Leviathan: Gods, Demons and Squid
Sept 6, 2018 16:38:17 GMT -6
Post by username on Sept 6, 2018 16:38:17 GMT -6
Leviathan
Before, Order, before Chaos, before the Gods as we know them, the Syrne shaped the Astral Sea, a vast canvas to twist to their liking. They were not the only ones with this idea however, and in the depths of those seas the Syrne met a grim mirror of themselves, beings that twisted flesh, broke minds and sought to dominate all by Divine Right and Bestial Might, the Leviathans.
No one knows the truth of what happened so long ago, history before history. But what is known is that the Syrne defeated these creatures and locked them away in the deepest darkest place they could find, Pandemonium. There they stewed, bred and fed on each other, spawning degenerate progeny until none of the pure blood remained. Outside Pandemonium, the Leviathans lived on only in legends which faded to myth. Their only remnant is their cursed bloodline, intermingled with the mortals in the wheel to spawn mutants and monsters.
Occasionally however, for reasons unknown, the stars come right and the soul of one will be born with the nature of the true Leviathan Progenitors, a soul that is a balance of Man, Monster and Divine. The urge to Dominate and Destroy calls to them from the back of their mind, tugging them deeper into the tides of the Old Blood.
STATIC POWERS
The Shape of Water:A Leviathan begins play with one free rank in the Hydromancy or Enchantment spell school and may purchase ranks in that Magical School as if it appeared in any class progression they possess. A Leviathan may remove the Verbal, Material and/or Focus Keywords when casting spells from those two schools.
Not of this World: A Leviathan has the Amphibious trait and does not need to breath, nor are they negatively affected by the vacuum of space nor the astral sea, "swimming" in them as easily as they would water.
Wake: The Leviathan subtly projects the shadow of their divine presence in a meters radius of themselves equal to their Sheol squared, known as their Wake. While in the Leviathan's Wake, beings have their disposition toward the Leviathan increased a step toward Fanatical. In addition, those in the Wake take a static penalty to alignment checks equal to the Leviathan's Sheol. Exalts are immune to the disposition increase and Non-Leviathan exalts instead gain a +2k1 bonus to Social tests against the Leviathan.
Still Waters Run Deep: A Leviathan doesn't draw from a well of power, he submerges in it. A Leviathan's Tell is calculated as half the amount of Tranquility they are missing from their pool rather than the amount they have spent during the scene and the Leviathan's Size is increased by that amount as well. However, the additional resilience from this Size is ignored by E damage and their worn armor does not grow with them and is destroyed if their size increases by more than their Sheol.
Tell: As a Leviathan releases their Tranquility, the triple nature of their being reveals itself as the mortal secedes to the majestic and monstrous. The exact appearance varies from Leviathan to Leviathan, but is always alien and aquatic. This may begin as a slight moistness to the skin and a laugh that sounds as if coming from underwater, growing into something from a horror movie and finally something so divine and damned that even its voice, heard over the phone, immediately proclaims the speaker is nothing that should exist.
Power Stat: Sheol: The blood of the Tribe runs deep with ancient power, and measure of the measure of the Leviathan's harmony with this bloodline, the degree to which they have assumed the mantle of the Tribe, is their Sheol. As they descend deeper into this bloodline, the Leviathan realizes the legacy of their blood but at the same time drifts further from the world of mortals. Their Wake grows vast and strong, and the ability to empathize with the swarming masses of mortals caught in it becomes harder and harder. At the highest degree of Sheol, a Leviathan begins to resemble the beings from which they descended - with the natural consequences for all those that cross its path.
Resource Stat: Tranquility: A leviathan has a pool of maximum Tranquility the sum of the highest and lowest of their Willpower, Constitution and Composure, plus Twice their Sheol. Tranquility is restored by appeasing the three aspects of man, beast and divine: whenever a Leviathan would restore Resolve, they restore an equal amount of Tranquility. Once per day, a Leviathan with Followers dots may restore Tranquility equal to their Sheol as the Leviathan's Divine aspect is appeased by their devotion. Finally, for each hour spent submerged in water the Leviathan regains two Tranquility.
