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Introduction

Hereby it is manifest, that during the time men live without a common Power to keep them all in awe, they are in that
conditions called Warre; and such a warre, as is of every man, against every man.
― Thomas Hobbes, Leviathan

It's really a wonder that I haven't dropped all my ideals, because they seem so absurd and impossible to carry out.
Yet I keep them, because in spite of everything I still believe that people are really good at heart.
― Anne Frank, The Diary of a Young Girl

Your world ended long before you were born.

Once the ancient gods used mankind as they pleased and basked in the worship of their slaves,
but those days are past. Mankind turned upon their gods and slew them upon their thrones.
Their idols were cast down, their temples looted, and their rituals were silenced.

In their victory mankind has created wonders. Civilization stretches across the world. Laws bring
safety and unity to the masses, while science and reason birth extraordinary new devices and
an ever greater understanding of the universe. New gods have claimed the empty thrones; their
theologies are debated by sages and philosophers searching for morality and meaning.

In the shadow of this great age, all that remains of the world before are broken idols and ruined
temples, long buried, forgotten, in the silt and muck of the sea floor.

And you.

You are a descendent of the old gods, the original gods. Their seed lies in all of humanity, and
in you it took root. You have inherited their divine power, an ancient primordial might too large
and chaotic to fit into the modern world. Your very existence shakes the foundations of morality
and civilization. Your presence alone drags men back to their primordial roots, exposing the
savage ape buried beneath every civilized person.

There is little room for you in this new world, but there are hidden places on the fringes where
you can live and claim your birthright. But never for long. Mankind will not suffer your existence
lightly, and they’ve had millennia to learn your ways and muster their forces. You can run and
fight with your own kin over the shrinking scraps of land where your kind can still hide.

Or you could rise up against humanity. The odds are against you, and victory may be too horrific
to contemplate, but you are divine and for you nothing is impossible.

You could devour the world.


Theme: Biblical Tragedy
Leviathans suffer, but like a Shakespearian tragedy their misfortunes stem directly from their
own moral weaknesses. The cults of fools and fanatics bound up in a Leviathan's Wake are the
product of her own flaws, forced upon a fragile human mind.

A Leviathan's tragedy is of Biblical proportions. Their Wake breeds and breaks cultures; when
suffering turns to rage, a Leviathan rises up to devour entire cities. The armies and ideologies
that rise to oppose the Tribe are led by individual heroes whose virtues stand in contrast to the
Leviathan's own flaws. The conflict between them is the turmoil within the human soul, played
out across the surface and the depths to serve as an object lesson for the next thousand
generations.

Mood: Stagnation
Even in this modern age, Leviathans are primordial creatures. Through all the ages of the world
since the death of Tiamat, the Tribe has remained essentially unchanged. In modern nights,
they face the same struggles, suffer the same hardships and fight the same old conflicts that
they did at the foundation of the world.

A game of Leviathan should have an overarching feeling of predestination; that all this has
happened before and will happen again in time, punctuated with desperate denial and deep
bitterness against those who are free to create, to discover, to progress.

Most of all, it should be underpinned by desperate hope that maybe, just maybe, this time will
be different. Maybe this time the Tribe could sunder the nations of man and drown the heavens
with primordial chaos, or escape to some promised land where Leviathans can rule
unchallenged -- for the Tribe is divine, and who has a better right to defy the natural order than
those who are an order unto themselves?

Inspirations
Events

The 2016 United States Presidential Election

The rise of Donald Trump makes great inspiration for a Leviathan story. His policies and views
are irrelevant; instead, look at Trump's relationship to the political establishment and to his
voters. Trump is an outsider. He was not a member of the Republican party or even a politician.
The very idea that Trump could win was completely outside the mental context of the political
establishment.

And yet Trump was able to connect with his voting base on a deeper emotional level than
politicians with decades of experience. Simultaneously both an insider with deep, intimate
connection to the voters and outsider who came from nowhere and brought chaos in his wake.
Trump shows the Wicked Tribe’s relationship to humanity and what Leviathans do to the world
around them even without Transforming.

And what was up with that ancient Egyptian primordial frog deity?

The Rise of ISIL


While the western world celebrated the fall of middle eastern dictators, it soon became apparent
that something even worse was coming to fill the power vacuum. ISIL’s sudden rise to power
shows how even in the modern world the superstitious and savage part of humanity is a lot
closer to the surface than we’d like to imagine.

The dictators who kept a lid on religious extremism can also be an Inspiration for Judges, one of
the many groups who oppose Leviathans. The forces of civilisation and order who stand in
opposition to The Wicked Tribe have a range of personalities and strategies, they are not all
good or nice. ISIL itself can of course be the inspiration for a Leviathan’s Cult.

Films

Sky Captain and the World of Tomorrow


Thematically this film has little relevance to Leviathan, but it is visually beautiful and makes a
good source for what the Marduk Society’s technology might look like, just add some neo-
Babylonian decals. While Sky Captain’s art-deco inspired aesthetics has long fallen out of
fashion, the Marduk Society identify strongly with the pre-War spirit of optimism and design
accordingly. This tendency is likely to increase, as recent events have forced the society to ask
itself deep questions about their identity and values.

The Mist
A Leviathan doesn’t have to be present to be horrifying. In The Mist, the survivors are trapped
and under siege by monsters, but true threat is the survivors’ descent into fanaticism. The Mist
is an example of how the Wake can affect people, especially if they’re in a desperate situation.

Television

Jessica Jones
A Leviathan’s Wake means they can never interact with humans as equals. Look to Kilgrave as
an example of how living at the center of a Wake might lead someone to the impulsive, id-driven
behaviour that’s common to the Wicked Tribe even without the Tribe’s atavistic instincts.
hapter 1 : The World That Is (and Was)
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

In the beginning God created the heaven and the earth. And the earth was without form, and
void; and darkness was upon the face of the deep. And the Spirit of God moved upon the face
of the waters.

In a sense, the story of the Tribe begins here - at the origins of creation. But the formless world
did not remain that way. Nothing emerges from nothing - the Tribe's legacy is encoded in the
history of the Primordial Waters and the bloodlines of the Progenitors, realized in the Strains of
the Tribe. A Leviathan is the inheritor of these bygone days - the points before definition, the
world before the parting of the waters. The world before mankind and their mandate over the
land and sky and seas. Before all this, the formless chaos of Tiamat and her offspring. After it,
the Tempest.

Bereshit - The Tribe


A Leviathan is a man or woman born into a bloodline mixed with the blood of a Progenitor, who
comes into that power and changes into an inhuman being, a divine essence limited and
warped by the confines of flesh. Together, the Leviathans form the Tribe. United in blood and by
circumstance, they are, for good or ill, the remnant of an aborted stage of creation. For the
excesses of their ancestors and the riotous hunger encoded into their blood, Leviathans are
immortalized in the myths and residual memory of mankind as the Wicked Tribe - the aboriginal
Other, from whom all horrors descend.

Members of the Tribe do not have the luxury of dismissing this negative portrayal of their
lineage. Their existence is unequivocally something horrific, something wrong - the world
distorts around them. Their instincts guide them inevitably towards the pursuit of sin and excess,
towards the abuse of others, the destruction and perversion of minds. The blood of the
Progenitors cries out for the destruction of this new, diluted creation cast in the image of
mankind and not their own. A Leviathan cannot plead necessity or make excuses for
themselves - they should not be. The expression of their Strain, as the point at which they
become something entirely other than human, thrusts them solidly into an untenable position, a
point from which they must become something else. The crucible of change is not kind to a
Leviathan, instinctively cleaving to their human life while simultaneously urged to run rampant
and indulge in the most unrestrained depths of sin and cruelty. Most never progress, endlessly
recapitulating periods of growth, stability, and eventual collapse. Some simply stop, becoming
the monstrosity that their lineage directs them to become.

Before
What little information that the Tribe has about the world of the Progenitors mirrors numerous
creation myths. They envision a world of formless chaos called the Primordial Waters. At the
heart of the Seas, the deepest depths, rested the source of all things: Tiamat, the Mother. All
things emerged from Tiamat - land, sea, and stars, and among them the Progenitors,
immeasurable beings who in turn gave birth to lesser beings, and from them still lesser beings.
From the mingling of the blood of the Progenitors and mankind, the Tribe was born and ruled
over nations as demigods and heroes. As time passed, a member of the Tribe would evolve and
grow, maturing into something new or possibly even into a Progenitor. Mankind lived in rough
harmony with the world, subservient to the lineage of Tiamat, and the world was whole and ripe
with possibility.

Or maybe not. The fact is, the Tribe's creation myth is just that - a myth. They have no idea how
much should be taken as metaphorical and which parts are pipe dreams amended to the
structure of the tale by later generations. Tiamat could be an entity or an ideal or even just
another term for the primordial ooze. Progenitors could be literal beings or lines of evolution.
Foremost among these concerns is the concept of the Leviathan stage as one of transition onto
something better, more whole and complete - a state that no Leviathan has achieved, at least
according to what can be divined from unreliable records. A stage that might not even exist. The
Tribe professes a great and majestic history that was lost because the alternative is that they
are detritus, a monstrous hybrid of two forms of life that has no possibility of future development.
The Tribe cannot accept that what they are is all that they will ever be. To do so would be to
surrender to the fact that they are not between states, that there is no exalted state to which
they are returning. That there is nowhere to go but down.

