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.»

Contents

Chapter 5 : Storytelling and Antagonists

Antagonists and Related Characters

Our Family

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 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: Typhons are wild animals following atavistic instincts, Deep Ones have more nuanced goals but they're usually trapped in the Rift. Other Leviathans however have the same needs: Access to large bodies of water, impressionable or well placed humans to serve as Beloved, Heirlooms and other pieces of Tribal history, the attention of Atolls. A careful Leviathan can avoid conflict with a Typhon or Deep One but the only way to avoid another Leviathan is to give up on something you want.

Neith

Attributes: Intelligence 3, Wits 2, Resolve 2(4), Strength 3(5), Dexterity, 3 Stamina 4, Presence 2, Manipulation 3, Composure 1

Skills: Medicine 2 (Parthenogenesis), Occult, Athletics 1 (Swim), Brawl 3 (Grapple), Stealth 2 (Her Cave), Survival 1, Expression 3 (Singing), Intimidation 2.

Strain: Oceanus
School: Clay
Sheol: 3
Virtue: Justice
Vice: Pride, Lust
Defence: 2
Tranquillity: 3 (Obsessive Compulsion [Large worms visibly crawl under her skin], Megalomania [Hair is made from ropey strands of murky rainbow coral])
Health: 12
Size: 5
Speed: 11
Initiative: 4
Willpower: 5

Channels: Lord of the Sea, Incubation of the Second Self (Fast Growth 2, Opportunistic Parasitism 4), Womb of Terrors (Reflexive Genesis 3), The Hydra's Rebirth (Dread Return 3), That Hideous Strength (Rightful Place), Mind in Motion (Mind over Matter 2), Mortal-Devouring Armory, Stalker's Shifting Hide, Indomitable Solipsist-Tyrant, Call of the Depths (Song of Madness 2), Besieging the Tower of Will (Mind Blast 2), Piercing the Veil of Slumber.

Other Merits: Cult (Numbers 3, Zeal 3, Fervour 4, Home Turf 1 – Her Cave, Old Hands 3 (Kidnapping), Danger Sense 2, Iron Stomach 2, Striking Looks 2, Mandate of Babel 1, Temple (Size 2, Amenities 1 [Armoury], Security 1), Vicious Strain 1.

Background: Once Neith was normal for a Leviathan, who after learning of her heritage decided to find a quiet seaside town to become its goddess and queen. In this she was ruthless and effective, her Beloved occupied important political, professional and social positions. Neith's rule was hidden but absolute and all felt its touch.

Without a goal to occupy her focus Neith turned to indulging herself. Her fiefdom became a buffet of vices to satisfy its unholy mistress. As Neith pushed her cult to greater depravities both her and her Beloved began to degenerate. In their failing mental state the Cult of Neith began to lose its grip over the town. Seizing the advantage a cabal was formed under the leadership of Miles O'Hara, a police sergeant who overthrew his Beloved superiors, Dolly Peel, a retired fisherwoman whose knowledge of old sailors tales were an invaluable source of information, and Don Barks, a businessman and avowed atheist whose refusal to join the Cult led to threats and legal thuggery against his business and employees.

With O'Hara's armed police, Peel's knowledge and Bark's funding Neith's Cult was forced out of town and are now forced to hide in a sea-cave where only their Goddess' presence has kept them safe. Ironically this defeat has refocused Neith, curbing her excesses and returning some of the competent strategist she once was. What it didn't do was restore any measure of her sanity, Neith is compelled to procreate and demands a surrogate mother every few days. Neith's Beloved seek victims lest they be chosen while O'Hara's men and their allies patrol the night.

There are signs that the endgame is approaching. Neith has begun aggressive recruitment through her powers of Sanctity while among her opposition two new figures have risen to prominence: Julia Thatcher, a shopkeeper who's earned repute for fearlessness, skill in battle and advocacy of all-out attack before Neith regains her strength. Perhaps more significant is the addition of Howard Ward, a local doctor and self taught specialist in removing Neith's eggs (at least those that were found). Working alongside Dolly Peel and Mary Carter, a librarian, he has begun studying these eggs and has amassed a quite impressive collection of notes.

Description: Neith usually remains in her Apotheosis, which resembles an enormous frog with irregular clusters of transparent scales, patches of bright yet mucky coral and dozens of unblinking eyes. Any Cohort who crosses paths with Neith is likely to encounter at least one of her eggs, these take the from of surprisingly solid jelly swarming with tadpoles that fight and devour each other.

Storytelling Hints: Upon arriving at Neith's former dominion the first question the Cohort will have to ask themselves is whose side they are on? Neith is a monster in the worst sense of the word, a cruel tyrant that has undoubtedly abused the trust of her Beloved, outright ruining their lives, but she's family. On the other side the humans are armed, organised and they certainly don't want another Cult moving in. Even those not in the know, even those who outright refuse to face the uncomfortable truth know that you tell O'Hara before turning your back.

The Cohort may wish to remove Neith quickly before any more knowledge of the Tribe gets out, this will probably require an alliance with the town, since at this stage it is unlikely they will have the power to fight an entire cult themselves. Alternatively the players might show a little family loyalty, Neith is even less likely to trust other Leviathans and simply helping her is a only a short term solution. She didn't do so well at rulership last time and that was before she acquired severe derangements. Helping Neith might look more like staging an intervention and that brings us back to the problem of her aggressive Cult.

With a little tweaking this setup can be used for players who are disinclined to get involved in the struggles of others. Simple add some collective criminality and guilt and you have a self isolated town that's already been “broken in” as it where. All the players have to do is remove both sides before settling in. Depending on how many of Neith's eggs had been found by Dr. Ward, there may be a lot of Neith's children around. For players interested in expanding their cult with Lahmasu this turns Neith into a valuable resource. Players who care more about their genetic lineage than just Lahmasu servants could still make use of Neith by using the Hyperparasitism Adaptation on her Eggs but this is a serious Disruption of Tranquillity.

Typhons

When a Leviathan gives into base urges and monstrous abuses of power without self-restraint, degeneration eventually strips him of both his human and divine natures, leaving only the beast behind. These unfortunates are called Typhons by the Tribe. Their degeneration leaves them locked in their transformed shapes, unable to interact with the human world, while their sundered minds are overcome with atavistic urges. Typhons show little restraint beyond what is necessary to survive, and pose a colossal threat to communities near their lairs, devouring sailors and destroying boats.

Becoming a Typhon: Falling into the Storm
  • When a Leviathan becomes a Typhon the following changes occur: Firstly, the Typhon loses his faculties of reason. Mark "neg" next to Intelligence, unlike a 0 in an attribute (WoD Core: p43) an attribute marked as negligible can be rolled but the character gains no dice from that attribute. Don't remove the Typhon's Mental Skills but treat them as zero for any purpose other than activating Channels, the -3 unskilled penalty applies as usual. Channels which provide a bonus to Intelligence or Mental Skills will provide extra dice when a Typhon attempts to activate a Channel but not in any other situation. Typhons never benefit from 10-again, 9-again, 8-again, rote actions or similar modifiers when using Intelligence or a Mental Skill. Just in case it wasn't obvious: a Typhon, or any animal with negligible intelligence cannot be trained.
  • Secondly, the Tyhpon gains two new Specialties to represent the development of bestial instincts. They also use the higher of Dexterity and Wits for Defense, just like a wild animal would.
  • Thirdly, the Typhon loses the ability to benefit from its cult. Rituals won't function and it gains no Ichor from worship. The Cult may remain for a while but their god sees them no differently from any other human.
  • Finally, as a Typhon degenerates into base instincts, its Strain comes to prominence. Typhons follow recognisable behaviour patterns based on primordial instincts, each Strain gets two Impulses that govern its every move. Succeeding in a minor Impulse gains one point of Willpower as though the Typhon had fulfilled a Vice and a major Impulse restores all Willpower as though the Typhon had fulfilled its Virtue.
Strains of Typhons
  • Bahamutans tend to be passive Typhons, dwelling in deep sea trenches or remote lakes. They can and often do go centuries without activity but when their lairs are threatened or sufficiently provoked their wrath can be apocalyptic. Their Minor Impulse is territorialism, they regain Willpower by driving others away from their Lair. Their Major Impulse is vengeance, they refill their Willpower by raining devastation upon those who offended them.
  • Dagonites have given in entirely to their reproductive urges. They care nothing for consent or even supporting their brood, only the act of reproduction matters. A Dagonite who can reproduce asexually may never seek other beings at all, but even in this case they can be dangerous, for the area surrounding a Dagonite's lair is soon frequented by all manner of feral Lahmasu. A Dagonite's minor Impulse is to create a child, fulfilled upon conception. Their major Impulse is to protect their children until birth, every ten children born or hatched fulfils this Impulse. After hatching a Dagonite's spawn are left to fend for themselves.
  • Lahamin Typhons are rarely seen or heard but their actions are often felt. The Lahamin watch safely hidden on the seabed or other remote areas, only surfacing to inflict spite driven vengeance on those they envy. Even then they act through stealth and ambush. A Lahamin fulfils its minor Impulse when it hides from a threat and its major impulse when it ruins someone's life without directly harming them.
  • The spawn of Nu are the most alien of Typhons. Though their Impulses push them to immense feeding their habits are driven by the weather rather than any sensible hunting strategy. A Typical Typhon of Nu's Strain will respond to a growing storm by making a hurricane and a waning storm by dispelling it entirely. If it's lucky the turmoil will leave dead food scattered upon the sea. A Nu fulfills its minor Impulse when it magnifies an existing shift in the weather and its major Impulse when it feasts.
  • Oceanids are driven by the need to dominate others. They don't actually need to do anything with their victims, being in a position where they could do anything is enough. The image of the Sirens, whose song kept sailors enthralled until they starved, is closely associated with Typhons of Oceanus' Strain. Their minor Impulse is to dominate a human, their major Impulse is to dominate a “hero”, defined as anyone trying to and having a chance of dominating (i.e. killing) the Oceanus in turn.
  • The Tanninim make the least subtle Typhons. Their urges are simple, once a Typhon has chosen a sinner for some unknown crime it will pursue him across oceans and finally devour him. A Tannin regains willpower when it pronounces judgement on – that is, kills – a sinner. If the sinner fights back that's all the more satisfying: The Tanninim's major Impulse requires that the sinner and perhaps allies were able to show effective but eventually futile resistance.
  • Thalassans are driven by boundless greed to amass ever growing hoards. These hoards can consist of anything that requires some amount of effort to collect, from whale bones to bric-a-brac taken from smashed ships. Most Thalassans will add any available Heirlooms to their hoard no matter how out of place they would be. Thalassans fulfill their minor Impulse when they defend their hoard and their major Impulse when they make a significant addition.
Kraken

Attributes: Intelligence neg, Wits 2, Resolve 3, Strength 3(5), Dexterity, 5(6) Stamina 5, Presence 3, Manipulation 1, Composure 2

Skills: Athletics 3 (Swim), Brawl 4 (Grapple, Against Ships), Survival 3 (Ocean), Intimidation 2.