POWERS
*Watcher in the Dark: Gain the Darksight trait. You may see and read Auras as per an Aetheroscope, but with a maximum distance in meters equal to the radius of your Wake plus half amount of Tranquility missing from your Pool in meters.
**Vigor of Protean Kings: Gain Aura equal to your Sheol plus half the amount of Tranquility missing from your pool.
*** Hunter's Terrible Beauty: Enemies entering your Wake for the first time in a scene are subject to a Fear 1 test, with the Fear TN increased by an amount equal to half the amount of Tranquility missing from your Pool.
**** Indomitable Solipsist Tyrant: Gain a static bonus on Saving Throws equal to your Sheol plus half the number of Tranquility missing from your pool.
***** Monstrous Host to All: Fully blooded, the Leviathan gains the ability to "swim" through air as though it were water and may venture toward new spheres to spread their influence. The Leviathan may travel through space and spheres like a Spelljammer, safely able to bring and fully support a number of people equal to your Sheol plus half the amount of Tranquility missing from your pool. With the aid of a Portal Relay, the Leviathan may even travel the Warp between Spheres. When doing so, the Leviathan acts as the Navigator, making all rolls with their Sheol rather than Arcana and gaining a static bonus equal to half the number of Tranquility missing from their Pool. When rolling for Warp Encounters while doing this, the Leviathan subtracts an amount from the result equal to their Sheol.
Progenitor Assets
Dagon: Dagonites claim their ancestry in the Progenitor Dagon, who they identify both as a patron of trade, the weather, and the harvest but also a force of power and fertility. The Progeny of Dragon may tap into this, budding armies. Whenever you spend Tranquility, even just to activate this ability, you may choose to spawn a Minion with Damage and Threat Ratings equal to your Sheol for each Tranquility that was spent. Your minions, even gained from outside this Asset, gain a static bonus on their rolls equal to the number of Tranquility missing from your Pool, plus twice your Sheol when they are in your Wake.
Lahamu: The Lahamin claim ancestry of the Progenitor Lahamu, a being of boundless wisdom and unchallenged sight whose gift of prophecy guided the tribe and their mortal followers from the darkest depths of the primordial seas. The progeny of Lahamin cultivate endless eyes, and are able to perceive through their willing allies (such as Followers or other players) at a distance of kilometers equal to the Leviathan's Sheol. If the target is outside the Leviathan's Wake, the Leviathan must go into an insensate trance while they do this. The Leviathan only perceives what their host does rather than making tests for themselves, but the host gains a static bonus on Perception and Scrutiny tests equal to the Leviathan's Sheol plus half the number of Tranquility missing from their pool.
Jormungand: The Jormungandr trace their descent back to a Progenitor labeled Jormungand or the World Worm, both for its size and vitality. Your Size is directly increased by your Sheol and you gain Armor equal to half the number of Tranquility missing from your Pool.
Nu: The Nu claim to be descended from the Progenitor Nu, sometimes called Naunet or Nun, said to be the first of the progenitors and most akin to the primordial waters, formless and of alien geometries. The Nu gain a static bonus to Static Defense equal to their Sheol plus the half number of Tranquility missing from their pool.
Oceanus: The Oceanids' mythical Progenitor is Oceanus, who they claim is the Orderer of Seas and Thoughts, and the natural leader of the tribe. Oceanids claim absolute dominion over their wake and the things in it, and are able to telekinetically move and manipulate things without lifting a finger at a distance equal to their Sheol plus the number of Tranquility missing from their pool in Meters, using their Sheol in place of their Strength and Dexterity where appropriate.
Tannin: Tannin is proclaimed in Tribal myth as the devourer of sinners and of the foes of the Tribe, whose mortal devouring armory consumes all. Tannim gain a natural weapon with the profile of Xk1 I or R, Pen Y, Brawling, where X is equal to the Leviathan's Sheol and Y is equal to the number of Tranquility missing from their pool.
Thalassa: The Thalassans claim to be the descendants of the Progenitor Thalassa, the mother of fishes. A being of immense power who forged islands with mighty claws or shattered them with one blow of her many arms. Thalassans tap into this might, and on tests using strength gain a static bonus equal to their Sheol plus the number of Tranquility missing from their pool.
