LeviathanTempest:ChapterFive

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By the time he reaches the docks, he's already out of breath. His knee hurts with every step, so he takes away the torn fabric to expose the wound. It has already scarred over, a white, translucent tissue that radiates an impossible cold inside his leg. You can still see the shape of the sucker, right where the tentacle struck him. He winces as he lets his pants back over the wound.

To figure out where he is, he looks around the deserted port. Most of the lights have been taken out, along the years, by bored youth or by methodical professionals who wanted as few witnesses as possible for what they were doing. The smell of brine, and gasoline, and garbage fills his head. It's not altogether unpleasant.

Then he hears it. A low rumbling, like the squirming of blind, chitinous things rubbing against each other under the earth. Maybe to other people, it would be revolting. To him, it sounds almost melancholy.

He pulls out his pistol and starts walking until he reaches a wide, round door that leads underneath the easternmost dock. For a moment, he almost gives up. How could he possibly even contemplate doing this?

But then he sees, in his memory, the crushed hand of the girl, her smudged make-up, her sad eyes over what remained of her mouth.

Slowly, silently, he opens the door, and the noise gets louder and louder. He glimpses eyes in there, a bearded face, and the remains of a two-piece suit, but in a grotesque fashion, it's the vast array of antennae that are familiar to him.

He takes a breath and steps in.

«It's over, Dad. I'm going to have to make you stop.»

Antagonists and Related Characters

Lahmasu and Hybrids

Atolls

Atolls are humans who, for whatever reason, exert a fascination on Leviathans. They are the leading lady in Creature of the Black Lagoon, the relentless investigator in Cthulhu mythos stories, or the one blonde girl who survives in the surf horror movie. Leviathans can only watch from afar, but are unable to keep away for long. Atolls are their doom and their salvation.

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 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 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

[Picture: A window looking out onto a suburban street lit by streetlamps. A webbed hand rests on the window and a young girl around 15 is visible as a reflection, her face shows deep anxiety. Visible outside the window is a man in dirty clothes with long unkempt hair and beard. He also wears a sandwich boards that reads Isaiah 27:1 He stairs up at the girl.]

A Leviathan cannot help but affect people; smaller minds are caught in their wake. Sometimes this isn’t all that noticeable, the Leviathan’s actions simply have more impact then they should. Other times people are caught fast, trapped in the wake, their lives bound to the leviathan. These are the Beloved. And sometimes the wake ensnares with Hate. The Tribe has chosen a fitting name for these men: Ahab.

There is no precise science to who becomes an Ahab. Sometimes a Beloved snaps; maybe they were ignored or treated cruelly. Perhaps their Leviathan asked for them to sacrifice the one thing they never would. Sometimes it’s not a Beloved at all, a son or daughter joins a cult and their mother gives chase. A Leviathan walking through the wrong end of town is ambushed. His attacker, bleeding in the dust, simply cannot let it go. Sometimes they’ve never met the Leviathan at all; a life is lived in the ripples caused by a Leviathan. He can feel it something dwells in his town but he can’t tell what, feelings grow into paranoia until one day he sees bulging eyes or a webbed hand and it all makes horrific sense.

There are no mechanical rules to say when exactly someone becomes an Ahab, but there are some requirements: Firstly not everyone can potentially become an Ahab, the people who can are the same group as those who may become Beloved. An Ahab’s hatred is the other side of a Beloved’s devotion. Secondly no-one with a supernatural template can become an Ahab. Finally during that fatal moment when a person becomes an Ahab they must be either inside the wake or some telepathic communication with the Leviathan such as the Visages: Piercing the Veil of Slumber or Besieging the Tower of Will. When all the other factors are in place it can take just an instant with a Leviathan to turn someone Ahab.

