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.  
+
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 Deep One 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.  
 
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.  
Line 134: Line 131:
 
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.
+
 
 +
When a Leviathan abuses the power of the Wake and the trust of her Beloved, degeneration causes her divine aspect to grow until it eclipses both her human and bestial natures. Locked into her most glorious and terrible form she becomes a Deep One, following incomprehensible and contradictory goals that change with the Currents of the Tempest.
  
Without his human and bestial natures to act as an Anchor, 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.
+
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.
  
As with Typhons many Leviathans see it as a sacred duty to destroy any Ophions they encounter.  
+
As with Typhons many Leviathans see it as a sacred duty to destroy any Deep Ones they encounter.  
  
===== 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, requiring 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 186: Line 184:
 
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 245:
 
===== 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 260:
 
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.
Line 271: Line 269:
 
Nightvision (O): The Hybrid can see clearly in low light.
 
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 301: Line 299:
 
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 Defense equal to Dexterity even if their Wits is lower.
+
Natural Evasion (OO): The Hybrid has Defence equal to Dexterity even if their Wits is lower.  
  
 
===== Predation=====  
 
===== Predation=====  
  
 
Camouflage (OO): The Hybrid gets 9again on Stealth rolls.  
 
Camouflage (OO): The Hybrid gets 9again on Stealth rolls.  
 
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 319:
 
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 331:
 
===== 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 343:
 
===== 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 363: Line 357:
 
'''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 379:
 
'''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 414:
 
'''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 ==
Line 477: Line 471:
 
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 487:
 
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 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.  
Line 1,144: Line 1,138:
 
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?
Line 1,263: Line 1,257:
  
 
==== Mystery Archeology - Exploration ====
 
==== Mystery Archeology - Exploration ====
The general gist is that the Tribe is, almost uniformly, preoccupied with history - their history and that of the Tribe as a whole. Clues about a Leviathan's nature, his ancestors, and the lost world of the Progenitors are all located both in human historical records, folklore, and relics of the fallen world. In this campaign style, the focus shifts towards the exploration of these sources, and the relentless pursuit of knowledge. The characters' Cohort is caught up in the search for some foundation of truth and stability on which to build themselves a future. This search can take place as actual archeology or in the study of folklore and history. For the purposes of this campaign style, however, the key element becomes travel.  
+
In certain ways, this overlaps thematically with elements of Mage. The general gist is that the Tribe is, almost uniformly, preoccupied with history - their history and that of the Tribe as a whole. Clues about a Leviathan's nature, his ancestors, and the lost world of the Progenitors are all located both in human historical records, folklore, and relics of the fallen world. In this campaign style, the focus shifts towards the exploration of these sources, and the relentless pursuit of knowledge. The characters' Cohort is caught up in the search for some foundation of truth and stability on which to build themselves a future. This search can take place as actual archeology or in the study of folklore and history. For the purposes of this campaign style, however, the key element becomes travel.  
  
 
The idea is that the clues won't come to the characters. Even if someone out there knew what they were looking for, they're unlikely to scan an ancient clay tablet or extensively photograph a newly-discovered ruin. Some of the knowledge that the characters seek might well be beyond the reach of normal mortal actors - sunk deep into the depths, or deliberately concealed by hybrids or other members of the Tribe. Regardless of whether the characters are looking for lost relics or ancient manuscripts, the point is to keep them moving. There are a great number of strange little places in the world, and the idea is to make use of them to provide a sense of mystery. As with most stories about the Tribe, this style runs best at the margins - an isolated town near the ruins of its centuries-old predecessor, or, more exotically, a tiny village deep in the jungle or otherwise insulated from the modern world, where folklore of twisted monsters is still an element of daily life, and little superstitions honor or ward off the supernatural. The use of multiple small towns allows for each to have a distinct flavor, while preserving the overall sense of a big, strange world, full of little pockets of weirdness, seemingly adrift in time.  
 
The idea is that the clues won't come to the characters. Even if someone out there knew what they were looking for, they're unlikely to scan an ancient clay tablet or extensively photograph a newly-discovered ruin. Some of the knowledge that the characters seek might well be beyond the reach of normal mortal actors - sunk deep into the depths, or deliberately concealed by hybrids or other members of the Tribe. Regardless of whether the characters are looking for lost relics or ancient manuscripts, the point is to keep them moving. There are a great number of strange little places in the world, and the idea is to make use of them to provide a sense of mystery. As with most stories about the Tribe, this style runs best at the margins - an isolated town near the ruins of its centuries-old predecessor, or, more exotically, a tiny village deep in the jungle or otherwise insulated from the modern world, where folklore of twisted monsters is still an element of daily life, and little superstitions honor or ward off the supernatural. The use of multiple small towns allows for each to have a distinct flavor, while preserving the overall sense of a big, strange world, full of little pockets of weirdness, seemingly adrift in time.  
Line 1,269: Line 1,263:
 