Marduk
Myth or not, the world brought forth by Tiamat did not last. Mankind, not content to serve, began
to harness the forces of nature. Humans built theology to supplant the mad oracles of the
Progenitors and formed communities that observed their own rules, resisting the edicts of the
Tribe. Marduk - a man, perhaps, or group of men, or perhaps simply a movement - rose up in
battle against the Tribe, and defeated them, casting down Tiamat and imposing a new order on
creation. The Primordial Waters were parted and land and sky forged out of the bodies of the
Progenitors. The Tribe, formerly deified, became reviled and hunted, their ancestral springs
drying up and the Progenitors severed from their spawn. The towering spires and chapels of the
Tribe were torn down or lost in the parting of the seas, and their history stricken from the record.
The civilization of Man was built on the bones and guts of the Progenitors and the relics of the
Tribe. It cut itself stilborn from Tiamat’s womb, and the balance and harmony of the primordial
waters was replaced with centuries of war and strife.

Or maybe not. Maybe Marduk really was the first human to overthrow the gods and sunder their
idols, but even though the Tribe refers to the Primordial Waters as a place of tranquility and
harmony, and it may have been true for the Tribe, it's hardly a leap of logic to think that the
progenitors of a bloodline that thrives in the exploitation and wholesale degradation of mankind
were not the pillars of a sustainable community, much less a world that one might want to return
to. In fact, there's no real reason beyond a profound sense of the Tribe not belonging to this
world that the Tribe accept that some greater, more suiting world ever existed. The sundering of
the world might be another of the convenient, self-forgiving myths that the Tribe use to justify
their behavior and the way they treat humanity.

Noach - The Fall


With mankind dominant in the world, the Tribe fades out of the stage of history, but not
entirely. The blood of the Progenitors is immeasurably strong - it can't be bred out or
extinguished. The Tribe has, as far as they can tell, always existed somewhere - at some point
at the fringes of society, where cousin meets cousin one too many times and the ratio of human
to Other in their blood reaches a tipping point. Where the lines blur between man and beast.
Where the world gets a little bit weirder. Here, there be dragons. The Tribe has a place in
humanity's past, but it's at the fringes. Reliable records are scarce. Part of the day-to-day life of
modern members of the Tribe deals with this sort of cryptohistory: tracking down the footprints
left by monsters in days past and unraveling references and images in religious texts and icons.

What is known or suspected is that, during the period of mankind's expansion, as the earliest
civilizations were taking root, the Tribe was present and the enmity between them and humanity
enduring. The Tribe's mythologists record tale after tale of horrors - sea monsters and
miscegenated freaks straddling the line between mankind and beast - and sees in them the
deleted history of the Tribe. Leviathans became the Other to mankind's growing sovereignty
over the world. In this period, the last vestiges of the Tribe's pure blood were wiped out, and
they came to thrive only at the edges and with a much-lessened connection to the Progenitors
and their divine nature. The Strains of the Tribe become stratified at this point, as only the
strongest ties of blood, descent from the foremost of the Progenitors, could be expressed at
such a far reach. Family lines began to solidify in isolated regions, either by accident or design,
and the Tribe faded into a memory, recalled only through fragmented myths or through their
Hybrid cousins.

Severed from the Primordial Seas, the Tribe's control of itself and connection to its divine nature
was greatly lessened. In place of Tiamat, the core of their world became what they call the
Tempest - both a literal disruption at the core of the mystic waters that the Tribe has access to
and a term for the emotional and social havoc that a Leviathan is subject to. The ascent of
mankind has, in essence, robbed the Leviathans of their birthright and their self-control. In the
modern world, the Tribe has little control of the changes that take place in their bodies and even
less control of the contents of their own mind. Little wonder, then, that mankind records them as
horrors and predators.

Speciation
As the Tribe's "story" begins to overlap with the historical records of humanity, the various
lineages and ancestries settle into a more distinct grouping. Those human bloodlines that were
touched lightly, or host to the blood of lesser Progenitors, eventually began to produce fewer
and fewer offspring who manifested that blood, until it was functionally absent. While the blood
of the Tribe cannot ever be said to truly disappear, the vast majority of Leviathans born in the
span of known history have descended from a handful of patriarchs. The greater part of these,
in turn, can trace their ancestry to a group of seven Progenitors, with their bloodlines expressing
themselves in distinct and identifiable patterns. Occasionally a freak birth occurs, a member of
the Tribe that is not linked to a known Progenitor or from a line that was believed to no longer
exist. Far more common are families of Hybrids that cannot be easily traced to a known Strain -
the leftover fragments of a lost bloodline. On the other hand, the most commonly-seen Strains
have collated information about their Progenitors and a mythology of the lost world has evolved
over time.

All told, there are seven Progenitors whose blood survives in the modern world in appreciable
quantities. The seven Strains descended from them represent a little under nine-tenths of the
Tribe's numbers and has done so for thousands of years - while one group might grow or shrink,
the proportions remain roughly the same. These Progenitors have received the lion's share of
the scrutiny directed by the inquisitive minds of the Tribe, and therefore more information about
them has survived to the present.

Bahamut is a being of immense size, called "Unchained." It was said to be tranquil at most
times, with cities and temples erected across its broad back, but to rumble with rage when
displeased, responding to rebellion or heresy with apocalyptic wrath. These rampages were
said to rock the foundations of the world and shake the skies. Some Leviathan scholars - or
"scholars" as the case may be - identify Bahamut's periodic purges with the shifting of ages in
Mesoamerican myth, or the fabled Deluge of the cradle of civilization. From Bahamut descend
the Bahamutans, a Strain who have a talent for emulating both their Progenitor's nurturing
fecundity and incredible power and size.

Dagon "the Hierarch", also called Dagon the "Arch-heretic," is a hotbed of life and sustenance -
but not of ease or security. It is called "the Hierarch," and is said to give birth to countless
creatures, faiths, and serve as a source of "creation" in general. Religious edicts, practices, and
rituals were its purview, and it rewarded compliance with full harvests and fertile wombs. It was
the patron of fertility cults, and could call down rain when pleased or devastating storms when
wrathful. It survives in the half-fish icons of Mesopotamia and in the cruel and bloody rites that
mankind relied upon to call forth fertility or a healthy crop. From Dagon descend the Dagonites,
a Strain who maintains the deified stance of their Progenitor, creating life and directing mortal
cults.

Lahamu, called "Watchful" or "The Celestial Eye," is the guide of the sun, described as one of
its many ever-watchful eyes (along with the moon and the innumerable stars), yet itself never
came to light. From reclusive secrecy it monitored all things and declared edicts and directed
the Tribe and their mortal followers, gifted with prophecy and insight into the minds of others.
Nothing escaped its gaze and those that attempted to deceive it would be dragged screaming
towards its gaping maw. From Lahamu descend the Lahamin, a Strain gifted with their
Progenitor's vision whose cults are ever monitored and whose eyes - and influence - can be
found everywhere.
Nu, the "Elder," also called Naunet or Nun, is said to be the first of Tiamat's offspring, and to
have the most profound connection to the Primordial Waters. It was the stirrer of the seas and
the sky, having inherited their mastery from its creator, and its fluid form could go anywhere and
take any shape. Nu was the most distant from humanity and yet was subject to great fear and
reverence, for its control shaped the known world. Knowledge of Nu remains in fragmented
tales of primordial ooze and original waters from which life emerges - as well as in the terror
presented by storms and floods. Nu's descendants keep its name, and the Strain is known to
retain the fluid bloodline and elemental mastery of their Progenitor.

Oceanus, the "Father-of-Seas," is said to have been granted dominion over a greater portion of
the human masses due to its incredible beauty and allure. As a deity of men, it was said to have
created the rivers and lakes that sustained them, all in exchange for irrational fealty and
servitude. If denied reverence, it would break the minds of the rebellious, or turn their families
upon them in furious storms of zealous violence. Even among the Progenitors, it was a source
of horror, for the wrath of Oceanus had faces and names; it would come as a loved one with a
culling blade. From Oceanus descend the Oceanids, a Strain that claims itself a noble lineage,
as displayed by that their unearthly beauty and might.

Tannin, called "the Unbending" and "Sinner-Devouring," is hailed as the foremost predator. It
was said to stalk the Primordial Waters, unseen but all-seeing, wreathed in gaping jaws and
poisonous spines. Those that crossed its path, if found wanting, would be devoured without
hesitation or remorse - Tannin's mouth was the gate of Hell. Whole nations of rebels were said
to have disappeared between its razored teeth. It is immortalized in the stories of devouring
beasts and the images of Hellmouths, as well as mankind's terror of the predators of the deep
blue sea. From Tannin descend the Tanninim, a Strain who continue the work of their
Progenitor, wielding the natural weapons of the Tribe and passing judgment on the Tribe's
enemies.

"Island-Breaking" Thalassa or "Mighty-Armed" Thalassa, is a being of the coasts, suited to the


pressure of the seas and the exposure of the surface. Its power and grace were legendary, both
raising up landmasses with its strong arms and gracefully sculpting mountain ranges or delicate
palaces and temples of coral - or destroying them with singular, devastating blows. It was a
being of fluid form but impossible strength, as much appeased as revered. It survives as in
legends of treasure guarded by mighty beasts and the mythology of crafted terrain - mountains
said to be the bodies of immense beasts felled in bygone days, or collapsed piles marking a
captured titan. From Thalassa descend the Thalassans, a Strain who use their power and
influence to dominate humans and thrive in centers of wealth and power.

