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[PICTURE: Full page. A stone wall takes up the majority of the picture and most of that is covered by algae, coral and barnacles. Strands of bladderwrack seaweed wave in front of the sides. Of the wall itself, all is visible is an irregular section in the centre where most of the algae has been cleared, revealing a relief image  that depicts a large, staring eye set in the centre of a circular maw replete with jagged triangular teeth. The lines of the relief glimmer faintly with a sickly green light and points of the same light can be seen beneath the barnacles, suggesting that the design continues beneath them. Looking at the wall are three silhouetted figures. One is obviously human and is wearing full scuba gear. To the left of the scuba diver is another figure viewed in profile. It wears no clothing bar a loincloth that appears to be made of seaweed. It has a human shape (two arms, two legs, one head etc) but in place of hair it has a set of quills reminiscent of a porcupine's which continue down its back in a kind of mane. Its mouth extends almost to its ears and is filled with needle-like teeth. A long, thin black tongue darts from between the fangs. On the left of the scuba diver is a figure that is not human at all. It resembles a gigantic eel with black skin and no eyes. Its tail extends beyond the edge of the picture. From behind its head extend four tentacles, two of which are holding what appears to be a crude human-sized idol beneath the thing's body. The other pair are held above its head. All of the tentacles are covered in lidless silver eyes with neither pupil nor iris.]
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[PICTURE: Full page. Something ]
  
 
= Chapter 3 : Systems and Advantages =
 
= Chapter 3 : Systems and Advantages =
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     <td align="center">10</td>
 
     <td align="center">10</td>
 
     <td align="center">1</td>
 
     <td align="center">1</td>
     <td align="center">3 yards</td>
+
     <td align="center">10 feet</td>
 
     <td align="center">-1</td>
 
     <td align="center">-1</td>
 
   </tr>
 
   </tr>
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     <td align="center">12</td>
 
     <td align="center">12</td>
 
     <td align="center">2</td>
 
     <td align="center">2</td>
     <td align="center">5 yards</td>
+
     <td align="center">15 feet</td>
 
     <td align="center">-1</td>
 
     <td align="center">-1</td>
 
   </tr>
 
   </tr>
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     <td align="center">16</td>
 
     <td align="center">16</td>
 
     <td align="center">3</td>
 
     <td align="center">3</td>
     <td align="center">10 yards</td>
+
     <td align="center">30 feet</td>
 
     <td align="center">-1</td>
 
     <td align="center">-1</td>
 
   </tr>
 
   </tr>
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     <td align="center">20</td>
 
     <td align="center">20</td>
 
     <td align="center">4</td>
 
     <td align="center">4</td>
     <td align="center">20 yards</td>
+
     <td align="center">60 feet</td>
 
     <td align="center">-1</td>
 
     <td align="center">-1</td>
 
   </tr>
 
   </tr>
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     <td align="center">25</td>
 
     <td align="center">25</td>
 
     <td align="center">5</td>
 
     <td align="center">5</td>
     <td align="center">35 yards</td>
+
     <td align="center">100 feet</td>
 
     <td align="center">-2</td>
 
     <td align="center">-2</td>
 
   </tr>
 
   </tr>
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     <td align="center">30</td>
 
     <td align="center">30</td>
 
     <td align="center">6</td>
 
     <td align="center">6</td>
     <td align="center">65 yards</td>
+
     <td align="center">200 feet</td>
 
     <td align="center">-2</td>
 
     <td align="center">-2</td>
 
   </tr>
 
   </tr>
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     <td align="center">40</td>
 
     <td align="center">40</td>
 
     <td align="center">7</td>
 
     <td align="center">7</td>
     <td align="center">150 yards</td>
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     <td align="center">400 feet</td>
 
     <td align="center">-2</td>
 
     <td align="center">-2</td>
 
   </tr>
 
   </tr>
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     <td align="center">60</td>
 
     <td align="center">60</td>
 
     <td align="center">8</td>
 
     <td align="center">8</td>
     <td align="center">250 yards</td>
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     <td align="center">800 feet</td>
 
     <td align="center">-3</td>
 
     <td align="center">-3</td>
 
   </tr>
 
   </tr>
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     <td align="center">80</td>
 
     <td align="center">80</td>
 
     <td align="center">10</td>
 
     <td align="center">10</td>
     <td align="center">500 yards</td>
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     <td align="center">1500 feet</td>
 
     <td align="center">-3</td>
 
     <td align="center">-3</td>
 
   </tr>
 
   </tr>
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     <td align="center">100</td>
 
     <td align="center">100</td>
 
     <td align="center">15</td>
 
     <td align="center">15</td>
     <td align="center">1000 yards</td>
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     <td align="center">3000 feet</td>
 
     <td align="center">-3</td>
 
     <td align="center">-3</td>
 
   </tr>
 
   </tr>
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=== Regaining Ichor ===
 
=== Regaining Ichor ===
  
* '''Resonance''': Leviathans can recover Ichor by harmonizing with the lingering connection that all water holds to the Primordial Sea. If the Leviathan spends at least two hours submerged in a body of water with at least the volume of a large tub, they will recover points of Ichor equal to their Sheol. Multiple Leviathans can benefit from a large body of water, provided that it has at least the minimum necessary volume for each member of the Tribe. Unless the water is flowing naturally (such as a lake, river, or ocean), a given body of water can only provide this power once per day. Conversely, every two hours spent without water in an environment in which dehydration is a threat - such as a desert - the Leviathan bleeds off a point of Ichor.  
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* '''Resonance''': Leviathans can recover Ichor by harmonizing with the lingering connection that all water holds to the Primordial Sea. If the Leviathan spends at least two hours submerged in a body of water with at least the volume of a large tub, they will recover a point of Ichor. Multiple Leviathans can benefit from a large body of water, provided that it has at least the minimum necessary volume for each member of the Tribe. Unless the water is flowing naturally (such as a lake, river, or ocean), a given body of water can only provide this power once per day. Conversely, every two hours spent without water in an environment in which dehydration is a threat - such as a desert - the Leviathan bleeds off a point of Ichor.  
  
 
* '''Immersion''': A Leviathan that is travelling the Rift recovers one point of Ichor per hour.  
 
* '''Immersion''': A Leviathan that is travelling the Rift recovers one point of Ichor per hour.  
 
* '''Sin''': A Leviathan that indulges in his preferred sin regains a point of Ichor.
 
  
 
* '''Worship''': A Leviathan with a Cult recovers one point of Ichor each morning as a natural consequence of being deified. He may spend a task to direct his Cult to spend time partaking in more elaborate rituals in his honor, but doing so requires considerable time and poses potential problems regarding detection and interference in cultist's daily lives. If the Cult is directed in this fashion, the Leviathan will regain additional Ichor equal to their Zeal + 1 upon the next morning.   
 
* '''Worship''': A Leviathan with a Cult recovers one point of Ichor each morning as a natural consequence of being deified. He may spend a task to direct his Cult to spend time partaking in more elaborate rituals in his honor, but doing so requires considerable time and poses potential problems regarding detection and interference in cultist's daily lives. If the Cult is directed in this fashion, the Leviathan will regain additional Ichor equal to their Zeal + 1 upon the next morning.   
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'''Derangements''': A failed degeneration roll means that the Leviathan must make a Tranquility roll to avoid acquiring a Derangement, if his Tranquility is lower then 8. The new Derangement is linked to the lost dot of Tranquility: if the Leviathan's Tranquility is raised back to its original level, the Derangement is removed.
 
'''Derangements''': A failed degeneration roll means that the Leviathan must make a Tranquility roll to avoid acquiring a Derangement, if his Tranquility is lower then 8. The new Derangement is linked to the lost dot of Tranquility: if the Leviathan's Tranquility is raised back to its original level, the Derangement is removed.
 
