LeviathanTempest:ChapterThree

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Chapter 3 : Systems and Advantages

“Why did the old Persians hold the sea holy? Why did the Greeks give it a separate deity, and own brother of Jove? Surely all this is not without meaning.”

  • Herman Melville, Moby-Dick

Over the course of the weeks that lead a member of the Tribe to understand the alterations that have taken place in their body and mind, they eventually come to a point at which their unusual gifts become, if not controlled, at least controllable. Ironically, this period is often one of the more dangerous ones for a fledgling Leviathan's sanity – they have reached a point where a loss of control has more weight, as it could have been prevented. Further, the ability to understand – and direct – their powers can be a dangerous temptation for a Leviathan – they have become something more than the people around them, and have the power to do what they want without apparent repercussions.

Most Leviathans eventually reach a point where they can adeptly direct their natural abilities and can often, or at least more often than not, bite down a possible unwilling or undesired bout of transformation. They begin to refine their gifts and develop their transformed body into a shape that suits their assumptions about the nature of the Tribe and the legacy of the Progenitors.

New Advantage: Sheol

The blood of the Tribe runs deep with ancient power, which expresses itself as the mystical powers of the Tribe and is refined into the Ichor that fuels these miracles. The measure of a Leviathan's harmony with this bloodline, the degree to which he has assumed the mantle of the Tribe, is Sheol - the descent into the bloodline of the Tribe, and the realization of the legacy of Tiamat. The cost of this inner movement is increasing seperation from humanity - the Wake grows stronger and broader, and the ability to sympathize with the swarming masses of humanity becomes less and less readily available. At the highest degree of Sheol, the Leviathan begins to resemble the deities that he is descended from - with the natural consequences for all those that cross his path.

All Leviathans begin with one dot of Sheol, and may purchase more during character creation or with experience. Increasing Sheol during play requires the exploration of one's bloodline and the reaching of some moment of enlightenment on this subject, a lengthy and difficult process that places the Leviathan at risk of falling into despair or severing his ties with humanity in the pursuit of his lost bloodline.

Benefits of Sheol

  • Sheol determines both how much Ichor the Leviathan is capable of channeling and the rate at which he can expend it. Leviathans may spend a portion of their Ichor with confident assurance of their ability, but they may also push beyond this safe limit to tap their power more swiftly - but such rapid expenditure risks an Outburst.
  • Sheol provides a cap on the natural limits of the Leviathan's Skills, as well as the Attributes of his mortal form. While transformative powers can push a Leviathan beyond his form's limits, there is a limit to how much alteration they can provide, while a Leviathan with a truly exceptional connection to his bloodline might manifest superhuman traits without transformation.
  • Sheol is involved in the rolls for most supernatural actions - the use of Echoes and transformation. It also provides insulation against psychic tampering by other supernatural entities.
  • As Sheol grows, so too does the maximum extent of the Wake. The Wake's direct effects are only felt fully when in the presence of the Leviathan, but they impose subtle psychic pressure on all those within the maximum extent. This also provides the limits of many supernatural abilities.
  • The higher that a Leviathan's Sheol grows, the more efficacious his bloodline becomes for supernatural purposes such as the creation of Hybrids.


SHEOL STAT MAXIMUM MAX ICHOR SAFE ICHOR/TURN MAX WAKE DIAMETER RIPPLE PENALTY
1 5 10 1 10 feet -1
2 5 12 2 15 feet -1
3 5 16 3 30 feet -1
4 5 20 4 60 feet -1
5 5 25 5 100 feet -2
6 6 30 6 200 feet -2
7 7 40 7 400 feet -2
8 8 60 8 800 feet -3
9 9 80 10 1500 feet -3
10 10 100 15 3000 feet -3