But these are not all. The legends of the Tribe record the names of dozens more, and from time
to time a descendant of one of these lesser-known Progenitors emerges - or is discovered.
Among the dire names listed on the tablets of the Tribe are Sanna the Glacierhide, Cipactli the
First Diviner, Nagaraja, king of snakes, Tangaroa of the Burning Blood, Isonade, Herald of
Storms and World-Coiling Jormungandr. Some others exist, but it can never be certain if a
name refers to an unknown Progenitor or merely indicates a familiar figure. Much of the history
of the Progenitor's world has been subsumed into the myths and pantheons of mankind.

The Rift
In the absence of the Primordial Seas, the Rift is what remains. In place of permanently basking
in the undiluted glory of Tiamat, the Tribe now wallows in a hollow echo, a stunted replica of
what might once have been a very real physical entity which covered and contained the entirety
of the world. The Rift is little comfort to the fevered mind of a Leviathan - it is dark and wracked
with spasms, impossibly and terrifyingly vast while retaining an oppressive and claustrophobic
atmosphere. Ultimately, the Rift represents the subconscious of the Tribe, the twisted minds of
both Leviathans and their Lahmasu relatives, as well as scattered remnants of the Progenitors.
In a sense, it is a museum - a place where neuroses, afflictions, and fears survive, long after
their owners have died. The Rift teems with horrors both native and imported, and above all it
resonates with a feeling of loss and impending violence - there is no comfort or security to be
found in its depths. And yet it is the closest thing the Tribe has to an ancestral homeland.

A Leviathan may enter the Rift through the medium of water, although alternate methods exist.
The more the water resembles the sea, the better - and a sea that is wracked with the fury of a
storm is better still. In any form, water is a powerful conduit for the blood of the Progenitors, and
any body of water sufficient to cover most of a Leviathan's body - and that of any potential
passengers - will serve as a gateway. The trip is often one-way, and the passage of the
Leviathan opens the conduit to the unrelenting fury of the Tempest, tossing water into the sky or
causing it to breathe forth great clouds of fog or mist.

The Rift has layers, each one farther from the Shore (the physical world). Its increasingly
inhospitable depths are host to numerous beasts both ancient and newly-forged, and in some
dark corners lie lost structures, sunken in the parting of the waters, which a Leviathan might
explore or take shelter in. Ultimately, though, a Leviathan reaches the core of the Rift - the
gaping wound left in it by the death of Tiamat - and gazes upon the physical Tempest, a
churning mass of such ferocity that no being has entered it and escaped. Rumors abound that
the Tempest, should one pass through, might serve as a gateway to a deeper, purer reality - but
none have returned and few would chance annihilation in that terrifying maw simply to test out a
rumor. For the time being, the Tribe is cut off from the world that they lost, and might always be
so.

Lech Lecha - Getting By


Time passes, and the Tribe, for all intents and purposes, disappears. As civilizations grow and
spread and mankind makes strides in mastering the forces of nature and understanding natural
history, reason replaces fear. The blank spaces in maps are filled in, and myths are debunked.
The overall effect is that the Tribe has, for the vast majority of human history, possessed no real
information about the lost world they ruled or the Progenitors they are descended from. A
modern Leviathan is born into an era in which almost all of the relics of the Progenitor's world
have been destroyed, and all of the lore buried in century after century of speculation and
addition. They are changing - cannot help but change - but into what, they have no idea. The
Tribe's society exists solely as an attempt made by desperate and terrified individuals to build a
model of life that sustains them and offers hope and direction.

They need it. The blood of the Tribe is not something that can lie still. A Leviathan cannot be
human again, not really, and if they should attempt it they will find the press of the Tribe's divine
glory inflicting ever greater damage on the people around them. The Tribe are not human. This
is the revelation that a Leviathan reaches during the period in which he or she comes to realize
that there is something not quite right about them - the transition from normal person to
Leviathan. There is no single factor that is known to begin the change, and no method is known
which can discern a potential Leviathan from a normal human. In the absence of a trigger,
however, there are a multiplicity of potential factors, each of which pushes the portion of a
human's blood that contains traces of the Progenitors forward.

Genetics are an issue - families that have produced Hybrids and Leviathans before will likely do
so again. The placement of the stars upon a person's birth may also matter, or his blood type, or
the number of siblings she has - or none of these. The fact of the matter is that the Tribe has
attempted to isolate the necessary traits to produce another of their number and has simply
failed. Failed for the whole duration of human history, despite grotesque breeding programs and
mystical rites - all of which have left monstrous remnants across the globe, twisted hybrids and
defiled stretches of land.

Metamorphosis
As a result, many Leviathans come into their inheritance while ignorant of the history of the
Progenitor's world and the existence of the Tribe. This lack of information adds another layer of
discomfort to a process that is already physically and emotionally agonizing. No two members of
the Tribe experience an identical Metamorphosis - the period during which the fledgeling
Leviathan begins to manifest the Wake and the ability to change shape. However, the
Metamorphosis is uniformly a period of anxiety and loss of control, during which the blood of the
Progenitors runs rampant, causing emotional distress and Outbursts of uncontrolled
transformation.

A Leviathan might find her friends become uncomfortable in her presence, or a beloved pet
becomes aggressive and refuses to be touched. He might dream of the ocean depths, or feel
muscles - or creatures - squirming beneath his skin. Old impulses, the usual catalogue of basic
instincts, become more pronounced, or begin to overlap. The scent of rotting fish might become,
for a brief and stomach-turning moment, arousing. The touch of a lover might call up blinding
rage alongside the usual warmth and comfort.

Such incidents can begin years if not decades before a Leviathan gains control over their power
but such early signs will be rare allowing a fledgeling to, perhaps repeatedly, put their ongoing
metamorphosis out of mind or believe they have completed their transformation into something
they can live with only to have such illusions shattered months or years later. Some Leviathans
seek medical or psychological aid, or counsel from family members. The most fortunate of these
(for a given value of fortunate) will be in families that have some knowledge of ancestors whose
bloodline also manifested, perhaps living in a cult worshipping the Tribe or a branch of the
family composed of Hybrids. These will receive information, often misleading or misinterpreted,
about their condition.

Most others are not so lucky. Those that seek medical help will likely be turned away by
frightened mortal doctors - or themselves flee from the obsessive curiosity (and reverential awe)
that the Wake conjures up in their would-be healers. Some are in no position to seek help, or
are too afraid of what they will discover. Many research on their own, or delve into family
records. There is often little to nothing to find.

Throughout the metamorphosis, incidents will become more pronounced and more frequent, but
some degree of control will develop. A change might be bitten down upon, or at least
suppressed for a few crucial moments. The terror evoked by the fledgeling's presence may
weaken to a general sense of unease. Hardly optimal - but survivable. A Leviathan's
Metamorphosis has no definitive end, but it can be said to be complete when he or she grasps
enough self-control to reliably transform at will, but even powerful elder Leviathans face
occasional outbursts of uncontrollable transformation or find themselves unable to transform for
extended periods making this rule a murky guideline.

This is the point at which the struggle can move from resisting one's nature to mastering it. A
key element to coming to this point is a degree of acceptance. A Leviathan must be willing to
accept that he or she is not purely human - or no longer purely human - in order to identify with
and govern their divine nature. This acceptance doesn't have to be life-affirming or positive, and
rarely is. Most Leviathans remain horrified with themselves well past their Metamorphosis. It
merely means drawing a line and saying, "I am something other." What follows is determining
what that "other" is going to be.

Schools
[Picture, half page: The top half of the picture shows a walking man in work clothes and a hard
hat. Rising up around him are half-completed buildings, mostly skeletal, and the sky is covered
in smoke. He holds a box lunch in his right hand and a hammer in his left. He is walking through
a large puddle which dominates the ground. In the puddle is a reflection depicting a similar-
looking man wearing black robes with hieroglyphic figures senw in. He wears a steepled priest-
like hat. rising around him are towering ziggurats, and the sky is stormy. He holds a human
heart in his right hand and a cruel bronze dagger, stained with blood, in his left. Both men are
smiling in an off-putting fashion.]

The primary activity of a Leviathan, beyond the day-to-day elements of normal life, is a search
for definition and structure. The control that the Tribe can exercise over their powers is
unreliable at best, and nothing can be done about the isolation imposed by the Wake. In the
face of this instability, members of the Tribe adopt methods of coping and moving forward,
attempting to create a sketch of the sort of being that they will become. These approaches are
referred to as Schools. Despite the institutional tone that the name conjures up, a School is not
an edifice. Instead, it should be seen as a stance adopted by a Leviathan towards the reality of
their nature and the lost history of the Progenitor's world. A School is a marker of how a
Leviathan deals with the questions of who and what they are and what relationship they will
have to humanity and the Tribe.

Those Leviathans that seek their place in the Rift and oceans form the School of the Abyss.
They are explorers and ascetics, looking to retreat from a world in which they no longer belong.
In escaping the moral and physical dangers of humanity, to the extent that a Leviathan can
survive away from their origins, the School hope to find Tranquility.

The School of Clay searches for a place in the world of humanity. Why spend time trying to
figure out Tranquility, the School asks, when humanity has already done the hard work? They
are the socialites and psychologists of the Tribe, using analysis and observation to reverse
engineer a society which will provide the Tribe with Tranquility.

Some Leviathans find themselves devoting their time to the Tribe itself. These make up the
School of Fog, who seek to reforge the alliances that once bound the Tribe. The School offers
no path to Tranquility, only the promise that once the Tribe stand united Tranquility will be within
their grasp.

Those Leviathans driven to master and use their innate abilities make up the School of the
Reef. Realizing that the life of the tribe offers little stability the School focus on the one constant:
Themself. Through mastery of their own body and finding a use for their abilities the School
seek Tranquility.

