid as one (or more if the player wishes) Depth lower when using the rules for Detecting Transformation or the social effects of Transformation. Even with this Mutation Hybrids do not reach, or appear to reach, Apotheosis: Depth 5 Hybrids cannot take this Flaw. If a higher Depth Hybrid with this Flaw reaches Depth 5 either replace this Flaw with another or simply remove Visible Mutation. When taking Visible Mutation as an optional Flaw the player may specify that it only applies to part of their body, if they do so they only gain Experience when the affected area is exposed or when keeping it concealed causes a problem. The deeper Depth provided by Visible Mutation counts towards the minimum Depths for Mutations. If only part of the body is affected the Storyteller should apply their own judgement.  
 
Visible Mutation: The Hybrid's mutations are exceptionally pronounced and noticeable. Treat the Hybrid as one (or more if the player wishes) Depth lower when using the rules for Detecting Transformation or the social effects of Transformation. Even with this Mutation Hybrids do not reach, or appear to reach, Apotheosis: Depth 5 Hybrids cannot take this Flaw. If a higher Depth Hybrid with this Flaw reaches Depth 5 either replace this Flaw with another or simply remove Visible Mutation. When taking Visible Mutation as an optional Flaw the player may specify that it only applies to part of their body, if they do so they only gain Experience when the affected area is exposed or when keeping it concealed causes a problem. The deeper Depth provided by Visible Mutation counts towards the minimum Depths for Mutations. If only part of the body is affected the Storyteller should apply their own judgement.  
Line 356: Line 339:
  
 
Merfolk: The Hybrid has a fish tail, a set of tentacles or some other form of aquatic locomotion that is unable to function on land. They're not entirely immobile on land but they're close to it: Speed is equal to Strength alone and the Hybrid cannot double speed by running. Since they are almost certainly crawling around use the rules for going Prone (WoD Core p 164). Hybrids with this Mutation are rare above the third depth, but some can pass as human provided they keep their tail covered (use Visible Mutation).
 
Merfolk: The Hybrid has a fish tail, a set of tentacles or some other form of aquatic locomotion that is unable to function on land. They're not entirely immobile on land but they're close to it: Speed is equal to Strength alone and the Hybrid cannot double speed by running. Since they are almost certainly crawling around use the rules for going Prone (WoD Core p 164). Hybrids with this Mutation are rare above the third depth, but some can pass as human provided they keep their tail covered (use Visible Mutation).
 
Vulnerability: The Hybrid's body is vulnerable to something normal humans are not. They may share a Leviathan's fear of electricity or suffer from sever allergies, any sensible weakness can qualify.
 
  
 
==== “Father” Abdeel ====
 
==== “Father” Abdeel ====
Line 363: Line 344:
 
'''Attributes:''' Intelligence 2, Wits 3, Resolve 2, Strength 2, Dexterity, 1 Stamina 3, Presence 4, Manipulation 3, Composure 2
 
'''Attributes:''' Intelligence 2, Wits 3, Resolve 2, Strength 2, Dexterity, 1 Stamina 3, Presence 4, Manipulation 3, Composure 2
  
'''Skills:''' Medicine 2, Occult 2 (The Tribe), Athletics 1, Brawl 1, Firearms 2, Survival 2, Weaponry 1, Expression 4 (preaching), Intimidation 2, Persuasion 2, Socialize 1, Subterfuge 2 (Doublethink).
+
'''Skills:''' Medicine 2, Occult 2 (The Tribe), Athletics 1, Brawl 1, Firearms 2, Survival 2, Weaponry 1, Expression 4 (preaching), Intimidation 2, Persuasion 2, Socialise 1, Subterfuge 2 (Doublethink).
  
 
'''Mutations:''' Deep Eyes 1, Brother to the Fishes 4, Mind Blast 4
 
'''Mutations:''' Deep Eyes 1, Brother to the Fishes 4, Mind Blast 4
Line 385: Line 366:
 
'''Description:''' Father Abdeel is a striking man who carries himself with an air of unchallengeable dominance. Even in what appears to be middle age he is the picture of health and his long black beard is unmarked by even a single grey hair. All in all he is a man who radiates confidence, charisma and virulence. He does have a tendency to spoil the image by dressing in a homemade outfit based off a Babylonian priest.
 
'''Description:''' Father Abdeel is a striking man who carries himself with an air of unchallengeable dominance. Even in what appears to be middle age he is the picture of health and his long black beard is unmarked by even a single grey hair. All in all he is a man who radiates confidence, charisma and virulence. He does have a tendency to spoil the image by dressing in a homemade outfit based off a Babylonian priest.
  
'''Storytelling Hints:''' The assumption with Father Abdeel is that he's a blood relative of one of the players. To them he will have been a shadowy figure in their past, undoubtedly the head of the family yet distant from his more human blooded relations – including most Leviathans before they gain the Template. The relationship is not necessarily adversarial, Father Abdeel sees himself as a cross between an adviser, high priest and right hand man to his Leviathan. While his knowledge is not amazing he's far more informed about the Tribe than most starting Leviathans and can be a valuable asset, it's not unreasonable to assume he owns a heirloom or two even if he cannot benefit from them himself.
+
'''Storytelling Hints:''' The assumption with Father Abdeel is that he's a blood relative of one of the players. To them he will have been a shadowy figure in their past, undoubtedly the head of the family yet distant from his more human blooded relations – including most Leviathans before they gain the Template. The relationship is not necessarily adversarial, Father Abdeel sees himself as a cross between an advisor, high priest and right hand man to his Leviathan. While his knowledge is not amazing he's far more informed about the Tribe than most starting Leviathans and can be a valuable asset, it's not unreasonable to assume he owns a heirloom or two even if he cannot benefit from them himself.
  
The drama with Father Abdeel comes from one simple fact: He's been imagining this moment for a long time and has some very clear ideas about what life under a Leviathan will be like. These may be harmlessly self serving: Himself as high priest with his deity's favor and followers to lead. Outright heinous: Blood cults, racial purity and crusades against humanity. Or just plain odd: Uproot the family and resettle inside the Rift. Whatever his goals expect his advice to push an agenda even as he remains convinced his only wish is to serve.
+
The drama with Father Abdeel comes from one simple fact: He's been imagining this moment for a long time and has some very clear ideas about what life under a Leviathan will be like. These may be harmlessly self serving: Himself as high priest with his deity's favour and followers to lead. Outright heinous: Blood cults, racial purity and crusades against humanity. Or just plain odd: Uproot the family and resettle inside the Rift. Whatever his goals expect his advice to push an agenda even as he remains convinced his only wish is to serve.
  
 
==== The Achelous Sisters ====
 
==== The Achelous Sisters ====
Line 420: Line 401:
 
'''Storytelling Hints:''' It wouldn't quite be fair to call the sisters immoral, amoral is far closer to the truth. Being raised without any real social contact than each other then put to immoral work means that they never really developed a moral compass and have see no important distinction between people and animals. Sure people struggle and fight if you try to eat them, but so do fish.  
 
'''Storytelling Hints:''' It wouldn't quite be fair to call the sisters immoral, amoral is far closer to the truth. Being raised without any real social contact than each other then put to immoral work means that they never really developed a moral compass and have see no important distinction between people and animals. Sure people struggle and fight if you try to eat them, but so do fish.  
  
The sisters live a nomadic life in the ocean, they hide from dangerous predators, hunt what they can. When the opportunity presents itself they'll lure people close to the water by singing before drowning and eating them. It's not luxury but they have each other, they're happy enough.
+
The sisters live a nomadic life in the ocean, they hide from dangerous preditors, hunt what they can. When the opportunity presents itself they'll lure people close to the water by singing before drowning and eating them. It's not luxury but they have each other, they're happy enough.
  
 
== Earth's Most Mighty Tribe ==
 
== Earth's Most Mighty Tribe ==
  
 
===== Sidebar: Hunters =====
 
===== Sidebar: Hunters =====
If you've read Hunter: The Vigil you're sure to be asking the obvious question: The answer is yes. Ahabs, The Marduk Society, The Irrational Economic Actors Task Force and The Season Letters are all Hunters. However the rules below can be used with nothing more than the World of Darkness core rulebook.  
+
If you've read Hunter: The Vigil you're sure to be asking the obvious question: The answer is yes. Ahabs, The Marduk Society, The Irrational Economic Actors Task Force, The Season Letters and The Tucker Street Outfit are all Hunters. However the rules below can be used with nothing more than the World of Darkness core rulebook.  
  
Groups who own Hunter: the Vigil may wish to try the following new Professions to for that two fisted Marduk feel: Adventurer (Socialise and Survival), Sailor (Crafts and Drive), Archaeologist (think Indiana Jones: Academics and Larceny), Genealogist or Historian (Academics and Investigation). The Irrational Economic Actors Task Force has a fair crop of Civil Servants, Bureaucrats and politically or socially focused Academics (Academics and Politics).
+
Groups who own Hunter: the Vigil may wish to try the following new Professions to for that two fisted Marduk feel: Adventurer (Socialise and Survival), Sailor (Crafts and Drive), Archaeologist (think Indiana Jones: Academics and Larceny), Genealogist or Historian (Academics and Investigation), Therapist (Medicine and Empathy). The Irrational Economic Actors Task Force has a fair crop of Civil Servants, Bureaucrats and politically or socially focused Academics (Academics and Politics).
  