These little pockets, in addition to providing a strong aesthetic background, provide the primary threats and conflicts to the characters. In addition to mundane concerns about insular communities coming into contact with disruptive outsiders (and it doesn't get much more disruptive than a Cohort), there's the possibility of other supernatural beings or forces that surround these relics and ruins. Rival members of the Tribe and teams of Marduk researchers might show up, but the threats might already be there - that quaint little village has its own Leviathan demigod, and he doesn't appreciate interlopers. Going deep into the wilderness presents its own threats in terms of isolation and inter-Cohort conflict, and also provides ample opportunities to run into clans of hybrids or even stranger threats. It's also not out of line to have the Cohort get a "false lead," and have whatever supernatural oddity present in the region have nothing at all to do with the Tribe and its cousins - ancient spirits or demonic entities, or pretty much any other element of the World of Darkness (if you're up to a bit of a crossover) - are all possibilities.  
 
These little pockets, in addition to providing a strong aesthetic background, provide the primary threats and conflicts to the characters. In addition to mundane concerns about insular communities coming into contact with disruptive outsiders (and it doesn't get much more disruptive than a Cohort), there's the possibility of other supernatural beings or forces that surround these relics and ruins. Rival members of the Tribe and teams of Marduk researchers might show up, but the threats might already be there - that quaint little village has its own Leviathan demigod, and he doesn't appreciate interlopers. Going deep into the wilderness presents its own threats in terms of isolation and inter-Cohort conflict, and also provides ample opportunities to run into clans of hybrids or even stranger threats. It's also not out of line to have the Cohort get a "false lead," and have whatever supernatural oddity present in the region have nothing at all to do with the Tribe and its cousins - ancient spirits or demonic entities, or pretty much any other element of the World of Darkness (if you're up to a bit of a crossover) - are all possibilities.  
  
In terms of theme, this style deals mostly with the idea of self-exploration. In fact, it externalizes the process. The biggest hurdle, then, becomes finding ways for the finds of the Cohort to be interesting and revelatory without providing the full picture or, worse, dictating an absolute truth. The last might provide interesting fodder for a game in which characters align themselves in face of their new knowledge, but any "final answer" will obviously render further physical exploration somewhat redundant. It might be possible, with some difficulty, to "weave" a series of hints and clues throughout the finds as a sort of roadmap, leading towards the campaign's conclusion. Ultimately, though, the meat of the game lies less in what is discovered and more in the act of discovery. The focus should always remain on how the past is relevant to the characters, not on what the past is or means. The idea is that the characters are struggling to make an identity, not discover one.
+
In terms of theme, this style deals mostly with the idea of self-exploration. In fact, it externalizes the process. The biggest hurdle, then, becomes finding ways for the finds of the Cohort to be interesting and revelatory without providing the full picture or, worse, dictating an absolute truth. The last might provide interesting fodder for a game in which characters align themselves in face of their new knowledge, but any "final answer" will obviously render further physical exploration somewhat redundant. It might be possible, with some difficulty, to "weave" a series of hints and clues throughout the finds as a sort of roadmap, leading towards the campaign's conclusion. Ultimately, though, the meat of the game lies less in what is discovered and more in the act of discovery. The focus should always remain on how the past is relevant to the characters, not on what the past is or means. The idea is that the characters are struggling to make an identity, not discover one.  
  
 
==== Brawl of Cthulu - High-Action ====
 
==== Brawl of Cthulu - High-Action ====
Line 1,298: Line 1,292:
 
Crafting a “weird underworld” can be a great deal of fun, and when well-executed you should have a strong cast of colorful characters – both those of the players and their fellow inhabitants of the underworld. The major players in a fictional underworld always have a certain element of the mythic around them – think of a colorful mob boss from the comics, or Keyser Soze. The player characters can fulfill this sort of role, their mystique as much a function of their role in the criminal world as it is of their actual mystical nature. Cults might be gangs, or gangs become Cults. It's not even necessary for the characters to be professional criminals – as long as they are in some way entangled with the underworld, the Wake ensures that they'll be considered players in the game.  
 
Crafting a “weird underworld” can be a great deal of fun, and when well-executed you should have a strong cast of colorful characters – both those of the players and their fellow inhabitants of the underworld. The major players in a fictional underworld always have a certain element of the mythic around them – think of a colorful mob boss from the comics, or Keyser Soze. The player characters can fulfill this sort of role, their mystique as much a function of their role in the criminal world as it is of their actual mystical nature. Cults might be gangs, or gangs become Cults. It's not even necessary for the characters to be professional criminals – as long as they are in some way entangled with the underworld, the Wake ensures that they'll be considered players in the game.  
  