Asserting the lost position of the Tribe as intermediaries between mankind and the Progenitors,
the School of the Moon attempts to return to that role. The heart of the School's strategy is
recreating the Tribe’s lost primordial way of life. The School of the Moon are the Tribe's priests,
theologians and archaeologists, looking to rediscover a Tranquility that the Tribe lost long ago.

The School of Sand is significantly older than even its own members believe. It’s devotees turn
to technology or other magics foreign to the Tribe. The Tribe’s curses are few and clearly
defined, or so the School claims. If technology could allow a Leviathan to work around their
nature, they could find Tranquility.

Those that make up the School of the Sun are the self-proclaimed god-kings of the Tribe.
They embrace what other Leviathans find horrific about themselves, building and dominating
vast cults to their own glory. Through building power, but also finding a justification for power,
the school seeks Tranquility.

While a School is a philosophy not an organisation, a slight hierarchy might be present on a


local level. More experienced and established members of the Tribe, should they find
themselves sharing opinions with a "cousin," might take them under their wing. For the most
part, guidance and assurance are the best that a mentor can offer. Confidence and security
cannot be taught. These local icons might eventually be seen as a figure of import in Tribe
politics, but this is more a factor of their person than their School. No member of the Tribe can
outrank another except by force or the complicity of the "junior."

Sidebar: Other Schools?


It's certainly a possibility that Leviathans exist that don't fall into one of the specified Schools.
What's far more unlikely is an established Leviathan without any School whatsoever.
Fundamentally, a Leviathan without a School is without a strategy for dealing with the stresses
of his or her condition. The completion of Metamorphosis, and one of the key elements of being
a Leviathan with tenuous control rather than a fledgeling without any, is accepting one's
inhuman nature and thinking actively about how to live with it. That's where Schools come in.
But if a character isn't well-represented by any of them, it's certainly possible for a player and
their Storyteller to design a School that makes sense. Schools should offer direction for a
Leviathan’s life - that's what a School is - along with a promised path that leads to Tranquility for
the Leviathan if not the Tribe as a whole. Mechanically, they offer a free Specialty in one skill
from a choice of three (one from each category) and favor Adaptations from two Vestiges or a
method of Codifying Rituals.

Leviathans can change Schools during their lives, but it's rare for one to entirely abandon the
Schools altogether. Such a change would represent a rather dramatic shift in personal
philosophy and would likely be the precursor to a catastrophic breakdown and loss of Tranquility
- being without a School is akin to having no clear goals, self-image, or life philosophy.

Humanity
The largest barrier between a Leviathan and a normal human life isn't the risk of unwanted
transformation. While such incidents are horrifying for onlookers, they are sporadic.
Comparatively, the Wake is inevitable. The neatest explanation of the Wake is that it is an aura
surrounding all Leviathans which triggers instinctual responses of fear, servitude, and awe in
normal humans. While its effects don't quite reach the level of mind control, it nonetheless
presents a near-insurmountable hurdle to having normal social interactions. Humans in the
presence of a Leviathan feel uncomfortable and anxious. Their teeth are on edge, and the hair
on the back of their neck stands up. They lower their voices unconsciously. More importantly,
from a moral standpoint, they give way to the Leviathan, both physically and socially. In a face-
to-face conversation, a Leviathan is essentially constantly bullying his audience. The Wake is a
psychological battering ram, 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 effects of the Wake are not subtle. The places through which they frequently travel and
mortals have frequent brushes with the Wake labour under a cloud of fear and uncertainty.
Children no longer play on the street. People lock their doors and neglect their yards. The cops
don't come around. Families move away. These effects only grow more pronounced as a
Leviathan increases in power and their Wake spreads far beyond their immediate vicinity. A
powerful Leviathan, even if she did nothing but remain secluded in her home, could spread fear
and madness across an entire region. Her mere presence is so potent that entire towns might
pack up and move away or be reduced to theocentric nightmares where sectarian violence spills
onto the streets and new monuments, stained red with the blood of human sacrifices, stand
menacingly in public squares. As they age most Leviathans find themselves moving further
away from the people who serve as their anchor to humanity. Either to protect them or to simply
avoid the enemies that their presence among mortals attracts.

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. Imagine what it would be like to never receive a
contrary viewpoint or unexpected refusal. More than that, imagine what it would be like to only
speak to people who were, you knew, certain (on some subconscious level) that they must
appease your whims. Many Leviathans come to believe the message their Wake is spreading,
until they become blinded by their own divinity and destroyed through hubris. Others (perhaps
justifiably) feel a moral obligation to retreat from humanity, but those who do inevitably go mad
from isolation. It is only in the middle ground, as shifting and uncertain as the sea, that a
Leviathan might find some hope for survival.

Even if a Leviathan is able to find some measure of acceptance regarding the Wake, those
around them might not be so quick to forgive violations committed against them. Mortals subject
to the Wake are aware that they are cowed but will, without training or knowledge, put it down to
the Leviathan having unusual charisma or presence. They get the sense that the Leviathan just
happens to be the sort of person who the room stops for. The Wake also does not alter a
subject's memory, only their current ability to act. Their recollection of events during their
exposure will therefore be tinted by their own nature and desires. A timid person, for instance,
will assume that they gave way to a naturally forceful personality as would be expected, while
one that resents being pushed around might formulate reasons why they would permit it. This
tendency can be a blessing or a curse - if a person's mental scenario elevates the Leviathan's
actions to a criminal offense, they may very well get in touch with the appropriate authorities.

Beloved
Some mortals are more drastically affected by the Wake - these unfortunates are struck with an
all-consuming obsession with the Leviathan. Unaware of the truth of what they are experiencing,
they find ways of explaining it - some outlets more constructive than others. The only unifying
element of this obsession is that the mortal is certain that there is something different -
something special and unique and equal parts horrible and wondrous - about the Leviathan. If
they have not met the Leviathan, they instead become convinced that there is something
unique, horrible, and wondrous nearby. Beloved retain their presence of mind and just enough
of their will to know that they are experiencing some sort of traumatic breakdown, but they have
no idea what it is that draws them to the Leviathan. Many seek out the object of their devotion,
becoming stalkers or would be kidnappers or attempt to call the Leviathan to them through
improvised occult rituals or demonstrations of devotion. Left alone they will go to ever greater
lengths until they finally break free or destroy themselves through their obsession. Others are
far more pitiful, lingering around the subject of their obsession, equal parts frightened and
captivated.

Cults
Not all Leviathans care about the mortals swept out to sea in their Wake but even the most
callous members of the Tribe see the need to prevent would be apostles drawing the eyes of
their enemies. This means finding some way of satisfying their Beloved’s obsessions before
they take it into their own hands. Even bereft of a Leviathan’s guidance those humans that
become the Beloved have a tendency to seek out people with whom they can share their
experiences or to congregate with fellow Beloved.

The trend of this association is the formation of a Cult. A new faith whose doctrine gives context
for the feelings produced by the Wake and provides tools to satisfy a Beloved’s need for
closeness to the Leviathan that touched them. The "echo chamber" of ideas and sensations that
a group of Beloved experiences leads them to greater and greater reverence and focus on the
Leviathan whose Wake ensnared them. They've encountered other people who are ready and
willing to spend hours discussing what they feel, and can compete with one another for the
Leviathan's attention or regard. Eventually you get a group whose devotion to the Leviathan is
absolute and whose viewpoints are reinforced (and policed) by their fellow Beloved. This is a
Cult.

For the Leviathan a Cult offers a measure of predictability. Every human mind is unique, and
shatters in unique ways. But put many people together and averages and trends start to
emerge. A Cult can cause more trouble for their patron than isolated Beloved, but they do so in
somewhat predictable ways allowing a Leviathan to make preparations and proactively prevent
issues. Cults are not limited to merely keeping Beloved from causing trouble, however. A
Leviathan that wishes to do so can shape his or her Cult, like any other society, imposing
sanctions and requesting service. As long as the progression is gradual and the Leviathan
remains "in touch" with the Cult, his or her followers can be forged into a more dangerous tool.
Simple devotion can be replaced with elaborate rituals and sacrifices which provide a Leviathan
with mystic power, while obsession can be turned outwards into violence. As a Cult grows, it
can insinuate itself into positions of authority, or even overtake a small community - many
"quaint little towns" in the world's remote corners are ultimately ruled by an insular Cult at the
center, all working for the benefit of their god. Even in a large city, the Cult's influence can
become pervasive - policemen can be turned, and lawyers, and businessmen. A careful
Leviathan can end up with agents operating at many levels of society, robbing his enemies of
any hope of safety.

The greatest limitation of a Cult is that, no matter the intent of the Leviathan at its core, the
structure is predicated on the intimidation and negative pressure created by the Wake,
reinforced by harsh theocratic authority or internal strife. Even the mildest and most fulfilling
Cults are imposing on the wills of the participants, and most powerful Cults are ruthlessly violent
in the pursuit of the will of the Leviathan. It is the nature of the Wake, and perhaps of the Tribe,
that they do not create positive and self-affirming social relationships. This effect infuses the
Cult. The violent obsession that drives a cultist differs greatly from a mild and psychologically
satisfying religious conviction. The Cult becomes a tool by which the Leviathan may indulge his
or her vices, and its members begin to revel in the transgressions they commit. While the
traditional model of the cult is the hidden religious conspiracy, a more apt modern parallel is a
terrorist organization - indoctrination, manipulation, and violent fanaticism. Unsurprisingly, when
Leviathans come into conflict, it is usually their cultists that become casualties of the conflict.
Their utter devotion and apparent willingness to do whatever is asked of them offers an easy
way past the horror of violence and acknowledging moral responsibilities. A cruel Leviathan
might spend the lives of his cultists indulging his most grotesque and brutal impulses while
claiming no personal stake in their actions.