Strain: Thalassan
Sheol: 5
Armor: 4/3
Defense: 9
Health: 38
Size: 30
Speed: 18
Initiative: 7
Willpower: 5

Channels: Uncrowned Fisher King, Magnanimous Host to All (Brawl, Athletics), The Hydra's Rebirth, Fluid Icon of Grace, That Hideous Strength (God-Hurling Sinews 5), Overpowering Strength of Titans (Undertow 4), Many Flowing Limbs, The Tyrant's Privilege, Mortal-Devouring Armory (Rending Claws 2, Gaping Maw 2, Savage Focus 1), Lifeblood of Titans (A Mountain Walked 5), Flesh of the Progenitors (Adaptation to Harm 2), Vigor of Protean Kings.

Other Merits: Direction Sense 1, Iron Stamina 3, Iron Stomach 2, Quick Healer 4

Background: The Leviathan who would one day be known in legends only as The Kraken once followed the School of the Reef. It was her duty to guide cousins across the oceans and guard them from the ships of whalers, navy or far more likely the Marduk Society. As the years turned, wooden ships became iron and iron men became stronger yet, defeated and broken she was driven to the deepest parts of the ocean. Separated from any sort of contact for centuries she forgot everything and became The Kraken.

Description: The Kraken is mostly as recorded in myth. Colossal in size: matching naval frigates and more or less a giant octopus. In Apotheosis mortals have trouble remembering the finer details of a Leviathan's appearance so feel free to make embellishments: Perhaps its suckers each contain a small biting mouth or maybe there is row after row of serrated teeth behind its beak.

Storytelling hints: As a Thalassan, the Kraken impulsively collects pieces of ships and sailors' possessions in a massive rotting hoard at the bottom of the ocean. She's been quiet for decades, her urge to collect suppressed by her survival instinct and the growing danger of ships. The most obvious way to include the Kraken as an Antagonist is making her have something the Cohort wants. Heirlooms perhaps, but she could just as easily have made her nest near a sunken ruin the Cohort wishes to explore and dislikes rivals getting too close.

Alternatively the Kraken's reappearance after decades or centuries could be the catalyst for the actual plot. Perhaps one or more of the players is part of the hunting party going after it and must contend with tribal politics and divine egos in addition to the Kraken's combat ability. Maybe the Kraken's reappearance is the result of a failed Marduk attack and some highly incriminating technology (even the most idealistic Marduk member knows their weapons program is extremely illegal) remains in a scabbed wound. Now the two ancient enemies find themselves as uneasy allies hunting the Kraken before the navy catches her and exposes both of their secrets. To truly mix things up maybe an Ahab hunting Kraken is the only person who can reliably find her in the huge ocean.

Deep Ones

When a Leviathan abuses the power of the Wake and the trust of her Beloved, degeneration causes her divine aspect to grow until it eclipses both her human and bestial natures. Locked into her most glorious and terrible form she becomes a Deep One, following incomprehensible and contradictory goals that change with the Currents of the Tempest.

Without his human and bestial natures to act as an Anchor, a Deep One is overwhelmed by the Tempest. Deep Ones follow numerous goals called Currents; individual Currents bear no relation to each other or an overarching goal. Quite the opposite: Often two Currents oppose each other. A Deep One draws most strongly from the part of the Tempest which corresponds to his own Strain. This leads to somewhat standard behaviour patterns and proportionately more Currents from their Strain's Vice. Not all Currents are completed; they appear and vanish with the flow of the Rift. Normally this is a slow process – some Currents remain for decades – but on occasion a Deep One draws from the most tumultuous parts of the Tempest, gaining and losing Currents over minutes. In this state the Deep One is effectively paralysed. Some theorise that this is the usual state of a Deep One, and if it were true, then without drawing attention to themselves Deep Ones could remain unnoticed in deep seas and at the bottom of the Rift for a very, very long time.

Becoming a Deep One: Unity with the Storm
  • Each Deep One gains six minor Currents, two major Currents or one major and three minor Currents. More if the Storyteller desires. Each Current is a specific objective based on a Vice and a Deep One always has at least one but usually more Currents based on their Strain's associated Vice. Completing a minor current earns a point of Willpower while a major Current refills the entire Willpower pool when completed. Even the crudest Vices such as Wrath or Gluttony rarely create Currents flowing towards cheap instant gratification. Lacking their impulsive bestial nature Deep Ones tend to achieve their objectives through careful planning at best and tangled webs of intrigue at worst.
  • Deep Ones cannot regain Ichor through Havoc, it is the bestial nature of a Leviathan which seeks satisfaction through instant gratification and pointless violence.
  • A Deep One's greater connection to its divine aspect makes them unparalleled in leading their Cults. Upon becoming a Deep One, increase your Cult's Zeal by one.
  • Finally when a Leviathan becomes a Deep One, roll Resolve + the lower of its Cult's Numbers or Zeal. Unless the Deep One gets a number of Successes equal to its Sheol, it immediately travels to the nearest suitable source of water and enters the Rift. Few Deep Ones maintain their footing on the Shore as the Tempest floods through them but after the initial surge many seek a way to return which requires powerful Rituals.
Strains of Deep Ones
  • 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 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 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 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 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 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 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

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 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

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.

Strain

Each Strain of Leviathans births a line of Hybrids that it claims as it's own. These lines are called Lemashu and tend to be more stable than regular Hybrids, both in that their Mutations follow more predictable lines and in that they are spared the worst effects being a Hybrid has upon the body and the mind.

The first Mutation acquired by a Lamashu is set by their Strain.

  • Abuu, born of the Dagonites: Brother to the Fishes (OOOO)
  • Alphestes, born of the Thalassans: Increased Strength (OOOO)
  • Gibborim, born of the Tanninim: Natural Weapons (OOOO)
  • Gugal, born of the Bahamutans: Increased Endurance (OOOO)
  • Heqen, born of the Nu: Diving into the Tempest (OOOO)
  • Mahhu, born of the Lahamu: Prophecy (OOOO)
  • Pelopsids, born of the Oceanids: Increased Resolve (OOOO)
Mutations

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 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.

Sidebar: Genetic Mayhem, an Optional Rule

The most powerful Hybrids are the ones with the most mutations. But surely the most mutated Hybrids would have a host of disorders as well as their abilities. There are two ways to represent this, both should not be used for player characters unless the gaming group is confident they can manage them.

The first and simplest is to give an extra flaw to Hybrids and Lemashu every time their Depth decreases. At the Storyteller's discretion this may be tempered with a new Mutation (O – OOOO), each dot allows the player to remove one genetic Flaw. This Mutation either is Universal Affinity or goes under Vitality, Storytellers choice.

The second is to allow players to take as many additional flaws as they want. The first additional flaw grants experience as usual. Extra Flaws – which must plausibly be the result of genetics – provide “genetic experience” which can only be spent on Mutations. The advantage of this system is that not all Hybrids or Strains of Lemashu are noted to be equally healthy, a fact which for simplicity's sake is not represented in the mechanics. As for what happens when a player has run out of room for Mutations but still has Genetic Experience: sadly that experience is useless, no one ever said genetic disorders were nice.

Depth

All Mutations affect a Hybrids appearance. To represent this Hybrids have Depth, Hybrids use the same scale as Leviathans but suffer slightly smaller social penalties: Treat everyone as Atolls. Unlike with Leviathans a Hybrid's Depth does not govern the extent of their powers or provide a free increase in size. Some Mutations are given a minimum Depth, this is not because a Hybrid with at a shallower Depth isn't "powerful" enough, but because that Mutation cannot pass as any more human than the Mutation's listed Depth.

A Hybrid's Depth is defined by the number of dots they have in Mutations and is ranked from one to five: No Hybrid ever has human form or Apotheosis. Depth in turn sets a limit on a Hybrid's Intelligence and the likelihood of it being non-sapient. The stability of a Lemashu's genetics over a Hybrid provides a measure of protection. For the purposes of Intelligence and sapience assume a Lemashu has a Depth one step closer to human.

DEPTH MUTATION DOTS INTELLIGENCE MAXIMUM SAPIENCE
1 1 to 10 5 Always
2 11 to 15 4 Always
3 16 to 20 3 Mostly
4 21 to 25 2 Rarely
5 26 to 30 1 Never

Hybrids can and often do reach lower Depths over the course of their life but a Hybrid never loses their mental faculties, those are defined at birth. A Hybrid with Intelligence 4 simply will not gain an 16th dot of Mutations and similarly a Sapient Hybrid cannot reach Depth 5.

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

Universal Affinity

Deep Eyes (O): The Hybrid suffers no discomfort from keeping their eyes open in even the most polluted or diseased waters. So long as they are below the surface they can see comfortably providing there is a trace of light.

Gills (OO): The Hybrid can comfortably breath underwater and can keep their eyes open with no discomfort if the water is reasonably clean.

Superior Lungs (O - OO): The Leviathan adds 2 to their stamina for the purpose of holding their breath At two dots this becomes three and they no longer lose air faster because they are in combat.

Awareness

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 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. Drawback: The Hybrid has sensitive ears, when exposed to loud sounds roll Stamina with a penalty based on the volume. On a failure you get -2 to all actions and -4 to Perception for as long as the noise persists.

Empathetic sense of smell (OOO): The Hybrid may make Wits + Empathy rolls to smell emotions. This sent is interpreted by the brain as an Aura. Normally this roll is uncontested but supernatural abilities may provide protection as will entirely airtight clothing.