Powers and Advantages

An Ahab is not truly a supernatural creature, but their madness gives them strength and abilities beyond the average man. Ahabs get the following advantages:

  • When becoming an Ahab either Strength or Resolve increases by one dot.
  • An Ahab can always feel the presence of the Leviathan that created them; they can reliably tell direction and have a vague sense of distance. Once the Ahab gets close, typically the same community as the Leviathan and within its Ripples their sense starts to say “right here”. The final leg of the journey requires old fashioned sleuthing.
  • At short range an Ahab can sense Leviathan’s presence; again this typically requires an Ahab to be within the Leviathan’s Ripples. Ahab’s can tell the number of leviathans present and recognise different Leviathans by their feel.
  • An Ahab gets extra health boxes equal to his Resolve, these are to the right of regular health boxes. When one of these boxes is marked with damage the Ahab may add his Resolve to his next attack.
  • When an Ahab’s last health box is marked with lethal or aggravated and if they were conscious before that box was marked they may make one final, reflexive attack benefiting from 8-again. All-out attack and Willpower may be used. “From hell’s heart I stab at thee”.
  • An Ahab is entirely immune to all psychic abilities possessed by Leviathans.

Going mad and getting better again

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 -2 penalty to social rolls, this dose not apply to other Ahabs and at the storytellers discretion Allies or other long term close friendships may be exempt. This penalty dose not apply to Intimidation.
  • Every scene when the Ahab is not working towards the destruction of a Leviathan they must roll Resolve + Composure - 2. On a failure they are overcome by their madness and will obsessively peruse their hunt. This rises to - 4 if the Leviathan is the one who made them an Ahab.
  • When it comes to selecting a target an Ahab always goes for the Leviathan that created it, they will chase it across oceans if they must. Should their creator be dead then an Ahab may choose their target freely and may change targets at any time. Should an Ahab's creator be dead and it gets into a fight with a Leviathan where neither die, once the fight is over roll the number of lethal/aggravated wounds taken. On a success treat that Leviathan as the Ahab's creator.
  • An Ahab cannot simply keep planning forever, after a while they simply must attack; with allies or alone, with a plan or with a weapon and a prayer. An Ahab can spend up to Resolve days planning and preparing. After that upon waking up each day roll Resolve with a calculative -1 penalty per day. If they fail, ready or not today they'll make their move.
  • After an Ahab successfully kills a Leviathan and if they cannot sense any Leviathans in the area an Ahab's madness may go into temporary remission: Roll the Ahab’s Resolve + Composure.
    • Failure or Dramatic Failure: The Ahab immediately returns to the hunt, they may scour the internet for information or just start walking until they sense something.
    • Success: for one week per dot of Resolve the Ahab’s madness goes into remission: The compulsion to hunt fades but the social penalty remains, this is usually enough to prevent an Ahab from creating any stability but for a brief while they can rest, earn some money and build themselves up for the next hunt. This rest period ends immediately if an Ahab’s leviathan sense detects something.
    • Exceptional Success: The rest period lasts indefinitely unless the Ahab’s Leviathan sense is triggered or they make a conscious decision to return to the hunt.

The Marduk Society

[Picture: a man with a heroic lantern jaw stands on a rock above a dark pool. He is wearing rugged outdoor clothing but it’s ripped and stained with a large bloodstain on his chest. In his left arm he hold a five year old girl who clings to him. A nine year old boy hides behind his legs. This man is clearly pained yet his face shows determination. His right hand holds a slightly cheesy ray-gun pointed at something just outside of view, only a hideous deformed claw can be seen.

The scene takes place within a crystal ball, a old man, almost a skeleton watches dispassionately.]

History

The Wicked Tribe has existed since the primordial, preying on humanity, crushing hopes and dreams as they mould people into slavish worshippers. But one group has said no more! Adventurers! Men of Science! Guardians of the weak and defenders of justice! The Marduk Society!