   
 
   
'''Afflictions''': When a Leviathan with a Tranquility of below 5 gains a Derangement, they also must resist gaining an Affliction, a physical mutation that marks their mental and spiritual decay. Afflictions can be Mild or Severe, and match the severity of the Derangement that triggered them. To resist gaining an Affliction, the Leviathan must make a Tranquility check. Leviathans with a Sheol of 6 or 7 suffer a -1 penalty on this roll, and those with a Sheol of 8 or higher suffer a -2 penalty.  
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'''Afflictions''': When a Leviathan with a Tranquility of below 7 gains a Derangement, they also must resist gaining an Affliction, a physical mutation that marks their mental and spiritual decay. Afflictions can be Mild or Severe, and match the severity of the Derangement that triggered them. To resist gaining an Affliction, the Leviathan must make a Tranquility check. Leviathans with a Sheol of 6 or 7 suffer a -1 penalty on this roll, and those with a Sheol of 8 or higher suffer a -2 penalty.  
  
 
Disruptions are generally codified as one of three varieties of transgression, with their severity dependent on the intersection of various negative behaviors:
 
Disruptions are generally codified as one of three varieties of transgression, with their severity dependent on the intersection of various negative behaviors:
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   <tr>
 
   <tr>
 
     <td align="center">5</td>
 
     <td align="center">5</td>
     <td>Intentional murder, sadism, ritual violence. Going a month without seeing a known Atoll in the area. Going a fortnight without transforming (Roll three dice).</td>
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     <td>Intentional murder, sadism, ritual violence. Going a month without seeing a known Atoll in the area Going a fortnight without transforming (Roll three dice).</td>
 
   </tr>
 
   </tr>
 
   <tr>
 
   <tr>
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=== Drawbacks of Tranquility ===
 
=== Drawbacks of Tranquility ===
  
* '''Violent Tendencies''': As Tranquility fails, the more monstrous side of the Leviathan's nature becomes more difficult to resist. A Leviathan with Tranquility 5 or 6 suffers no penalty. At Tranquility 3 or 4, the Leviathan suffers a -1 penalty to all checks to return to a more human form and to resist an Outburst. At Tranquility 1 or 2, this increases to -2. A Typhon or Ophion simply ''cannot'' attempt to return to a more human shape.
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* '''Violent Tendencies''': As Tranquility fails, the more monstrous side of the Leviathan's nature becomes more difficult to resist. A Leviathan with Tranquility 5 or 6 suffers no penalty. At Tranquility 3 or 4, the Leviathan suffers a -1 penalty to all checks to return to a more human form and to resist an Outburst. At Tranquility 1 or 2, this increases to -2. A Typhon or Deep One simply ''cannot'' attempt to return to a more human shape.
  
 
* '''Afflictions''': A descending Tranquility results in Derangements, which might be accompanied by the Leviathan developing an Affliction. An Affliction is a physical or behavioral marker, some minor or major alteration of the body, which is present in all of the Leviathan's forms. Each Affliction is tied to a Derangement and has the same severity. Should a Derangement increase or decrease in severity, or be removed, the Affliction is altered appropriately - a more serene mind can reassert control over its body. A mild Affliction, if apparent, imposes a -1 penalty on social rolls. A severe Affliction imposes a -3 penalty. Cultists are not so squeamish - it is only interaction with the outside world that is impeded.  
 
* '''Afflictions''': A descending Tranquility results in Derangements, which might be accompanied by the Leviathan developing an Affliction. An Affliction is a physical or behavioral marker, some minor or major alteration of the body, which is present in all of the Leviathan's forms. Each Affliction is tied to a Derangement and has the same severity. Should a Derangement increase or decrease in severity, or be removed, the Affliction is altered appropriately - a more serene mind can reassert control over its body. A mild Affliction, if apparent, imposes a -1 penalty on social rolls. A severe Affliction imposes a -3 penalty. Cultists are not so squeamish - it is only interaction with the outside world that is impeded.  
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** ''Example severe Afflictions'': Bleeds seawater, can only digest rotting flesh, two rows of triangular teeth, exudes strong odor of seaside swamp, one hand fused into a club-like fin, pronounced dorsal fin
 
** ''Example severe Afflictions'': Bleeds seawater, can only digest rotting flesh, two rows of triangular teeth, exudes strong odor of seaside swamp, one hand fused into a club-like fin, pronounced dorsal fin
  
* '''Giving In''': Upon reaching Tranquility 0, degeneration strips a Leviathan of two of his threefold nature. Acting on base impulses and uncontrolled urges leads to a Typhon, little more than a wild animal driven by atavistic impulses. Abuse of the Wake and her Beloved turns a Leviathan into a Ophion, uninhibited she channels the alien madness and shifting currents of the Tempest. Utter rejection of his monstrous heritage will revert a Leviathan back to humanity, but his mind never recovers from the loss of two natures. He will spend the rest of his life unable to perform the most basic functions unaided.
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* '''Giving In''': Upon reaching Tranquility 0, degeneration strips a Leviathan of two of his threefold nature. Acting on base impulses and uncontrolled urges leads to a Typhon, little more than a wild animal driven by atavistic impulses. Abuse of the Wake and her Beloved turns a Leviathan into a Deep One, uninhibited she channels the alien madness and shifting currents of the Tempest. Utter rejection of his monstrous heritage will revert a Leviathan back to humanity, but his mind never recovers from the loss of two natures. He will spend the rest of his life unable to perform the most basic functions unaided.
  
 
== Transformation ==
 
== Transformation ==
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* '''Depth 6''' - "Apotheosis." The Leviathan reaches the greatest reaches of transformation, becoming a thing that is entirely of the Primordial Seas. He is ''at least'' ten feet in size at this point, and his shape is nearly entirely aquatic - his appearance owes more to sea monsters than it does to homo sapiens. The pinnacle of change also unlocks the Leviathan's full potential, making the greatest use of his Vestiges.
 
* '''Depth 6''' - "Apotheosis." The Leviathan reaches the greatest reaches of transformation, becoming a thing that is entirely of the Primordial Seas. He is ''at least'' ten feet in size at this point, and his shape is nearly entirely aquatic - his appearance owes more to sea monsters than it does to homo sapiens. The pinnacle of change also unlocks the Leviathan's full potential, making the greatest use of his Vestiges.
 
** The Leviathan's Size increases by 2, cumulative with the previous increase.
 
** The Leviathan's Size increases by 2, cumulative with the previous increase.
** Exposure to air drains the Leviathan of power. He may go (Stamina) rounds before this begins, at which point he begins to lose 1 Ichor per round until drained of power or returning to water or a more human form. Partial submersion in a body of water of at least five times his size – five cubic feet per cubic foot of the Leviathan, not five times Size – will prevent this loss.  
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** Exposure to air drains the Leviathan of power. He may go (Stamina) rounds before this begins, at which point he begins to lose 1 Ichor per round until drained of power or returning to water or a more human form. Partial submersion in a body of water of at least five times his size – five square feet per foot of the Leviathan, not five times Size – will prevent this loss.  
 
** If the Leviathan has 0 Ichor in this form and is exposed to the air, he must roll a degeneration check for his current Tranquility each turn. In this fashion, a Leviathan stranded on dry land will go mad. Typhons stranded without Ichor begin to lose Health Levels instead.  
 
** If the Leviathan has 0 Ichor in this form and is exposed to the air, he must roll a degeneration check for his current Tranquility each turn. In this fashion, a Leviathan stranded on dry land will go mad. Typhons stranded without Ichor begin to lose Health Levels instead.  
 
** Mortal onlookers with existing mild Derangements have those conditions aggravated into Severe equivalents for the duration of their exposure and (10 - their Willpower) hours afterwards. This category includes many Hybrids and Lahmasu.
 