Before, Order, before Chaos, before the Gods as we know them, the Syrne shaped the Astral Sea, a vast canvas to twist to their liking. They were not the only ones with this idea however, and in the depths of those seas the Syrne met a grim mirror of themselves, beings that twisted flesh, broke minds and sought to dominate all by Divine Right and Bestial Might, the Leviathans.
No one knows the truth of what happened so long ago, history before history. But what is known is that the Syrne defeated these creatures and locked them away in the deepest darkest place they could find, Pandemonium. There they stewed, bred and fed on each other, spawning degenerate progeny until none of the pure blood remained. Outside Pandemonium, the Leviathans lived on only in legends which faded to myth. Their only remnant is their cursed bloodline, intermingled with the mortals in the wheel to spawn mutants and monsters.
Occasionally however, for reasons unknown, the stars come right and the soul of one will be born with the nature of the true Leviathan Progenitors, a soul that is a balance of Man, Monster and Divine. The urge to Dominate and Destroy calls to them from the back of their mind, tugging them deeper into the tides of the Old Blood.
STATIC POWERS
The Shape of Water:A Leviathan begins play with one free rank in the Hydromancy or Enchantment spell school and may purchase ranks in that Magical School as if it appeared in any class progression they possess. A Leviathan may remove the Verbal, Material and/or Focus Keywords when casting spells from those two schools.
Not of this World: A Leviathan has the Amphibious trait and does not need to breath, nor are they negatively affected by the vacuum of space nor the astral sea, "swimming" in them as easily as they would water.
Wake: The Leviathan subtly projects the shadow of their divine presence in a meters radius of themselves equal to their Sheol squared, known as their Wake. While in the Leviathan's Wake, beings have their disposition toward the Leviathan increased a step toward Fanatical. In addition, those in the Wake take a static penalty to alignment checks equal to the Leviathan's Sheol. Exalts are immune to the disposition increase and Non-Leviathan exalts instead gain a +2k1 bonus to Social tests against the Leviathan.
Still Waters Run Deep: A Leviathan doesn't draw from a well of power, he submerges in it. A Leviathan's Tell is calculated as half the amount of Tranquility they are missing from their pool rather than the amount they have spent during the scene and the Leviathan's Size is increased by that amount as well. However, the additional resilience from this Size is ignored by E damage and their worn armor does not grow with them and is destroyed if their size increases by more than their Sheol.
Tell: As a Leviathan releases their Tranquility, the triple nature of their being reveals itself as the mortal secedes to the majestic and monstrous. The exact appearance varies from Leviathan to Leviathan, but is always alien and aquatic. This may begin as a slight moistness to the skin and a laugh that sounds as if coming from underwater, growing into something from a horror movie and finally something so divine and damned that even its voice, heard over the phone, immediately proclaims the speaker is nothing that should exist.
Power Stat: Sheol: The blood of the Tribe runs deep with ancient power, and measure of the measure of the Leviathan's harmony with this bloodline, the degree to which they have assumed the mantle of the Tribe, is their Sheol. As they descend deeper into this bloodline, the Leviathan realizes the legacy of their blood but at the same time drifts further from the world of mortals. Their Wake grows vast and strong, and the ability to empathize with the swarming masses of mortals caught in it becomes harder and harder. At the highest degree of Sheol, a Leviathan begins to resemble the beings from which they descended - with the natural consequences for all those that cross its path.
Resource Stat: Tranquility: A leviathan has a pool of maximum Tranquility the sum of the highest and lowest of their Willpower, Constitution and Composure, plus Twice their Sheol. Tranquility is restored by appeasing the three aspects of man, beast and divine: whenever a Leviathan would restore Resolve, they restore an equal amount of Tranquility. Once per day, a Leviathan with Followers dots may restore Tranquility equal to their Sheol as the Leviathan's Divine aspect is appeased by their devotion. Finally, for each hour spent submerged in water the Leviathan regains two Tranquility.