Prophecy (OOOO): The Hybrid selects a person, object or location they can see clearly, pays one point of Ichor and begins an extended Wits + Occult roll. Every roll is equivalent to thirty minuets of serene mediation or thrashing fever dreams. Prophecy provides sensations that give a hint of the most “important” event to affect the subject within a time frame governed by the number of successes: 2 successes gives seven minuets, 4 successes gives seven hours, 8 successes gives 7 days, 16 successes is the maximum and offers seven months.

Elements

Child of the Waves (O or OOO): The Hybrid gets 9again on Athletics rolls when in the water, at three dots: 8again.

Diving into the Tempest (O, OO or OOOO): The Hybrid can willingly enter or exit the Tempest at a Gatewater. To do so she must spend a point of Ichor and roll Occult + Survival. At two dots the Hybrid can sense the presence of a Gatewater in Depth*10 miles by spending a point of Ichor and rolling Wits + Survival. At four Dots they may enter and exit anywhere a Leviathan could. Without a Leviathan to carry them Hybrids can never go deeper than the Shallows.

Home in the waters (OO): The Hybrid gets 9again on Survival rolls when outdoors in an area with large amounts of water.

Smell of Salt (O): The Leviathan can make a Wits + Survival roll to instinctively know the direction of the nearest large body of water. This Mutation will not locate water that is indoors or underground.

Weatherproofing (O to OOO): Each dot in Weatherproofing gives the Hybrid one dot of armour against the effects of weather and reduces situational penalties caused by rough weather. This applies both above and underwater, such as when swimming against a strong current.

Chill of the Soul (OOO) : When the Hybrid in a area that is cold enough for snow to form, she can manipulate the humidity to his advantage. To do so she must spend a point of Ichor and roll Wits + Survival. At most he can from simple machines like a spears or a ramp. Anything more complicated like a pulley is impossible

Fecundity

Blood is thicker than water (OO): The Hybrid has a natural instinct for working with it's own kin. They gain 9again on Teamwork actions and at the storytellers discretion on other group actions such as Stealth rolls to set up a coordinated ambush. To gain this bonus the Hybrid must have shared a working relationship for around a month, or a communal living for a weak. With blood relatives reduce this to a week and a day respectively.

Brother to the Fishes (OOOO): The Hybrid can command non-sentient animals of Size 5 or less to do it's bidding. They use Animal Ken in place of Social Skills and the animal may resist with Resolve + Power Trait. Animals will not perform blatantly suicidal actions.

Fast Healing (OO or OOO): The Hybrid may spend a point of Ichor to heal a dot of bashing damage. At three dots they may spend two points of Ichor to heal a point of Lethal damage.

Might

A burst of speed (O): The Hybrid adds five to their speed for the first turn of a chase or combat. On subsequent rounds they may spend a point of Ichor to benefit from this Mutation again.

Bestial Vandal (OO): The Hybrid gains 9again when attacking inanimate objects.

Increased Strength (OOOO): The Hybrid gets 9again on Strength rolls.

Leap from the Depth (O - OOO): The Hybrid adds (2x dots) feet to the hight and (4x dots) feet to the length of all jumps.

Natural Evasion (OO): The Hybrid has Defence equal to Dexterity even if their Wits is lower.

Predation

Camouflage (OO): The Hybrid gets 9again on Stealth rolls.

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 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.

Sharks Skin (OO): The Hybrid gets +2 to damage opponents in a grapple and +2 to escape a grapple due to shark like skin, protruding spines or venomous stingers.

Sanctity

Increased Resolve (OOOO): The Hybrid gains 9-again on Resolve rolls.

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.

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.

Voice of the Mind (OO): For one Ichor the Hybrid can telepathically send a message who's meaning can be summed up in twenty words or less. Only Leviathans, other Hybrids and at the storytellers discretion non-Tribe psychics can receive these messages.

Vitality

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 Size (OO or OOOO): The Hybrid gains +1 or +2 to size. This is a cheaper alternative to the Giant merit and the two should not be combined. Other sources of increased size may be considered at the storytellers discretion.

Poisonous (OOO): Anyone in contact with the Hybrid suffers a -1 to all actions, after contact is broken this lasts for 5 – Stamina turns.

Slimy (O): The Hybrid gets +1 to wriggling through or out of things, including grapples.

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 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.

Waterlocked: The Hybrid suffers Ichor loss when away from water like Leviathan's in Apotheosis. A Hybrid's water requirements are slightly more bearable than a Leviathan: They don't have to be physically in the water, within a few feet or under a shower is fine. The Hybrid may go Stamina minutes before loosing Ichor, afterwords they loose one point of Ichor per minute. Unlike a Leviathan they will not go mad if stranded without Ichor, instead they take one Bashing damage per minute.

Merfolk: The Hybrid has a fish tail, a set of tentacles or some other form of aquatic locomotion that is unable to function on land. They're not entirely immobile on land but they're close to it: Speed is equal to Strength alone and the Hybrid cannot double speed by running. Since they are almost certainly crawling around use the rules for going Prone (WoD Core p 164). Hybrids with this Mutation are rare above the third depth, but some can pass as human provided they keep their tail covered (use Visible Mutation).

“Father” Abdeel

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, Socialise 1, Subterfuge 2 (Doublethink).

Mutations: Deep Eyes 1, Brother to the Fishes 4, Mind Blast 4

Strain: Abuu
Virtue: Faith
Vice: Pride
Depth: 1
Defence: 1
Morality: 5 (Fixation)
Health: 8
Size: 5
Speed: 8
Initiative: 3
Willpower: 4

Other Merits: Meditative Mind 1, Allies 4 (Family), Resources 2, Contacts (Other Tribe families).

Background: Despite his low depth “Father” Abdeel has lived for a long time, he's taken upon himself the roll of shepherd to his extended family. Keeping them pure to half remembered ideas and rituals created the last time a Leviathan was found among the family tree in readiness for the birth of his next lord and master.

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 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 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

Attributes: Intelligence 1, Wits 3, Resolve 3, Strength 4, Dexterity 3, Stamina 2, Presence 4 Manipulation 1, Composure 1

Skills: Investigation 1, Occult 1, Athletics 4 (swim), Brawl 3 (drowning), Stealth 2, Survival 2 (ocean), Animal Ken 2, Empathy 1 (each other), Expression 4 (singing).

Strain: Pelopsid
Depth: 2
Virtue: Faith
Vice: Gluttony
Defence: 2
Morality: 1 (Fixation, Vocalisation)
Health: 7
Size: 5
Speed: 12
Initiative: 6
Willpower: 4

Mutations: Gills 2, Child of the Waves 1, Blood is thicker than water 2, Increased Resolve 4, Fascination 2, Siren's Song 2, Unearthly Beauty 2, Visible Mutation (tail only) Waterlocked, Merfolk.

Other Merits: Striking Looks 4, Direction Sense 1, Fast Reflexes 2

Background: The Achelous Sisters, Agatha, Phoebe and Thelma, were born into a their father's Cult. As babies the three were normal and human looking save for deformed and non-functional legs but came into their mutations early in life. Their father saw them merely as animals (which wasn't much difference from how he saw his human Beloved) and when they lost the ability to survive on land he simply threw them into the ocean outside his Temple. Being in a relatively stable and thus affectionate part of his life he instructed his followers to throw food to the sisters then promptly forgot all about them.

As the sisters grew into their more subtle powers the Cult put them to work, hiding the temple by luring people away and snatching the occasional lone sailor to serve in the Cult or on the alters. A Leviathan can only commit nefarious deeds for so long before someone notices, aided in part by the Ripple effect the uncharacteristically high number of people missing at sea drew investigators. Some Leviathans move on and start afresh elsewhere, others hide literally or beneath legal smokescreens, their father did neither. Unable to cope with the opposition he degenerated, heaping abuse upon his Cult, as the smartest and most strong-willed of his Beloved fled the sisters went with them.

Description: If you were to measure by features alone the sisters are stunningly pretty. They have perfect golden hair, amazing figures and delicate faces. Add on their Tribal heritage of unnaturally pale skin and large unblinking eyes and feelings get a lot more confused. In effect from a typical human perspective they are stunningly attractive but with a hint of otherness that adds an edge of both excitement and hesitation.

It's worth noting that none of them speak more than a few words of English but they can communicate with each other.

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 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

Sidebar: Hunters

If you've read Hunter: The Vigil you're sure to be asking the obvious question: The answer is yes. Ahabs, The Marduk Society, The Irrational Economic Actors Task Force, The Season Letters and The Tucker Street Outfit are all Hunters. However the rules below can be used with nothing more than the World of Darkness core rulebook.

Groups who own Hunter: the Vigil may wish to try the following new Professions to for that two fisted Marduk feel: Adventurer (Socialise and Survival), Sailor (Crafts and Drive), Archaeologist (think Indiana Jones: Academics and Larceny), Genealogist or Historian (Academics and Investigation), Therapist (Medicine and Empathy). The Irrational Economic Actors Task Force has a fair crop of Civil Servants, Bureaucrats and politically or socially focused Academics (Academics and Politics).

Atolls

Atolls 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.

Exactly what makes an Ahab is unique for every individual. 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 Advantage can become an Ahab, Hunters and Hybrids can become Ahabs and at the Storyteller’s discretion it might be possible for people with other Minor Templates. 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 Channels: 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's madness gives them strength and abilities beyond the average man. Ahabs get the following advantages:

  • When becoming an Ahab either Strength or Resolve increases to five dots, if you are creating an Ahab at character creation this may be done before spending any attribute dots.
  • 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 a 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.

If you own a copy of Hunter: the Vigil than you can add the Hunter Template, but this is not required.

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 -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.
  • 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. If an Ahab's creator is 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 the Ahab senses a Leviathan.
    • 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.
Sidebar: This seems Familiar

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 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 Slashers above it's clear they're trapped by the Wake like a Beloved. So Ahabs are a combination of Slasher and Beloved. This raises some obvious questions: Could some of the other Undertakings become ensnared by the Wake and focus their perversions entirely on the tribe? Could the Ahab Undertaking appear independently of the Tribe to create unshakable trackers that follow human targets around the globe? We leave this question to you.