Family
It is a source of mixed feelings for most Leviathans to know that they are linked by blood not
only to their immediate mortal family but to each and every member of the Tribe and, beyond
even that, to all of the spawn of Tiamat. At the first level, a Leviathan can find some allies in his
parents and siblings. A family that is deeply touched with the blood of the Tribe is often subtly
different from its neighbors. The progenitor’s blood exerts it’s influence. The family remembers.
If a Leviathan has emerged from the family in the past, there will be traces. A Leviathan that
interacts with their family - or raises one of their own - will change them. Siblings and cousins
become cultists. Children are twisted hybrids, warped by the presence of a Progenitor's blood.
Elements of the Leviathan's search for meaning and position will be imposed on family tradition
and practices. Rituals will emerge. As time passes, the more direct influence might fade, but
elements will remain as family folklore and superstition. In the most drastic cases the family
might be or be part of a Cult that worships their ancestor, an isolated Jonestown rich in the lore
and madness of the Tribe. Or it’s seeming normality might hide a whole branch of the family tree
that consists of Hybrids, lurking at the fringes, waiting the blood of the Progenitors to reemerge.
For some Leviathans, a lot of the little quirks of their family begin to make a hell of a lot more
sense after their Metamorphosis.

Family connections can be a blessing, but most are tainted with the same disparity of power that
isolates a Leviathan from other humans. Relatives are not proof against the Wake, and the
acknowledged divinity of a member of the Tribe means that the tendency towards worship will
only be more pronounced in those that are "in the know." A Leviathan who returns to his family
will find that his role has shifted completely. Those that once offered consolation and advice will
now come asking for blessings, and former close siblings will be deferential and timid. The role
of deity is incompatible with the role of a child or sibling. It is for this reason that most members
of the Tribe find that their only peers are, well, their peers. Fellow Leviathans are immune to the
Wake. They share many of the same concerns and are undergoing the same changes. The
solution isn't perfect. Just because members of the Tribe have something in common doesn't
mean that they enjoy one another's presence. Beyond the usual hurdles of incompatible
personalities and annoying quirks, the instincts encoded in the blood of the Progenitors are
deeply rooted in the urges of a beast. Being close to a fellow Leviathan can trigger numerous
and conflicting instincts - inappropriate desires combined with a violent and territorial outrage.
Members of the Tribe are simultaneously experiencing one another as human individuals and
as potential rivals or mates (or both).

When a group of Leviathans meets, whether for a given reason or because they all share a
given trait, such as living in the same region, it is called a taxon. These serve as the most
relevant social unit for the Tribe, but they are entirely ephemeral, and can vary widely in size. If
every member of the Tribe in a city meets, that's a taxon, and it's the same deal if it's only the
three Leviathans that share a county. Many taxa are composed of Leviathans who share a
School, as some event relative to their shared interest comes up that they wish to consult on.
These events aren't built with a guest list in mind, however, and no one with an interest is going
to be denied entrance to the meeting - they're there because they're interested, not because
they're part of some secret club. A taxon might involve an exchange of information, especially
contact information, in order to build a support group, but many Leviathans are reluctant to be
"in touch" with other members of the Tribe - there is an understood degree of emergency that is
necessary before contact will be made.

Regional taxa might meet on repeated occasions and evolve an informal leadership structure, in
which the most dangerous or experienced Leviathan that bothers to show is given precedence
and can make requests of those present. The position is mostly informal, however, and
Leviathans will effectively be offering aid based on their own discretion and their estimates of
the benefits and the risks of displeasing a more powerful cousin. The regional leader, or
hetman, will be the one that members of the Tribe look to for leadership when a problem
affecting the entire Tribe (such as a Typhon or the Marduk Society) appears in the local area,
often right before each individual does what he or she intended to do in the first place. A
regional taxon is also where Leviathans that will later form a Cohort might meet, and where
members of a School can trade information and talk shop with one another. The most influential
hetman might "lead" for years and impose a certain regularity to taxon meetings, but this is rare.
Far more often, a given region with a significant Leviathan population will instead change
hetman regularly as the powers and mental stability of local Leviathans shift, sometimes the title
changes every meeting depending on which of the region’s “elders” felt like showing up this
time. At the opposite extreme a truly driven and well-respected hetman can serve as the
founder of a Legion, forging his taxon into a ritual event with far-reaching consequences.

Hybrids and Lahmasu


Many newly metamorphosed Leviathans have enough trouble dealing with the news that they're
scions of long-lost primordial gods. Learning that you and your "cousins" are monstrous
shapeshifters is quite a shock. Then there are the more distant relatives. The family tree of the
Tribe is more of a thistle bush, and there are a vast number of beings that share at least some
fraction of their ancestry with the Progenitors.
Hybrids are the foremost of these, with a mixture of strong Progenitor and human blood
producing a being whose form echoes the Progenitor, without many of the mystic gifts of the
Tribe. Hybrids can vary from nearly-human to complete abominations, and many are cursed
with animalistic minds to match their bestial bodies. The primary Strains of the Tribe are
fortunate to produce relatively stable Hybrids who share roughly the same baseline traits. These
serve as their servants and acolytes, the defenders of the line, and are differentiated from
others by the title of Lahmasu. Other lines of Hybrids are produced through exposure to the
blood of Tiamat from several strains of Leviathan or stranger accidents. These can vary wildly in
appearance and mentality, and most lurk in forgotten places as predators and scavengers.
Hybrids can be allies, but most that are not Lahmasu are unreliable and often have their minds
warped by the hardships of their twisted existence. They combine the predatory instincts and
natural weapons of a beast with the cruelty and cunning of a human predator, making them
extremely dangerous, at least to people without the might of a Leviathan. Taxa are occasionally
formed simply to wipe out a tribe of Hybrids that has grown too brazen in its excesses, but, as
Hybrids can only last so many generations before the blood of Tiamat thins to insignificance or
thickens until it’s fatal, such events are rare.

Cohort
Leviathans that share a taxon and who come to be particularly close (or at least maintain an
unusual level of contact) form into a unit called a Cohort. Equal parts support group, political
unit, and family reunion, Cohorts are the favored social organization for younger and fresher
Leviathans. While the tension of contact with fellow Leviathans means that Cohorts rarely share
living space, most are close enough to come when called, and the local scale of the unit permits
them to come to one another's aid when necessary. Such aid can be as straightforward as a
spare arm in case of violence or as complex as counsel and emotional support. The disturbing
mixture of attraction and loathing that members of the Tribe share means that Cohorts exist in a
particular form of stress. "Love-hate" relationships are the norm, and often are experienced with
an intensity that would shock and distress outside observers. For a member of the Tribe,
though, such tempestuous connections are better than the isolation and discomfort that they
experience in the company of normal humans.
Leadership in a cohort is usually a difficult subject. It's rare that a hetman emerges in a Cohort,
as they are usually founded by relative equals operating on similar scales and dealing with the
same problem. In such a scenario, a grab for power will usually be seen as insulting at best and
as an outright threat at worst. Some cohorts grow to have an informal organizer, usually a level
head who helps mediate between members, but even these would be startled by the suggestion
that their arbitrator is in a leadership position. It's far more likely that each member of the cohort
has a given region of focus, in which they are given some credit for their authority. If a member
needs help rooting out a dangerous clan of hybrids, he or she will go to the most militantly-
minded member. If they need something translated, the most scholarly, and so forth.

Most cohorts are relatively short-lived, lasting for a year or two until members move away or
succumb to the dangers of their condition. Some implode, often viciously, as members come
into conflict and lash out emotionally and physically. Those cohorts that survive for longer
periods are usually at some point in between, being close enough to remain cohesive without
becoming so close as to invite disastrous clashes. As with most things, it's a balancing act.
Those Cohorts that do manage to survive can become incredibly influential, as cults support
one another and individual members develop. A number of Legions have formed from a core
group of a Cohort that comes to share ideas about the Tribe and their shared destiny.

Sidebar: Tiers and Leviathan


As a basic model, when applying the "tier" structure from Hunter: the Vigil to the Leviathans, the
following guidelines are the most accurate fit:
● Tier one - The fledgelings (1-5 young and inexperienced members)
● Tier two - The Cohort (1-10 members, potentially dominating an entire region)
● Tier Three - The Legion (10-150 members, each established Leviathans with his or her
own Cult, global power, considerable resources)
● Tier Four - The Tribe itself (More than 5,000 members, no unified goals, global scope,
immeasurable resources if they worked in tandem)

"Culture"
The most important thing to realize about the Tribe is that each member is engaging in the
creation of a culture. While the tendency is to dress the practices of a Legion or cohort up as
remembered elements of a lost society, there's very little actual authority to be found. Most
Leviathans are constructing the orthodoxy they claim to uphold. The consciousness of this
varies from Leviathan to Leviathan, but it's never entirely absent. The "primordial kingdom" that
the Tribe discusses is a mishmash of images and myths collected haphazardly from a dozen or
more cultures and asserted alongside a claim of veracity and accuracy. It's ridiculous, perhaps,
but it's also important. The "big lie" is what stands between the Tribe and complete and total
uncertainty. If they were purists about only embracing what they can prove to be true, they
would have nothing at all.