** Mortal onlookers with existing mild Derangements have those conditions aggravated into Severe equivalents for the duration of their exposure and (10 - their Willpower) hours afterwards. This category includes many Hybrids and Lahmasu.
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==== Willing Transformation ====
 
==== Willing Transformation ====
* '''Cost''': One Ichor
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* '''Cost''': One Ichor per degree of change
 
* '''Dice Pool''': Stamina + Sheol - degree of change
 
* '''Dice Pool''': Stamina + Sheol - degree of change
 
* '''Action''': Instant
 
* '''Action''': Instant
 
** '''Roll Results'''
 
** '''Roll Results'''
*** ''Dramatic Failure'': The Leviathan instead transforms a step in the opposite direction. If this would be impossible, the Leviathan instead suffers a health level of lethal damage as his flesh tears in an attempt to achieve a non-existent state. (that does not stop some Leviathans attempting to use this to achieve either true humanity or apotheosis into a creature closer to the Progenitors than they.  
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*** ''Dramatic Failure'': The Leviathan instead transforms a step in the opposite direction. If this would be impossible, the Leviathan instead suffers a health level of lethal damage.  
 
*** ''Failure'': The Leviathan does not change.
 
*** ''Failure'': The Leviathan does not change.
 
*** ''Success'': The Leviathan achieves the desired form.
 
*** ''Success'': The Leviathan achieves the desired form.
 
*** ''Exceptional Success'': The Leviathan achieves the desired form and recovers a point of Ichor due to the effortless exercise of his power.  
 
*** ''Exceptional Success'': The Leviathan achieves the desired form and recovers a point of Ichor due to the effortless exercise of his power.  
 
** Suggested Modifiers
 
** Suggested Modifiers
*** -3: In a desert.
 
 
*** -2: Shapechanging towards human form with a Tranquility of 1 or 2.
 
*** -2: Shapechanging towards human form with a Tranquility of 1 or 2.
 
*** -1: Shapechanging towards human form with a Tranquility of 3 or 4.
 
*** -1: Shapechanging towards human form with a Tranquility of 3 or 4.
 
*** +1: Shapechanging towards human form with high (8+) Tranquility.
 
*** +1: Shapechanging towards human form with high (8+) Tranquility.
*** +1: Submerged up to one's waist in water.
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*** +1: Submerged up to one's waist in water
*** +2: Completely submerged.
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*** +2: Inside a body of water of the size of a lake or larger.
*** +3: Completely submerged in a body of water of the size of a lake or larger.
 
  
 
==== Outbursts ====
 
==== Outbursts ====
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* The Leviathan...
 
* The Leviathan...
 
** ...fails a Tranquility check while in human form.
 
** ...fails a Tranquility check while in human form.
** ...suffers resolve or stamina (Lowest) levels of damage from a single attack.
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** ...suffers two or more levels of damage.
 
** ...dramatically fails a roll, especially a social roll.
 
** ...dramatically fails a roll, especially a social roll.
 
** ...is subject to extreme emotions.
 
** ...is subject to extreme emotions.
 
** ...witnesses the death of a fellow Leviathan or an Atoll.
 
** ...witnesses the death of a fellow Leviathan or an Atoll.
  
Regardless of the trigger, an Outburst can shake a Leviathan's self-control, reminding him of the ways in which he is subject to the vicissitudes of fate. This constitutes a Tranquility 8 Disruption, as it is primarily jarring to those members of the Tribe that feel as though they have been making progress on their road to self-definition.   
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Regardless of the trigger, an Outburst can shake a Leviathan's self-control, reminding him of the ways in which he is subject to the vicissitudes of fate. This constitutes a Tranqulity-8 Disruption, as it is primarily jarring to those members of the Tribe that feel as though they have been making progress on their road to self-definition.   
  
 
* '''Dice Pool''': Tranquillity  
 
* '''Dice Pool''': Tranquillity  
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* '''Depth 3''' - Instead of a penalty the Leviathan is assumed to automatically fail any rolls where physical attractiveness is a major factor, additionally she gains a new penalty applying to all social rolls rated at -2 due to a fearsome, nauseating or just plain alien form. This penalty does not apply to Intimidation and can be removed if the Leviathan convinces others to trust her. Between the Wake and her own appearance it won't be easy.  
 
* '''Depth 3''' - Instead of a penalty the Leviathan is assumed to automatically fail any rolls where physical attractiveness is a major factor, additionally she gains a new penalty applying to all social rolls rated at -2 due to a fearsome, nauseating or just plain alien form. This penalty does not apply to Intimidation and can be removed if the Leviathan convinces others to trust her. Between the Wake and her own appearance it won't be easy.  
 
* '''Depth 4''' - The penalty increases to -3.
 
* '''Depth 4''' - The penalty increases to -3.
* '''Depth 5''' - As the Leviathan approaches the apex of his transformation the effects of his appearance go beyond aesthetics. At this Depth she combines psychic pressure with deeply rooted instinctual fears, relics of ancient abuses committed by the tribe. The Penalty on social rolls increases to -4 and cannot be reduced below -2. Being fully immune to the Tribe's psychic effects means that Atolls are an exception; as with anyone else they possess instinctual fears, but are exempt from the mental effects and so only suffer a -3 penalty. With persuasion the penalty can be removed entirely.
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* '''Depth 5''' - As the Leviathan approaches the apex of his transformation the effects of his appearance go beyond aesthetics. At this Depth she combines psychic pressure with deeply routed instinctual fears, relics of ancient abuses committed by the tribe. The Penalty on social rolls increases to -4 and cannot be reduced below -2. Being fully immune to the Tribe's psychic effects means that Atolls are an exception, as with anyone else theu possess instinctual fears but are exempt from the mental effects and so only suffer a -3 penalty. With persuasion the penalty can be removed entirely.
* '''Depth 6''' - Instinctual dread of the Leviathan becomes insurmountable. All social rolls automatically fail, even Intimidation becomes useless for anything more precise than provoking blind panic or self defense. For Atolls the penalty increases to -5.
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* '''Depth 6''' - Instinctual dread of the Leviathan becomes insurmountable. All social rolls automatically fail, even Intimidation becomes useless for anything more precise than provoking blind panic or self defence. For Atolls the penalty increases to -5.
 
 
A Leviathan useing Channels or that do more than provide additional dice or dice modifiers takes no penalty from their hideous appearance.
 
  
 
== The Wake ==
 
== The Wake ==
  
The Wake is the term used by Leviathans for what is, in effect, the sensation that their divine nature produces on normal humans. It is a psychic pressure front that humans feel on an instinctual level - it is the dread majesty of a Leviathan's birthright. Tribal scholars claim that it is the "shadow" cast by the Leviathan's true form, and it affects a region around him, which grows as the Leviathan's Sheol increases.
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The Wake is the term used by Leviathans for what is, in effect, the sensation that their divine nature produces on normal humans. It is a psychic pressure front that humans feel on an instinctual level - it is the dread majesty of a Leviathan's birthright. Tribe scholars claim that it is the "shadow" cast by the Leviathan's true form, and it affects a region around him, which grows as the Leviathan's Sheol increases.
  
 
Mortals affected by a Leviathan's Wake are infused with a mixture of awe, terror, and deference. For all that this seems attractive, it is a deeply isolating effect. A Leviathan can't enter a room without people lowering their voices, or go to the grocery store without people self-consciously apologizing for getting in your way (even if they weren't) - the Wake functions as a psychological battering ram, preventing the Tribe from blending in with a crowd. A Leviathan is always, willingly or not, intimidating every mortal in his presence. The Wake is a beacon, a message from the days of the Primordial that impresses itself on human minds - "You're less important than me; everything here is mine if I want it."
 
Mortals affected by a Leviathan's Wake are infused with a mixture of awe, terror, and deference. For all that this seems attractive, it is a deeply isolating effect. A Leviathan can't enter a room without people lowering their voices, or go to the grocery store without people self-consciously apologizing for getting in your way (even if they weren't) - the Wake functions as a psychological battering ram, preventing the Tribe from blending in with a crowd. A Leviathan is always, willingly or not, intimidating every mortal in his presence. The Wake is a beacon, a message from the days of the Primordial that impresses itself on human minds - "You're less important than me; everything here is mine if I want it."
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* '''Fully Affected''': Normal beings - both sentient and animal - are subject to the full effects of the Wake.
 
* '''Fully Affected''': Normal beings - both sentient and animal - are subject to the full effects of the Wake.
  