Finally if you really see a need to make Ahabs fit the Slasher template note for note here are some guidelines: Rippers get the extra benefits from Resolve, including the final strike, and the compulsion to hunt. Scourges get the ability to sense Leviathans and the social penalty, in addition to the Ripper benefits. Immunity to the Wake and other Psychic abilities come from the Beloved side of the equation. Ahab Undertaking Skills (if you don't have Slasher: You choose two undertaking skills, they must have two dots and at least one speciality. There are no other effects.) are: Investigation, Occult, Drive (Drive is included on this list for sailors.), Firearms, Stealth, Survival, Weaponry, Streetwise. Scourges may also choose Animal Ken or Crafts.

Chief Takutea

Attributes: Intelligence 2, Wits 3, Resolve 5, Strength 5, Dexterity, 3 Stamina 4, Presence 3, Manipulation 2, Composure 3
Skills: Crafts 2, Investigation 2, Medicine 1, Occult 3 (Leviathans), Politics 3, Athletics 4, Brawl 2, Stealth 2, Survival 4 (Ocean), Weaponry 4 (Spear), Animal Ken 3, Empathy 1, Expression 2, Intimidation 2, Persuasion 2.

Virtue: Fortitude
Vice: Envy
Defence: 4
Morality: 4
Health: 15
Size: 6
Speed: 13
Initiative: 8

Other Merits: Danger Sense 2, Direction Sense 1, Fast Reflexes 2, Giant 4, Iron Stamina 3, Quick Healer 4, Strong Lungs 3, Allies 4 (Neighbouring tribes), Contacts 1 (Traders), Fame 1, Status 5 (Chief). If you have Armoury Reloaded add the Spears Fighting style (Sojutsu/Jukendo).

Weapons: Spear: 3(L), roll 13 dice. +1 Defence.

Background: Chief Takutea's tribe spent many generations worshipping a Leviathan. If they provided for it's often deplorable needs they were rewarded with fair weather, rain for the crops and prophecy. Should they displease their deity they suffered terrible storms and every family was required to personally feed their first born to their god, just to make sure everyone knew their place. The very worst thing, by the time Takutea was born this was considered normal, even moral: Stockholm Syndrome on a communal level.

Why Takutea felt differently isn't something he can explain. Perhaps the Leviathan was a little too smug about things, maybe he recognised the Wake as feelings not of his own heart. All he can say is that a terrible righteous fury came upon him, he rose up and slew a god. If this was a story that would be the end. It wasn't the end, it was the start of creating a new way of life after everything they believed was destroyed.

Appearance: Chief Takutea is a huge man, over seven foot of muscle. Anyone who heard the story would not be disappointed to see it's protagonist, Takutea looks like a man who could defeat a god personal in combat. It's clear that chief Takutea is not quite right in the head, the Ahab condition is incurable, but unless until he sees another Leviathan it's in permanent remission. Those who know him accept this, who said a man who killed a god is normal?

Storytelling Hints: Takutea is the chief of an undefined remote tribe (for the curious he's named after an uninhabited Pacific island), the cohort might find him deep in a jungle or on some remote island. Wherever he turns up it's pretty much the same tribe: Their customs are based on generations of slavery to a Leviathan and rejection of a false god after it was killed, not any real life cultural practices.

In a story Takutea could simply be an opponent, for a weaker or non-combat focused Leviathan he's a formidable opponent and can call upon both his own warriors and allies from neighbouring tribes. Against an Ahab it's literally impossible for a Leviathan to hide their nature and as a chieftain he's socially and strategically capable.

Just as easily Takutea could be a commentary of the Tribe. After travelling to a remote part of the globe the Cohort finds evidence of the Tribe's touch. Even here it is as anywhere else: Monstrous, pointless depravity. For a Cohort seeking to escape the feuds and warring Cults of their cousins it can be quite horrific to realise they're not escaping evil. They're bringing it with them and even in the most remote parts of the world mankind knows and casts down Earth's most Wicked.

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 era, 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, he 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 their backs 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 that's not it either. The real truth is that the Marduk Society are not more good or evil than other people. A loose movement of sorcerers, priests, kings and warlords who banded together in ancient Mesopotamia for mutual protection against the Tribe. The armies of man took arms against the cultists of the tribes. Priests and Magi bargained for power to oppose the Tribe's eldritch might. And they were victorious. The alliance grew and spread, sweeping the Tribe ahead of them into the mists of history.

Or perhaps it's none of the above. All that can be said with certainty is that the Marduk society appear in the earliest records of the Tribe. Hunting Leviathans with sky splitting sorcery. It may not even be the same society, thousands of years is a long time. The society may have been usurped or be multiple groups thorough history. Each adopting legitimacy by taking an earlier Conspiracies name or declaring allegiance to the mystically potent Sigil of Marduk. There's translation errors in the Tribe's records as well as "obvious" interpretations for phrases like "our great enemy".

As records progress Marduk shows increasingly technological methods. According to tribal lore Marduk’s disciples discovered that without humanities oppressors the population of man grew rapidly. They alone were simply too few to either save or damn mankind but were loath to share their powers with others who might decide they were made for greater roles than servitude. The disciples turned to artifice and refined Marduk's sky sorcery into powerful tools for their servants so that they would not need to teach the secrets of true power beginning a shift that has been a constant in the society’s history. Today Marduk operatives hunt the Wicked Tribe with submarines rather than sorcery.

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.

In the heart of the Society sit six immortal Old Men, perhaps Marduk's origonal disciples, perhaps not. Once they ruled, now they are reduced to manipulating their own organisation from the shadows, but they’ve had thousands of years to get good and they’re holding on, for now. Of those few Leviathans who know of them most long for the day where the Society turns upon the original disciples and dream of dancing on the graves of the Wicked Tribe’s most ancient of enemies. The others dread it, for when that day comes Marduk will still be hunting. Yet without evil at the heart of the Marduk Society the Wicked Tribe will no longer take comfort that “humans are the real monsters”. They are the monsters, alien and harmful to the world, oppressors of humanity. And the heroes are coming for them.

Members

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.

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.
Free Specialty: Socialise (Well Travelled)

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.
Free Specialty: Persuasion (Public Relations)

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.
Free Specialty: Occult (The Wicked Tribe) or Politics (Management)

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. One of the most potent advantages Marduk Idealists have is a genuine culture of mutual support, to represent this every dot of Marduk Status comes with one free dot of Allies (Marduk Society) to a maximum of five dots. Remember, to benefit from the Allies Merit you are expected to help others in turn. Marduk Conspirators do not have such a culture but they may worm their way into the idealists. They may buy Allies (Marduk Society) at new dots * 1, up to their current Status. Further dots are priced as normal.

Idealist

Marduk Idealists gain status by showing they are worthy of it. They must show competence at their current position, potential for future roles higher up the ladder. In addition Idealists are expected to conduct themselves with honour, dignity and virtue. These are of course somewhat open to interpretation, some members value big picture thinking and taking the necessary steps. Others believe you should rescue the children, even if it means letting the Leviathan escape. Generally members who find positions where their values are respected rise faster than those who try and win respect by changing their values.

Status O: You’ve gone through the training course and are ready to serve humanity. You may purchase Super Science Endowments, as an additional benefit Leviathan's find it harder to turn you into a Beloved: Deduct your Status in Marduk from the Leviathan's Successes.
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

Conspirators rise in status in one way: They must deliver the flesh of Leviathans to the Conspiracy. It dosn't matter if you get your entire team killed, if you took the time avoid collateral damage, if you're embezzling from the conspiracy. If you're making a regular tithe of flesh then providing you don't do anything that threatens the conspiracy as a whole, either from forces within or outside the Society, you're going to get promotions. This does mean that vital work unrelated to hunting Leviathans frequently gets overlooked when the time for promotions come, many members rise early in their career then get remain stagnant after getting desk jobs. Many consider this an internal retirement and aim to be promoted into obscurity and a big pay check.

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, as an additional benefit Leviathan's find it harder to turn you into a Beloved: Deduct your Status in Marduk from the Leviathan's Successes.
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. You gain a five dot Mentor.

Sidebar: The Sky Gods

How to use the Old Men themselves in your stories? It's probably not a good idea to use the Old Men as the villain of the week. Killing even one would represent a major moment in a war that according to the Tribe's admittedly shoddy records has been ongoing since before recorded history. Even if the Marduk Society isn't actually connected to the man (who might not actually exist) that killed Timat (who might not actually exist) we are still talking about the leaders, perhaps founders or perhaps usurpers, of the Tribe's most constant enemy. They're far bigger than just antagonists for a Cohort of Leviathans.

The first question to answer is why are they getting involved personally? They haven’t done so for the last thousand years. Is there a world shaking event at foot? Have the players joined or even started an all out war between the Tribe and mankind? You can't go far wrong with having the Old Men personally show up to challenge the Sheol 10 Leviathans leading the charge. After all if the very long and very profitable war is going to end they could do a lot worse than visibly picking a side. To try another angle perhaps the Marduk Idealists discovered the Conspirators forcing the Old Men to jump ship. Now have to hunt their own Leviathans. Maybe the players have dedicated themselves to hunting down the Old Men and it's time for the climax. The important thing is to make this feel historic.

If you decide that the Old Men are Marduk's literal disciples with thousands of years of magical experience then you can do a lot worse than biblically themed magic. Not only does portraying the Old Men with the powers and trappings of a deity provide a nice foil to the Tribe's tendency to set themselves up as gods but also taps into a rich mythological vein: The ancient sky gods fought their monster: Zeus fought Typhon, Jahova defeated Leviathan and yes, Marduk slew Tiamat. Time for a rematch.

For one final twist you could make them Atolls.

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.