 
===Atolls===
 
===Atolls===
  
[Picture: A young Japanese woman is lying fast asleep on a handsome giant turtle' head, with her head resting on it's shell. She's using a tanning mirror. The turtle has a blissed out expression, the kind that usually requires illegal drugs. All around them the sea is calm.]
+
Atolls are humans who, for whatever reason, exert a fascination on Leviathans. They are the leading lady in ''Creature of the Black Lagoon'', the relentless investigator in Cthulhu mythos stories, or the one blonde girl who survives in the surf horror movie. Leviathans can only watch from afar, but are unable to keep away for long. Atolls are their doom and their salvation.
 
 
The mirror image of the Beloved, an Atoll is an otherwise normal human being who, for whatever reason, exert a fascination on Leviathans. They are the leading lady in ''Creature of the Black Lagoon'', the relentless investigator in Cthulhu mythos stories, or the one blonde girl who survives in the surf horror movie. They serve as naturally-occuring sinkholes for the forces surrounding the Tribe. Leviathans can only watch from afar, but are unable to keep away for long. Atolls are their doom and their salvation.
 
 
 
This ability - to stand unmoved and untouched by the Deep - also means that contact - social or physical - with an Atoll has an immediate calming effect on members of the Tribe. An Atoll's touch, or smile, clears churning primordial instincts that surround a Leviathan, leaving them with a deep sense of peace and security. Unsurprisingly, the Tribe are obsessed with Atolls, reacting to them in much the same way as they react to anything else they want - overwhelming desire, tinged with the implied privilege of their divine natures.
 
 
 
But Atolls are untouched by the supposed majesty of the Tribe; if a Leviathan wants to interact with one, they have to do so on the level of mere men. Frustrated Leviathans, desperate for the Tanquility of contact with an Atoll, go to huge lengths to attempt to secure them - resorting to kidnapping or stalking. More moderate Leviathans are no less obsessed, merely more subtle - they find themselves drawn to the places the Atoll works or resides, and attempt, with all the awkwardness that the absence of the Wake brings to their social endeavors, to find a place in the Atoll's life.
 
 
 
Even if access to an Atoll can be secured, the threat to a Leviathan is not diminished. The addictive effect of an Atoll's presence is such that an Atoll, wittingly or not, can easily manipulate a member of the Tribe - the terror of losing their source of comfort can drive them to absurd lengths to please the Atoll. Unscrupulous Atolls who become aware of what power they have can enslave a Leviathan and his Cult with hardly any effort at all.  
 
  
 
Nobody knows what makes an Atoll so special. Leviathans, mostly those of the School of the Fog, have determined that Atolls are almost never related to Tribe families. One hypothesis holds that Marduk was the first Atoll, and he was able to approach Tiamat through the love she had for him.
 
Nobody knows what makes an Atoll so special. Leviathans, mostly those of the School of the Fog, have determined that Atolls are almost never related to Tribe families. One hypothesis holds that Marduk was the first Atoll, and he was able to approach Tiamat through the love she had for him.
  
In rules terms, consider that not only Atolls are immune to the Wake, but they actually exert a powerful Wake on Leviathans themselves. They benefit from the Rote Action rules on all Social Skill rolls against Leviathans, and Leviathans suffer from a penalty on their Subterfuge rolls against them equal to their own Sheol. A Leviathan in the presence of an Atoll treats her Tranquillity as though it were three dots higher for Tranquility rolls, measuring which Derangements and Afflictions are currently active, the benefits of Still Mind, and of course for behaviour purposes. This bonus has no effect on Tranquillity Disruptions, or the rolls to see if a Leviathan develops a Derangement or Affliction after degeneration.  
+
In rules terms, consider that not only Atolls are immune to the Wake, but they actually exert a powerful Wake on Leviathans themselves. They benefit from the 8-again rules on all Social Skill rolls against Leviathans, and Leviathans suffer from a penalty on their Subterfuge rolls against them equal to their own Sheol.
  
If a Leviathan has met and identified an Atoll and knows she is in the area, it becomes difficult for the Leviathan to think of anything else. Spending too much time away from the Atoll becomes a sin against Tranquillity. Some Leviathans have been known to finally detach from this fascination through sheer willpower, but in most cases, it will only end with the death of one or the other party.
+
If a Leviathan has met and identified an Atoll and knows she is in the area, it becomes difficult for the Leviathan to think of anything else. Spending too much time away from the Atoll becomes a sin against Tranquility. Some Leviathans have been known to finally detach from this fascination through sheer willpower, but in most cases, it will only end with the death of one or the other party.
  
 
===Ahabs===
 
===Ahabs===
Line 477: Line 450:
 
An Ahab’s madness gives them strength but it is also a terrible curse. An Ahab suffers from the following compulsions and drawbacks.
 
An Ahab’s madness gives them strength but it is also a terrible curse. An Ahab suffers from the following compulsions and drawbacks.
  
*An Ahab’s madness is frequently visible in their face, body language and often in their words. When talking to other humans Ahab’s suffer a -3 penalty to social rolls, this does not apply to other Ahabs and at the storytellers discretion Allies or other long term close friendships may be exempt. This penalty dose not apply to Intimidation.
+
*An Ahab’s madness is frequently visible in their face, body language and often in their words. When talking to other humans Ahab’s suffer a -3 penalty to social rolls, this dose not apply to other Ahabs and at the storytellers discretion Allies or other long term close friendships may be exempt. This penalty dose not apply to Intimidation.
  
 
*Every scene when the Ahab is not working towards the destruction of a Leviathan they must roll Resolve + Composure - 2. On a failure they are overcome by their madness and will obsessively peruse their hunt. This rises to - 4 if they are chasing the Leviathan who made them an Ahab.
 
*Every scene when the Ahab is not working towards the destruction of a Leviathan they must roll Resolve + Composure - 2. On a failure they are overcome by their madness and will obsessively peruse their hunt. This rises to - 4 if they are chasing the Leviathan who made them an Ahab.
Line 493: Line 466:
 
Serial murderers given supernatural powers by their obsession with killing, are Ahab's Slashers? By a purist's  definition of Slashers they are not. A Slasher might start with a dedicated goal such as protecting mankind from the depredations of the Tribe but it's in their nature that their targets gradually expand until they kill for it's own sake as much as for any higher purpose. Ahabs retain their focus on hunting the Tribe.
 
Serial murderers given supernatural powers by their obsession with killing, are Ahab's Slashers? By a purist's  definition of Slashers they are not. A Slasher might start with a dedicated goal such as protecting mankind from the depredations of the Tribe but it's in their nature that their targets gradually expand until they kill for it's own sake as much as for any higher purpose. Ahabs retain their focus on hunting the Tribe.
  
A more pragmatic view is to say it doesn't really matter. Whether or not they are Slashers has no effect on the story.  
+
A more pragmatic view is to say it doesn't really matter. Whether or not they are Slashers has no effect the story.  
  
But then there's the cosmological view, how do Ahabs fit into the World of Darkness? Well their power comes from madness and an obsessive need to kill so to start with we can say they're a form of Slasher. Next we have to ask what keeps them focused on the Tribe rather than murder for its own sake, looking at the origins presented for Ahabs above it's clear they're trapped by the Wake like a Beloved. So Ahabs are a combination of Slasher and Beloved. This raises some obvious questions: Could some of the other Undertakings become ensnared by the Wake and focus their perversions entirely on the tribe? Could the Ahab Undertaking appear independently of the Tribe to create unshakable trackers that follow human targets around the globe? We leave this question to you.  
+
But then there's the cosmological view, how do Ahabs fit into the World of Darkness? Well their power comes from madness and an obsessive need to kill so to start with we can say they're a form of Slasher. Next we have to ask what keeps them focused on the Tribe rather than murder for its own sake, looking at the origins presented for Slashers above it's clear they're trapped by the Wake like a Beloved. So Ahabs are a combination of Slasher and Beloved. This raises some obvious questions: Could some of the other Undertakings become ensnared by the Wake and focus their perversions entirely on the tribe? Could the Ahab Undertaking appear independently of the Tribe to create unshakable trackers that follow human targets around the globe? We leave this question to you.  
  
 
Finally if you really see a need to make Ahabs fit the Slasher template note for note here are some guidelines: Rippers get the extra benefits from Resolve, including the final strike, and the compulsion to hunt. Scourges get the ability to sense Leviathans and the social penalty, in addition to the Ripper benefits. Immunity to the Wake and other Psychic abilities come from the Beloved side of the equation. Ahab Undertaking Skills (if you don't have Slasher: You choose two undertaking skills, they must have two dots and at least one speciality. There are no other effects.) are: Investigation, Occult, Drive (Drive is included on this list for sailors.), Firearms, Stealth, Survival, Weaponry, Streetwise. Scourges may also choose  Animal Ken or Crafts.
 