* '''Potentially Affected''': Beings whose Supernatural advantage is lower than the Sheol of the Leviathan are vulnerable to that Leviathan's Wake. They are otherwise immune.  
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* '''Potentially Affected''': Supernatural beings whose power attribute is two or more lower than the Sheol of the Leviathan are vulnerable to that Leviathan's Wake. They are otherwise immune.  
  
 
* '''Not Affected''': Leviathans, Atolls and Ahabs are always immune to the Wake's effects.  
 
* '''Not Affected''': Leviathans, Atolls and Ahabs are always immune to the Wake's effects.  
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* '''Ease of Control''': The Leviathan does not suffer the unskilled penalty for using Social skills against beings subject to the Wake.
 
* '''Ease of Control''': The Leviathan does not suffer the unskilled penalty for using Social skills against beings subject to the Wake.
  
* '''Psychic Pressure''': When using Intimidation against beings subject to the full effect of the Wake, the Leviathan benefits from rote action. This bonus extends to all Social Skill rolls when the subject is one of the Leviathan's Beloved or for a single roll with the expending of one Ichor per Willpower of the Target.
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* '''Psychic Pressure''': When using Intimidation against beings subject to the full effect of the Wake, the Leviathan benefits from 8-again. This bonus extends to all Social Skill rolls when the subject is one of the Leviathan's Beloved.
  
 
* '''Focusing the Wake''': Leviathans can deliberately focus the wake on one vulnerable target, expending one Ichor. For the rest of the scene, the victim is subject to the following effects:
 
* '''Focusing the Wake''': Leviathans can deliberately focus the wake on one vulnerable target, expending one Ichor. For the rest of the scene, the victim is subject to the following effects:
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Someone who has successfully created a Sigil may try to recapture the feeling of investing virtue without the whole process, this can be done but at a -3 penalty. If they succeed subsequent attempts no longer suffer -3. This can remove the requirements for a crafts roll, a photocopy of the Sigil works just as well. It's also possible to use an alternative image providing that it represents the creators idea of virtue. Religious imagery, philosophy quotes or national symbols for example. This provides +2 on the roll (also award +2 to anyone who actually associates the traditional Sigil with virtue) but has a significant drawback: Unlike the Sigil of Marduk it is meaningless to Leviathans who only require a single success to pass.
 
Someone who has successfully created a Sigil may try to recapture the feeling of investing virtue without the whole process, this can be done but at a -3 penalty. If they succeed subsequent attempts no longer suffer -3. This can remove the requirements for a crafts roll, a photocopy of the Sigil works just as well. It's also possible to use an alternative image providing that it represents the creators idea of virtue. Religious imagery, philosophy quotes or national symbols for example. This provides +2 on the roll (also award +2 to anyone who actually associates the traditional Sigil with virtue) but has a significant drawback: Unlike the Sigil of Marduk it is meaningless to Leviathans who only require a single success to pass.
  
== Aging ==
+
== Ageing ==
Leviathans have an unusual relationship with age. Simply calling them immortal is an oversimplification. A Leviathan's two forms actually age at different rates. Their human form ages as normal until it simply stops aging somewhere in the mid 60s. In Apotheosis a Leviathan's biological age is affected by self image, genetics, and slowed by certain Channels as well as chronological age. It's entirely possible for a Leviathan's transformed body to become younger.  
+
Leviathans have an unusual relationship with age. Simply calling them immortal is an oversimplification. A Leviathan's two forms actually age at different rates. Their human form ages as normal until it simply stops ageing somewhere in the mid 60s. In Apotheosis a Leviathan's biological age is affected by self image, genetics, and slowed by certain Channels as well as chronological age. It's entirely possible for a Leviathan's transformed body to become younger.  
  
In game terms all this means is that a Leviathan stops aging somewhere in her sixties. Very few people even have any way of telling the biological age of a Leviathan in Apotheosis. A Leviathan cannot use Depth one or two to try and look younger. They'll simply have a mix of old human and young Leviathan matter.
+
In game terms all this means is that a Leviathan stops ageing somewhere in her sixties. Very few people even have any way of telling the biological age of a Leviathan in Apotheosis. A Leviathan cannot use Depth one or two to try and look younger. They'll simply have a mix of old human and young Leviathan matter.  
  
 
== Leviathan and Merits ==  
 
== Leviathan and Merits ==  
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As an optional rule and only at the Storytellers discretion, the Merits Beloved Retainer and Cult may overlap: A player with a Cult gains dots in Beloved Retainer equal to the greatest of Cult Number, Zeal and Fervor, to be divided among Retainers however the player wishes.
 
As an optional rule and only at the Storytellers discretion, the Merits Beloved Retainer and Cult may overlap: A player with a Cult gains dots in Beloved Retainer equal to the greatest of Cult Number, Zeal and Fervor, to be divided among Retainers however the player wishes.
  
====Breath of the Lungfish (O-OOO)====
+
==== Breath of the Lungfish (O) ====
 +
Your Character transforms into some form of air-breathing marine life. In place of the ability to breath underwater, treat Stamina as though it was one dot greater per Depth for the purposes of holding your breath. Additionally, at Depth two and lower, you no longer lose air at a faster rate during combat.
  
Your Character transforms into some form of air-breathing marine life or strange crossbreed. At lower depths, the Leviathan does not lose the ability to breath air.
+
As a side-effect of this Merit, your character may remain on land in her Apotheosis Form for an additional Sheol turns before she begins to suffer the effects of exposure.
As a side-effect of this Merit, your character may remain on land in her Apotheosis Form for an additional (Sheol*Mertit Dots) turns before she begins to suffer the effects of exposure
 
  
==== Cult (Special, O-OOOOO+) ====
+
==== Cult (Special, O to OOOOO+) ====
  
 
When brushed with the Wake of the Leviathan, certain mortals are more touched than others - becoming Beloved. These faithful can be directed into a unit, a Cult, which reveres the Leviathan and seeks to serve and honor him. Some Leviathan season their cults by bonding Lahmasu into their service, taking them in and giving them meaning. The full rules for Beloved and Lahmasu are listed later, but a Leviathan that wishes to have a Cult following may invest in this Merit. A Cult can provide Ichor through worship or work in the world as the Leviathan's hands (or claws) at a reach. The Cult Merit is broken into three categories - Number, Zeal, and Fervor. It additionally has a handful of variables that can be purchased to increase the capabilities of the Cult. Dots spent on this Merit can be divided between all of these.  
 
When brushed with the Wake of the Leviathan, certain mortals are more touched than others - becoming Beloved. These faithful can be directed into a unit, a Cult, which reveres the Leviathan and seeks to serve and honor him. Some Leviathan season their cults by bonding Lahmasu into their service, taking them in and giving them meaning. The full rules for Beloved and Lahmasu are listed later, but a Leviathan that wishes to have a Cult following may invest in this Merit. A Cult can provide Ichor through worship or work in the world as the Leviathan's hands (or claws) at a reach. The Cult Merit is broken into three categories - Number, Zeal, and Fervor. It additionally has a handful of variables that can be purchased to increase the capabilities of the Cult. Dots spent on this Merit can be divided between all of these.  
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'''Number'''
 
'''Number'''
  
This category represents the size of the loyal mass attending the Leviathan. On a practical level, it limits the number of tasks that the Leviathan can direct his Cult to perform in a given chapter - one, plus one per dot of Number. "Tasks" includes dangerous work as measured by Zeal, but also instances in which the Leviathan directs the faithful to perform rituals or act publicly - the assumption being that the Cult's numbers permit members to exchange duties, cover shifts, and otherwise permit the Beloved to fulfill their everyday chores alongside those mandated by their deity.  
+
This category represents the size of the loyal mass attending the Leviathan. On a practical level, it limits the number of tasks that the Leviathan can direct his Cult to perform in a given chapter - one, plus one per dot of Number. "Tasks" includes dangerous work as measured by Zeal, but also instances in which the Leviathan directs the faithful to perform rituals or act publicly - the assumption being that the Cult's numbers permit members to exchange duties, cover shifts, and otherwise permit the Beloved to fulfill their everyday chores alongside those mandated by their deity. A Cult composed entirely of Lahmasu can do one fewer task per story, and has far more limited numbers - as listed below.  
  