Well it’s not that simple, it never is. In actuality the Marduk Society harks back to the disciples of Marduk, the sky wizard who drew upon humanities desperation, defeated Tiamat and freed mankind from the shackles of the Progenitors. Marduk taught his magic to disciples, grew old and then died. His disciples turned his back on Marduk’s principles. To preserve their power they betrayed humanity; turned nation against nation, brother against brother, growing powerful on humanity’s despair. To preserve their youth they hunted down those of the Wicked Tribe, gorging on divine flesh, a cancer in the heart of humanity and the greatest enemy of the Tribe.

Actually it’s not that simple either. Marduk’s disciples did betray their mentor and humanity but their claims to be the shadowed overlords throughout history are far less certain. What can be known is that 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. Turning to artifice the disciples crafted powerful tools for their servants so they would not need to teach the secrets of true power. This was the start of a gradual shift away from magic that has been a constant in the society’s history. Today Marduk operatives hunt the Wicked Tribe with submarines rather than sorcery.

The second great shift in Marduk started, according to varying sources, either as early as the 15th Century during the Age of Discovery or as late as the 19th Century. Hiding their motives behind a façade as academics, archaeologists, philanthropists and scientists the Society began to receive interest from actual scholars and charitable gentlemen. At first these idealistic members served as unwitting pawns and cats-paws for the conspirators, but their numbers grew.

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.

The Old Men, Marduk’s original disciples are still there. 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

It wouldn’t be entirely accurate to say that the new breed of Marduk are all jut jawed heroic defenders of humanity, rather this is the ideal they try to live up to. Here one falls, tempted by the conspiracy within Marduk or his own vices. Another armours her delicate idealism beneath bitterness and cynicism while a third drowns the horrors he has seen with drink. Yet here is one who manages to be everything Marduk claims of its members.

Neither are all members are two fisted men of adventure. Marduk employs researchers and engineers to keep itself equipped; academics, genealogists and historians to uncover secrets and track the blood of the Wicked Tribe while social manipulators discredit cults and expose hideous rituals. Many of these are also trained combatants but just as many are not, working in the background as support to there more active field teams.

And the conspiracy isn’t dead yet. As much as thirty percent may still be oppressing humanity or perusing blasphemous studies but mostly they try to pull the strings of their more idealistic peers. Entire cells of idealists may unwittingly play to the script of one or two conspirators but these days more often than not “manipulation” merely means following and waiting for an opportunity to grab some of the spoils.

Sidebar: Hunters

If you've read Hunter: The Vigil you're sure to be asking the obvious question: Yes Marduk is a Hunter Conspiracy but if you don't have a copy of Hunter don't worry. Nothing here requires it.

For those who do own Hunter you may wish to try the following Professions for the Marduk feel: Adventurer (Socialise and Survival), Sailor (Crafts and Drive), Archaeologist (think Indiana Jones: Academics and Larceny), Genealogist (Academics and Investigation)

Committees

The Standing Committee is the gentleman adventurer, hot on the trail of evil in some remote jungle. The shell shocked veteran descending into another suburban temple because someone has to. And sadly, the dark suited face in a crowd with a vial of poison following some decent investigator who knows too much. Members of the standing committee are responsible whenever battle needs to be done.

The Philanthropy Committee are the public face of the Marduk Society. They are the ones donating to museums, funding excavations and archaeological digs as well as the latest in scientific research and putting Marduk’s name on new schools, hospital wards and works of art. They’re also the ones who blacken the reputations of a Leviathan’s cult, send people targeted by Leviathans on all-expenses paid round the world trips and they’re the ones who provide a nigh-impenetrable smoke screen to protect both the Societies justified extra-legal actions and heinous crimes.

The Cross Disciplinary Committee are the back office staff of the Society. They handle the paperwork and finance. Design the new Super Science, run the factories that build it and they’re the ones tracing bloodlines or knee deep in poisoned marshlands digging up relics from before history. Of the Committees they are the least likely to be involved in any actual combat.

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.