Finally if you really see a need to make Ahabs fit the Slasher template note for note here are some guidelines: Rippers get the extra benefits from Resolve, including the final strike, and the compulsion to hunt. Scourges get the ability to sense Leviathans and the social penalty, in addition to the Ripper benefits. Immunity to the Wake and other Psychic abilities come from the Beloved side of the equation. Ahab Undertaking Skills (if you don't have Slasher: You choose two undertaking skills, they must have two dots and at least one speciality. There are no other effects.) are: Investigation, Occult, Drive (Drive is included on this list for sailors.), Firearms, Stealth, Survival, Weaponry, Streetwise. Scourges may also choose  Animal Ken or Crafts.
Line 544: Line 517:
 
Actually that's not it either. The real truth is that the Marduk Society are not more good or evil than other people. A loose movement of sorcerers, priests, kings and warlords who banded together in ancient Mesopotamia for mutual protection against the Tribe. The armies of man took arms against the cultists of the tribes. Priests and Magi bargained for power to oppose the Tribe's eldritch might. And they were victorious. The alliance grew and spread, sweeping the Tribe ahead of them into the mists of history.  
 
Actually that's not it either. The real truth is that the Marduk Society are not more good or evil than other people. A loose movement of sorcerers, priests, kings and warlords who banded together in ancient Mesopotamia for mutual protection against the Tribe. The armies of man took arms against the cultists of the tribes. Priests and Magi bargained for power to oppose the Tribe's eldritch might. And they were victorious. The alliance grew and spread, sweeping the Tribe ahead of them into the mists of history.  
  
Or perhaps it's none of the above, or some combination of all of them. All that can be said with certainty is that the Marduk society appear in the earliest records of the Tribe. Hunting Leviathans with sky splitting sorcery. It may not even be the same society, thousands of years is a long time. The society may have been usurped or be multiple groups thorough history. Each adopting legitimacy by taking an earlier Conspiracies name or making use of  the mystically potent Sigil of Marduk. There's translation errors in the Tribe's records as well as "obvious" interpretations for phrases like "our great enemy".  
+
Or perhaps it's none of the above. All that can be said with certainty is that the Marduk society appear in the earliest records of the Tribe. Hunting Leviathans with sky splitting sorcery. It may not even be the same society, thousands of years is a long time. The society may have been usurped or be multiple groups thorough history. Each adopting legitimacy by taking an earlier Conspiracies name or declaring allegiance to the mystically potent Sigil of Marduk. There's translation errors in the Tribe's records as well as "obvious" interpretations for phrases like "our great enemy".  
  
 
As records progress Marduk shows increasingly technological methods. According to tribal lore Marduk’s disciples discovered that without humanities oppressors the population of man grew rapidly. They alone were simply too few to either save or damn mankind but were loath to share their powers with others who might decide they were made for greater roles than servitude. The disciples turned to artifice and refined Marduk's sky sorcery into powerful tools for their servants so that they would not need to teach the secrets of true power beginning a shift that has been a constant in the society’s history. Today Marduk operatives hunt the Wicked Tribe with submarines rather than sorcery.  
 
As records progress Marduk shows increasingly technological methods. According to tribal lore Marduk’s disciples discovered that without humanities oppressors the population of man grew rapidly. They alone were simply too few to either save or damn mankind but were loath to share their powers with others who might decide they were made for greater roles than servitude. The disciples turned to artifice and refined Marduk's sky sorcery into powerful tools for their servants so that they would not need to teach the secrets of true power beginning a shift that has been a constant in the society’s history. Today Marduk operatives hunt the Wicked Tribe with submarines rather than sorcery.  
Line 552: Line 525:
 
Before too long entire branches were entirely staffed by this new breed of Marduk. Worse, while conspirators by nature distrust their own the new idealists talked to each other. They shared information and watched each others backs. They may have been ignorant about their own society: the Leviathan breeding programs, the dark pacts, wicked deals and blasphemous immortality at the heart of it all. But as “gentlemen adventurers” they were second to none. The original disciples watched in horror as cults were smashed, victims rescued and Leviathans hunted down, their flesh left to rot.
 
Before too long entire branches were entirely staffed by this new breed of Marduk. Worse, while conspirators by nature distrust their own the new idealists talked to each other. They shared information and watched each others backs. They may have been ignorant about their own society: the Leviathan breeding programs, the dark pacts, wicked deals and blasphemous immortality at the heart of it all. But as “gentlemen adventurers” they were second to none. The original disciples watched in horror as cults were smashed, victims rescued and Leviathans hunted down, their flesh left to rot.
  
In the heart of the Society sit six immortal Old Men, perhaps Marduk's original disciples, perhaps not. Once they ruled, now they are reduced to manipulating their own organisation from the shadows, but they’ve had a very long time to get good and they’re holding on, for now. Of those few Leviathans who know of them most long for the day where the Society turns upon the Old Men and dream of dancing on the graves of the Wicked Tribe’s most ancient of enemies. The others dread it, for when that day comes Marduk will still be hunting. Yet without evil at the heart of the Marduk Society the Wicked Tribe will no longer take comfort that “humans are the real monsters”. They are the monsters, alien and harmful to the world, oppressors of humanity. And the heroes are coming for them.
+
In the heart of the Society sit six immortal Old Men, perhaps Marduk's origonal disciples, perhaps not. Once they ruled, now they are reduced to manipulating their own organisation from the shadows, but they’ve had thousands of years to get good and they’re holding on, for now. Of those few Leviathans who know of them most long for the day where the Society turns upon the original disciples and dream of dancing on the graves of the Wicked Tribe’s most ancient of enemies. The others dread it, for when that day comes Marduk will still be hunting. Yet without evil at the heart of the Marduk Society the Wicked Tribe will no longer take comfort that “humans are the real monsters”. They are the monsters, alien and harmful to the world, oppressors of humanity. And the heroes are coming for them.
  
 
==== Members ====
 
==== Members ====
Line 575: Line 548:
 
==== Status ====
 
==== Status ====
  
The Marduk Society has two separate status tracks depending on whether a hunter is an idealist or a conspirator. One cannot have status in both.  
+
The Marduk Society has two separate status tracks depending on whether a hunter is an idealist or a conspirator. One cannot have status in both. One of the most potent advantages Marduk Idealists have is a genuine culture of mutual support, to represent this every dot of Marduk Status comes with one free dot of Allies (Marduk Society) to a maximum of five dots. Remember, to benefit from the Allies Merit you are expected to help others in turn. Marduk Conspirators do not have such a culture but they may worm their way into the idealists. They may buy Allies (Marduk Society) at new dots * 1, up to their current Status. Further dots are priced as normal.
  
 
=====Idealist=====
 
=====Idealist=====
Line 624: Line 597:
  
 
'''Stun Gun''' (O): Idealists in Marduk hope to rehabilitate rather that kill cultists while conspirators frequently see the value in taking someone alive. A stun-gun is a microwave weapon, it deals zero damage (bashing) with a range of 30/60/120. However no matter how much damage is done it will not wrap around to lethal. Instead every attack that would wrap around simply forces a Stamina check to remain conscious. Supernatural beings who don't loose consciousness from bashing damage won't get knocked out by a stun gun either. Each power cell is good for 15 shots. <br>
 
'''Stun Gun''' (O): Idealists in Marduk hope to rehabilitate rather that kill cultists while conspirators frequently see the value in taking someone alive. A stun-gun is a microwave weapon, it deals zero damage (bashing) with a range of 30/60/120. However no matter how much damage is done it will not wrap around to lethal. Instead every attack that would wrap around simply forces a Stamina check to remain conscious. Supernatural beings who don't loose consciousness from bashing damage won't get knocked out by a stun gun either. Each power cell is good for 15 shots. <br>
'''Dart Gun''' (OO): Not as effective as a Tesla Pistol but functional underwater. This weapon fires small darts around the size of an arrow head, each dart contains a pressurized air casual that provides acceleration. A dart gun dose 3 lethal, has 10 shots to a clip and has a range of 50/100/200 underwater and 10/20/40 on the surface.<br>
+
'''Dart Gun''' (OO): Not quite as effective as a Ray Gun but functional underwater. This weapon fires small darts around the size of an arrow head, each dart contains a pressurized air casual that provides acceleration. A dart gun dose 3 lethal, has 10 shots to a clip and has a range of 50/100/200 underwater and 10/20/40 on the surface.<br>
 
'''Tesla Pistol''' (OOO): This sleek finned weapon is a convenient blend of power and reliability serving as the weapon of choice among Marduk Agents. It does 4 lethal (9 again, electrical) damage and for something the size of a pistol boasts shocking range: 200/400/800. Power cells have 20 shots each.<br>
 
'''Tesla Pistol''' (OOO): This sleek finned weapon is a convenient blend of power and reliability serving as the weapon of choice among Marduk Agents. It does 4 lethal (9 again, electrical) damage and for something the size of a pistol boasts shocking range: 200/400/800. Power cells have 20 shots each.<br>
 
'''Babel's Wall''' (OOOO): Babel's Walls are something of a mystery even to the Society. Marduk's scientists know exactly how they work, they just don't have any clue why they're effective. They don't even know who designed it or why it's called Babel's Wall. Still, never look a gift horse in the mouth as they say. Bable's Wall is one of the most effective tools Marduk ever got their hands on for it can disrupt a Leviathan's connection to the Primordial Sea. Babel's Wall is a one damage dish and backpack array with a range of 20/40/80. The agent rolls Dexterity + Firearms + Damage vs Stamina + Sheol. If the Marduk agent wins the roll every additional success prevents the Leviathan for spending Ichor for one turn. Multiple shots do not stack.<br>
 