The upshot of this is that the Tribe's "culture" is pretty fluid. Thoughts about the nature of the
Progenitors and the significance of a given myth or relic are going to vary from Leviathan to
Leviathan, and from Cohort to Cohort. Within a given taxa, it might be the case that a
charismatic or domineering figure might champion a viewpoint, causing a resultant shift in the
beliefs of those in the area, but these are the exception. It also means that the inevitable shifts
aren't accompanied with the same sort of difficulty and reluctance that typifies a major shift in
political or religious ideologies - there's a certain "attraction" that a new "truth" offers. uChange
is compelling. Change camouflages the fact that the Tribe hasn't really made meaningful
progress towards a reliable idea of what they are and what they should do throughout the whole
of history.

Cohorts tend to share an aesthetic or narrative of history, but it's not always the case. Many are
formed out of necessity, after all, and discontent and disagreements are hardly unusual.
Legions tend to have a far more stable set of beliefs, which they impose upon entrants, but even
a Legion isn't a stable entity. There's politics and personal interest at every level, and the
inheritors of a Legion, or those "reviving" a "lost" Legion, tend to have their own views that are
imposed with the assertion of authority and orthodoxy. Even fanatics are still people.

Fitting In
While a Leviathan's School emphasizes the ways in which the Leviathan seeks to formulate his
identity, they do little to necessarily highlight what a member of the Tribe does on a day-to-day
basis. Most Schools at least suggest at some vocations that might suit the Leviathan's self-
image and desires, but these are hardly binding. Furthermore, the uncontained nature of the
Leviathan's supernatural ancestry is such that most normal, mortal jobs are impossible to hold
down.

Even a disciplined Leviathan won't be comfortable in a heavily social setting, and humans won’t
be comfortable around them. Few in the Tribe work nine-to-five, most turn to their cults to
provide the basics like food or shelter. Those that make a point of retaining a normal life provide
themselves a buffer zone. A Leviathan that stacks shelves, for instance, might keep cultists
waiting to cover his shift at a moment’s notice if he needs some space. The nature of the Wake
is such that, regardless of position, a Leviathan will be known by his co-workers and customers.
He'll likely have a small group that is either enthralled or terrified by his presence, and his
workplace will eventually come to have some sort of reputation. When, not if, his co-workers
become Beloved they will probably have to resign. A Beloved coworker would be unable to
function while working closely to their Leviathan in any role that wasn’t directly subservient.
Even then, only an exceptional individual would be able to maintain a facade of normalcy and
perform well in their official role. The constant churn will limit a Leviathan to menial unskilled
work, even as their blood cries out for the respect and worship that is their birthright.

Due to this most Leviathans holding onto a normal life cheat. They stretch the definition of
normalcy to include mafia (demi)godfathers, nebulously defined problem solvers, and other
roles where personal skills and an imposing presence matter more than the ability to go with the
herd. Even here the Wake is such that, regardless of the truth, a Leviathan will inevitably gain a
fearsome reputation and a clientele to match.

Consequently few Leviathans bother to maintain a normal life. Most surround themselves with
their Cults and pursue goals unique to the Tribe. But no Leviathan can leave humanity behind
without also leaving their humanity behind. Just as a Leviathan working nine to five will
frequently retreat to bask in the worship of their cult, an unchallenged tyrannical god-king will
make regular trips to the nearest city where they force themselves to act normal and
desperately try to remember what it felt like to see someone’s dislike without a burning desire to
devour their soul along with their entire family as warning to anyone else who might defy you.

Homelands
For a young Leviathan choosing the right place to settle is paramount. Even in the earliest days
when the Wake is unlikely to stretch beyond a single house something as simple as a traffic
filled commute could expose hundreds of people to the Wake. Individually these people are
unlikely to become Beloved, but taken as a collective it is likely that one or two will succumb to
the Wake. On a more personal level the presence of so many people is a constant source of
frustration and stress to the Tribe.

As the Tribe lacks anything like an ancestral homeland suited to their needs they retreat to the
fringes of human society. Many live in houses (or lakes) on the outskirts of larger settlements.
Somewhere isolated enough to keep mortals away from their Wake and their Cult’s activities
while also being close enough for the Leviathan to pay visits to humanity. If a Leviathan isn’t
willing to retreat they must instead conquer. They choose an isolated town or a ghetto
unwatched by the proper authorities and spread their Cult into positions of influence. With
enough control newly imprinted Beloved can be quickly brought into the fold before they do
anything rash and the enemies created by the Wake can be pressured into silence or departing.

On a more global scale, the Tribe tends to gravitate towards regions with large accessible
bodies of naturally flowing water (for obvious metaphysical and practical reasons). Furthermore,
the fact that Leviathans have an easier time existing when not under major scrutiny and
establishing power bases in regions that are already chaotic leads many to congregate in places
torn by warfare and strife. It's quite easy for a Leviathan to co-opt a small local militia or similar
insular group, and the chaos that accompanies warfare and bloodshed serves to screen them
from scrutiny and interference. A powerful Leviathan could create chaos and civil war through
their presence in the region alone and even the Tribe’s youngest members could spark conflict
with creative use of the right Channels, but the risks of antagonising a powerful government give
even the mightiest Leviathan cause for hesitation. Relatively few conflicts are started by the
Tribe, they just attract Leviathans after the fighting starts; the Tribe fit in quite readily amidst the
atrocities and superstitions of pitched warfare.

For many older Leviathans (or the inheritors of a grandparent's legacy), the major wars and
ethnic conflicts of the 20th century served as a smokescreen in which a remarkable petty
kingdom could flourish. World War II in particular is remembered as a high point of the Tribe's
influence, as the hundreds of remote and unexplored islands that dotted the Pacific Theatre
became host to numerous Leviathans. As a result, many of these little former kingdoms are now
host to isolated clans of Lahmasu, some still caught up in a conflict that has long since ended.

Not all Leviathans are content to live on the fringes of humanity. Many strive to find places of
refuge, separate from the chaos and discomfort of contact with humanity. This is a risky
prospect. Isolation is psychologically dangerous even for normal humans, and doubly so for a
distressed member of the Tribe. A lack of human contact can erode the barriers that separate
the Leviathan's mind from its bestial urges, and many members of the Tribe have gone utterly
mad in their retreats, having been foolishly confident that they could undergo apotheosis if only
they could "escape" their human lives.

The result is that most Leviathans have to cope with a balancing act. When possible, they avoid
the stress and anxiety that would lead to a loss of control and the danger their Wake brings to
themselves and everyone around them. They try and build a safe area to which they can retreat,
but also spend time with humanity. If they get a chance, they'll work towards finding a long term
solution condition - but that's long term planning. Most Leviathans are too busy dealing with a
hundred small crises and keeping their Cult in line to just swim off for six months to explore
some ancient Sumerian ruin. The day-to-day takes precedence, and much of that involves
ensuring that your Cultists aren’t attracting the wrong sort of attentions. The Leviathans that are
really on the ball find ways to make their everyday lives more fulfilling in terms of their desire to
forge a long term sense of stability and Tranquility. This is where School takes precedence in
the Leviathan's actions, turning individual problems into building blocks in a greater foundation
of stability. Every once in awhile, a major problem comes up - either something that the
Leviathan did to themself or some outside threat. These are the really dangerous moments. The
Leviathan's cozy little world comes under pressure, and the order of the day is "How can I solve
this problem without sacrificing aspects of the person that I've become and the stability I've
struggled to achieve?"
Chapter 2: The Old Gods
This is not over! We will never end! We have no beginning, so we can have no end! We will return! Don't you
understand? We are humanity! We are YOU! In one form, in another form, we are always with you! You can't protect
yourself because we come in many, many guises. We shall return.
― The Dreamers Guild, I Have No Mouth And I Must Scream

At some point in a Leviathan’s life, they must accept that they are not human, that they are
something other -- and have been for a lot longer than they thought. Accepting this truth
answers questions about the strange occurrences that surround a Leviathan, but it poses two
further questions: What exactly am I? and Where do I go from here?

Strains
The tree of life branches, and if the Tribe are to be believed, it branches early indeed. Tiamat
begat children, each of whom left their mark upon their descendants. Each line of descent, each
Strain, shares fundamental traits inherited from Tiamat, but is different in crucial aspects. Each
Strain has a natural affinity for different Vestiges of Tiamat’s power, different natural instincts,
and most importantly, each Strain has a unique Wake. A Leviathan’s divine presence damages
the minds of mortals, and each Strain does so in a different way, imprinting the Strain’s nature
upon the Cults that worship them.

Schools
Faced with lives of chaos and an existence that defies human codes of morality, newly minted
members of the Tribe set forth to seek Tranquility and self acceptance. When a Tribe faces
common problems, its members gravitate towards common approaches; the most common of
these have been (somewhat) codified as Schools. A School is not an answer, or a detailed
philosophy by which a Leviathan can live their life. A School is a direction, a strategy, and most
importantly, it is a hope that if a Leviathan swims long enough they might, at long last, find an
answer.
Bahamutans
The Israelites said to them, "If only we had died by the LORD's hand in Egypt! There we sat around pots of meat and
ate all the food we wanted, but you have brought us out into this desert to starve this entire assembly to death."
― The Book of Exodus, 16:3, New International Version

[Picture: The Symbol of Bahamut: An oval, fish-like scale with iridescent rays. It is inlaid with
intricate filigree-work in some precious metal. Over this has been crudely painted an open eye,
with no iris but a wide black pupil. Fingerprints are still visible in the paint. ]

[Picture: Central. A fisherman is standing under a streetlight. He is a young man, with a general
Latino appearance. His legs are in oilskin pants but he is barefoot. He wears a wifebeater,
under which bumpy, scaly ridges are visible that delineate his muscles. He has no hair and his
scalp is glistening. His arms are tattooed, and one of his hands is holding the rostrum of a
sawfish like a macahuitl. His jaw is gaping wide open, much larger than a human jaw could, and
displays several rows of teeth along with a flat, wide tongue.]