Drawbacks of Sheol

  • As Sheol grows higher, the Wake's effect, as noted, becomes more pronounced. This is a mixed blessing. Furthermore, the Leviathan is subject to a Ripple Penalty. The listed penalty is applied to all attempts to avoid making a stir in the community on a local level. It can be applied inversely, as a bonus, to attempts to gather information about the Leviathan's location through street-level detective work. The Leviathan makes an impression that is undeniable. Only moving often can prevent such obvious signs of his presence from developing. This penalty can affect attempts to discreetly socialize, checks to see if bystanders recall seeing the Leviathan, and attempts to attend functions without being noticed.
  • Sheol is occasionally applied to the Leviathan's detriment, as in Outburst checks and checks to see if the Leviathan developes an Affliction to accompany a Derangement.
  • The higher that a Leviathan's Sheol grows, the more efficacious his bloodline becomes for supernatural purposes - such as feeding the hunger of other supernatural predators.


New Advantage: Ichor

While Sheol measures the connection to one's primal power, the manifestation of that power is Ichor, the divine blood of the Tribe. Ichor fuels the powers of the Tribe, and seals the Leviathan's position as a supernatural being. Gleaned from the expression of that divine lineage, access to sufficient Ichor is often the difference between survival and death for younger members of the Tribe, while the colossal amounts of divine power that elder Leviathans and maddened Typhons can bring to bear serves to separate them from the limits of this restricted world.

Ichor is difficult to quantify, even for the Tribe. It is blood but not quite blood, flesh but not quite flesh - it is simply the force of the Tribe's divine nature, which expresses itself in the physical body of the Leviathan. It is Ichor that the Marduk Society covets, but they can only retrieve it from the flesh of its true inheritors.

Spending Ichor

  • Shapechanging: Ichor is expended to make a shapechanging roll voluntarily.
  • Echoes: Ichor is expended to make use of certain powers bestowed by the Descending branches of Echoes.
  • Birthrights: Ichor is expended to activate Birthrights.
  • The amount of Ichor that a Leviathan can safely expend in a turn is limited by his Sheol score. He may expend up to two points beyond this limit, but must undergo an Outburst check if he does so.

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 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 Depths recovers one point of Ichor per hour.
  • Worship: A Leviathan with a Cult recovers one point of Ichor each morning as a natural consequence of being deified. He may 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 upon the next morning.
  • Degeneration: Upon degenerating due to failing a Tranquility check, the Leviathan regains Ichor equal to its previous Tranquility score.
  • Havoc: Members of the Tribe can, in a pinch, use destruction to attempt to assuage their bloodline and re-connect with their lost nature. If a Leviathan purposefully destroys an inanimate object of Size 5 or greater or injures or kills a living creature (outside of the bounds of combat), he may attempt a Havoc roll. The Leviathan must directly cause the destruction to feed off of it - he cannot benefit from arson or a cush job in demolitions, for instance. If the Leviathan recovers more Ichor from a Havoc check than his Composure, he must make an Outburst check.
      • Dice Pool: Resolve + Sheol
      • Action: Instant
      • Roll Results
        • Dramatic Failure: No Ichor is recovered - instead, the violence forces an Outburst check.
        • Failure: No Ichor is recovered - the Leviathan is unappeased by his act of violence.
        • Success: Ichor is recovered. The Leviathan recovers one point, plus -
          • Inanimate objects: An additional point for every 5 points Size above 5 that the object is (round up).
          • Living beings: An additional point is recovered if the creature is killed or maimed.
        • Exceptional Success: As below, plus an additional point of Ichor.
      • Suggested Modifiers
        • -1: The object is flimsily constructed (Durability 0)
        • -1: The object or creature is already heavily damaged.
        • +1: The Leviathan owns the object or is responsible for the welfare of the creature.
        • +1: The Leviathan has made another Havoc check within the same scene.
        • +2: The subject is living and sentient.

Modified Advantage: Tranquility (Morality)

Over the course of coming to terms with the fact that they aren't and likely never will be human, members of the Tribe begin to adapt to a new mode of thinking about themselves and their role in life. This measure – the degree to which the Leviathan is “keeping it together,” is their Tranquility. The primary thing that causes Tranquility to depart from normal mortal ethics is that the concerns of a member of the Tribe have to do with self-control and self-direction. Caught in a period of change with no apparent end, the blood of the Progenitor compels a Leviathan to experience two competing sets of instincts, which push him in opposite directions – the sheer atavistic hunger of the Primordial Seas, and the urge to be respected and to interact with others. The inhuman nature of the Tribe places significant barriers between a Leviathan and a normal life, and catches them up in a balancing act between attempting to experience a meaningful “mortal” life while still finding an outlet for the divine.