Idealist:

Status O: You’ve gone through the training course and are ready to serve humanity. You may purchase Super Science Endowments
Status OOO: The way you carry yourself speaks of your heroic deeds, so long as your Morality is greater than 5 you get +1 to all social roles to encourage or inspire and people trying to blacken your name get a -1. This rises to +2/-2 at Morality 7.
Status OOOOO: You’re an old hand; you’ve faced things blasphemous to reality itself and have the scars to prove it. What hasn’t killed you makes you stronger, refined you to a paragon of humanity. You gain a second Virtue and may regain Willpower from your Virtues twice per chapter.

Conspirator:

Status O: You’ve been inducted to the secrets of the Marduk Society and are on the path to true power. You may purchase Super Science Endowments
Status OOO: You’ve been entrusted with the hidden coffers and spy networks of Marduk. You gain three dots to be placed into Allies or Resources as you please.
Status OOOOO: One of the disciples has taken you on as a protégée, a rare honour. Your gain a four dot Mentor and may be granted magical artefacts to work with. You may purchase the Imbued Item merit (see Mage the Awakening) at New Dots x 3.

Sidebar: The Sky Wizards

How to mechanically represent the disciples themselves? Marduk conspirators are more likely to abandon a hunt than call one of the disciples in personally. (Idealists of course know nothing about them). Therefore if a Disciple appears it should be the culmination of an entire chronicle and it is best to design them around the player's Cohort. Here are some ideas you might like to try.

Biblical themed magic. Leviathans portray themselves as divine and nurture cults of worshippers. Having the disciple summon a hailstorm or descend from heaven like a wrathful god turns what has until now been a human threat into a rival deity. A suitable paradigm shift for the climax.

Take the Cohort out of their comfort zone: If the Cohort have been hunting down Marduk agents the first they hear about the disciple might be when he arrives at the temple doors. If one of you're players dives to the bottom of the sea at the first sign of trouble then strikes from afar with Womb of Terrors and the Dread Champion Evolution then a disciple might part the waters like Moses; this time the Leviathan has no choice but to risk himself fighting personally. By forcing a shift in the players strategy you send a clear message: this isn't just another fight. But do be careful not to block all the strategies, the aim is to make the fight different not to make it unwinnable.

One for one final twist you could make the disciples Atolls.

[Picture: A woman in a straight jacket sits in a padded room, heavily pregnant. A Marduk researcher makes notes on a clipboard]

Endowment: Super Science.

The Marduk Society employs top gun researchers and engineers from all fields, and it has money, lots and lots of money. Combined these allow Marduk researchers to push the boundaries of science crafting new tools to take the fight to the primordial gods. Most Super Science resembles the “raygun” styles of classic science fiction. This is often considered outdated or even cheesy by its detractors, to the idealists in the Marduk Society old science fiction is the product of an era filled with hope for the future and they wear its trappings proudly.

Some Endowments are renewable. At the end of each chapter the device is replaced with a fresh fully charged version.

Sidebar: Super Science and Mad Science

One idea that came up in design is that Marduk was somehow associated with Geniuses, the Mad Scientists detailed in Genius: The Transgression (another fan made game free on the internet). While there is no reason not to introduce such a link in your game Marduk as presented here are not associated with Geniuses.