'''Babel's Wall''' (OOOO): Babel's Walls are something of a mystery even to the Society. Marduk's scientists know exactly how they work, they just don't have any clue why they're effective. They don't even know who designed it or why it's called Babel's Wall. Still, never look a gift horse in the mouth as they say. Bable's Wall is one of the most effective tools Marduk ever got their hands on for it can disrupt a Leviathan's connection to the Primordial Sea. Babel's Wall is a one damage dish and backpack array with a range of 20/40/80. The agent rolls Dexterity + Firearms + Damage vs Stamina + Sheol. If the Marduk agent wins the roll every additional success prevents the Leviathan for spending Ichor for one turn. Multiple shots do not stack.<br>
'''“Plan B”''' (OOOOO): “Plan B” is the Marduk codename for their orbital death rays. Purchasing this Merit dose not mean a character owns a dedicated kill-satellite. Instead it means they have authorisation to order one strike per story. A satellite strike cannot target anything smaller than size 30, but a direct hit dose 40 automatic successes of Aggravated Damage. It also requires a satellite to be in position, which may take between one to twenty four hours. Firing at a moving target is possible but requires constant monitoring until a satellite is in position. For the purposes of the exceptional Size rules Plan B can be treated as Size 30. <br>
+
'''“Plan B”''' (OOOOO): “Plan B” is the Marduk codename for their orbital death rays. Purchasing this Merit dose not mean a character owns a dedicated kill-satellite. Instead it means they have authorisation to order one strike per story. A satellite strike cannot target anything smaller than size 30, but a direct hit dose 40 automatic successes of Aggravated Damage. It also requires a satellite to be in position, which may take between one to twenty four hours. Firing at a moving target is possible but requires constant monitoring until a satellite is in position. <br>
 
Access to Plan B is considered a huge responsibility by the Marduk Society. Each individual shot is extremely expensive and using it often guarantees that the death of any innocent prisoners. An agent is expected to use it as a last resort and can loose this merit and status if they don’t show appropriate restraint.
 
Access to Plan B is considered a huge responsibility by the Marduk Society. Each individual shot is extremely expensive and using it often guarantees that the death of any innocent prisoners. An agent is expected to use it as a last resort and can loose this merit and status if they don’t show appropriate restraint.
  
Line 634: Line 607:
 
'''Concealed Technology''' (O): This endowment allows any item of technology (including other Super Science) to be entirely disguised as another item. A Tesla Pistol may fold up into a laptop computer or a phone could be embedded into a shoe. Common sense still applies; a submarine can’t be disguised as a wristwatch. <br>
 
'''Concealed Technology''' (O): This endowment allows any item of technology (including other Super Science) to be entirely disguised as another item. A Tesla Pistol may fold up into a laptop computer or a phone could be embedded into a shoe. Common sense still applies; a submarine can’t be disguised as a wristwatch. <br>
 
'''Truth Serum''' (renewable OO): A syringe with one dose of truth serum. The serum counts as a Toxicity 5 poison, "damage" reduces the target's Subterfuge score. If the target's Suberfuge is reduced into negatives all Subterfuge rolls automatically become a chance die. Effects last one scene. <br>
 
'''Truth Serum''' (renewable OO): A syringe with one dose of truth serum. The serum counts as a Toxicity 5 poison, "damage" reduces the target's Subterfuge score. If the target's Suberfuge is reduced into negatives all Subterfuge rolls automatically become a chance die. Effects last one scene. <br>
'''Social Analysis System''' (OOO): This computer program is designed to rapidly analyse news, publicly visible social networks and other information sources looking for signs of a Leviathan’s Wake. It cannot tell with accuracy but it can highlight suspicious events that might be related. When an agent is searching for a Leviathan with this device double the Ripple effect. <br>
+
'''Social Analysis System''' (OOO): This computer program is designed to rapidly analyse news and other information sources looking for signs of a Leviathan’s Wake. It cannot tell with accuracy but it can highlight suspicious events that might be related. When an agent is searching with this device double the Ripple effect, this includes determining if there even is a wake around. <br>
 
'''Automated DNA Test''' (OOOO). Around the size of a human hand and possessing an appearance that can only be described as “a gizmo” this devise is nevertheless the most user friendly DNA test known to man. Simply insert a drop of blood, skin or other genetic sample and after half a minuet of beeps it will display whether someone is a Leviathan, Hybrid or human. It cannot detect whether someone might gain the template later or otherwise posses dormant progenitor DNA (or rather, it can but dormant progenitor DNA is so common it's ignored). <br>
 
'''Automated DNA Test''' (OOOO). Around the size of a human hand and possessing an appearance that can only be described as “a gizmo” this devise is nevertheless the most user friendly DNA test known to man. Simply insert a drop of blood, skin or other genetic sample and after half a minuet of beeps it will display whether someone is a Leviathan, Hybrid or human. It cannot detect whether someone might gain the template later or otherwise posses dormant progenitor DNA (or rather, it can but dormant progenitor DNA is so common it's ignored). <br>
'''Spy Drone''' (OOOOO): About the size of a tennis ball, wrapped in chameleon camouflage, flight capable, equipped with telesopic, x-ray and infra red cameras, rull run by a rudimentary AI roughly equivalent to a well trained police dog. Gentlemen behold the Marduk Spy Drone. Agents use these drones gather information and keep tabs on suspected individuals. Teams with enough clout to get several have been known to use them during raids scouting ahead for trouble. The small size and camouflage grants a +4 to Stealth checks for the Drone. The Drone has the following stats: Intelligence 1, Wits 2, Resolve 5, Strength 1, Dexterity 4, Stamina 2, Athletics 3, Stealth 3, Size 1, Structure 3, Speed 15. Though the Drone has no Skills, it ignores the unskilled penalty for Physical skills. The Drone has no Social abilities and cannot spend Willpower but treat it's Composure as 5 for the purposes of Perception rolls. The Drone's artificial mind is usually immune to the Wake and cannot receive psychic signals in general but some Leviathans have worked around this with special Adaptations.
+
'''Spy Drone''' (OOOOO): About twice the size of a tennis ball, wrapped in chameleon camouflage, flight capable and containing the latest in video technology. Gentlemen behold the Marduk Spy Drone. Agents use these drones gather information and keep tabs on suspected individuals. Teams with enough clout to get several have been known to use them during raids scouting ahead for trouble. The small size and camouflage grants a +4 to Stealth checks for the Drone. Controlling a drone takes the operators full attention.
  
 
===== Sidebar: Super science at your local hardware store? =====
 
===== Sidebar: Super science at your local hardware store? =====
Line 653: Line 626:
 
====Members====
 
====Members====
  
The Task Force is found in the corridors of power, and its members are drawn from the bureaucrats and civil servants who keep the European economy running. This tends to give them an academic background, a measured approach and a focus on the big picture. Most would rather fight monsters with the stroke of a pen than the barrel of a gun.  
+
The Task Force is found in the corridors of power, it's members are drawn from the bureaucrats and civil servants who keep the European economy running. This tends to give them an academic background, a measured approach and a focus on the big picture. Most would rather fight monsters with the stroke of a pen than the barrel of a gun.  
  
 
That said, when it's do or die, the Task Force doesn't shy away from direct action. Its members are experienced and well-connected, and the balance struck between agencies and agendas means that it's not often they can sub-contract the elimination of a supernatural threat to a mundane agency without repercussions. They tend to act very professionally, even if they aren't equipped with the skills or gear the situation would require.
 
That said, when it's do or die, the Task Force doesn't shy away from direct action. Its members are experienced and well-connected, and the balance struck between agencies and agendas means that it's not often they can sub-contract the elimination of a supernatural threat to a mundane agency without repercussions. They tend to act very professionally, even if they aren't equipped with the skills or gear the situation would require.
Line 724: Line 697:
  
 
In their own way such threats can be more dangerous than a rampaging Typhon or hunting Ahab. Not only are they far more numerous, a rampaging Typhon ends in blood and the Leviathan, should she survive, is free to get on with her life. Even Marduk has limited resources allowing a Leviathan to lie low until the heat is off. Humanity however cannot be fought, it cannot be escaped at least not if a Leviathan wishes to keep his mind intact. It can only be endured day after day while the Wake forms an impenetrable barrier to peaceful coexistence.  
 
In their own way such threats can be more dangerous than a rampaging Typhon or hunting Ahab. Not only are they far more numerous, a rampaging Typhon ends in blood and the Leviathan, should she survive, is free to get on with her life. Even Marduk has limited resources allowing a Leviathan to lie low until the heat is off. Humanity however cannot be fought, it cannot be escaped at least not if a Leviathan wishes to keep his mind intact. It can only be endured day after day while the Wake forms an impenetrable barrier to peaceful coexistence.  
 
====Marine====
 
''I'm not supposed to tell you this, but we fired depth charges on patrol last night. No one's saying why.''
 
 
'''Attributes:''' Intelligence 3, Wits 3, Resolve 3, Strength 3, Dexterity 3, Stamina 3, Presence 2, Manipulation 2, Composure 3
 
 
'''Skills:''' Academics 2, Computer 2, Crafts 2, Medicine (First Aid) 1, Athletics 3, Brawl 2, Drive 2, Firearms (Rifle) 3, Survival 2, Weaponry 2, Intimidation 2, Socialize 2
 
 
One speciality has been left free to represent specialised training.
 