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.
Thumper (OOOO): A portable shockwave generator about the size of a man. Thumper send a massive pulse through water several times a second at a slightly irregular rhythm. The unpredictability can be very distressing to sentient beings. Leviathans, who spend their lives on edge, are especially sensitive and unless engaged in some emotionally focusing activity (such as combat) suffer an Outburst every Resolve + Composure turns. Marduk have long used Thumpers to flush out Leviathans from underwater hiding spots.
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 microwave weapon, it deals zero damage (bashing) with a range of 30/60/120. However no matter how much damage is done it will not wrap around to lethal. Instead every attack that would wrap around simply forces a Stamina check to remain conscious. Supernatural beings who don't loose consciousness from bashing damage won't get knocked out by a stun gun either. Each power cell is good for 15 shots.
Dart Gun (OO): Not quite as effective as a Ray Gun but functional underwater. This weapon fires small darts around the size of an arrow head, each dart contains a pressurized air casual that provides acceleration. A dart gun dose 3 lethal, has 10 shots to a clip and has a range of 50/100/200 underwater and 10/20/40 on the surface.
Tesla Pistol (OOO): This sleek finned weapon is a convenient blend of power and reliability serving as the weapon of choice among Marduk Agents. It does 4 lethal (9 again, electrical) damage and for something the size of a pistol boasts shocking range: 200/400/800. Power cells have 20 shots each.
Babel's Wall (OOOO): Babel's Walls are something of a mystery even to the Society. Marduk's scientists know exactly how they work, they just don't have any clue why they're effective. They don't even know who designed it or why it's called Babel's Wall. Still, never look a gift horse in the mouth as they say. Bable's Wall is one of the most effective tools Marduk ever got their hands on for it can disrupt a Leviathan's connection to the Primordial Sea. Babel's Wall is a one damage dish and backpack array with a range of 20/40/80. The agent rolls Dexterity + Firearms + Damage vs Stamina + Sheol. If the Marduk agent wins the roll every additional success prevents the Leviathan for spending Ichor for one turn. Multiple shots do not stack.
“Plan B” (OOOOO): “Plan B” is the Marduk codename for their orbital death rays. Purchasing this Merit dose not mean a character owns a dedicated kill-satellite. Instead it means they have authorisation to order one strike per story. A satellite strike cannot target anything smaller than size 30, but a direct hit dose 40 automatic successes of Aggravated Damage. It also requires a satellite to be in position, which may take between one to twenty four hours. Firing at a moving target is possible but requires constant monitoring until a satellite is in position.
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 Tesla Pistol may fold up into a laptop computer or a phone could be embedded into a shoe. Common sense still applies; a submarine can’t be disguised as a wristwatch.
Truth Serum (renewable OO): A syringe with one dose of truth serum. The serum counts as a Toxicity 5 poison, "damage" reduces the target's Subterfuge score. If the target's Suberfuge is reduced into negatives all Subterfuge rolls automatically become a chance die. Effects last one scene.
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 (or rather, it can but dormant progenitor DNA is so common it's ignored).
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?

The Irrational Economic Actors Task Force

History

Cleansing. It's not a nice word, and it's not a nice job, but it was done. After the Second World War, countries of Western Europe had to root out the collaborators, the traitors and war profiteers, and purge them from the positions of power they had attained under German or Italian occupation. In Germany and Austria, the territory was even occupied by the Allies, who ran this denazification programme. The investigators who did this were a unique blend of policemen, accountants and spies. Several of them, in the course of their investigation, discovered a terrible truth: that the men and women who had richly profited from the chaos and tyranny of war were sometimes more than humans. They say that man is the worst monster, but they're not always right.

Several investigators tried to strike back, and were destroyed utterly. But safety was in numbers. Former resistance networks were reactivated, weapons procured, requisition orders forged. In 1946, detective Edwin van Geerts, Major Gaston Buffalat and Occupation Commissioner Harold Fellowes held the first international cooperation meeting on supernatural cleansing. Experience came from any source they found: turncoat Nazi occultists, politicians with an in on the dark sides of the Church, American friendly special forces. The meetings became regular and eventually merged smoothly into the burgeoning European Communities.

Nowadays, the Irrational Economic Actors Task Force is one of the myriad bodies gravitating around the Commission building in Brussels. It is a think tank, a quango, a semi-private reflexion group dedicated to monitoring supernatural activity. With the quelling of continent-wide fears of warfare, its focus has shifted largely to economic analysis. It is also an informal meeting group for agents of several European intelligence agencies which have maintained a presence there, co-opting colleagues with a special experience in the field of monster hunting. Maintaining such a complex system as the European economy running is an exceedingly difficult task at best, and no one wants to deal with the effects of inhuman monsters exerting an undue influence on entire cities.

Members

The Task Force is found in the corridors of power, it's members are drawn from the bureaucrats and civil servants who keep the European economy running. This tends to give them an academic background, a measured approach and a focus on the big picture. Most would rather fight monsters with the stroke of a pen than the barrel of a gun.

That said, when it's do or die, the Task Force doesn't shy away from direct action. Its members are experienced and well-connected, and the balance struck between agencies and agendas means that it's not often they can sub-contract the elimination of a supernatural threat to a mundane agency without repercussions. They tend to act very professionally, even if they aren't equipped with the skills or gear the situation would require.

Parties

The Task Force itself is small, but its turnover rate and extended contact network means it can rely on many more people than those just on the payroll. Over time, differences of opinion emerge.

'Hacks' are devoted to keeping things running smoothly. They want what's best for Europe's citizens and markets, and nothing creates panic more than unwanted news. Many of them come from backgrounds in economics or government. They will keep the monsters down so everyone else can live, but it's just as important to be diplomatic and smooth than it is to go guns blazing. Free speciality: Persuasion (Politicians) or Persuasion (Public Servants).

By contrast, 'Troubleshooters' see themselves as consultants hired on retainer to solve particular problems. They often have previous monster-hunting experience and are called in when the Task Force encounters issues they cannot solve by activating their government or intelligence contacts. Free speciality: Subterfuge (Vacate the area)

Finally, 'Wonks' are the strategists of the group, the big thinkers with vision, or at least that's how they see themselves. They tend to come from business or academia, and compensate their lack of practical experience with a surprising breadth of knowledge. Wonks usually hold the Chairman position. Free speciality: Academics (Economics)

Status

The Task Force is just as much of a backbiting, scheming place as one would expect. Still, experience and skill sometimes get noticed and rewarded.

0: You've been asked to do a presentation for the Task Force, and consulted a couple of times. You gain the Economics specialty for free in either the Investigation or Politics skill.

000: You're on retainer or on permanent assignment to the group, and have started to build a network of contacts. You've also gone in the field at least once on an investigation or an elimination job, and you've more than likely taken serious risks for your life or career. You gain two dots in the Contacts merit.

00000: You are known as not only an expert in your field, but as the guy people should turn to when they meet unexpected trouble. You're so good at noticing telltale signs that you can do it unconsciously now. You gain the benefit of the Unseen Senses merit, but it is only triggered when you put together evidence of a supernatural being's activity (i.e., it does not work at close range).

The Season Letters

History

It began with little more than a desperate hope and a postage stamp. On a dark, wild night in 1912, Dr. Rupert Season of Providence, Rhode Island, wrote to his good friend Eamon Campbell. Season was an alienist who had been treating a patient so strange, so self-possessed and so haunted, that Season himself felt he was coming close to the edge of the abyss. Campbell, a professor of mythology at Trinity College Dublin, immediately wrote in turn to several friends of his, until one day, a few weeks later, a grim former medical surgeon knocked on Season's door. It was too late: the good doctor had already succumbed to the infectious madness his patient propagated, and was turning into a mindless monster. Season stalked his visitor throughout the night streets of Providence until he was cut short by a runaway train.

After this tragic experience, Campbell decided to look deeper. He structured his network of epistolary contacts into an intelligence-gathering information and tried to locate Season's original patient. But Campbell was not after revenge; it was curiosity that motivated him so. He finally found the man and, armed with certain precautions suggested by his friends, went to meet him. He survived the experience, and although he was plagued to the end of his life by nightmares, went on to write his most brilliant work.

Over the years, other cases have popped up of similar supernatural cases, and Campbell's group (now known formally as the Season Letters) reported them, corralled them and studied them. Originally mostly made up of academics in the fields of psychology and history, it has expanded into several other fields, including a number of military officers and businessmen. It still works mostly at a distance, with email and postage mail representing most of the work, until it is time to meet the creatures that go bump in the night.

Members

Unlike some groups which want to explain the supernatural, the Season Letters take its existence largely for granted. Their members come from accademic backgrounds leaning towards the humanities: History, anthropology, philosophy. They aren't interested in studying how supernatural abilities work, but to learn from the people who are touched by something beyond the norm? What insights on history can be learned from an immortal creature of the depths? What aspects of psychology can be revealed by an inhuman intellect? Can spirits of the hive teach us why humans work together as they do?

Members of the Letters tend to be a cautious sort who use their network to it's fullest extent to learn of any risks and necessary precautions before making organising a meeting with the supernatural. Few are violent, and if they kill it is usually to protect themselves from retaliation.

Flocks

The network is too disorganised for structured factions to emerge. Nevertheless, for people who meet very rarely, reputation is everything, and certain tendencies have been clear for a long time.

You won't find 'Larks' in the field. They're happy to serve as sounding board, to provide advice and analysis, but they never get more involved than that. Most use pseudonyms and are only know to those who have recruited them into the network. Because more proactive elements resent them somewhat, they spend their time currying favor to get feedback on fieldwork. Free speciality: Academics (Reviewing)

'Cuckoos' favor deep fieldwork, sometimes going so far undercover that their loyalties shift and they come to obey those they wanted to study. Nevertheless, much of the Letters' most important data has been gathered by them, and they inspire respect as well as fear. Free speciality: Subterfuge (Blending In)

'Starlings' are experts on meeting sessions. They routinely travel from location to location, setting up safehouses and wards to assist the local members. They generally stay during the meetings and are rewarded by information as much as money. Free speciality: Streetwise (Safehouses)

Status

The Letters are a very informal network, but reputations get built and traded on.

0: You have provided information on request by a member, and have been kept appraised of the result of the investigation. You are also starting to work at a distance through contacts. You gain a free Written Word specialty in the Expression or Persuasion skill.

000: You have participated in at least one meeting session, and are well-known for your insight within the network. You have come across dozens of reports from across the world. You gain two dots in the Allies merit.

00000: You are one of the central hubs of the network, and those members that you don't know personally you can probably investigate and discover. You have survived several meetings with creatures, and not all of them have gone well. You gain the benefit of the Encyclopaedic Knowledge merit, if you have the time to ask your contacts in the network and receive their feedback.

The Virtuous Tribe

Though mankind has long known of the Wicked Tribe and sought to defend itself from the depredations of Tiamat's brood the day to day conflicts between a Leviathan and humans are more likely to be caused by his actions than what he is. A Leviathan who seeks his very own criminal empire will find himself in opposition to established criminals from street thugs to Mafia empires. A growing Cult attracts worried family members, deprogrammers, reporters or condemnation from the pulpits.