When faced with an act or event that compromises their tenuous Tranquility, a Leviathan is subject to Disruption, the gradual decay of their mental state that leads them towards falling into the maddened state of the Typhons. Upon committing such an act, the Leviathan must make a degeneration roll to see if he loses Tranquility. If an act can be described by two levels of Disruption, use the lowest one on the chart.

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 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:

  • Indulging in bestial behavior, especially in the case of violence or cannibalism
  • Indulging in the manipulation of others, including misusing the Wake or abusing the trust of one's Beloved.
  • Neglecting a part of the Leviathan's being, either by avoiding human contact or refusing to partake of one's divine nature.

The list below is not complete or all-inclusive; the Storyteller is expected to examine questionable actions from a Leviathan to see if they fit with the general pattern of Disruptions listed below, and to warn the Leviathan's player of a Disruption that they are poised to commit.

TRANQUILITY DISRUPTION
10 To be determined (Roll five dice).
9 To be determined (Roll five dice).
8 To be determined (Roll four dice).
7 To be determined (Roll four dice).
6 To be determined (Roll three dice).
5 To be determined (Roll three dice).
4 To be determined (Roll two dice).
3 To be determined (Roll two dice).
2 To be determined (Roll one die).
1 To be determined (Roll one die).

Benefits of Tranquility

  • Still Mind: A Leviathan who is at peace with his dual nature can more easily move away from his more primal shapes. At Tranquility 8 and above, the Leviathan receives a +1 bonus to all checks to resist Outbursts or to shapechange towards a more human form. They gain a +2 bonus on all rolls to resist supernatural effects that compel them to feel a strong emotion.

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 simply cannot attempt to return to a more human shape.
  • Afflcictions: 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.
    • Example mild Afflictions: Blood is black, hands and feed slightly webbed, hunchbacked, breath smells of fish, underarms marked with suckers, protruding eyes
    • 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, the Leviathan becomes a Typhon, locked into their monstrous forms and indulging in their most monstrous impulses.

Transformation

If not the most notable power of the Tribe, the assumption of monstrous shapes is certainly the most dramatic. Most Leviathans consider this ability with a mixture of pride and outright terror. On the one hand, the exploration of self that is involved in the shaping of one's other forms is a key element of the search for self-reliance. On the other, transformation most often occurs without the consent of the Leviathan – as a disastrous Outburst, brought on by the difficulties of life and the stresses of interacting with normal humans. The ability to transform makes everything awkward and wrong about the Leviathan visible, and that concept is hardly comforting to a member of the Tribe trying to get by without a roadmap.

The Tribe recognizes seven distinct stages of transformation, from the human body to the truly monstrous, and some members have speculated on these convenient points of reference. They reason that, were transformation truly occurring at random, it could not be so easily stratified, and identify stages with other, mythically-supported sevens – seven vices, seven heads of the beast in the Book of Daniel, and so forth. No consensus on the matter exists or is likely to arise, and certainly the markers of Afflictions and the increasing complexity that a developing Leviathan adds to each form suggests that the boundaries are not so easily predetermined. Others theorize that these “contact points” are bastions of order extending in a line towards the deified Progenitors, and take great pains to try and push “Beyond” the seventh step – or, back, attempting to return “past” the human form to actual humanity. So far, no dice.

[PICTURE, horizontal, covering the top half of the page. Stylized progression “Evolution of man” with six forms past human – a hunched, darker-skinned man, then the same man, but balding and more bowed, then a hairless hunchback with black eyes, then a fish-eyed-man with webbed hands and a stubbed dorsal fin, then a grey-skinned man with no nose and razored teeth and a tail, then a full-on Shark-man ala Peter Benchley's Creature or a Rokea in Crinos.]