 
'''Willpower:''' 6
 
'''Morality:''' 7
 
'''Virtue:''' Hope
 
'''Vice:''' Wrath
 
'''Initiative:''' 7
 
'''Defense:''' 3
 
'''Armor:''' 2/3 (Kevlar body armor)
 
'''Speed:''' 11
 
'''Health:''' 8
 
 
'''Other Merits:''' Allies (Comrades in Arms) 3, Contacts (Military) 1, Danger Sense 2, Fast Reflexes 1.
 
 
'''Special:''' The greatest advantage soldiers have over random brawlers is teamwork and the chain of command. Once per turn the highest ranking marine in the combat may reflexively roll Presence + Persuasion, on a Success  he can spend a point of Willpower to add +3 (or +2 for defensive purposes) dice to the entire team. This stacks with any bonus they gain for spending their own willpower.
 
 
'''Weapons:''' <br>
 
Assault Rifle: Damage (4), Range 125/250/500. Roll 11 dice. <br>
 
Pistol: Damage (2), Range 20/40/80. Roll 9 dice.
 
 
''' Storytelling Hints'''
 
 
Discipline, teamwork, professionalism. A modern army has tools every bit as potent as the suicidal fanaticism of the most potent Cult, and a bullet is every bit as dangerous as a loyal Lahmasu's claws. Only the oldest and most potent Leviathans can take on a naval vessel in single combat. The Tribe has long made a point not to provoke humanity, and viciously enforce these rules upon their cousins out of fear for their own lives.
 
  
 
====Somalian Pirate====
 
====Somalian Pirate====
Line 760: Line 702:
 
''We don't consider ourselves sea bandits. We consider sea bandits [to be] those who illegally fish and dump in our seas and dump waste in our seas and carry weapons in our seas.'' - Sugule Ali, Pirate leader
 
''We don't consider ourselves sea bandits. We consider sea bandits [to be] those who illegally fish and dump in our seas and dump waste in our seas and carry weapons in our seas.'' - Sugule Ali, Pirate leader
  
'''Attributes:''' Intelligence 2, Wits 2, Resolve 3, Strength 2 Dexterity 3 Stamina 3 Presence 2 Manipulation 2 Composure 2
+
Attributes: Intelligence 2, Wits 2, Resolve 3, Strength 2 Dexterity 3 Stamina 3 Presence 2 Manipulation 2 Composure 2
 +
 
 +
Skills: Computer 2, Crafts 1, Medicine 1, Athletics 2, Brawl 3, Drive 2, Firearms 2 (rifle), Survival 2, Intimidation 2 Persuasion 2 Socialise 1 Streetwise 2
  
'''Skills:''' Computer 2, Crafts 1, Medicine 1, Athletics 2, Brawl 3, Drive 2, Firearms 2 (rifle), Survival 2, Intimidation 2 Persuasion 2 Socialise 1 Streetwise 2
+
'''Defence:''' 2<br>
 +
'''Health:''' 8 <br>
 +
'''Initiative:''' 5 <br>
 +
'''Size:''' 5 <br>
 +
'''Speed:''' 10 <br>
 +
'''Willpower:''' 5
  
 
Somalian Pirates operate as a team with specialised skills, to represent this two speciality slots remain free. Typical teams may see specialists in Computers (radios, navigation equipment), Drive (speedboats), Survival (Ocean), Persuasion (Negotiations) or Streetwise (Black Market)
 
Somalian Pirates operate as a team with specialised skills, to represent this two speciality slots remain free. Typical teams may see specialists in Computers (radios, navigation equipment), Drive (speedboats), Survival (Ocean), Persuasion (Negotiations) or Streetwise (Black Market)
 
'''Willpower:''' 5<br>
 
'''Morality:''' 4<br>
 
'''Virtue:''' Hope<br>
 
'''Vice:''' Greed<br>
 
'''Initiative:''' 5<br>
 
'''Defense:''' 2<br>
 
'''Speed:''' 10<br>
 
'''Health:''' 8
 
  
 
'''Other Merits:''' Resources 2 Contacts 2 (Fences, Suppliers) Allies 1 (Pirates) Allies 1 (Informants) Barfly 1
 
'''Other Merits:''' Resources 2 Contacts 2 (Fences, Suppliers) Allies 1 (Pirates) Allies 1 (Informants) Barfly 1
  
 
'''Weapons:''' <br>
 
'''Weapons:''' <br>
AKM Assault Rifle: Damage (4), Range 125/250/500. Roll 10 dice. <br>
+
AKM Assault Rifle: Damage (4), Range 125/250/500. roll 10 dice. <br>
 
RPG7:  Damage -1(+5), Blast Area 10, Force 5, Range 500/1000/2000. Notes: 9again, knockdown, effective size class of 5. Roll 4 dice.  
 
RPG7:  Damage -1(+5), Blast Area 10, Force 5, Range 500/1000/2000. Notes: 9again, knockdown, effective size class of 5. Roll 4 dice.  
  
Line 839: Line 779:
 
==== Idols ====
 
==== Idols ====
  
Idols are found in the second depth; formed of a contradictory mixture of pride and self loathing. Idols resemble a free floating rock, every inch covered with barnacles. The patterning of the barnacles give the impression of religious imagery without ever giving a clear form. Each Idol however is run through with flesh filled cracks leaking puss, squirming maggots or sinuous tentacles.
+
Idols are found in the second depth; formed of a contradictory mixture of pride and self loathing Idols resemble religious images. A single wall of a church with elaborate stain glass windows, gold plated statues and crude stone idols. Naturally the images all show Leviathans, often smiting their enemies or reviving worship. Each idol however is run through with flesh filled cracks leaking puss, squirming maggots or sinuous tentacles.
  
 
Idols are reasonably intelligent and usually know a thing or two about the local area which they're willing to share with anyone who appeases them with sufficient flattery. This isn't so simple as an Idol broadcasts its emotions around it leaving visitors both disgusted at the idol and too proud to praise it. A Resolve + Sheol roll or a point of willpower can overcome this effect.
 
Idols are reasonably intelligent and usually know a thing or two about the local area which they're willing to share with anyone who appeases them with sufficient flattery. This isn't so simple as an Idol broadcasts its emotions around it leaving visitors both disgusted at the idol and too proud to praise it. A Resolve + Sheol roll or a point of willpower can overcome this effect.
Line 1,102: Line 1,042:
 
'''Anchor Mastery'''
 
'''Anchor Mastery'''
  
A Ghost with Anchor Mastery may interact with their anchor as though they were still solid. All crew on a Ghost Ship have it and use it to sail the ship. No Essence or roll is required for Anchor Mastery.  
+
A Ghost with Anchor Mastery may interact with their anchor as though they were still solid. All crew on a Ghost Ship have it and use it to sail the ship. Anchor Mastery is automatic, no Essence or roll is required.  
  
 
'''Fortify Anchor'''
 
'''Fortify Anchor'''
Line 1,144: Line 1,084:
 
Not all of Tiamat's children remained within the Primordial Waters, Behemoth crawled onto the land and Ziz grew wings to climb the heavens. There they dwelled, prospered and multiplied. They became Progenitors of the Tribe.
 
Not all of Tiamat's children remained within the Primordial Waters, Behemoth crawled onto the land and Ziz grew wings to climb the heavens. There they dwelled, prospered and multiplied. They became Progenitors of the Tribe.
  
This was long ago, in an earlier age of the world. Marduk slew Tiamat and his order have put generations of the Tribe to the sword. The children of Behemoth and Ziz felt the fall of the Primordial Waters as deeply as any of their kin, deeper perhaps for lacking the safety of the depth they've suffered more than their aquatic cousins at the hands of the Society. The blood of Tiamat did not truly survive the hunts. What remains is diminished in some way. In each Strain one aspect of the Tribe's threefold nature dominates. Lacking the strength of all three aspects, the true Birthright is denied to the Cryptids.  
+
This was long ago, in an earlier age of the world. Marduk slew Tiamat and his order have put generations of the Tribe to the sword. The children of Bahamut and Ziz felt the fall of the Primordial Waters as deeply as any of their kin, deeper perhaps for lacking the safety of the depth they've suffered more than their aquatic cousins at the hands of the Society. The blood of Tiamat did not truly survive the hunts, what remains is diminished in some way. In each Strain one aspect of the Tribe's threefold nature dominates. Lacking the strength of all three aspects, the true Birthright is denied to the Cryptids.  
  
 
At least that is today, who knows what tomorrow brings?
 
At least that is today, who knows what tomorrow brings?
 
=== Byakhee ===
 
Quote: <<High pitched shrieking>>
 
 
'''Description:''' The byakhee resemble hybrids with the vague features of a mole, a bovine, a vulture, a human, and an ant. They have razor sharp claws at the end of their elongated forelimbs, and have membranous wings that fold up against the back. They generally range in size from that of a small dog, to that of a fully grown grizzly bear.
 
 
'''Storytelling Hints:''' Winged beasts native to the frozen mountains, byakhee are semi-intelligent creatures that can endure ungodly levels of cold and thin air. They are omnivorous in nature, generally acting as scavengers, though not without the ability to kill if desperate enough. They communicate via sound and sense of smell, their primitive shrieks and belching of gass from neck-sacs their way of warding off predators, as well as attracting potential mates. In groups, they display a herd mentality, following the strongest among them.
 