In their own way such threats can be more dangerous than a rampaging Typhon or hunting Ahab. Not only are they far more numerous, a rampaging Typhon ends in blood and the Leviathan, should she survive, is free to get on with her life. Even Marduk has limited resources allowing a Leviathan to lie low until the heat is off. Humanity however cannot be fought, it cannot be escaped at least not if a Leviathan wishes to keep his mind intact. It can only be endured day after day while the Wake forms an impenetrable barrier to peaceful coexistence.

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

Defence: 2
Health: 8
Initiative: 5
Size: 5
Speed: 10
Willpower: 5

Somalian Pirates operate as a team with specialised skills, to represent this two speciality slots remain free. Typical teams may see specialists in Computers (radios, navigation equipment), Drive (speedboats), Survival (Ocean), Persuasion (Negotiations) or Streetwise (Black Market)

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

Weapons:
AKM Assault Rifle: Damage (4), Range 125/250/500. roll 10 dice.
RPG7: Damage -1(+5), Blast Area 10, Force 5, Range 500/1000/2000. Notes: 9again, knockdown, effective size class of 5. Roll 4 dice.

Leviathans are drawn to the most lawless parts of the world. Without a stable government to oppose them they are free to carve their petty empires, the slow pace of news and unreliable information can help keep word away from Marduk's ears. Somalia, with it's practically non-existent government, abundant coastline and maritime piracy which can mask a Leviathan's own crimes. However doing so may bring him into conflict with the locals especially if he threatens their family, their bottom line or if a Leviathan draws in increased international policing through bloodlust or the Ripple effect.

Storytelling Hints

Somalian pirates claim to be defending their community, they bring up illegal fishing or waste dumping as justifications. While it would be naive to consider them true paragons of morality it is known that their profits have revitalised local economies and since they began driving away foreign fishermen both local fish stocks and fish catches have increased dramatically. This could be used to give hope to young aimless Leviathans travelling for a fresh start by suggesting it might also be possible for Leviathans to turn their naturally violent natures for positive ends. Alternatively pirates could be a foil for Leviathans by showing how it was teamwork, self restraint (Somalian pirates aren’t renowned for bloodlust) and community, not violence that led to real improvements. This does run the risk of whitewashing piracy, but that's not always a bad thing if it leads to a good story.

And of course like all armed groups in the the more lawless parts of Earth pirates can simply be the opposition to a Cohort who fancies creating their own little kingdom.

Dezinens of the Deep

Sidebar: Swarms

Some of the creatures in this section are Swarms. In play a Swarm is treated as one individual creature. A Swarm's Size represents how many creatures are present and functions normally with the rules for exceptional size in combat. Swarms do not have health, instead damage reduces their Size: one point of Size is equal to two Bashing, one Lethal or half a point of Aggravated damage. To represent the combined effectiveness of what may be thousands of creatures Swarms may use the Exceptional Size rules as normal.

Swarms also have double defence against most attacks. If the Swarm makes a Dodge action triple their unmodified Defence, do not double their doubled Defence. However against bombs, flamethrowers or other weapons that do damage in a wide area Swarms have no Defence at all.

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 a memory with value, something worth denying to others. Consequently spotting one normally heralds a successful trip into the Rift.

In appearance hoards resemble many tentacled octopuses.

Power 3 Finesse 2 Resistance 6
Size Varies with the size of it's treasure
Health Varies
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 found at the second 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 second depth; formed of a contradictory mixture of pride and self loathing Idols resemble religious images. A single wall of a church with elaborate stain glass windows, gold plated statues and crude stone idols. Naturally the images all show Leviathans, often smiting their enemies or reviving worship. Each idol however is run through with flesh filled cracks leaking puss, squirming maggots or sinuous tentacles.

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

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 first depth. Physically they resemble a mixture of tropical fish and shark. 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: They brutally attack any passing creature in their territory. As the Hierarch wounds it's prey it becomes more fanatical in it's worship. Eventually the Hierarch or another cultist will kill them outright and the cycle begins anew.

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

Weapon: Teeth 2 (L), a Hierach's attack causes obsessions, the target must roll Resolve + Composure and exceed the total damage done. If they loose the roll they have no drive except to follow the Hierarch around in awe. The effects last until the Hierach attacks again whereupon an additional contested roll is made. Anyone with a Supernatural Advantage is immune, as are Ahabs and Atolls.

Compulsion: A Hierach is compelled to attack any intruders, which is to say anyone, in its territory. Hierachs are not compelled to attack their worshipers, but they tend to do so anyway.

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.

Molluskin

Thank you for giving me life.

Molluskin are an interesting lot. There aren’t very many of them, but where you find one, you're bound to find dozens more. These Rift creatures are spawned from an emotion rarely felt by Leviathans, genuine gratitude. Bright and colorful, these creatures hold a vaguely humanoid form, but most resemble the offspring of a cuttlefish and a crab. They are often seen as easy prey by the predators of the Shallows, so they tend to hide in whatever nooks and crannies they can squeeze themselves into. Social and intelligent, if a bit simple, it is not unknown for different groups of molluskin to have different traditions, if not exactly cultures.

One thing all molluskin have in common is they are extremely grateful to any Leviathan that passes by. One of the few things that can reliably get a tribe of Molluskin to come out of hiding is the Wake of a Leviathan. They have trouble telling leviathans apart, so they treat each one with respect and kindness because any leviathan could be the one that spawned them. The thing about molluskin, is while they want to be helpful, their is very little they can do. They can sometimes describe items of interest that they have seen in their search for food, or give directions to places they have been, but beyond that, most Leviathans find them little more then nuisances. Some Leviathans have found them useful as watchdogs or even guardians against the inhabitants of the Rift, because despite their kind and cowardly nature, they will give anything, even their own lives, to defend a Leviathan in need. Of course this behavior makes them less then ideal for dealing with other Leviathans as they will treat them with the same love and gratitude as their master.

Power 1 Finesse 2 Resistance 1
Size 2
Health 3
Willpower 2
Speed 3
Initiative 3
Defense 2

Compulsion: Molluskin must always obey a Leviathan; and they will even go out of their way to provide services that they think the Leviathan wants even when not asked.

Weapon: Crab claws 1(l). Roll 2 dice.

Carnival Jellies and Reverians

The carnival jelly is an interesting being. Born from the curiosity that leads to the first hit of a powerful narcotic, these jellyfish-like creatures get their name from the circus tent appearance they have. Long tentacles extend out, shining with spectacular neon light. Any who approach one of these lures finds themselves compelled to follow it wherever it goes; and it always goes into one of the carnival jelly’s door-like mouths. Once inside, the visitors quickly find themselves stung with tentacles filled with a powerful narcotic. Most things that wander into carnival jelly never leave, not because they are forced to stay, but because they want to. These poor visitors usually starve to death. At this point, the carnival jelly cares little for what happens to the remains as it feeds off the ecstatic feelings of its ‘visitors’. Those not affected by the drugs or entertained by the actions of those dwelling there are free to leave, if they can get past the gastropodean reverians who feast on the refuse the carnival jelly leaves behind.

Carnival Jelly

A musical humming

Power 2 Finesse 5 Resistance 5
Size 30
Health 35
Willpower 7
Speed 1
Initiative 10
Defense 5

Compulsion: A carnival jelly is compelled to cause no physical harm to its guests as long as it is not attacked first.

Weapons: Stingers. Causes no damage, but if hit the target must make a Resolve + Stamina roll penalized by the carnival jelly's successes on the attack or lose 1 willpower. Once the target has 0 willpower they must make a Resolve + Composure roll at a penalty of -2 to try and leave the inside of the jelly. (Dice Pool 5)

Lure bash* 1b. Roll 3 dice.

Flashing lure*. The target must make a Resolve + Composure roll or follow the lure to the best of there abilities for one round. Physical damage to the target will break this effect. This attack has a range of 10 yards.

  • Special: A lure is Size 3, has 3 Health levels and may be targeted by attacks. A lure has a Speed of 5 and can extend out 25 yards. Any damage dealt to the lure is also dealt to the carnival jelly. A standard carnival jelly has five lures. Once destroyed, the carnival jelly loses the ability to use them.
Reverian

Born from the failed urge to quit using hard drugs, Reverians look like large sea slugs with long, spiraled, comically small shells on what would be a human’s neck. They somehow look less ridiculous when rotated forward and brandished as spears. When surrounded by compliant company, they enjoy playing games with unfathomable rules and performing strange dances. They seem to communicate through body language.

Power 3 Finesse 1 Resistance 2
Size 5
Health 7
Willpower 5
Speed 2
Initiative 3
Defense 2

Compulsion: Cannot allow anyone who has entered a carnival jelly leave unless appeased with an offering. Large quantities of meat, hallucinogenic substances, or toys tend to work best.

Weapons: Spiral lances 3(l). (Dice Pool 6)

The Kids

Where am I?

Creatures birthed from Leviathans who are nostalgic for their human lives. Even kids born from Leviathans who didn't change until they were very old seem to take the form of a five to twelve year old child. While completely human at first glance, closer inspection reveals their is always something wrong with a kid. Some have fish eyes while others have web hands, or scales. Regardless of their appearance, they all seem unaware that something is wrong. While they may be lost or even frightened, it does not so much seem like it is the environment that bothers them, but were they are in it. Despite their human appearances and memories, kids are Rift creatures and the Tempest is their home. Kids can be useful for digging up dirt on a Leviathan's past, but any information they give should be taken with a grain of salt as they tend to sugarcoat it.

Power 1 Finesse 4 Resistance 1
Size 4
Health 5
Willpower 2
Speed 8
Initiative 5
Defense 4

Compulsion: Kids must always seek "home." Very few Leviathans have ever bothered to figure out where "home" is.

Weapon: Fists 0(b). Roll 1 die.

Filcher

Can I have just a little taste?

Sometimes known as a "catfish burglar," these fish-like creatures look more like a dragonfish with four sets of eyes then anything. They picked up their nickname from the two long whiskers that they use to detect treasured memories. Filchers are usually spawned from lazy Leviathans who live vicariously through their cult-members rather then living a life of their own. Those inexperienced explorers that think these small creatures harmless quickly learn different or nothing ever again.