Theology

In a world of chaos they cry down to the depths for guidance. How shall we find food? Where
shall we build our homes? How shall we fight our enemies? Religion has always been a
foundation for society. At their best philosophers and sages debate the wisdom of their
ancestors or wrap practical advise inside the stories of heroes so it may last the ages. At their
lowest the gods become a way to escape responsibility, or a chain that binds nations to
traditions that, if they ever made sense, only did so in a world that no longer exists. At the very
lowest, in the darkest, murkiest depths of the oceans, you can find the Bahamutans.

The blood of Bahamut carries a strong protective instinct. It creates a Strain driven to guard
what it considers its own. A Bahamutan can't help but be aware that they inhabit a world which
is, to them, crushingly small and unbearably fragile -- everything they love breaks at the
slightest touch. This need to protect fragile things often causes Bahamutans to retreat from the
world and dwell in solitude among their Beloved, but in indulging this instinct, the Strain undoes
itself. The Leviathan's need for self-restraint is a constant irritation, tension builds and when
they decide to let go, the results can be apocalyptic.

The cults that surround Bahamutans reflect their protective instincts. A Bahamutans's Beloved
bask in that reassuring power; they do not ask the Leviathan for help with their problems so
much as they ask the Leviathan for permission, placing the burden of responsibility on titanic
shoulders. In person, they lose their drive and determination, following the crowd until the
Bahamutan is surrounded by a herd of cow-eyed servants, compliant and complacent. The
Strain often sees its Beloved as tiny helpless creatures, whose neediness is both irritating and
self-affirming. The greatest danger arises when the Cult calls upon their deity to abandon his
self-restraint; when that happens, something is going to snap, and it’s often someone’s spine.
Morphology

Even in a family of titans, Bahamutans are known for their size. Even when not expressing their
Leviathan natures, members of this Lineage tend towards broad shoulders and considerable
height. When they Transform, Bahamutans display characteristics of life famed for prodigious
size or toughness. Among the strain one can find echoes of the whale's titanic form, or the
catfish dwarfing the other inhabitants of its lake. Shells resembling a turtle or a crab are
common, as are iron hard scales. The Strain's immense forms seem to drift, untouchable and
listless, through the Depths.

Bahamutans who favour Awareness typically manifest it through their proclivity for size, with
enormous eyes or forests of antenna. Their titanic bodies can provide a place of safety and
sustenance to whole ecologies of strange and sometimes voracious life created by the Tribe's
legendary Fecundity. Of course, it need not be explained how a being of immense size might
manifest divine Might.

Progenitor

The Bahamutans trace their descent back to a Progenitor labelled Bahamut. Reputedly a fish or
whale of immense size, it was said that Bahamut was the spine of the world and supported
whole cities on its back; his enormous size gave entire nations shelter from waves and storms
unimaginable since the end of the antediluvian age, yet when roused, his anger would topple
mountains and shake the very heart of the world.

Modern Bahamutans see obvious parallels between their Progenitor, their restraint, and their
relationship to their cult. For more humane Leviathans, Bahamut's role as a source of life and
safety is a point of pride and comfort. Others say the power and fury their Progenitor would
display when angered proves the Strain were once warrior-judges, born to punish traitors and
troublemakers.

Metamorphosis

It begins with distance. As master of the natural armours and Vitality of the tribe, a Bahamutan's
inheritance first manifests as a feeling of inner security. What once seemed like enormous
problems seem small, easily solvable -- but also unimportant. A fledgling Bahamutan may catch
themselves ignoring mortal peril or surviving what should be a fatal accident without a scratch.
Others may find themselves seeking Vitality instead of gaining it: they tear down friendships
through a sudden overpowering need for emotional armour, or find themselves barricading
themselves away without knowing why. Some describe it as an almost dreamlike state, where
the world seems formed of mist, where force and reaction seem unrelated. What feels like a
simple push topples trees. An attempt to rescue a drowning man churns the beach into muck.
The first step taken by many Bahamutans is to relearn how to connect to the world from inside
their armour.
Bahamutan families, even those unaware of their own heritage, tend to be surprisingly calm
when a new Bahamutan emerges. Sometimes this is stoicism, sometimes shock, but it always
gives a little breathing room that gives the family time to get to grips, or succumb to the Wake,
before making any rash decisions.

A curious fact is that Bahamutans usually emerge in a group -- and when they do, even if
they’ve never met before, they lack the territorial aggression that most Leviathans feel towards
each other. They may also include any other Bahamutan who was a family figure in their
upbringing in their instinctual trust, though this is unreliable. A Cohort formed of related
Bahamutans can be among the most stable and thus the most successful in the Tribe; however,
instincts to cooperate can repress disagreement, leading to stagnation. Even worse, the missing
anger can reemerge in other self-destructive ways, or build up until they explode in colossal,
earth-cracking outbursts.

Ecology
Family

Bearing both the Vestiges of Fecundity and Vitality, the Strain has a reputation for prolific
breeding and the ability to weather the rigours of birth. Bahamutan families are often
impressively large, bearing more children than most Strains, and losing far fewer to infighting or
birth defects. This size and stability can make Bahamutan bloodlines a culture all unto
themselves, with outsiders marrying into the clan only after it's been determined that they will fit
in without making waves. If no one can be found, bloodlines touched by the Strain are
remarkably resistant to the effects of incest.

To a new Bahamutan, this might sound ideal, but Bahamut's blood has problems all its own.
The tight-knit and self-sustaining structure of a Bahamutan clan conceals a stifling tendency to
suppress change and independence. Many Bahamutans have found their family unchanged
since the time of the Leviathan that founded the clan, and awash with Heirlooms, advice, and
talents uniquely suited to whatever problems faced their ancestor. In such cases, it is a great
challenge to reform the clan in one’s own image; many Leviathans simply flee, and start their
own family elsewhere. It has been noted that once a generation of Leviathans departs, two
generations at the most, Bahamut's mystical inheritance departs and the clan is assimilated into
the modern world or destroyed by their own obsolescence.

Bahamutan families can exist independent of an extended clan. Such families are marked by
extreme internal loyalty; while they are not shunned by outsiders, it's obvious to all that their
family comes first, and they are treated accordingly. Leviathans from such families find that the
hardest part is the irrevocable change in their relationship after claiming their Birthright, or the
distance they must create to protect their family from the Wake.

Reproduction
There seems to be some sort of mechanism at work in bloodlines touched by Bahamut --a
subconscious system that prevents a Leviathan being born until there is space for a new arrival.
Of course, this isn't to say it's polite enough to wait for parents who genuinely want a Leviathan.
But as a general rule, Bahamutans are rarely born to parents struggling to get by, and most
commonly emerge in times of prosperity and expansion. This trait is amplified when there are
living Bahamutans present: A Bahamutan finding herself pressed for resources very seldom has
to worry about an unexpected nephew.

Bahamutans normally arrive in a group of between two and three at a time. These individuals
often show some remarkable similarities even before coming into their Heritage: appearance,
mannerisms, or an odd trait, like shared allergies. This isn't all that surprising in long running
Bahamutan families, but for Bahamutans with a culturally normal background, it can be quite the
shock to meet a nearly identical third cousin for the first time at a family reunion. Bahamutan
families with a more Tribe-oriented culture and no access to prophecies often look for odd
similarities as portents of an future Leviathan. Identical twins (either actual identical twins or
fraternal twins who happen to look identical, which happens surprisingly frequently) are
considered an especially auspicious sign. When born to a bloodline touched by Bahamut, if one
identical twin is a Leviathan, the other is certainly the same.

Lahmasu

The line of Lahmasu that Bahamut's lineage produces are the Gugal, or "great bulls." The strain
is distinguished by characteristically large builds and often a distinct rubbery skin, especially
later in life. Uniquely among Lahmasu, the Gugal tend towards genetically stable populations,
though this is taken to extremes. A Gugal community eventually ends up populated with
genetically identical inhabitants. Many prefer the company of their own, where their distinctive
appearances are accepted.

There are entire underwater cities and nations populated by Gugal. Some eagerly await new
Leviathans, the messiahs which will remake their nations anew. Others host centuries-old cults
to Ophions or long dead ancestors, where newborn Leviathans must viciously compete for
followers and resources -- if they’re not just sacrificed as soon as their powers emerge. Most of
these Gugal nations are fragile and unable to adapt, doomed to collapse as soon as they are
required to change, unless they have a competent Leviathan’s guidance at the right moment.

But there are some places where the Gugal have overcome their instinctive tendency towards
stifling, self-replicating cultures to create dynamic and thriving underwater nations. These cities
are more of humanity than the Tribe, for all that the inhabitants have gills, and free from the
Tribe’s inner turmoil, the Gugal are able to explore their heritage. Beneath the waves they
pursue strange sciences and magics unknown upon the surface, and vow to defend their
independence from any would-be god-kings.

In a cult, Gugal make good generalists; with Vitality and Might, they aren’t half bad in a fight, but
Fecundity, Awareness, and the Strain’s cooperative instincts make them equally useful at home.
Diligent hard work and numbers can make up the difference when Gugal lack the innate
aptitudes other Strains might possess. While the Gugal almost never produce geniuses in any
field, they’re the ones with underwater cities.

Vestiges

Vitality, Awareness, Fecundity, Might

Symbols and Associations

The Sea of Salahit, the Caspian Sea, the vice of Sloth.