 
'''Attributes:''' Intelligence 1. Wits 3, Resolve 2, Strength 3, Dexterity 4, Stamina 4, Presence 3, Manipulation 1, Composure 2<br>
 
'''Skills:''' Crafts (Nestmaking) 2, Investigation 1, Athletics (flying) 5, Brawl 3, Stealth 1, Survival 4, Animal Ken 3, Empathy 2, Intimidation (Shrieks) 3<br>
 
'''Nature:''' Hybrid (bestial).<br>
 
'''Willpower:''' 4<br>
 
'''Defence:''' 3<br>
 
'''Health:''' 7<br>
 
'''Size:''' 7 <br>
 
'''Speed:''' 10 ground, 15 In flight<br>
 
'''Initiative:''' 7<br>
 
'''Merits:''' Fast Reflexes 2, Wings 3<br>
 
'''Mutations:''' Wings 3, Nightvision 1<br>
 
'''Flaw:''' Vulnerability: Byakhee burn from ultraviolet light, taking a point of bashing damage every turn when exposed to direct sunlight or another strong source of ultraviolet light.
 
 
 
====Sidebar: The Skyfather's Wings====
 
 
Cryptids descended from Ziz can (unsurprisingly) fly. Hybrids have a three dot "Wings" Mutation (Universal Affinity) that allows them to fly (often with a different species factor) and a Mutation Son of the Sky (O to OOO) under Elements that works like Child of the Waves only for flight. Deep Ones and Typhons may either buy Wings as a three dot Merit allowing them to fly at their usual speed or they may buy the unique Ziz only Channel "The Skyfather's Wings"; this Channel works identically to Uncrowned Fisher King except for enhancing flight rather than swimming. Wings come free with the Channel.
 
  
 
=== Royal Apes ===
 
=== Royal Apes ===
Line 1,214: Line 1,129:
 
'''Channels:''' Lambent Eyes of Judgement (Lantern of Truth 1), Orobourus Kin (Divine Perspective 3, Third Eye 4), The Skyfather's Wings, Besieging the Tower of Will (Psychic Shockwave 5) <br>
 
'''Channels:''' Lambent Eyes of Judgement (Lantern of Truth 1), Orobourus Kin (Divine Perspective 3, Third Eye 4), The Skyfather's Wings, Besieging the Tower of Will (Psychic Shockwave 5) <br>
 
'''Current:''' Mothmen usually possess two major Currents based off of some combination of Envy, Lust, Pride, and /or Sloth. <br>
 
'''Current:''' Mothmen usually possess two major Currents based off of some combination of Envy, Lust, Pride, and /or Sloth. <br>
 +
 +
====Sidebar: The Skyfather's Wings====
 +
 +
Cryptids descended from Ziz can (unsurprisingly) fly. Hybrids have a three dot "Wings" Mutation (Universal Affinity) that allows them to fly at their usual Speed and a Mutation Son of the Sky (O to OOO) under Elements that works like Child of the Waves only for flight. Deep Ones and Typhons may either buy Wings as a three dot Merit allowing them to fly at their usual speed or they may buy the unique Ziz only Channel "The Skyfather's Wings"; this Channel works identically to Uncrowned Fisher King except for enhancing flight rather than swimming. Wings come free with the Channel.
  
 
== Stranger Things in Heaven and Earth ==
 
== Stranger Things in Heaven and Earth ==
Line 1,256: Line 1,175:
  
 
Aboleths are known to the scientific community from fossils but are wrongly considered to be extinct. Naturally the fossil record didn't mention their more supernatural traits but in turn the Tribe, at least those who don't read palaeontology journals, would be surprised to learn what humanity knows about the Aboleths: As recently as around four to five thousand years ago Aboleths were much more active and their habitat stretched across the oceans.
 
Aboleths are known to the scientific community from fossils but are wrongly considered to be extinct. Naturally the fossil record didn't mention their more supernatural traits but in turn the Tribe, at least those who don't read palaeontology journals, would be surprised to learn what humanity knows about the Aboleths: As recently as around four to five thousand years ago Aboleths were much more active and their habitat stretched across the oceans.
 
 
== Storytelling ==
 
 
=== Campaign Types ===
 
 
==== Mystery Archeology - Exploration ====
 
The general gist is that the Tribe is, almost uniformly, preoccupied with history - their history and that of the Tribe as a whole. Clues about a Leviathan's nature, his ancestors, and the lost world of the Progenitors are all located both in human historical records, folklore, and relics of the fallen world. In this campaign style, the focus shifts towards the exploration of these sources, and the relentless pursuit of knowledge. The characters' Cohort is caught up in the search for some foundation of truth and stability on which to build themselves a future. This search can take place as actual archeology or in the study of folklore and history. For the purposes of this campaign style, however, the key element becomes travel.
 
 
The idea is that the clues won't come to the characters. Even if someone out there knew what they were looking for, they're unlikely to scan an ancient clay tablet or extensively photograph a newly-discovered ruin. Some of the knowledge that the characters seek might well be beyond the reach of normal mortal actors - sunk deep into the depths, or deliberately concealed by hybrids or other members of the Tribe. Regardless of whether the characters are looking for lost relics or ancient manuscripts, the point is to keep them moving. There are a great number of strange little places in the world, and the idea is to make use of them to provide a sense of mystery. As with most stories about the Tribe, this style runs best at the margins - an isolated town near the ruins of its centuries-old predecessor, or, more exotically, a tiny village deep in the jungle or otherwise insulated from the modern world, where folklore of twisted monsters is still an element of daily life, and little superstitions honor or ward off the supernatural. The use of multiple small towns allows for each to have a distinct flavor, while preserving the overall sense of a big, strange world, full of little pockets of weirdness, seemingly adrift in time.
 
 
These little pockets, in addition to providing a strong aesthetic background, provide the primary threats and conflicts to the characters. In addition to mundane concerns about insular communities coming into contact with disruptive outsiders (and it doesn't get much more disruptive than a Cohort), there's the possibility of other supernatural beings or forces that surround these relics and ruins. Rival members of the Tribe and teams of Marduk researchers might show up, but the threats might already be there - that quaint little village has its own Leviathan demigod, and he doesn't appreciate interlopers. Going deep into the wilderness presents its own threats in terms of isolation and inter-Cohort conflict, and also provides ample opportunities to run into clans of hybrids or even stranger threats. It's also not out of line to have the Cohort get a "false lead," and have whatever supernatural oddity present in the region have nothing at all to do with the Tribe and its cousins - ancient spirits or demonic entities, or pretty much any other element of the World of Darkness (if you're up to a bit of a crossover) - are all possibilities.
 
 
In terms of theme, this style deals mostly with the idea of self-exploration. In fact, it externalizes the process. The biggest hurdle, then, becomes finding ways for the finds of the Cohort to be interesting and revelatory without providing the full picture or, worse, dictating an absolute truth. The last might provide interesting fodder for a game in which characters align themselves in face of their new knowledge, but any "final answer" will obviously render further physical exploration somewhat redundant. It might be possible, with some difficulty, to "weave" a series of hints and clues throughout the finds as a sort of roadmap, leading towards the campaign's conclusion. Ultimately, though, the meat of the game lies less in what is discovered and more in the act of discovery. The focus should always remain on how the past is relevant to the characters, not on what the past is or means. The idea is that the characters are struggling to make an identity, not discover one.
 
 
==== Brawl of Cthulu - High-Action ====
 
Of course, it's not a requirement that members of the Tribe keep to the shadows. While they have many enemies, a Leviathan remains rather solidly at the top of the food chain in comparison to most of the antagonists. The Marduk society, rival cryptids, and obsessed hybrids all rely on the fact that most Leviathans are isolated and anxious. A Cohort composed of player characters doesn't have to take it lying down. A single Leviathan has considerable power, and a group working in concert is more than a match for all but the most dire of threats. In this campaign style, the potential to fight back is embraced. The Cohort takes a proactive view towards its enemies and attempts to bring the fight to them.
 
 
There are a couple ways to run with this. One practical method is to place the Cohort in a location, and throw threats at them. Perhaps there's something about the region that's attracting people and things "in the know" about the Tribe - some newly-discovered ruin or offshore breach into the Rift. Another possibility is that the Cohort comes into conflict with a well-established Legion, whose plans for the area the Cohort opposes, and whose diverse resources (Cults, lahmasu, other Leviathans, etc.) present a lot of options for threats.
 
 
A more mobile option is to unite this campaign style with "werid archeology," and divert focus from weird and horrific locales to more straightforward threats - in place of an insular cult of cannibals, for instance, the characters might be faced with something sealed inside a temple, or a clan of hybrids that still guards it after millenia. That's not to say that a high-action game can't be subtle or mysterious - merely that the basic assumption in this play style is that the characters have a hammer and they're going to make nails out of anyone that opposes them.
 