 
A Cult must have at least one dot of Number - otherwise, who will bring the goat?
 
A Cult must have at least one dot of Number - otherwise, who will bring the goat?
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* ''Home Turf'' (O or OO) - The Cult has a favored stomping ground, around the size of a neighborhood or a region of wilderness - along the lines of "The quarry" or "The old lumber yard." When assigned to dangerous tasks in this region, it receives a +1 bonus, but suffers a -1 penalty elsewhere. The two-dot version negates the penalty.   
 
* ''Home Turf'' (O or OO) - The Cult has a favored stomping ground, around the size of a neighborhood or a region of wilderness - along the lines of "The quarry" or "The old lumber yard." When assigned to dangerous tasks in this region, it receives a +1 bonus, but suffers a -1 penalty elsewhere. The two-dot version negates the penalty.   
 
* ''Indoctrination'' (O) - Once per story, as a Task, the player may declare one attempt to turn members the Cult against the Leviathan as an automatic failure. The Leviathan need not be aware of the attempt - the player is declaring the Cult uncorruptible as a method of narrative control.  
 
* ''Indoctrination'' (O) - Once per story, as a Task, the player may declare one attempt to turn members the Cult against the Leviathan as an automatic failure. The Leviathan need not be aware of the attempt - the player is declaring the Cult uncorruptible as a method of narrative control.  
* ''Lahmasu'' (OO) - Your Cult contains a division of, or is entirely formed of, Lahmasu or Hybrids. Lahmasu often serve as a Cult's military arm, using their unique abilities to further their lords aim. A Cult with Lahmasu gets an extra dice on all Fervor rolls but a crime performed by strange half fish people is more noticeable than a regular crime. This rule is a little too complex to be expressed as a bonus to investigators, but a Leviathan is advised to think twice before sending Lahmasu where mortal authorities might start asking questions, and consider forgoing the bonus.  
+
* ''Lahmasu'' (OO) - Your Cult contains a division of, or is entirely formed of, Lahmasu or Hybrids. Lahmasu often serve as a Cult's military arm, using their unique abilities to further their lords aim. A Cult with Lahmasu gets an extra dice on all Fervor rolls.
 
* ''Offerings'' (O) - Once per story, as a Task, the Leviathan may use his Cult to make a purchase with a Resource cost of 1 + the Cult's Zeal.  
 
* ''Offerings'' (O) - Once per story, as a Task, the Leviathan may use his Cult to make a purchase with a Resource cost of 1 + the Cult's Zeal.  
 
* ''Old Hands'' (OOO) - Pick one unpleasant task or crime (car theft, kidnapping, murder). The Fervor roll for that sort of crime is a rote action for your Cult. Remember that crime waves are suspicious and that being a zany cult isn't a barrier against criminal investigation.
 
* ''Old Hands'' (OOO) - Pick one unpleasant task or crime (car theft, kidnapping, murder). The Fervor roll for that sort of crime is a rote action for your Cult. Remember that crime waves are suspicious and that being a zany cult isn't a barrier against criminal investigation.
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==== Giant (OOO) ====
 
==== Giant (OOO) ====
  
This is the same Merit as presented in the World of Darkness core rulebook; Leviathans may buy the Giant Merit for less than its usual cost.
+
This is the same Merit as presented in the World of Darkness core rulebook; Leviathans may by the Giant Merit for less than it's usual cost.  
  
 
==== Heirloom (O to OOOOO) ====
 
==== Heirloom (O to OOOOO) ====
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Leviathans aren’t the only ones with interest in Heirlooms; Marduk always keeps an eye open and Mystical orders such as the Aegis Kai Doru are frequently tempted either by what they could learn or an Heirloom’s practical applications as a mystical talisman. Private collectors, archaeologists and museums also have a stake in owning an Heirloom. Despite this Heirlooms tend to cause little stir among those not in the know: vanishingly few Heirlooms predate known civilisation, most come much more recent exploits of the Tribe and aren’t markedly distinct from entirely human artefacts of the period. It’s unsure what exactly would happen if regular academics did get hold of a Heirloom that predated Tiamat’s death, such a discovery could rewrite known history but only if it wasn’t snatched by Leviathans, Marduk or some other party. It would certainly make an interesting story.
 
Leviathans aren’t the only ones with interest in Heirlooms; Marduk always keeps an eye open and Mystical orders such as the Aegis Kai Doru are frequently tempted either by what they could learn or an Heirloom’s practical applications as a mystical talisman. Private collectors, archaeologists and museums also have a stake in owning an Heirloom. Despite this Heirlooms tend to cause little stir among those not in the know: vanishingly few Heirlooms predate known civilisation, most come much more recent exploits of the Tribe and aren’t markedly distinct from entirely human artefacts of the period. It’s unsure what exactly would happen if regular academics did get hold of a Heirloom that predated Tiamat’s death, such a discovery could rewrite known history but only if it wasn’t snatched by Leviathans, Marduk or some other party. It would certainly make an interesting story.
  
==== Lahmasu Retainer (O–OOOOO) ====
+
==== Lahmasu Retainer (O – OOOOO) ====
  
 
Your character has a single Lahmasu Retainer. See WoD Core P116 for the Retainer Merit. Your retainer may come from any Lahmasu Strain or even be a Hybrid. A Lahmasu Retainer has a Depth between one and the number of dots spent in this Merit, players choice. Assign Mutations and any Flaws as normal. Players may choose to have their Lahmasu retainer as a Beloved for no extra cost, though if they choose not to they should justify how their Retainer managed to avoid becoming Beloved.
 
Your character has a single Lahmasu Retainer. See WoD Core P116 for the Retainer Merit. Your retainer may come from any Lahmasu Strain or even be a Hybrid. A Lahmasu Retainer has a Depth between one and the number of dots spent in this Merit, players choice. Assign Mutations and any Flaws as normal. Players may choose to have their Lahmasu retainer as a Beloved for no extra cost, though if they choose not to they should justify how their Retainer managed to avoid becoming Beloved.
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==== Mandate of Babel (O) ====
 
==== Mandate of Babel (O) ====
When your character expends Ichor to focus his Wake on a subject whose primary language is foreign to the Leviathan, he gains the supernatural ability to make his words understood to that target, and understand that subject's words, as though they were both fully fluent in the language the other is using. They cannot understand written words of the supernaturally-comprehended language unless the words were hand-written by the other participant. This merit also gives the Leviathan the power to speak all dead (No longer spoken in common usage or with only a small minority of speakers) and extinct (No longer spoken at all) languages. This power does work on people who are immune to the Wake, with their consent.
+
When your character expends Ichor to focus his Wake on a subject whose primary language is foreign to the Leviathan, he gains the supernatural ability to make his words understood to that target, and understand that subject's words, as though they were both fully fluent in the language the other is using. They cannot understand written words of the supernaturally-comprehended language unless the words were hand-written by the other participant. This power does work on people who are immune to the Wake, with their consent.
  
 
==== Muted Wake (OO) ====
 
==== Muted Wake (OO) ====
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'''Drawback''': Well, the thing the Merit does, sort of.
 
'''Drawback''': Well, the thing the Merit does, sort of.
  
==== Temple (Special, O-OOOOO+) ====
+
==== Temple (Special, O to OOOOO+) ====
  
 
You Leviathan, or perhaps her Cult, has access to a Temple. A Temple is a place of prayer but it is also much more. A temple is a refuge from the tensions of the outside world. A place where everyone is understanding about the occasional ritual. Most of all a Temple can be a home.  
 