Stages of Transformation

  • First Form - In other words, human form. In this Depth, the Leviathan is roughly indistinguishable from other humans, but can only make use of Birthrights.
  • Second Form – "The near hybrid." At this degree of transformation, the Leviathan is still mostly human in appearance - only a wary onlooker can piece together the subtle visual cues that betray his nature. He begins to benefit from his Echoes and gains access to the least of their powers.
  • Third Form – "The distant hybrid." This degree represents the level of many hybrids. While one might mistake them for a human from a distance or if they were suitably garbed, the signs that were previously merely hints begin to declare the unnatural essence of the Leviathan.
  • Fourth Form – "The bestial." The Leviathan can no longer pass as human - this form melds the aquatic and the terrestrial into something monstrous and twisted. This form is something out of a horror movie. At this point, the Leviathan increases in stature, and he gains access to the greater reaches of his Echoes.
    • The Leviathan's Size increases by 1.
  • Fifth Form – "The horrific." At this Depth, the Leviathan is entirely monstrous - large and marked by the transformations wrought by his Echoes. His nature expresses itself so fully that, without supernatural aid, no aspect of his being can be construed as human - even his voice, heard over the phone, immediately proclaims that the speaker is nothing that should exist.
    • Unless manipulating the Beloved or making use of Echoes to warp the minds of subjects, the Leviathan suffers a -2 penalty on all social rolls.
  • Sixth Form – "The terrible." The Leviathan is no longer even remotely human in appearance - his conception of his nature informs the exact markings that he takes on, but he is entirely a construct of his unnatural bloodline. He is near the peak of his power, but immediately repulses those that are not already deeply under his control.
    • Unless manipulating the Beloved or making use of Echoes to warp the minds of subjects, the Leviathan automatically fails all social rolls.
  • Seventh Form - "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 Echoes.
    • The Leviathan's Size increases by 1, 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 the size of a swimming pool will prevent this loss.
    • If the Leviathan has 0 Ichor in this form, 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 worsen into Severe equivalents for the duration of their exposure and (10 - their Willpower) hours afterwards. This category includes many Hybrids and Lahmasu.

Mechanics of Transformation

There are two ways for a Leviathan's form to change to a different stage – willingly, through concentration and the expense of Ichor, and unwillingly, due to an Outburst. The latter always moves the Leviathan into a more monstrous shape, while a Leviathan can otherwise, through patience and caution, shift between each of his forms at will.

When transforming willingly, the Leviathan must first decide which form they wish to achieve - the number of steps that separate his current and desired form determines the cost and difficulty of the transformation. Depending on circumstances, a Leviathan's Tranquility will affect this roll.

Willing Transformation

  • Cost: One Ichor per degree of change
  • Dice Pool: Stamina + Sheol - degree of change
  • Action: Instant
    • 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.
      • Failure: The Leviathan does not change.
      • 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.
    • Suggested Modifiers
      • -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 high (8+) Tranquility.
      • +1: Submerged up to one's waist in water
      • +1: Inside a body of water of the size of a lake or larger.

Outbursts

While Leviathans often have occasion to make use of their transformative abilities in their own interests - to defend themselves and seek out their goals - they are far more likely to transform unwillingly. The imperfect control of their divine nature, combined with the stresses of their dual natures, mean that shock and distress can trigger an instinctual transformation to a more monstrous form - an Outburst.

The following triggers are suggested for the triggering of an Outburst. Being exposed to a trigger doesn't automatically mean that there must be an Outburst - the problem should generally arise regularly but not be so common that involuntary changes radically alter the way in which players and characters act. Outbursts should be a source of anxiety, not aggravation. Some exercises of the Leviathan's natural abilities will risk an Outburst when used, as well.