 
Thematically, this plays with the typical approach to violence in Leviathan and the World of Darkness as a whole. The assumption in most other campaign styles is that the Tribe's ability to do violence is equal parts attractive and repulsive - that attention will be paid to matters of guilt and that violent acts will be presented as having a mixed effect on characters. The mechanics for recovering Ichor through destruction are intended to highlight the ways in which a Leviathan will be both instinctually satisfied by violence while competing with the intellectual comprehension of his or her actions. In this campaign style, it might be better to downplay that element - it's directly at odds with the action-movie approach to problem solving. In its place, the characters might be more preoccupied with morality and drawing boundaries - finding ways to establish identities of "heroic" stature, using their divine blood to accomplish great feats. In this case, the primary focus becomes the concern with reclaiming the Tribe's legacy and purging past evils - either by righting ancient wrongs or, more literally, by taking down ancient and monstrous remnants of the Progenitor's world. A hopeful atmosphere wouldn't be out of place - a lot of Leviathan focuses on the anxiety of change, but it's also a source of promise and wonder.
 
 
==== Where Hell meets Good Intentions – The Idealists ====
 
One of Leviathan's themes is the concern about motivations and desires. One of the ways that this plays out is in the focus on power – having it, using it, and abstaining from use. Unlike Mage, which focuses on the ethical concerns of power as an absolute quality, Leviathan is more concerned with the possession of power which can only be deployed cruelly. The Tribe has the power of demigods, but it manifests itself in a distinctly vicious fashion. A Leviathan has more power to distort or destroy than they do to build or mend. In some games, this is a matter of temptation – “what would you do if you absolutely could just force your will on others?” However, in this campaign style, the attempt to use evil means for good ends is a primary concern.
 
 
The Idealists campaign type deals explicitly with the concepts of youth, dissatisfaction, and powerlessness. The last is not, in the case of members of the Tribe, the lack of power, but rather the lack of a voice. In this campaign model, characters are assumed to be in positions of weakness and marginality, but also to be motivated by a desire to establish some more correct or ideal world. Perhaps they're concerned with the environment, or social justice, or political reform. The reasons are secondary to a primary thematic concern: violence enacted for just motives is practically indistinguishable from any other kind of violence. In this campaign type, the motives of the characters come into conflict with their ability to be efficacious. How much wickedness does a noble ideal justify? For a member of the Tribe, whose mastery of their own mind and emotions is tenuous, is is possible to distinguish between a desire to reform the world through violence, and a desire to destroy it?
 
 
One of the key elements of this style of campaign is cultivating a connection between the characters and their causes, but the cause-as-movement and the cause-as-ideal are not necessarily identical. People get involved in ideals and movements for all sorts of reasons, and not all of them are noble. This campaign style operates in that uncertain space. Some people light fires to oppose their oppressors and break their chains. Some people just like to see buildings burn. A member of the Tribe can never be really certain which they are. A good backdrop for this sort of campaign will be oppressive, homogenous, and emotionally unsatisfying, emphasizing the diversity and vitality of the marginal. The “movement” that the characters participate in might be focused on a specific issue, but it's not even necessary to be a cohesive movement. The Cohort might be in a community of artists, or a small ethnic neighborhood. The important thing is that they're in a position of weakness and presented with an adversary that seemingly deserves everything they can throw at it. Violence can be a source of mixed impressions – something troubling but also beautiful.
 
 
For a campaign that's focused on acting, the primary focus of this style is not necessarily action.  Far more important than the destruction of the adversary is the consideration of moments of intense, violent emotion, and the difficult way in which actions are contextualized by motives – or, more accurately, the difficulty of discerning one's true motives. Ideally, the characters will be uncertain about their own motives, permitting a great deal of exploration of their desires, both noble and not-so-noble.
 
 
==== The Demigodfather – Weird Underworld ====
 
Leviathan focuses a great deal on marginal figures, and while the primary assumptions dealt more with the disenfranchised and isolated, the margins of society are also home to the things that it fears. Adopting the theme of threatening margins, it's possible to run a game that embraces the Leviathan's role as not merely a metaphorical opponent of society, but a professional one. Criminals are marginal, and the more successful of them have a certain mystique. Highwaymen were canonized as folk heroes, mob bosses as paragons of a certain dangerous aesthetic. Most Leviathans are already criminals in some fashion – why not go “all in?”
 
 
The beauty of criminality for members of the Tribe is that it turns one of their most troubling traits – the ease at which they succeed in wicked and violent endeavors – and makes it into an unqualified advantage. The “weird underworld” of film and folklore has a certain respect for the power to do evil. The unrestrained exercise of cruelty and viciousness assumes the status of an emblem of personal freedom – the ability to do and be whatever one desires. The appeal of the diabolic lies in the fulfillment of desire, and Leviathans are nothing if not capable of breaking others in the pursuit of their desires.
 
 
A good approach for a campaign of this type focuses on the ways in which the criminal mystique is a construct, a re-evaluation of actions in an attempt to impart beauty on the grotesque. When a mafia hitman takes on a nickname or establishes some signature, he's not merely building up a professional reputation – he's trying to establish an identity for himself that he finds palatable. Perhaps he spares women, or children. Perhaps he won't kill a priest. All of these elements of “criminal honor” serve to insulate the criminal from the ways in which his actions are abhorrent to society as a whole. This process is analogous to the ways in which members of the Tribe damn themselves by degrees, accepting flimsy excuses to put a face of righteousness on their actions.
 
 
Crafting a “weird underworld” can be a great deal of fun, and when well-executed you should have a strong cast of colorful characters – both those of the players and their fellow inhabitants of the underworld. The major players in a fictional underworld always have a certain element of the mythic around them – think of a colorful mob boss from the comics, or Keyser Soze. The player characters can fulfill this sort of role, their mystique as much a function of their role in the criminal world as it is of their actual mystical nature. Cults might be gangs, or gangs become Cults. It's not even necessary for the characters to be professional criminals – as long as they are in some way entangled with the underworld, the Wake ensures that they'll be considered players in the game.
 
 
The concept of a glamorous coating on horrible actions can be a great source of internal conflict for the characters. A good way to achieve this is to focus on the contrast between the fictional and the actual. The characters can be confronted with the real, blood-and-guts outcomes of their actions, while simultaneously being presented with the “scrubbed” narrative of their exercise of power from other sources. In general, the goal is to strike a balance between “action” scenes, in which the characters achieve their ends using the vast resources available to them, and get to enact their legendary status, and “introspective” elements, as characters are confronted with their acts outside of the context of the “criminal myth” which restructures them. Characters might deal with more outrageous or violent criminals, but they're just as likely to come into conflict with criminals of opportunity or necessity. Ideally, there will be elements of uncertainty and a suggestion of the ways in which the “criminal myth” fails to cover up the squalor, violence, and hopelessness of the underworld, and the doubt and uncertainty, even self-loathing, that accompany it.
 
 
==== Fin and Fanaticism – Immortal God Tyrants ====
 
 
The typical Leviathan game focuses on the quest for Tranquillity. The need to find some outlet for the Tribe's atavistic urges that still allows the Leviathan to fit within a moral frame work and survive in the modern world. In a game of Fin and Fanaticism players have not found Tranquillity, but a stable equilibrium in opposition to their members of the Tribe. This is a game of immortal god tyrants and ancient sorcerer-priests scheming from hidden temples and blood soaked alters.
 
 
A Fin and Fanaticism campaign succeeds or fails based on the player's characterisers. Every player should have a verity of long term, sometimes extremely long term goals, that either clashes with other players or their NPC rivals. Ideally these goals will blend occult religious ideas with more temporal desires. They should take months to accomplish at the bear minimum, years is better and it is not unheard of for a Leviathan to plot for decades or centuries to accomplish some singular goal. Skipping a decade or so between sessions may be helpful.
 
 
At the very least players should start the game with an established Cult and a firm grounding in Eldrich Lore. The assumption is that Leviathans will only directly intervene on rare occasions, so the ability to exert indirect influence is vital. Access to one or several retainers is also recommended, the player can directly control these retainers in scenes “on the ground”. An established group could create one character for every cult in play and rotate evenly through them, but care must be taken to ensure this remains fun for everyone. Not every player will enjoy being ordered around by someone else at the table, but players should expect a measure of loyalty and competence from their Beloved.
 
 
Thematically the goal is to create the feeling of ancient plots lurking in the shadows, goals and plans that follow logic alien to human minds and endless conflict where the sides remain unclear. That a random person's life could be manipulated from birth or ended because of the star sign he was born under, or something his ancestors did five hundred years ago. The players are not that person, they are the immortal gods at the very heart of the mystery. The ancient tyrants whose cults have been manipulating society for centuries.
 
 
==== Upon the Salty Sea - Nautical Cohorts ====
 
 
A recurrent phenomenon is the appearance of nautical cohorts, based on a riverboat or ocean-going vessel. It makes sense for Leviathans, who crave isolation from humanity and are deeply attracted to bodies of water, to just go sailing away from everything. A good number of younger Leviathans spend some time on ships but are quickly frustrated by human companionship, and attempt to correct this with all-Leviathan (or almost all) crews. It usually works, for a time.
 
 
Out in the ocean, you can take the time to hear yourself think. There are immensities where you can shapeshift into your most primordial form, where no-one can look upon you and be horrified. It's a relief to some of the Tribe, while others fear it would be too easy to lose themselves in this way. Sea life is also a hard experience. There is constant work, little sleep and many dangers, from storms to pirates to close inspection by the coast guards. But it is also a way to travel to undiscovered locales and investigate rumors of Progenitor traces or eldritch relics.
 