Utility

Waterproofing (O): This endowment is applied to normal technology to gain complete protection from water. (Super Science is waterproof by default). Many agents take a waterproof bag rather than individually protect every item they carry.
Example. Jackson of the Philanthropy Committee needs proof that a cult practices animal sacrifice and they practice their rituals on a small island in a lake. Fortunately Jackson is a very good swimmer. Using his Resources merit Jackson buys a directional microphone and a high quality telescopic video camera. He then buys the Waterproofing merit twice and marks it on his sheet:
O Waterproofing (telescopic camera)
O Waterproofing (directional microphone)
Jackson is now all set for his swim.
Marduk Wetsuit (OO): A Marduk wetsuit provides 1/1 armour, inbuilt radio, twelve hours of oxygen, can safely dive to 6000 feet yet see clearly. A detachable backpack provides propulsion with an acceleration of 10 mph, a safe speed of 20mph and a maximum speed of 30mph. Checks are made using the lowest of athletics and drive.
Personal Forcefield (renewable OOO): Never leave home without one. This device is about the size of a mobile phone and provides 3/3 armour. The battery life lets it be used for ten scenes after which it must be sent back, the society of course will provide a fully charged replacement.
The Cattle Prod (OOOO): A portable yet powerful electricity generator about the size of a man. This device can send shocks through an entire lake doing one bashing damage every three turns to everything within. It’s not an effective weapon against Leviathans but it’s often effective at flushing them out.
Jetpack (OOOOO): Fresh out of Research and Development Marduk jetpacks are an art deco masterpiece of sleek curves and fins. This device provides both practical transportation and the ability to fight from well beyond the reach of most Leviathans. They’re not yet in mass production, but the society’s membership is just itching to get their wings.
A Marduk Jetpack has an acceleration of 20 mph, a safe speed of 30mph and a maximum speed of 60mph. Checks are made using the lowest of athletics and drive.

Weaponry

Stun Gun (O): Idealists in Marduk hope to rehabilitate rather that kill cultists while conspirators frequently see the value in taking someone alive. A stun-gun is a zero damage (bashing) weapon 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.
Stun Gun Power Cell (renewable O - OOOOO): Each power cell provides 15 shots, the first dot is free to every character who has a Stun Gun.
Dart Gun (OO): Not quite as effective as a Ray Gun but functional underwater. This weapon fires small darts around the size of an arrow head, each dart contains a pressurized air casual that provides acceleration. A dart gun dose 3 lethal and has a range of 100/200/400
Dart Gun Clip (renewable O - OOOOO): Each clip contains 10 shots, the first dot is free to every character who has a Dart Gun.
Ray Gun (OOO): This sleek finned weapon is a convenient blend of power and reliability serving as the weapon of choice among Marduk Agents. It dose 4 lethal (9 again, fire) damage and for something the size of a pistol boasts shocking range: 200/400/800.
Ray Gun Power Cell (renewable O - OOOOO): Each power cell provides 20 shots, the first dot is free to every character who has a Ray Gun.
The Evaporator (OOOO): Micowaves work by heating water, a useful trick assuredly but it took the top experts at the Marduk Society to create this misnamed miracle of science. The Evaporator doesn't evaporate or even heat water, it changes it. Subtlety and temporally, but enough to disrupt a leviathan's connection to the Primordial Sea. The evaporator is a one damage dish and backpack array with a range of 20/40/80. The agent rolls like any normal weapon, if he hits a Leviathan it may be contested by Stamina + Sheol. If the Marduk agent wins the roll every additional success prevents the Leviathan for spending Ichor for one turn. Multiple shots do not stack.
Evaporator power cells: (renewable O - OOOOO): Each dot in this merit provides one ten-shot power cell for the Evaporator, the first dot is free to characters that possess the Evaporator.
“Plan B” (OOOOO): “Plan B” is the Marduk nickname for their orbital death rays. Purchasing this Merit dose not mean a character owns a dedicated kill-satellite. Instead it means they have authorisation to order one strike per story. A Satellite Strike cannot target anything smaller than size 30, but a direct hit dose 40 automatic successes of aggravated damage. It also requires a satellite to be in position, which may take between one to twenty four hours. Firing at a moving target is possible but requires constant monitoring until a satellite is in position.
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.

Information

Concealed Technology (O): This endowment allows any item of technology (including other Super Science) to be entirely disguised as another item. A Ray Gun 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.
Truth Serum (renewable OO): A syringe with one dose of truth serum. Using this requires that the victim be restrained and is a contested Dexterity + Medicine vs Resolve + Supernatural advantage. Every additional success for the user reduces the Victim’s subterfuge skill by one. If it is reduced into negatives all subterfuge rolls automatically become a chance die. Effects last one scene.
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.
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.
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?