The concept of a glamorous coating on horrible actions can be a great source of internal conflict for the characters. A good way to achieve this is to focus on the contrast between the fictional and the actual. The characters can be confronted with the real, blood-and-guts outcomes of their actions, while simultaneously being presented with the “scrubbed” narrative of their exercise of power from other sources. In general, the goal is to strike a balance between “action” scenes, in which the characters achieve their ends using the vast resources available to them, and get to enact their legendary status, and “introspective” elements, as characters are confronted with their acts outside of the context of the “criminal myth” which restructures them. Characters might deal with more outrageous or violent criminals, but they're just as likely to come into conflict with criminals of opportunity or necessity. Ideally, there will be elements of uncertainty and a suggestion of the ways in which the “criminal myth” fails to cover up the squalor, violence, and hopelessness of the underworld, and the doubt and uncertainty, even self-loathing, that accompany it.
+
The concept of a glamorous coating on horrible actions can be a great source of internal conflict for the characters. A good way to achieve this is to focus on the contrast between the fictional and the actual. The characters can be confronted with the real, blood-and-guts outcomes of their actions, while simultaneously being presented with the “scrubbed” narrative of their exercise of power from other sources. In general, the goal is to strike a balance between “action” scenes, in which the characters achieve their ends using the vast resources available to them, and get to enact their legendary status, and “introspective” elements, as characters are confronted with their acts outside of the context of the “criminal myth” which restructures them. Characters might deal with more outrageous or violent criminals, but they're just as likely to come into conflict with criminals of opportunity or necessity. Ideally, there will be elements of uncertainty and a suggestion of the ways in which the “criminal myth” fails to cover up the squalor, violence, and hopelessness of the underworld, and the doubt and uncertainty, even self-loathing, that accompany it.  
 
 
==== 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 ====
 
==== Upon the Salty Sea - Nautical Cohorts ====
Line 1,329: Line 1,313:
 
The other change has more to do with a character's internal state. While the players obviously (well, hopefully) will retain the morals of a modern person, the actions of a Leviathan in the past are subject to an older set of ethical standards. Part of the internal conflict that members of the Tribe must undergo deals with the urge to victimize others, an urge that is further stigmatized by their being placed in a civilization that has censured such urges and actions. Comparatively, a Leviathan in the bronze age is likely to have a different opinion of violence, as will his peers. This can exempt the characters from certain emotional themes, especially concerns about guilt, but it's not necessary. A Roman in antiquity might have been raised to think differently about the ethics of slavery, but that doesn't mean that he or she buys into what they learned.  
 
The other change has more to do with a character's internal state. While the players obviously (well, hopefully) will retain the morals of a modern person, the actions of a Leviathan in the past are subject to an older set of ethical standards. Part of the internal conflict that members of the Tribe must undergo deals with the urge to victimize others, an urge that is further stigmatized by their being placed in a civilization that has censured such urges and actions. Comparatively, a Leviathan in the bronze age is likely to have a different opinion of violence, as will his peers. This can exempt the characters from certain emotional themes, especially concerns about guilt, but it's not necessary. A Roman in antiquity might have been raised to think differently about the ethics of slavery, but that doesn't mean that he or she buys into what they learned.  
 
 
A particularly “out there” possibility in this scenario is letting the characters take the roles of Leviathans in Bhogavati during its decline. They will have resources and power unimaginable to a modern Leviathan, but also be in contention with a large number of similarly-powerful members of the Tribe, including Legions with grotesque beliefs and desires, driven even further into fanaticism by the impending havoc. The insanity and violence of the last days of Bhogavati have a distinct and hellish aesthetic, with conjured storms scouring colossal, blood-stained temples, and dozens of cultists sacrificed to empower feuding Legions. Ideally, the characters will get caught up in the madness, playing on the core theme of the use and abuse of power – the players' Cohort will struggle to maintain their sanity in the face of greater and greater levels of political and physical violence, constantly tempted to participate in the carnage to stifle rivals once and for all.
+
A particularly “out there” possibility in this scenario is letting the characters take the roles of Leviathans in Bhogavati during its decline. They will have resources and power unimaginable to a modern Leviathan, but also be in contention with a large number of similarly-powerful members of the Tribe, including Legions with grotesque beliefs and desires, driven even further into fanaticism by the impending havoc. The insanity and violence of the last days of Bhogavati have a distinct and hellish aesthetic, with conjured storms scouring colossal, blood-stained temples, and dozens of cultists sacrificed to empower feuding Legions. Ideally, the characters will get caught up in the madness, playing on the core theme of the use and abuse of power – the players' Cohort will struggle to maintain their sanity in the face of greater and greater levels of political and physical violence, constantly tempted to participate in the carnage to stifle rivals once and for all.  
 
 
==== 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 ====
 
==== War is Hell – The Pacific Theater ====

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)