  • The Leviathan...
    • ...fails a Tranquility check while in human form.
    • ...suffers two or more levels of damage.
    • ...dramatically fails a roll, especially a social roll.
    • ...is subject to extreme emotions.
    • ...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 constitures 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: Resolve + Sheol
    • Action: Instant
    • Roll Results
      • Dramatic Failure: As a Failure, and the Leviathan is incapacitated by the agonizing transformation for (6 - Stamina) rounds.
      • Failure: The Leviathan transforms immediately into a form one step less human than his current shape. If this is impossible, he suffers one level of lethal damage instead.
      • Success: The Leviathan's form does not change.
      • Exceptional Success: As a success, with no additional benefits. Strongly resisting an Outburst might constitute a reason to increase one's Tranqulity, however.
    • Suggested Modifiers
      • -2: The Leviathan has a Tranquility of 1 or 2.
      • -1: The Leviathan has a Tranquility of 3 or 4.
      • +1: The Leviathan has high (8+) Tranquility.

Detecting Transformation

The degree of effort necessary to discern that the Leviathan is anything other than human depends on the Depth that he is currently inhabiting. The practical upshot is that any exercise of power beyond the human form is made at considerable risk of discovery – it only takes one twist of fate to get “outed” by an inquisitive co-worker or relative after an Outburst – and, as such, members of the Tribe try to avoid positions of high stress and high scrutiny as much as possible. When they do have need of their powers, most canny Leviathans attempt to maneuver into positions where they can use their gifts without detection, or only display them to witnesses that can be silenced or co-opted.

  • First Form - Only supernatural senses and the detection of the Wake can divide the Leviathan from a normal human.
  • Second Form - Close inspection and a successful Wits + Occult roll can detect that the Leviathan is not what he seems.
  • Third Form - As above, but with a +2 bonus to the roll.
  • Fourth Form - As above, but the roll automatically succeeds - only inspection is necessary. Natural animals are terrified of the Leviathan.
  • Fifth Form - As above, but only perfunctory exposure or scrutiny is necessary.
  • Sixth Form - As above, but only a glance or snippet of exposure is necessary. Natural animals panic at the Leviathan's presence.
  • Seventh Form - As above, and all creatures that can sense the Leviathan or are within the radius of its Wake are aware that an unnatural creature is present. Natural animals flee the region if possible.

The Wake

The Wake is the term used by Leviathans for what is, in effect, the sensation that their subdued 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."

The allure of the Wake, especially for Tribe members who might have been socially awkward or bullied before they awoke to their true natures, is obvious. However, the Wake is also extremely dangerous - taking advantage of it means taking advantage of humans, further alienating the Leviathan from the world he has to live in. Many Leviathans have fallen down the path to degeneration by permitting themselves to revel in the wake, allowing themselves to say "Yes, I am better than these people. It's fine for me to do what I want with them."

Mechanics of the Wake

  • Region of Control: The Wake fills an area around the Leviathan, with its diameter determined by his Sheol. Within this area, beings can feel subtle psychic pressure. Beings both inside this area and in the Leviathan's physical presence are subject to the Wake's full effect.
  • The Fringes: Outside of the Leviathan's presence, beings are not mechanically affected but do feel a pronounced sense of weight and danger.
  • Fully Affected: Normal beings - both sentient and animal - are subject to the full effects of the Wake.
  • 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 and Atolls are always immune to the Wake's effects.
  • 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 8-again.
  • 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:
    • If their Willpower is lower than the Leviathan's (Presence + Sheol), they subtract the Leviathan's Sheol from all Persuasion rolls against him.
    • If their Willpower is lower than the Leviathan's (Manipulation + Sheol), they subtract the Leviathan's Sheol from all Subterfuge rolls against him.
    • If their Willpower is lower than the Leviathan's (Composure + Sheol), they subtract the Leviathan's Sheol from all Empathy rolls against him.

Detecting the Wake

  • A being aware of the nature of the Wake, such as a Marduk agent or cryptid, may attempt to distinguish it from normal social pressure. This requires an instant roll of (Wits + Occult - Leviathan's Composure). The Leviathan's Ripple Penalty applies as a bonus to the seeker's attempt.
  • Leviathans are always aware of the presence of another Leviathan's Wake.


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