What keeps super science from going public? Well who's to say it won't? Marduk has a lot of money, it has to come from somewhere; with such a large research budget selling technology makes sense. Take a look at the consumer electronics you're using, how much of it would have been “super science” ten years ago?

[picture: The Destruction of Leviathan with god replaced by a Thunderbird 2 like aircraft. Twin laser beams pierce leviathan's hide]

Rift Creatures

Hoard

The Rift dwellers known as hoards are believed to be the echoes of greed and jealousy; the desire to possess something not just because you value it but also to prevent another from enjoying it. These creatures are not exceptionally strong and are always found guarding something of value, consequently spotting one normally heralds a successful trip into the Rift.

In appearance hoards are a variable lot, but one feature remains constant: a hoard is always big enough to physically cover and protect its treasure. Many tentacled octopuses, treasure embedded in coral or formless cytoplasm have all been reported.

Power 3 Finesse 2 Resistance 6
Size (usually) 10
Health 16
Willpower 9
Speed 5
Initiative 8
Defence 3

Compulsion: A Hoard cannot abandon its treasure, so long as it possesses its treasure it's immobile. This also prevents it benefiting from its Defence.

Weapons:
Tentacle 2(b). Roll 5 dice.
Poison spray: Roll Power + Finesse to hit. On a hit this is a Toxicity 5 poison.


Pilot Fish

Its not known exactly what creates Pilot Fish, but conflicting instincts to defer to a stronger Leviathan and to overthrow it forms a popular theory. Another proposes that Lemashu cultists are the ultimate source. Whatever the cause Pilot Fish – which are not actually fish, they're a form of barnacle – are usually found at the third Depth; the first a Leviathan is likely to notice is the feeling of a good hard massage when a colony starts growing from their body from this point Pilot Fish begin their unusual symbiosis.

Pilot Fish are associated with a skill, usually something timeless and grant a +2 bonus to that skill however they also offer “advice”. When they spot an opportunity for the Leviathan to acquire power, be it monetary, knowledge or the death of a rival, they'll point it out. Sometimes this is just genuinely good advice but often this is self destructive. A short term gain based on betrayal that loses a long term ally or a violation of Tranquillity. When this happens ignoring the Pilot Fish requires a successful Resolve roll or a point of willpower.

Fortunately getting rid of Pilot Fish is exceptionally easy, physically they're laughable and are entirely powerless to resist a Leviathan who wishes to remove them.

Power 0 Finesse 3 Resistance 1
Size 1
Health 2
Willpower 1
Speed 0
Initiative 4
Defence 0

Compulsion: Pilot fish cannot betray their host, though its a matter of constant debate whether they actually want to harm their host or just give bad advice they cannot actually act against a Leviathan. Their only tactic is poisoned advice.

Idols

Idols are found in the shallows; formed of a contradictory mixture of pride and self loathing Idols resemble religious images. A single wall of a church with elaborate stain glass windows, gold plated statues and crude stone idols. Naturally the images all show Leviathans, often smiting their enemies or reviving worship. Each idol however is run through with flesh filled cracks leaking puss, squirming maggots or sinuous tentacles.

Idols are reasonably intelligent and usually know a thing or two about the local area which they're willing to share with anyone who appeases them with sufficient flattery. This isn't so simple as an Idol broadcasts its emotions around it leaving visitors both disgusted at the idol and too proud to praise it. A Resolve + Sheol roll or a point of willpower can overcome this effect.

Power 3 Finesse 3 Resistance 5
Size variable
Health variable
Willpower 8
Speed 6
Initiative 8
Defence 3

Compulsion: An idol cannot refuse a request from one who sufficiently praises it.

Weapons: Psychic assault. 6 - Resolve dice. Successes remove points of willpower before causing bashing damage.