You Leviathan, or perhaps her Cult, has access to a Temple. A Temple is a place of prayer but it is also much more. A temple is a refuge from the tensions of the outside world. A place where everyone is understanding about the occasional ritual. Most of all a Temple can be a home.  
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'''Size'''
 
'''Size'''
  
Temple Size is important to any Cohort who sees their temple as anything more than a well fortified place to hide. A Temple with no dots in Size perhaps represents a cramped cave or small basement. By spending points in Temple Size the Cohort creates room for creature comforts and chambers dedicated to a verity of practical effects. Perhaps more importantly, it becomes possible to host a much larger Cult; If in doubt, assume that each dot in Temple Size means there is enough space to comfortably host equal dots in Cult Numbers. Lahmasu Cults are smaller and thus have an easier time finding space.  
+
Temple Size is important to any Cohort who sees their temple as anything more than a well fortified place to hide. A Temple with no dots in Size perhaps represents a cramped cave or small basement. By spending points in Temple Size the Cohort creates room for creature comforts and chambers dedicated to a verity of practical effects. Perhaps more importantly it becomes possible to host a much larger Cult, if in doubt assume that each dot in Temple Size means there is enough space to comfortably host equal dots in Cult Numbers. Lahmasu Cults are smaller and thus have an easier time finding space.  
  
 
* O – A small apartment or lakeside cave. One to two rooms.
 
* O – A small apartment or lakeside cave. One to two rooms.
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'''Temple Security'''
 
'''Temple Security'''
  
Even the grandest temple is worthless if rival Leviathans or Marduk just wander in; to prevent this Leviathans may invest in security for their temple. Every dot in Temple Security provides -1 to all attempts to break in and +1 initiative when defending the temple. A Leviathan may supplement the physical security by directing its Cult to post guards; this counts as one Task for rules purposes. As a final benefit the Leviathans may choose between disguising the temple as respectable place of worship, or hiding the temple by placing it in an underground cave or an apparently ordinary home, office or some other front.
+
Even the grandest temple is worthless if rival Leviathans or Marduk just wonder in, to prevent this Leviathans may invest in security for their temple. Every dot in Temple Security provides -1 to all attempts to break in and +1 initiative when defending the temple. A Leviathan may supplement the physical security by directing it's Cult to post guards, this counts as one Task for rules purposes. As a final benefit the Leviathans may choose between disguising the temple as respectable place of worship or hiding the temple by placing it in an underground cave a normal home, office or behind some other front organisation.
  
Disguised temples grant -1 per dot of temple security to find weapons caches or discover the ritual chamber is anything more than a simple prayer room; however, the Cult will have to put up with curious visitors, some of whom may be police or Marduk agents. Hidden Temples grant -1 per dot of temple security to find the Temple but grant no special benefit once it has been located. However, while well hidden Temples don't have casual visitors, once they have been found, they remain found. Do note, regardless of whether a Leviathan disguises or hides their temple, the Ripple effect helps those searching for it.
+
Disguised temples grant -1 per dot of temple security to find weapons caches or discover the ritual chamber is anything more than a simple prayer room however the Cult will have to put up with curious visitors some of whom may be police or Marduk agents. Hidden Temples grant -1 per dot of temple security to find the Temple but get no special benefit once it has been located. While well hidden Temples don't have casual visitors once they have been found they remain found. Regardless of weather a Leviathan disguises or hides their temple the Ripple effect helps those searching for it.
  
 
'''Temple Amenities'''
 
'''Temple Amenities'''
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Every time the player purchases a new dot in Temple Amenities, they gain one free temple feature which provides a practical benefit to the Cohort. Select from the list below.
+
Every time the player purchases a new dot in Temple Amenities they gain one free temple feature which provides a practical benefit to the Cohort. Select from the list below.
  
* Armoury: Not all Cults serve as a Leviathan's personal army, but for those who do, proper equipment is essential. Assume that an Armory provides access to weaponry with a Resource cost equivalent to Amenities. At Amenities 1 an Armoury barely deserves the name and consists only of baseball bats and kitchen knives. Amenities 2 or 3 grants common weapons: pistols, shotguns or hunting rifles as well as fancy ceremonial weapons. Amenities 4 or 5 grants military grade equipment. Unfortunately, weapons don't just turn up in unmarked crates when you upgrade Temple Amenities. The Cohort can purchase up to Amenities 3 (less in countries with strict gun laws) by buying the equipment; any higher and the players must spend time making black market connections or organising a daring theft of military supplies. An Armoury grants +1 per dot of Amenities to Cult Tasks, provided the Cohort can keep it supplied.
+
* Armoury: Not all Cults serve as a Leviathan's personal army, but for those who do, proper equipment is essential. Assume that an Armory provides access to weaponry with a Resource cost equivalent to Amenities: At Amenities 1 an Armoury barely deserves the name and consists only of baseball bats and kitchen knives. Amenities 2 or 3 grants common weapons: pistols, shotguns or hunting rifles as well as fancy ceremonial weapons. Amenities 4 or 5 grants military grade equipment. Unfortunately, weapons don't just turn up in unmarked crates when you upgrade Temple Amenities. The Cohort can purchase up to Amenities 3 (less in countries with strict gun laws) by buying the equipment; any higher and the players must spend time making black market connections or organising a daring theft of military supplies. An Armoury grants +1 per dot of Amenities to Cult Tasks, provided the Cohort can keep it supplied.
* Gatewater: To enter the rift merely requires a tub full of water; at Amenities 1 it's safe to assume you can build one into your temple. Having a Gatewater means that your temple includes a ritually prepared pool designed to make the passage easier. This grants +1 per dot of Amenities to attempts at crossing into the Rift, and at Amenities 3 you can bring items along without spending a Willpower point. Perhaps more usefully, owning a Gatewater means it's very easy to find your way home: while in the Rift, the Cohort receives +1 per dot of Amenities on rolls to locate their Gatewater. Unless they have been granted access by the Cohort, other Leviathans do not receive these bonuses and crossing into the Temple from the Rift has a -1 penalty per dot of Temple Security.
+
* Gatewater: To enter the rift merely requires a tub full of water; at Amenities 1 it's safe to assume you can build one into your temple. Having a Gatewater means that your temple includes a ritually prepared pool designed to make the passage easier. This grants +1 per dot of Amenities to attempts at crossing into the Rift, and at Amenities 3 you can bring items along without a Willpower point. Perhaps more usefully, owning a Gatewater means it's very easy to find your way home, while in the Rift the Cohort receives +1 per dot of Amenities on rolls to locate their Gatewater. Unless they have been granted access by the Cohort, other Leviathans do not receive these bonuses and crossing into the Temple from the Rift has a -1 penalty per dot of Temple Security.
* Private Pool: Any Leviathan can recover Ichor through Resonance with water; having a few bathtubs around can be assumed at Amenities 1. A Private Pool grants more: whether by diverting a convenient lake into the temple's basement or building above an underground river, the Temple has naturally flowing water within its walls. Storytellers may disallow this feature if there is no practical source of water, or give it free if the Temple would have access to it by default, such as a sea-cave sacrificing a more attractive location for access to the tide.
+
* Private Pool: Any Leviathan can recover Ichor through Resonance with water; having a few bathtubs around can be assumed at Amenities 1. A Private Pool grants more: whether by diverting a convenient lake into the temple's basement or building above an underground river, the Temple has naturally flowing water within it's walls. Storytellers may disallows this feature if there is no practical source of water or even give it free if the Temple would have access to it, such as a sea-cave sacrificing a more attractive location for access to the tide.
* Reception Chamber: Perhaps the Cohort wishes to cement an alliance with another Cohort. Maybe it has fallen upon them to host the next taxon meeting. For whatever reason, they are going to be spending time with their Cousins, and where better to do that than beneath a 40 foot solid gold monument to your divinity? Reception Chambers are designed to do one thing: impress others Leviathans. Whatever style the Cohort chooses, assume it impresses the vast majority of Leviathans. They get a bonus to all social rolls where making a good impression is of use: +1 at Amenities 3, +2 at Amenities 4 and +3 at Amenities 5. At lower Amenities there is no benefit.
+
* Reception Chamber: Perhaps the Cohort wishes to cement an alliance with another Cohort, maybe it's fallen upon them to host the next taxon meeting. For whatever reason they are going to be spending time with their Cousins and where better to do that than beneath a 40 foot solid gold monument to your divinity? Reception Chambers are designed to do one thing: impressive other Leviathans, whatever style the Cohort chooses assume it impresses the vast majority of Leviathans: They get a bonus to all social rolls where making a good impression is of use: +1 at Amenities 3, +2 at Amenities 4 and +3 at Amenities 5. At lower Amenities there is no benefit.
* Ritual Chamber: To perform a ritual only requires sufficient Zeal, but proper incense, décor and a grooved altar can help. A Ritual Chamber grants +1 per dot of Amenities to rituals. When using a ritual task to restore Ichor a Ritual Chamber grants an extra point of Ichor at Amenities 3 and an extra two points at Amenities 5.
+
* Ritual Chamber: To perform a ritual only requires sufficient Zeal, but proper incense, décor and a grooved alter can help. A Ritual Chamber grants +1 per dot of Amenities to rituals. When using a ritual task to restore Ichor a Ritual Chamber grants an extra point of Ichor at Amenities 3 and an extra two points at Amenities 5.
* Rumpus Room: Leviathans are creatures of powerful Vices and low self-control. Many furnish their Temples and their cults to feed their base desires. When building a Rumpus Room choose one Vice (a Temple may have many Rumpus Rooms), spending an hour indulging automatically fulfills that Vice. When the Cohort chooses a Rumpus Room ask them to explain how it works: A Glutton may have a twenty four hour kitchen while a Slothful Leviathan's Rumpus “Room” may be a dozen cultists who ensure he never need lift a finger. Assume that staffing the Rumpus Room takes one Task, and remember: Even though Cultists are usually willing it's only because of the Wake. In terms of morality and Tranquillity you must ask what they would do without the Wake, so think twice before building that Gladiator Pit.
+
* Rumpus Room: Leviathans are creatures of powerful Vices and low self-control. Many furnish their Temples and their cults to feed their base desires. When building a Rumpus Room choose one Vice (a Temple may have many Rumpus Rooms), spending an hour indulging automatically fulfils that Vice. When the Cohort chooses a Rumpus Room ask them to explain how it works: A Glutton may have a twenty four hour kitchen while a Slothful Leviathan's Rumpus “Room” may be a dozen cultists who ensure he never need lift a finger. Assume that staffing the Rumpus Room takes one Task and remember: Even though Cultists are usually willing it's only because of the Wake. In terms of morality and Tranquillity you must ask what they would do without the Wake. So think twice before building that Gladiator Pit.
  