Power 2 Finesse 6 Resistance 2
Size 1
Health 3
Willpower 4
Speed 10
Initiative 6
Defense 6

Compulsion: The promise of easy memories is irresistible to filchers. For one willpower, a character can surrender one good memory to a flicher who will help its employer track down any memory for one scene. Of course the filcher also expects one good memory in payment for finding the target.

Weapons: Bite Size(l). Roll 3 dice. If a filcher gets a critical success on a target the same size or smaller then it, it may swallow them and devour their memories. Treat this as a grapple for the purposes of escaping from the filchers stomach. Each round spent in a filchers stomach causes the target to lose one willpower as their treasured memories are digested. This willpower is transferred to the filcher. If a filcher collects more then 10 willpower, they lose any excess after the end of the scene.

Eyes Bigger Then Their Stomach: Filcher's seek to consume treasured memories, even those that are much, much bigger then them. A Flicher may spend a point of willpower to increase its size by 3 and its speed by 5 for a scene. This abillity may be used multiple times to reach truly gargantuan sizes and amazing speeds.

Memory Thief: A Filcher may roll Power + Finesse. They may detect any memory in successes x 10 yards. They automatically know the type of memory they detect, but not its details.

Glimmershrimp

Not so much an individual creature as a swarm of smaller ones. Glimmershrimp are formed from dreams. If you watch a swarm of glimmershrimp closely, you can make out hazy images and scenes from the conglomerated dreams of dozens of different Leviathans. Glimmershrimp can be broken down in various sub-categories based off the dreams that spawned them. Swarms of glimmershrimp seem to eat anything they can bring down, especially different swarms of glimmershrimp.

Power 1 Finesse 1 Resistance 1
Size Swarm
Willpower 2
Speed 15
Initiative 1
Defense 1

Compulsion: Glimmershrimp must group together with other glimmer shrimp of a similar type.

Weapons: Psychic assault. 2 - Resolve dice. Successes remove points of willpower before causing bashing damage. A critical failure brought on by a chance die causes a swarm of glimmershrimp to lose one willpower.

Missionaries

A religious Leviathan will accumulate memories of lore, doctrinaire and theology. In the Rift the beliefs that give these meaning take life as the nautiloid missionaries. Their long tentacles are soft and nurturing, their shells carved with meaningless glyphs and their eyes bloody stumps so they can see no heresy (this does lead to some debate on how they navigate, some say they're guided by faith. Less romantic Leviathans assume they depend on their sense of smell).

The Missionaries are normally found lovingly caring to the memories that spawned them, but when their numbers are sufficient raiding parties depart to seek out memories compatible with their doctrine, they will lovingly tend to these memories with their long caress and corrupt it to their cause. In time it too will spawn Missionaries of it's own. In areas full of the right kind of memory whole routs of Missionaries engage in ceaseless silent jihads, warring with each other for the right to convert memories to the one true faith.

Experienced Rift divers can usually recognize when a memory has been converted and most consider such specimens worthless. Some destroy them on sight to prevent the corruption from spreading.

Power 2, Finesse 4, Resistance 4
Size 4
Health 8
Willpower 6
Speed 6
Imitative 6
Defence 4
Armour 2

Compulsion: Missionaries must spread the true faith, either by protecting converted memories or seeking new memories for the flock.

Weapons: Tentacles (2)b, requires a grapple to do damage. Roll 4 dice. Beak (-1)l, requires a grapple. Roll 1 die.

Converting a memory is an extended Finesse roll, it requires a grapple and Size + Resistance successes. Multiple Missionaries can convert as a teamwork action.

Maritime Hazards

From powerful yet mundane marine life to far stranger things the threats that Leviathans face while swimming Earth's waters as diverse as anything under the sun. Below are fully statted theats that your Cohort may encounter.

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.

Armor 1/0 (thick hide)
Defense: 2
Health: 12
Initiative: 4
Size: 7
Speed: 2 on land, 6 in water.
Willpower: 3

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.

Ghost Ships

Those sailors and Leviathans who spend their lives at sea will hear stories of the rare few ships who sail on with tattered decks and patchwork sales run by a literal skeleton crew. These are ghost ships, forever doomed to sail the salty seas until they can fulfil their ancient charter.

Ghost Ships can cause an interesting dilemma to a storyteller for they have no special relationship to the Tribe. It's only through coincidence that the Tribe's attraction to the sea and coastal communities can cause the two to interact. Tying a Ghost Ship to the themes of an ongoing chronicle as anything more than a speed bump while swimming the ocean can be hard, but sometimes this disconnect can be an advantage. When the ongoing story has become mired in politics or self pity, a brief interlude of fun light-hearted silliness brought to you by the rum swilling, timber shivering ghost of Captain Blackbeard can be just the thing.


A Ghost Ship is an Anchor to a large amount of ghosts. Like all Anchors it can be destroyed or resolved. Typically a Ghost Ship originally set sail with a goal, weather that goal was piracy, war, or trade. Ships that lack such a goal rarely have a large amount of ghosts with the same unresolved business to create a shared Anchor. And it is the shared anchor that lets the crew combine their talents, much as they did in life, to run a powerful Ghost Ship and unlock Numina such as Fortify Anchor. That's not to say it must be the only Anchor on board. The crew might be Anchored to the ship itself while a passenger is anchored to something in his cabin.

As a Ghost Ship ages general wear and tear or the occasional bout of combat will gradually destroy it's Structure. The crew can use the Fortify Anchor Numina to replace lost points of Structure with Corpus. However if the ship looses it's last point of structure it no longer functions as an Anchor and is destroyed. A Ghost Ship which is mostly Corpus may have only a few, or only one, treasured pieces of the actual structure remaining.

For simplicity the Storyteller may wish to assign the ship a Power, Finesse, Resistance and Essence value rather than giving attributes to the crew members. Since each ghost serving as crew can store Essence a large Ghost Sip often has a lot of Essence.

If Ghost Ship contained weapons carries then it can still use them. If the weapons are still in good repair with supplies of ammunition then they function as normal. Otherwise they can be recreated out of Corpus with the Fortify Anchor Numina and fired with a point of essence for ammunition. The Essence cost of a full broadside can be huge, but such ships typically have a large ghostly crew and therefore the ability to store large amounts of Essence.

New Numina

Anchor Mastery

A Ghost with Anchor Mastery may interact with their anchor as though they were still solid. All crew on a Ghost Ship have it and use it to sail the ship. Anchor Mastery is automatic, no Essence or roll is required.

Fortify Anchor

Every Ghost would like the ability to repair their Anchors but the fact is that only when many Ghosts share the same Anchor and combine their powers can they unlock this potent ability. To repair an Anchor a ghost rolls extended Power + Finesse check. The target is twice the amount of structure to be repaired.

Dramatic Failure: The ghosts attempts to repair the Anchor causes even more damage, a point of structure and essence are lost.

Failure: The Ghost makes no progress.

Success: The Ghost makes progress on repairing the Anchor. It takes two successes and a Dot of Essence to replace a point of Structure with Corpus but only a point of Essence to repair a point of Corpus. This essence can be regained by reducing the Anchors maximum Corpus by one.

Exceptional Success: No extra benefit.

Twist Anchor

As more ghosts are linked to the same Anchor it becomes saturated with deathly energies. Becoming mailable and pilable in the ghosts will. A Ghost can roll Power + Finesse as an Instant action to warp their shared Anchor. A purely cosmetic change like blood dripping down the walls requires one Success. A moderate change like increasenig Durability by a point requires three Successes. A significant change, like turning a door into a wall requires five Successes. A ghost cannot create recognisable messages (without Ghost Sign) or affect anything not directly part of the Anchor. Twist Anchor may be used to Grapple.

Call Fog

Ghost Ships are often reported travelling within a thick fog, this Numina is responsible. By focusing their combined power in an extended Power + Finesse roll on the waters through which they sail the crew can cause it to release a thick fog. To hide, to hunt, or in the case of more self aware ghosts just because they think it's kinda neat. Call Fog can be used as a teamwork action, up to the Primary Actor's Finesse members of the same crew can join in.

Cost: 5 Essence.

Dramatic Failure: The water recedes from the ship, for the next hour it will appear float high in the water, regular people won't notice but any experienced sailor will have little trouble knowing something isn't right. For Ghost Ships which are more structure than corpus this can cause a serious hazard to staying afloat: -1 on Drive checks per 5 points of Structure. There is a maximum of -5 but with 30 or more structure the Captain must Succeed on a Drive roll every five minuets or capsize.

Failure: Nothing happens.

Success: A thick fog surrounds the ship. This fog has a radius equal to the ships Size in meters and lasts for one hour per dot of Power. Perception checks for the living are at -Power, but no worse than -5.

Exceptional Success: Treat power as one point higher, maximum of 5.

Press Gang

Attrition can wear down the crew of a Ghost Ship as much as anywhere else. From ghosts destroyed in combat, caught at one of their other Anchors and exorcised or just worn down by time until useless to the ship, after a while there might be a need to give someone the King's Shilling. To Press someone requires that they are physically on-board the Ghost Ship and restrained. The Ghost rolls an Extended Power + Finesse vs Resolve + Composure. If the Ghost gets Willpower Successes before the mortal gains Power + Resistance Successes then upon death the mortal will find himself Anchored to the ship. This Numina does not last long, so most crews who use this Numina will kill the Mortal immediately.

Because the Anchor is in a sense artificial, then assuming no other Anchors destroying the ship will free Pressed Ghosts rather than trap them in the Underworld. It is also worth noting that if the mortal agrees to join the crew then the Numina succeeds without rolling.

The Great and Terrible Wilderness: The Cryptids

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 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?

Royal Apes

The kings of the jungle are very large powerful Cryptids, consequently they have trouble hiding and if any survive today they do so in remote corners of the world.

Appearance: The Royal Apes typically take after gorillas but on a massive scale. An adult can easily stand seven and a half stories tall and possess an impressive amount of muscle for beings of their size. Though they posses wicked teeth their jaws are no better adapted for combat than a typical gorilla's and in battle the Royal Apes depend on their mighty strength.