Hierarchs

A Hierarch is found at the second depth. Physically they resemble Leviathans, often Dagonites, although they tend to be simpler than the clashing mix of forms often found in the Tribe. Each hierarch stakes out a territory which may be a few miles to a mere hundred feet in diameter. Within their territories they play out an eternal metaphor of the Tribe's instinctual drive to procure worship: Dolphin like “cultists” form within a hierach's territory. Initially they're scared of the hierach but as it attacks them causing lasting and gory wounds, they become more and more fanatical in worship. Eventually the hierarch or another cultist will kill them outright and the cycle begins anew.

A Leviathan who defeats a hierach may choose to turn against their cultists, this gains them one point of Ichor an hour in addition to the Rift's normal provision. This is not a tranquillity sin, a fact which many of the Tribe's philosophers find rather unsettling.

Power 4 Finesse 2 Resistance 5
Size 7
Health 12
Willpower 9
Speed 6
Initiative 7
Defence 4

Compulsion: A hierach is compelled to attack any intruders, which is to say anyone, in its territory.


The Sacrificed

Some things that call the Rift home are not simply relics of a time before time or the dreams of Leviathans, some living, others long dead; no, some things where once human. The Sacrificed are one example of these creatures.

All Sacrificed share one thing in common: they were all Beloved who where sacrificed against their will at the behest of their Leviathan. Although many Beloved would gladly jump at the chance to die for their god, sometimes a moment of clarity will come to a Beloved at their moment of death. The pain and regret felt would usually lead to the formation of a ghost, but such a kind fate is not meant for one of the Sacrificed. No one knows for sure what makes this transition different, though many theorize that a combination of lingering devotion and the power of the ritual itself may weigh the nascent ghost down and force them to sink into the Rift.

Most Sacrificed are found in the Shallows; these are also the youngest. At this level, they all show the cause of their death along with a drowned or waterlogged appearance, but as they get older and sink deeper, they begin to become… stranger.

a Sacrificed is a ghost and built similarly with the following exceptions:

A Sacrificed lacks anchors. Sacrificed have no need to manifest in the Rift as they are already physical and are only bound in their movement by their depth. A Sacrificed does gain a point of essence every 24 hours and may consume ichor to regain essence if they have the opportunity. As a Sacrificed may interact normally with other things in the Rift, they may physically attack anything else they come across.

A Sacrificed cannot be freed from their fate through having their unfinished business taken care of, only through destruction. Mercifully, a Sacrificed can be destroyed through the loss of Corpus.

A Sacrificed may not change the Depth they are at, although they will sink deeper as time passes.

The Sacrificed are immune to the effects of the Wake, although they do seem to be drawn to it. Usually when confronted by a Leviathan, a Sacrificed will scream prayers and praise towards the Leviathan as they attack it. These words usually come out as an incoherent gurgling noise unless the Sacrificed possesses the Ghost Speech numen.

A Sacrificed will slowly take on the qualities of other beings native to the Rift as he drifts to a deeper Depth and grows in insanity. This can be represented by granting them the Aspects of a Hybrid.

Sample Sacrificed

Glub, glub, gurgle

Power 1 Finesse 2 Resistance 2
Size 5
Corpus 7
Willpower 2
Speed 13
Initiative 3
Defense 2
Virtue: Faith
Vice: Wrath
Morality: 2
Numina: Animal Control (Dice Pool 3), Phantasm (Dice Pool 3), Terrify (Dice Pool 3)

Weapons: Ceremonial dagger – Power + 1(L) (Dice Pool 2)

Note: Almost all Sacrificed are violently insane, and this become truer the older they get.

Other Threats

From well armed humans to powerful marine life, the threats that Leviathans face as diverse as anything under the sun. Below are fully statted theats that your Cohort may encounter.