 
==== Vicious Heritage (O or OOO) ====
 
==== Vicious Heritage (O or OOO) ====
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=== Creating a Beloved ===
 
=== Creating a Beloved ===
  
There are two ways for a Leviathan to create a Beloved: deliberately or merely through their divine presence. When someone with the potential to become Beloved spends a non-negligible amount of time in the Wake (at least fifteen minutes) roll Presence + Sheol, contested by Resolve + Composure. The Deep Wake Merit adds one die to the Leviathan's roll, while the Muted Wake Merit subtracts one die from the Leviathan's roll. This applies to both unintentional and deliberate attempts to create a Beloved.
+
There are two ways for a Leviathan to create a Beloved: deliberately or merely through their divine presence. When someone with the potential to become Beloved spends a non-negligible amount of time in the Wake (at least fifteen minutes) roll Presence + Sheol, contested by Resolve + Composure. The Deep Wake Merit adds one die to the Leviathan's roll, while the Muted Wake Merit subtracts one die from the Leviathan's roll. This applies to both unintentional and deliberate attempts to create a Beloved
 
*Exceptional Success or Success for the Leviathan: Record one "Beloved Point" on the mortal's sheet. When the mortal has more Beloved Points than their *Willpower score, they become Beloved.
 
*Exceptional Success or Success for the Leviathan: Record one "Beloved Point" on the mortal's sheet. When the mortal has more Beloved Points than their *Willpower score, they become Beloved.
 
*Tie or Success for the human: Nothing happens.
 
*Tie or Success for the human: Nothing happens.
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This roll may be made once per day per person. After spending two weeks outside a Leviathan's Wake, Beloved Points are lost at a rate of two per week. A Storyteller need not actually make these rolls or track points; they simply provide a guideline for the timescale and probabilities involved.
 
This roll may be made once per day per person. After spending two weeks outside a Leviathan's Wake, Beloved Points are lost at a rate of two per week. A Storyteller need not actually make these rolls or track points; they simply provide a guideline for the timescale and probabilities involved.
  
When a person has more Beloved Points than half their Willpower, (round up) they gain a minor derangement. This derangement will disappear upon becoming a Beloved or losing the last Beloved point.
+
When a person has more Beloved Points than half their Willpower, (round up) they gain a minor derangement. This derangement will disappear upon becoming a Beloved or loosing the last Beloved point.
  
 
A Leviathan may wish to deliberately create a Beloved. Maybe controlling the mayor is the last step to completely conquering town, they might want that pretty boy or girl or just to expand their cult and they're recruiting anyone who can perform a ritual without dropping the ceremonial knife. Once a Leviathan has identified someone vulnerable, cultivating a Beloved is an extended Presence + Sheol vs Resolve + Composure roll and costs one point of Ichor to focus the Wake. If the target's Willpower is lower than the Leviathan's Presence + Sheol, subtract the Leviathan's Sheol from their dicepool.
 
A Leviathan may wish to deliberately create a Beloved. Maybe controlling the mayor is the last step to completely conquering town, they might want that pretty boy or girl or just to expand their cult and they're recruiting anyone who can perform a ritual without dropping the ceremonial knife. Once a Leviathan has identified someone vulnerable, cultivating a Beloved is an extended Presence + Sheol vs Resolve + Composure roll and costs one point of Ichor to focus the Wake. If the target's Willpower is lower than the Leviathan's Presence + Sheol, subtract the Leviathan's Sheol from their dicepool.
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== Psychotherapy ==
 
== Psychotherapy ==
  
Just as easily as a Leviathan can devour humans beneath rows of razor sharp teeth or crush them with divine might, a Leviathan can attack the minds of her foes. Inflicting terrible mental traumas or turning people Beloved with nothing more than her very presence.
+
Just as easily as a Leviathan can devour humans beneath rows of razor sharp teeth or crush them with divine might a Leviathan can attack the minds of her foes. Inflicting terrible mental traumas or turning people Beloved with nothing more than her very presence.
  
Whether a Leviathan simply uses mental attacks as his weapon of choice in combat or is on a campaign of recruitment for his Cult human beings don't exist in a vacuum. Most people have friends and family to look out for them, and even isolated individuals can realise when they need help and seek it out. If a character’s role in the story is nothing more than a combat dicepool it probably isn't necessary to track their progress through therapy. Instead these rules can be used for key individuals or for when players are playing mortals who are unlucky enough to cross paths with the Tribe.
+
Whether a Leviathan simply uses mental attacks as his weapon of choice in combat or is on a campaign of recruitment for his Cult human beings don't exist in a vacuum. Most people have friends and family to look out for them and even isolated individuals can realise when they need help and seek it out. If a character’s role in the story is nothing more than a combat dicepool it probably isn't necessary to track their progress through therapy. Instead these rules can be used for key individuals or for when players are playing mortals who are unlucky enough to cross paths with the Tribe.
  
 
===== Sidebar: In case it needed saying. =====
 
===== Sidebar: In case it needed saying. =====
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The rules presented here are not in anyway supposed to be an accurate reflection on real life medical practices and should not be used in place of actual professional help or applied to real life at all.
 
The rules presented here are not in anyway supposed to be an accurate reflection on real life medical practices and should not be used in place of actual professional help or applied to real life at all.
  
One possibility is to include an asylum or therapist as a major character in your story. Either as an antagonist (perhaps funded by Marduk) or foil for the Cohort, a reminder of the damage the Tribe leaves in their wake or just because important NPCs are found there. The book World of Darkness: Asylum can provide further advice on including hospitals, as well as an expanded mental health system.
+
One possibility is to include an asylum or therapist as a major character in your story. Either as an antagonist (perhaps funded by Marduk) or foil for the Cohort, a reminder of the damage the Tribe leaves in their wake or just because important NPCs are found there. For further advice on including hospitals and an expanded mental health system see WoD Asylum.
  