 
Modern maritime traffic is an unnoticed giant. 95% of all cargo transits through maritime means: it is the cheapest way to move people or things. It's also fairly slow and unpredictable, which suits most Leviathans just fine. A number of nautical Cohorts take on traditional shipping work. A modern ship can shift thousands of tons of merchandise with as little as 8 or 9 (overworked) crewmen. You can easily crew a large ship with a Cohort and its members' Beloved. A traditional ship has a Captain, or master, who runs the whole operation and represents the vessel owner. He supervises the departments. The Deck department, headed by a Chief officer or First officer, runs the crew, oversees the cargo and navigates the ship. The Engine department, as the name indicates, takes care of powering the craft, and is directed by the Chief Engineer. Ships which take care of passengers (usually ferries or cruise ships) have a Steward's department which deals with their needs. Many ships also have a Cook and/or a Purser (who buys and supervises equipment and consumables). Most of the activity on a ship is taken in watches, to ensure that there is constant vigilance should anything go wrong.
 
 
Shipping is a highly bureaucratised activity. Everyone with any rank has to have the relevant licenses, trips must be planned and declared beforehand, and there are hosts of rules and regulations to follow. It is possible to skirt the edges of legality, but the hassle is such that nautical Leviathans who can afford to turn away work prefer to find other ways to run ships. And there are plenty. Science vessels can gather data from biology to meteorology and be away for months on end. Some fishing vessels similarly trawl the bottom of the ocean, where there are many things that could interest a Leviathan. There are a few communities out there living on boathouses, some of which are ocean-worthy. It would be very hard to arrange for a military vessel crewed entirely by Leviathans and their allies, but that would be a very formidable force indeed.
 
 
In any case, a number of small ports have developed a support network for such vessels. They are referred to as Coves, and are usually run by a handful of Leviathans who offer their cousins shelter and discretion in exchange for cash or for a share in the crew's discoveries. They are adept at forging necessary paperwork and can be very useful, but crews should be aware that the Cove is very much foreign territory for them and home turf for the locals. Some of the larger ports also have a few "in the know" people, and therefore hold a Cove as an underworld within the big city port.
 
 
Thematically, this is one of the most open types of campaign. It is well suited to an episodic game, where characters travel to a place, enjoy the exotic locale, find out there is a problem there, solve it and sail away in time for the end credits. There are strong themes of freedom and isolation in such a game, and about finding your place within the group. It is also a way to provide enforced unity in the Cohort: everyone depends on each other. If a character joins in, there are imemdiate ways to integrate her in the current crew. Similarly, if a character leaves, dealing with their absence can be the basis for an entire scenario. If you can survive the weather, the loneliness, and the close proximity with cousins who are just as monstrous as you, it's a good life out there on the waves.
 
 
==== Back to Basics – The Bronze Age ====
 
This by itself is not strictly a campaign type so much as a flavor that can be amended to another campaign. Historical venues such as the cradle of civilization or the fictional Bhogavati of the Vasuki can serve as a backdrop to any flavor of campaign, from intense high-action warfare in Babylon to political maneuvering in imperial Rome. Besides certain obvious effects on the type of characters that are likely to be appropriate, there are two major changes that a game in the distant past will be subject to. Firstly, the character's concerns about visibility are shifted considerably. In a setting in which intense religious fervor and superstition are considered typical, members of the Tribe have less of an air of the alien. In place of this, however, they have to deal with a world in which the memory of the Tribe has not faded, instead being canonized in myth and folklore. There are considerably fewer hurdles to demonizing a member of the Tribe if people are predisposed to believe in demons.
 
 
The other change has more to do with a character's internal state. While the players obviously (well, hopefully) will retain the morals of a modern person, the actions of a Leviathan in the past are subject to an older set of ethical standards. Part of the internal conflict that members of the Tribe must undergo deals with the urge to victimize others, an urge that is further stigmatized by their being placed in a civilization that has censured such urges and actions. Comparatively, a Leviathan in the bronze age is likely to have a different opinion of violence, as will his peers. This can exempt the characters from certain emotional themes, especially concerns about guilt, but it's not necessary. A Roman in antiquity might have been raised to think differently about the ethics of slavery, but that doesn't mean that he or she buys into what they learned.
 
 
A particularly “out there” possibility in this scenario is letting the characters take the roles of Leviathans in Bhogavati during its decline. They will have resources and power unimaginable to a modern Leviathan, but also be in contention with a large number of similarly-powerful members of the Tribe, including Legions with grotesque beliefs and desires, driven even further into fanaticism by the impending havoc. The insanity and violence of the last days of Bhogavati have a distinct and hellish aesthetic, with conjured storms scouring colossal, blood-stained temples, and dozens of cultists sacrificed to empower feuding Legions. Ideally, the characters will get caught up in the madness, playing on the core theme of the use and abuse of power – the players' Cohort will struggle to maintain their sanity in the face of greater and greater levels of political and physical violence, constantly tempted to participate in the carnage to stifle rivals once and for all.
 
 
==== The View From the Pew – Playing Cultists ====
 
 
This setting turns the usual assumptions of Leviathan upside down. Instead of playing as Leviathans, the players take the role of Beloved and cultists serving at the alter of a powerful Leviathan. A Cultists game could go in many directions, and is perhaps best thought of as a flavour that can be applied to one of the previous campaign types. Some will remain unchanged, a game of mystery archaeology works just as well if the players can't turn into giant sea monsters and an action packed game merely needs an appropriate choice of enemies; instead of rival Leviathan's the players will fight against mortals, rival Tribal cults, or even the cults of other supernatural creatures. Other styles will be turned on their heads, opening up new thematic possibilities. A game of Fin and Fanaticism looks vastly different from the perspective of the disposable pawns.
 
 
When playing cultists it is important that every player is on the same page about the Cult, as in many ways it will define their characters. The Leviathan is equally important, does it try to be moral or is it casual in it's monstrosity. Will it be an important NPC, giving orders and dispensing rewards and punishments, or will it be a more distant figure with the cult on a long leash. One far-out possibility is to have the players worshipping a Deep One; who's mad conflicting orders gives the players lots of room for “interpretation”. The players could even be cynical manipulators, manipulating a mad god through worship for their own gains.
 
 
While the players are Beloved, it is not necessary that they are powerless. It is quite possible that players are Hybrids or Lahmasu, alternatively they may have access to Rituals, perhaps against their god's will. If their god is not usually present, the ability to summon it deserves special consideration. It might be something the cult can do frequently when they need guidance, it could be the cult's long term goal, or it could be the cult's ace in the hole. A ritual they are loath to perform but occasionally mention whenever someone starts making aggressive motions. 
 
 
Playing cultists is a great way to explore the themes of a Leviathan, for all the intimacy in the relationship between a Leviathan and their cult there is a great temptation for a Leviathan to depersonalise one's Beloved. The Wake divorces the tribe from the act of creating a cult, and their Beloved's obsession and obedience makes it easy to ignore their wants and needs. Playing as the Beloved will give the players a perspective of just what a Leviathan is doing to it's cultists.
 
 
==== War is Hell – The Pacific Theater ====
 
 
The Pacific Theater of World War II was one of the largest battlefields in the history of mankind. The war was a continuation of the Sino-Japanese war and started with the Japanese invasion of French Indochina, Hong Kong and most of Southeast Asia. After that, and especially after the attack on the American base at Pearl Harbor, most of the war was «island-hopping»: a bloody, close-quarters conquest of island after island, parcel after parcel.
 
 
It is also one of the most complete war experiences you could wish to relive, using as it did the full extent of navy, air force, marines, infantry, armored vehicles, artillery, spying, insurgency and counter-insurgency, communications and cryptography available at the time, culminating in the only offensive uses of atomic weapons in the history of mankind. Conflict abounds in such a period, from full-fledged battle to black ops, submarine pursuit, spying operations, to smuggling and law enforcement. It's a world of death, blood and fire, and Leviathans are right at home in it. It is also a world where mortals are armed and can pose a great threat to what they may perceive as experimental weapons of the enemy. It's also a time of contrast, especially when comparing the simple lives of local populations with the gigantic and byzantine machinery that is a marching army.
 
 
There are two great thematic ways to use this period. The first is to take inspiration from the pulp literature of the time. Pulp means that things are simple, but it doesn't mean they are light-hearted. In it, men are men, women are fatally dangerous, criminals are without remorse, and death is cheap. Great terrifying monsters lurk in the jungles, which are full of degenerate natives twisted by the unholy abominations they worship. Whichever side of the war you are on, those on your side are good-hearted and brave, while the enemy is cowardly and treacherous. It's an opportunity for Leviathans to experience their monstrous puberty by conquering their fear and growing wise with the world, although more than probably jaded and cynical.
 
 
The other option is to take a cue from more recent drama and scholarship, showing that the war was essentially a place of lost moral compass. The Japanese are renowned for the atrocities they committed on the civilian and POW populations, but the Allies (American, British, Dutch, Australian, Philippine, and even a few Free French) were hardly blameless either. Some of the commanders were renowned for their massive ego that led them to tactical and strategic blunders costing thousands of lives. Here, a Leviathan can use the Wake to inspire fanatical devotion in the troops he leads and utterly crush the spirit of whoever opposes them. It's a world of unchecked opportunity for domination and violence, and only conscious moral choices can bring you back from the brink.
 

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)