Somalian Pirate

We don't consider ourselves sea bandits. We consider sea bandits [to be] those who illegally fish and dump in our seas and dump waste in our seas and carry weapons in our seas. - Sugule Ali, Pirate leader

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

Size 5
Health 8.
Speed 10
Willpower 6
Defence 2

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)

Other Merits: Resources 2 Contacts 2 (Fences, Suppliers) Allies 1 (Pirates) Allies 1 (Informants) Barfly 1

Saltwater Crocodile

Intelligence Neg., Wits 2, Resolve 1, Strength 4, Dexterity 2, Stamina 5, Presence 4, Manipulation 1, Composure 2

Skills: Athletics 2 (swimming), Brawl 2 (Grapple), Survival 3, Stealth 2 (Camouflage), Intimidate 2

Merits:
Strong Lungs (As per book)
Specialized Heart: Due to their (possibly unique) circulatory system, Crocodiles can hold their breath for the listed duration even while in combat. Out side of combat, Crocodiles can hold their breath for up to 8 times the listed duration.
Strong Jaws: Crocodiles double their strength on any test involving closing or keeping their jaws closed.
Grappling Jaws: If a Crocodile scores more successes with a bite than their opponent’s defence they can reflexively roll to grapple.
A Burst of Speed. For the first turn of a chase a crocodile may triple its speed.

Willpower: 3
Initiative: 4
Defense: 2
Speed: 2 on land, 6 in water.
Size: 7
Armor 1/0 (thick hide)
Health: 12
Weapons/Attacks:
Bite 2 (L) roll 12 dice
Deathroll 4(L) roll 14 dice. Stun. Requires that a target is in a grapple.

Special: If a crocodile does enough damage to cripple a limb, then at Storyteller discretion , there is a chance the limb has been torn free, and what is left prey is now free to run (or crawl or hop or whatever it can still manage to do) away.

Campaign Types

Mystery Archeology - Exploration

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.

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.

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.

War is Hell – The Pacific Theater

The Pacific Theater of World War II was one of the largest battlefields in the history of mankind. The war was a continuation of the Sino-Japanese war and started with the Japanese invasion of French Indochina, Hong Kong and most of Southeast Asia. After that, and especially after the attack on the American base at Pearl Harbor, most of the war was «island-hopping»: a bloody, close-quarters conquest of island after island, parcel after parcel.

It is also one of the most complete war experiences you could wish to relive, using as it did the full extent of navy, air force, marines, infantry, armored vehicles, artillery, spying, insurgency and counter-insurgency, communications and cryptography available at the time, culminating in the only offensive uses of atomic weapons in the history of mankind. Conflict abounds in such a period, from full-fledged battle to black ops, submarine pursuit, spying operations, to smuggling and law enforcement. It's a world of death, blood and fire, and Leviathans are right at home in it. It is also a world where mortals are armed and can pose a great threat to what they may perceive as experimental weapons of the enemy. It's also a time of contrast, especially when comparing the simple lives of local populations with the gigantic and byzantine machinery that is a marching army.

There are two great thematic ways to use this period. The first is to take inspiration from the pulp literature of the time. Pulp means that things are simple, but it doesn't mean they are light-hearted. In it, men are men, women are fatally dangerous, criminals are without remorse, and death is cheap. Great terrifying monsters lurk in the jungles, which are full of degenerate natives twisted by the unholy abominations they worship. Whichever side of the war you are on, those on your side are good-hearted and brave, while the enemy is cowardly and treacherous. It's an opportunity for Leviathans to experience their monstrous puberty by conquering their fear and growing wise with the world, although more than probably jaded and cynical.

The other option is to take a cue from more recent drama and scholarship, showing that the war was essentially a place of lost moral compass. The Japanese are renowned for the atrocities they committed on the civilian and POW populations, but the Allies (American, British, Dutch, Australian, Philippine, and even a few Free French) were hardly blameless either. Some of the commanders were renowned for their massive ego that led them to tactical and strategic blunders costing thousands of lives. Here, a Leviathan can use the Wake to inspire fanatical devotion in the troops he leads and utterly crush the spirit of whoever opposes them. It's a world of unchecked opportunity for domination and violence, and only conscious moral choices can bring you back from the brink.



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