POWERS
*Watcher in the Dark: Gain the Darksight trait. You may see and read Auras as per an Aetheroscope, but with a maximum distance in meters equal to the radius of your Wake plus half amount of Tranquility missing from your Pool in meters.
**Vigor of Protean Kings: Gain Aura equal to your Sheol plus half the amount of Tranquility missing from your pool.
*** Hunter's Terrible Beauty: Enemies entering your Wake for the first time in a scene are subject to a Fear 1 test, with the Fear TN increased by an amount equal to half the amount of Tranquility missing from your Pool.
**** Indomitable Solipsist Tyrant: Gain a static bonus on Saving Throws equal to your Sheol plus half the number of Tranquility missing from your pool.
***** Monstrous Host to All: Fully blooded, the Leviathan gains the ability to "swim" through air as though it were water and may venture toward new spheres to spread their influence. The Leviathan may travel through space and spheres like a Spelljammer, safely able to bring and fully support a number of people equal to your Sheol plus half the amount of Tranquility missing from your pool. With the aid of a Portal Relay, the Leviathan may even travel the Warp between Spheres. When doing so, the Leviathan acts as the Navigator, making all rolls with their Sheol rather than Arcana and gaining a static bonus equal to half the number of Tranquility missing from their Pool. When rolling for Warp Encounters while doing this, the Leviathan subtracts an amount from the result equal to their Sheol.
Progenitor Assets
Dagon: Dagonites claim their ancestry in the Progenitor Dagon, who they identify both as a patron of trade, the weather, and the harvest but also a force of power and fertility. The Progeny of Dragon may tap into this, budding armies. Whenever you spend Tranquility, even just to activate this ability, you may choose to spawn a Minion with Damage and Threat Ratings equal to your Sheol for each Tranquility that was spent. Your minions, even gained from outside this Asset, gain a static bonus on their rolls equal to the number of Tranquility missing from your Pool, plus twice your Sheol when they are in your Wake.
Lahamu: The Lahamin claim ancestry of the Progenitor Lahamu, a being of boundless wisdom and unchallenged sight whose gift of prophecy guided the tribe and their mortal followers from the darkest depths of the primordial seas. The progeny of Lahamin cultivate endless eyes, and are able to perceive through their willing allies (such as Followers or other players) at a distance of kilometers equal to the Leviathan's Sheol. If the target is outside the Leviathan's Wake, the Leviathan must go into an insensate trance while they do this. The Leviathan only perceives what their host does rather than making tests for themselves, but the host gains a static bonus on Perception and Scrutiny tests equal to the Leviathan's Sheol plus half the number of Tranquility missing from their pool.
Jormungand: The Jormungandr trace their descent back to a Progenitor labeled Jormungand or the World Worm, both for its size and vitality. Your Size is directly increased by your Sheol and you gain Armor equal to half the number of Tranquility missing from your Pool.
Nu: The Nu claim to be descended from the Progenitor Nu, sometimes called Naunet or Nun, said to be the first of the progenitors and most akin to the primordial waters, formless and of alien geometries. The Nu gain a static bonus to Static Defense equal to their Sheol plus the half number of Tranquility missing from their pool.
Oceanus: The Oceanids' mythical Progenitor is Oceanus, who they claim is the Orderer of Seas and Thoughts, and the natural leader of the tribe. Oceanids claim absolute dominion over their wake and the things in it, and are able to telekinetically move and manipulate things without lifting a finger at a distance equal to their Sheol plus the number of Tranquility missing from their pool in Meters, using their Sheol in place of their Strength and Dexterity where appropriate.
Tannin: Tannin is proclaimed in Tribal myth as the devourer of sinners and of the foes of the Tribe, whose mortal devouring armory consumes all. Tannim gain a natural weapon with the profile of Xk1 I or R, Pen Y, Brawling, where X is equal to the Leviathan's Sheol and Y is equal to the number of Tranquility missing from their pool.
Thalassa: The Thalassans claim to be the descendants of the Progenitor Thalassa, the mother of fishes. A being of immense power who forged islands with mighty claws or shattered them with one blow of her many arms. Thalassans tap into this might, and on tests using strength gain a static bonus equal to their Sheol plus the number of Tranquility missing from their pool.