Storytelling Hints: The big question with Royal Apes is where do they come from. There certainly isn't a breeding population which leaves Leviathans to assume they're a throwback born to humans, some other variety of simian Cryptid or even actual gorillas. Royal Apes are very territorial and this forms their major Impulse but they are also social creatures and their minor impulse is to establish some sort of relationship with others, be they human, Hybrid or Royal Ape. They prefer predictable non-threatening relationships and can easily become violent when startled, some traces of their other Natures seems to remain for they are especially fond of Atolls.

Attributes: Intelligence Neg, Wits 1, Resolve 3, Strength 6, Dexterity 3, Stamina 4, Presence 4, Manipulation 2, Composure 1
Skills: Athletics 4 (climbing), Brawl 5 (Brute Force), Survival 2, Intimidation 3 (Chest Pound) Socialise 1.
Nature: Typhon.
Sheol 4
Defence: 3
Health: 32
Size: 25
Speed: 14
Channels: That Hideous Strength (Rightful Place 3, God-Hurling Sinews 3), Lifeblood of Titans (A Mountain Walked 4)

Mothmen

One of the more worrying Zizian Cryptids. Wherever a Mothman is spotted, something terrible is bound to happen. A Mothman's arrival in an area is often marked by disturbing nightmares in the supernaturally sensitive members of the community. While it is usually those who possess the power to see the future who are stricken with these dreams, those who have a special affinity to other extrasensory abilities occasionally suffer from them as well, The contradictory evidence found by both Leviathan and Marduk scholars can't decide whether the Mothmen are trying to stop these calamities from happening or are there to make sure they do happen, but there is know doubt in either groups mind that if a Mothman appears something will happen unless stopped.

Appearance: Mothmen tend to share a similar body plan, even if their outward appearance can very from Mothman to Mothman. Their wings can be mistaken for feathered bird wings, leathery batwings, or even insectoid wings depending on their skin pattern. Another thing that Mothmen have in common is an unearthly glow, often originating from the eyes.

Storytelling Hints: Mothmen tend to be drawn to regions facing calamity. As those Mothmen who deign to talk to mortals often have a somewhat… skewed perception of reality, it is often hard to understand what they are trying to communicate; let alone what their motivations are. The appearance of a Mothman are often best used as a mixed blessing as their arrival is both a dire warning of disaster and a chance to avert said disaster. It is important to note that Mothmen don't always get involved in a disaster, even when they appear; sometimes they just watch. Mothmen can make both great indirect antagonists and unreliable allies for a cohort. Woe-betide an area beset by multiple Mothmen, as such appearance is a sure sign of great trouble in the future.

Sample Mothman

Attributes: Intelligence 4, Wits 3, Resolve 3, Strength 2, Dexterity 3, Stamina 3, Presence 5, Manipulation 4, Composure 5
Skills: Investigation 5 (The Future), Occult 2, Athletics 2 (Flying), Brawl 1, Stealth 1, Expression 1, Intimidation 3 (Dire Warnings), Persuasion 2, Subterfuge 1.
Nature: Deep One
Sheol 6
Defence: 3
Health: 8
Size: 5
Speed: 5

Merits: Danger Sense 2, Eidetic Memory 2, Meditative Mind 1, Direction Sense 1
Channels: Lambent Eyes of Judgement (Lantern of Truth 1), Orobourus Kin (Divine Perspective 3, Third Eye 4), The Skyfather's Wings, Besieging the Tower of Will (Psychic Shockwave 5)
Current: Mothmen usually possess two major Currents based off of some combination of Envy, Lust, Pride, and /or Sloth.

Sidebar: The Skyfather's Wings

Cryptids descended from Ziz can (unsurprisingly) fly. Hybrids have a three dot "Wings" Mutation (Universal Affinity) that allows them to fly at their usual Speed and a Mutation Son of the Sky (O to OOO) under Elements that works like Child of the Waves only for flight. Deep Ones and Typhons may either buy Wings as a three dot Merit allowing them to fly at their usual speed or they may buy the unique Ziz only Channel "The Skyfather's Wings"; this Channel works identically to Uncrowned Fisher King except for enhancing flight rather than swimming. Wings come free with the Channel.

Stranger Things in Heaven and Earth

There are things in the deepest parts of the Rift and the darkest corners of the oceans that seem to be off the tribe, yet try as they might the Tribe cannot fit them under the usual Strains of Tiamat's children. It might be a simple lack of evidence, it may be centuries of myth and wishful thinking clouding the truth, or perhaps there truly are more things in heaven and earth than dreamed of in the Tribe's philosophy.

The Maggot Gods

They call them many names: Pnthadholic Wurms, High Feeders, The Midwives of Life Within Death. But the name they are most commonly called is The Maggot Gods.

The Maggot Gods exist at all levels of the Rift, they're only rarely seen and always sighted devouring some Rift creature or remains selected according to inscrutable criteria. Sometimes a swarm will descend on a Leviathan. They also look like maggots, surprisingly they look exactly like maggots.

At least that's what the tribe can agree on, and it's enough to make most think something might be up. They're not called Gods because a single one could raise mountains and smite armies, they're called The Maggot Gods because the High Feeders have held a consistent if varyingly sized cult among the Tribe for centuries.

They're the the last children of Tiamat, stillborn within her womb at the moment of her death, chewing their way to freedom. They are creatures of the same order of being as Tiamat, scavengers who feed on her corpse and the closest living being to the holy mother known to the Tribe. They are mindless, their thoughts are hunger and their spirits hymns of gluttony. They are one mind in many parts, as far beyond us as we are beyond apes. They are destined to lead the Tribe to conquest. They are destined to devour the Tribe to the last. They are destined to consume the festering rot of the Rift and so return it to the Primordial Waters.

To the Tribe the Wurms are all these things and more, and less. Worship of the Maggot Gods stretches back further than any surviving records can attest. Eyewitness accounts, ancient records or “ancient records” as the case may be are frequent occurrences. The typical tale harks to the Maggot's ability to purify by eating rotten flesh without touching the healthy. Among the latest rumours are: They have eaten the political corruption out of a small town, a junkie's addictions and an Ahab's madness. Of course not all stories follow this model, claims of giant swarms or individual giant Midwives that stretch for miles are common while miracles ascribed to ordinary maggots are rare but not unknown, usually the teller of such stories dismisses the division between maggots and the Maggot Gods.

And somewhere, far below the debates and arguments of the Tribe, a tiny Maggot sinks its jaws into its next meal.

The Womb of Nations

They say Tiamat tore her asunder with teeth of rain-soaked continents. They say Marduk and his disciples split the sky to slay her in the greatest battle since the death of Tiamat herself. They say the first cities of man marched against her with armies, with bronze, with fire and with courage. Yet they all agree one one thing: In the early days of the world she competed for the right to rule the Earth and for her efforts she was scattered to the deepest corners of the world in the aftermath of humanities triumph.

To use her full name she is The Cnidarious Archaeology, Sister to Many and Matron of the Terrestrial who's Womb Births Nations. It's a rather long name so most shorten it to the Womb of Nations.

The Womb of Nations is a megafauna, a massive colony organism that resembles the most vibrant and alien of coral reefs. Teeming with symbiotic life both assimilated and intelligently designed for a purpose. The smallest, which can be as little as the size of a human hand, are considered by scholars of the tribe to be a larval stage and are known as Mothers of Themselves. Only when she reaches the size of a town does she come into her full glory, awaking into sentience she becomes a true Womb of Nations. A being of god-like intellect and eldrich might.

The Womb of Nations seek to engulf all life into one static biosystem. One complete, beautiful, monstrous, god-mind. Truly pan-dimensional she instinctively adapts and spreads across dimensions. Sometimes she is a cruel conqueror, her arrival heralded by miles and miles of hydras, men-of-war and legions of nine-legged venomous starfish that shatter the cities of her foes, forcibly imprinting captives with her own flesh and mind. Other times she is neighbourly content to grow in mutual coexistence. Ever patient, she plans to only wage war when the last virgin land is claimed. She gives no purpose to this quest; it is just the way of life to grow and consume.

A Womb of Nations possesses a Wake which grows in strength as she grows in size. Unlike the tribe it causes rapture and ecstasy not fear and awe. It's an insidious thing; it does not shatter minds but addicts them to its song. Be they man or beast many willingly come and allow her to grow her coral through their flesh forever joining them to the Nation.

While the Womb of Nations is unknown to human society this is merely the result of how she was driven to the deepest corners of the earth and starved into dormancy. The size and speed at which the Womb of Nations can grow would leave little room for doubt should one reach maturity. The Marduk Society however know exactly what she is and exterminate her with the same fervour they show against the Tribe. The Society also knows the other way to combat her. Should two colonies come into contact the smaller and weaker will simply lie down and die, if they are of equal strength then both will engage in total war combined with a catastrophic mental breakdown.

Aboleths

In their Apotheosis a Leviathan can travel to the deepest parts of Earth. Sometimes one takes it upon herself to explore the great ocean trenches. There in the deepest waters untouched by the light of the sun they meet the Aboleths.

Aboleths resemble a cross between an eel and a trilobite with a set of four tentacles that emerge from just behind the head. They're a quiet, almost sessile species who spend their adult lives feeding on black smokers only moving to challenge another over a more favourable resting spots. Aboleths are powerful psychics and even have their own Wake with which they lure sea-life to supplement their diet. Essentially immortal Aboleths never stop growing until they exceed their ability to feed themselves and finally starve.

The reproductive cycle of an Aboleth is an unusual one. Their eggs released in great clouds, fertilised outside the body and rise to hatch far above the sea floor. A young Aboleth is a parasite that attaches to larger lifeforms and connects their circulatory system to it's own while forcibly suppressing then duplicating the work of vital organs to force dependency. Eventually the Aboleth moves on leaving its host to a quick death. As the young Aboleth matures it becomes increasingly vulnerable to the psychic calls of its kin. It's survival depends on it's ability to resist until it is strong enough to fight and claim its own black smoker. Only afterwords will it begin to grow its characteristic exoskeleton.

Aboleths are known to the scientific community from fossils but are wrongly considered to be extinct. Naturally the fossil record didn't mention their more supernatural traits but in turn the Tribe, at least those who don't read palaeontology journals, would be surprised to learn what humanity knows about the Aboleths: As recently as around four to five thousand years ago Aboleths were much more active and their habitat stretched across the oceans.