 
=== Systems for Psychotherapy ===
 
=== Systems for Psychotherapy ===
  
Psychotherapy, whether based on talking to the patient, drugs or other techniques, can use the same system. Since therapy is as much about trust and empathy as it is about medicine, treatment is an Extended Manipulation + Medicine roll. Roll once per therapy session, uncooperative patients can contest this roll with Composure + Subterfuge.  
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Psychotherapy, whether based on talking to the patient, drugs or other techniques can use the same system. Since therapy is as much about trust and empathy as it is about medicine treatment is an Extended Manipulation + Medicine roll. Roll once per therapy session, uncooperative patients can contest this roll with Composure + Subterfuge.  
  
When enough successes are reached: 10 for a mild derangement, 20 for a major and 30 for an extreme Derangement the Derangement can be sent into remission. Until the patient suffers a major trauma, stops taking their medication or suffers an applicable supernatural effect, they no longer suffer any penalty for that derangement. Derangements inflicted by supernatural powers require half the successes and are removed permanently unless stated otherwise.
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When enough successes are reached: 10 for a mild derangement, 20 for a major and 30 for an extreme Derangement the Derangement can be sent into remission. Until the patient suffers a major trauma, stops taking their medication or suffers an applicable supernatural effect they no longer suffer any penalty for that derangement. Derangements inflicted by supernatural powers require half the successes and are removed permanently unless stated otherwise.
  
The Beloved condition can be treated by therapists just like a Derangement. The target successes are 15 + the double of Zeal. A person who notices their mental breakdown on the way to becoming a beloved might also seek therapy. The Storyteller should make a choice depending on what's more useful for the potential Beloved. Either they make a Resolve + Composure roll at the end of a successful session like normal. Each success removes one Beloved Point. Alternatively, forgo the final roll and instead apply the total successes on both the therapist's and patient’s roll on any rolls needed to resist becoming a Beloved to a maximum of +5. The bonus decreases by one per week.
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The Beloved condition can be treated by therapists just like a Derangement. The target successes are 15 + twice Zeal. A person who notices their mental breakdown on the way to becoming a beloved might also seek therapy. The Storyteller should make a choice depending on what's more useful for the potential Beloved. Either they make a Resolve + Composure roll at the end of a successful session like normal, each success removes one Beloved Point. Alternatively forgo the final roll and instead apply the total successes on both the therapist's and patient’s roll on any rolls needed to resist becoming a Beloved to a maximum of +5. The bonus decreases by one per week.
  
Leviathans can also partake in therapy; indeed, successful therapy may be an excellent way to increase Tranquility. However, the Tribe faces significant problems due to the Wake and their own natures. The Leviathan's player should consider being uncooperative, perhaps focusing the Wake, even when it's in their best interests not too. It's not easy talking about traumatic or guilty memories and the Tribe has far less self control than most people (one possibility is to require a successful Tranquility or Resolve + Composure roll if the Leviathan wishes to cooperate). Even if the Leviathan cooperates the Storyteller should make Beloved rolls for the therapist. If they gain even a single Beloved point all therapy rolls are at -1 due to a distracting fascination and a decreased ability to remain objective. When the therapist is half way to becoming Beloved, increase this penalty to the Leviathan's Presence, maximum of five. Actual Beloved always suffer -5 to giving therapy. One possibility to avoid this is for Leviathans to trade therapy sessions from each other's cultists (-1 penalty), but few trust another Leviathan's cult with their darkest secrets.
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Leviathans can also go for therapy, indeed successful therapy makes an excellent justification for increasing Tranquillity. However the Tribe faces significant problems due to the Wake and their own natures. The Leviathan's player should consider being uncooperative, perhaps focusing the Wake, even when it's in their best interests not too. It's not easy talking about traumatic or guilty memories and the Tribe has far less self control than most people (one possibility is to require a successful Tranquillity or Resolve + Composure roll if the Leviathan wishes to cooperate). Even if the Leviathan cooperates the Storyteller should make Beloved rolls for the therapist. If they gain even a single Beloved point all therapy rolls are at -1 due to a distracting fascination and a decreased ability to remain objective. When the therapist is half way to becoming Beloved increase this penalty to the Leviathan's Presence, maximum of five. Actual Beloved always suffer -5 to giving therapy. One possibility to avoid this is for Leviathans to trade therapy sessions from each others cultists (-1 penalty), but few trust another Leviathan's cult with their darkest secrets.
  
An Atoll as a therapist would be an interesting possibility - such a situation would allow a Leviathan easy access to an Atoll for as long as he could afford the fees and convince the Atoll he has actual need of therapy(and given the realities of life as a Leviathan, the second one is likely not difficult). The Atoll gains no special bonuses for therapy aside from the Leviathan's usual inability to use Subterfuge against Atolls, however, the usual bonuses for access to an Atoll apply as do the usual risks.
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An Atoll as a therapist would be an interesting possibility. Such a situation would allow a Leviathan easy access to an Atoll for as long as he could afford the fees and convince the Atoll he has actual need of therapy. Given the realities of life as a Leviathan the second one would not be difficult. The Atoll gains no special bonuses for therapy aside from the Leviathan's usual inability to use Subterfuge against Atolls, however the usual bonuses for access to an Atoll apply as do the usual risks.
  
 
== Exceptional Size ==
 
== Exceptional Size ==
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Armour, Durability and the damage division granted by size stack with both mundane and supernatural protection however they are halved when faced against any attack that deals Aggravated damage.  
 
Armour, Durability and the damage division granted by size stack with both mundane and supernatural protection however they are halved when faced against any attack that deals Aggravated damage.  
  
When calculating size: Treat hand weapons as the size of a typical wielder and vehicle mounted weapons as the size of the vehicle. Weapons specifically designed for targets several size classes larger than themselves (such as an anti-tank rocket) should be treated one size class larger. Weapons designed for targets several size classes smaller than themselves (such as anti-infantry weapons on a tank) should be treated as one size class smaller.
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When calculating size: Treat hand weapons are the size of a typical wielder and vehicle mounted weapons as the size of the vehicle. Weapons specifically designed for targets several size classes larger than themselves (such as an anti-tank rocket) should be treated one size class larger. Weapons designed for targets several size classes smaller than themselves (such as anti-infantry weapons on a tank) should be treated as one size class smaller.
  
 
=== Size Categories ===
 
=== Size Categories ===
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====Size, Accuracy and Armour====
 
====Size, Accuracy and Armour====
  
In the WoD rolling a failure on an attack roll does not mean that the attack missed, and when the target is bigger than some buildings accuracy is rarely a concern. Most Failures rolled against an enormous Leviathan are in fact bullets bouncing of it's thick hide, or harmlessly burying themselves within layers of skin and fat thicker than a human is tall. To represent this, when wielded against a larger target any weapon with Armour Piercing may add its AP score directly to the attack pool, up to a limit of +3 dice for each difference in Size categories.  
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In the WoD rolling a failure on an attack roll does not mean that the attack missed, and when the target is bigger than some buildings accuracy is rarely a concern. Most Failures rolled against an enormous Leviathan are in fact bullets bouncing of it's thick hide, or harmlessly burying themselves within layers of skin and fat thicker than a human is tall. To represent this, when wielded against a larger target any weapon with Armour Piercing may add its AP score directly to the attack pool, up to a limit of +3 dice per the difference in Size categories.  
  
 
An Armour Piercing weapon may ignore points of armour or give bonus dice against larger creatures but not both. If the Leviathan has Armour then Armour Piercing weapons have their usual effect, any points in Armour Piercing above the Armour rating may be turned into bonus dice up to the usual maximum.
 
An Armour Piercing weapon may ignore points of armour or give bonus dice against larger creatures but not both. If the Leviathan has Armour then Armour Piercing weapons have their usual effect, any points in Armour Piercing above the Armour rating may be turned into bonus dice up to the usual maximum.

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