Concepts

Quote

"This is a good place. I like it here, and I spent years making sure it remains the sort of place I
like. Usually this involves making sure punks like you don’t bother the good people of this town.
Then it becomes the sort of place they don’t like. You still sure you want to set up shop here?"
Dagonites
Absalom said to Ahithophel, “Give us your advice. What should we do?” Ahithophel answered, “Sleep with your
father’s concubines whom he left to take care of the palace. Then all Israel will hear that you have made yourself
obnoxious to your father, and the hands of everyone with you will be more resolute.” So they pitched a tent for
Absalom on the roof, and he slept with his father’s concubines in the sight of all Israel. Now in those days the advice
Ahithophel gave was like that of one who inquires of God. That was how both David and Absalom regarded all of
Ahithophel’s advice.
― The Book of Samuel 16:20-23, New International Version

[Picture: The Symbol of Dagon: A wooden carved statue representing a bust of a man. His
cheeks are hollow and his eyes are bulging like a fish’s, but he has a full Sumerian-style beard.
The bust has claw marks imprinted on it.]

[Picture: Central. A young woman with shoulder-length black hair. She has vaguely middle
eastern features and wears a light gray business suit with a white baby-tee underneath. Her
shoes are stylish and heeled, but not ostentatious. She has an attractive full, rounded figure
without being really fat. From the collar of her tee-shirt, you can see patterned patches of colour
like the skin of an octopus reaching up to her ear. She is leaning against the edge of a desk,
nearby a window. In her left hand is a pair of glasses, half-folded. In her extended right hand,
she is holding a practical butcher’s knife by the blade as if she was offering it to someone. ]

Theology

The world is a raging tempest, and man is a drop of water before the storm. Disease, famine,
and invading armies can and do heedlessly slaughter the rich and the poor, but men tell
themselves it is otherwise. If I pray tonight, the crops will have rain tomorrow. If I burn these
incenses, my daughter will be healed. If I sacrifice my firstborn son, the gods shall grant me
victory in battle. The children of Dagon hear their prayers, and they shiver in pleasure.

More than any other Strain, the Dagonites revel in their divine power. Their instincts whisper to
them, telling them to open their eyes and see the naked truth of a world where the strong eat
the weak. Their instincts remind them that nobody can depend upon morality or justice, that if
such things even exist, it is only because someone had the power to back them up. Most of all,
they know that they are gods: they alone have true power. And yet their human mind looks out,
and sees differently: they see that their personal power means little in the face of triumphant
humanity, and they see weak men thriving under the protection of the law. Every Dagonite
resolves this contradiction in their own way, or is torn apart by it.

Their cults reflect the same truths. The Wake imposes upon their Beloved not a feeling of
powerless, but an inability to deny how powerless they always were. To a Dagonite's cultist,
submission to a Leviathan is, paradoxically, about seizing control. If they could only present
their god with the correct offerings, they could control the rains. If they could only become high
priest, then surely they would have the power to look any king in the eye without bending their
knee. A Dagonite's cult is a vicious cesspool of naked fanaticism, backstabbing, power-
grabbing, and competition for the God's favour. Dagonites love every minute of it… until the
cult's turmoil attracts the wrong kind attention, and the Dagonite realises that even a demigod is
powerless before a true deity.

Morphology
The line of Dagon is traditionally considered the meeting point between primordial muck and
higher life. As the heirs to the Progenitors’ Fecundity, no Dagonite is truly a single creature. The
Strain is inhabited by or swims in symbiosis with lesser creatures which are, in fact, simply
another part of the Leviathan's body. The most common Dagonite traits are those of the simple
fish, a clade which has multiplied beyond all others in the sea. Bulging eyes, gaping mouths and
slimy scales, a fish's most unsettling traits, can be found in abundance. A Dagonite’s symbiotes
typically echo barnacles, coral, or maritime plant life, but more mobile creatures are far from
unknown. At their extreme, a Dagonite may be an entire school with no primary body, and some
of the most ancient Dagonites are entire ecosystems that travel the ocean, assimilating
everything in their path.

The most common manifestations of Predation among Dagon's get are the most insidious.
Paralytic toxins and incapacitating venoms. Needle thin barbed spines. Weapons to disable and
control. This one’s skin is riddled with symbiote anemones, dripping with venom; another
spreads cloud of thin tentacles, laced with toxins. Those who favour the Vestige of Elements
typically express it through their Fecundity, pushing it to greater extremes until the ocean
around them is more microscopic life than water. Awareness touches Dagonites lightly, and
typically manifests as an exaggeration of fish traits. To the Strain, a fish's bulging eyes are a
icon of confidence and power, able to see the harsh truths of the world without blinking.

Progenitor
Dagonites claim their ancestry in the Progenitor Dagon. An endless wellspring of life, Dagon's
womb contained the power of creation itself, and his rule held dominion over the harvests, the
rains, and over rituals and religion. It was Dagon who taught mankind rituals and observances
to control a tempestuous world, and so his get honour him as the Hierarch. As Dagon's rituals
were free of the scholarship and covenants that bind mankind's gods, Dagon is also honoured
as the Arch-Heretic. Modern Dagonites boast that their ancestor was the last Progenitor to fall
before Marduk, and that the rituals he bequeathed to the Tribe are the weapons that will one
day reclaim the heavens.

While Dagon is honoured by his descendants, compared to the other Strains, relatively few
Dagonites relate to Dagon as a deity. The typical Dagonite believes Dagon's death was final,
and honour their ancestor as a paragon and a cultural hero, but do not pray to him. He is the
example that shows how a god should relate to his flock, and an inspiration for those Leviathans
who still fight their ancestral war. As a consequence, Dagon is the progenitor with the most
consistent depiction among the Tribe's art. He is a man with bulging fish like eyes, a full
Sumerian beard, and a fish's tail; his belly is swollen in pregnancy.

Metamorphosis
Transition begins with the flesh. The first a Dagonite notices of his heritage is some physical
affliction. These are impermanent and fluid markers: attempting to peel away a patch of scales
will cause them to melt into flesh. Just as it seems like the fledgling may come to terms with
their condition, the effects spread and intensify. Attempting to remove an affliction causes it to
burst into blood, mixed with small sea life. Small animals bearing outlandish mutations follow the
Leviathan in slavish loyalty; this is the inception of the Wake. Many Dagonites, surrounded by
eager servants by virtue of their mere presence, have to question where they end and other
creatures begin. Who is an individual with their own thoughts and desires, and who is merely a
part of them to be used as one uses one’s own arm? Are the creatures in her blood part of her?
The loyal animals who follow her around? Her Beloved? Everyone?

Due to the insular and cultic nature of many established Dagonite families, the arrival of a new
Leviathan typically provokes well-rehearsed rituals. This can provide a sense of stability both to
the young Leviathan and to her mortal family; however, depending on the nature of these rituals,
some Dagonites honestly would have preferred naked panic. Isolated Dagonite families who did
not develop under the social influences of a cult seem to have no genetic predisposition
affecting how they react to a newborn Leviathan.

As his Metamorphosis progresses, a Dagonite feels a growing instinct to emigrate, and for good
reason. The stereotype says they tire of family and seek unclaimed lands to conquer, and while
there is some truth in this, they are in fact instinctively fleeing their own blood. Should the
Dagonites remain, whether out of familial loyalty, a deliberate (and usually successful) attempt
to breed more Leviathans or some other reason, then the touch of Dagon's blood continues to
strengthen. Whether mystical effect of Dagon's blood or just the result of so many Leviathans
possessing the powers of Fecundity in the gene pool, the family homeland is soon plagued by
feral Lahmasu and mass graves, stuff ed with the young victims of horrible diseases.

Ecology
Family
The Dagonite Strain is known as the most fruitful, but least nurturing of the Strains - the
bloodline begets miscarriages, stillborn and birth defects, but also twins, triplets and even larger
clutches of fish-eyed infants. The social dynamics of a Dagonite’s family are as unhealthy as
their genetics: they’re often plagued with infighting, with members constantly disowning their
blood and setting off into the wider world. It takes powerful social factors to keep a Dagonite
family together, and that usually requires a cult.

Thus Dagon’s family tree takes shape. Scattered around the world are the primary bloodlines,
cults where the Dagon’s heritage is most concentrated; these are the most numerous, for such
cults don’t have the expectation that you’d stop after a few kids. Surrounding those cults is an
enormous but thin web descended from exiles, refugees and disowned relatives. Those distant
cousins are typically assimilated into mortal culture; most are unaware of their heritage, and
aside from a tendency towards producing large dysfunctional families and genetic disorders,
they are indistinguishable from everyone else. These exiles bear few Lahmasu. As the
generations progress, some cults fall, others are formed, and distant cousins marry each other
or get indoctrinated into cults just a little too often to be chance. When enough different
Dagonite bloodlines meet, new Leviathans are born.
Perhaps the most personal question you can ask a Dagonite is “were you born into a cult?” A
Dagonite born into a cult is surrounded with knowledge of the Tribe and pliable followers, but
the size of a Dagonite cult and the nature of Dagonite reproduction means they may face
immediate competition from other young Leviathans. In addition, they are unlikely to have had
any positive role models. Due to the pyramid shape of most cults, the odds are that a Dagonite
grew up on the bottom rungs, envying the elders’ power, and possibly fearing them too. Upon
their first Metamorphosis, power is thrust upon them, without any of the preparation they might
have gained through climbing the ladder.

In contrast, a Dagonite born outside a cult is probably born into a life of constant conflict, it might
not be severe conflict but even if it’s only typical family drama it would be relentless and
unceasing, but for the youngster their life of conflict is tempered by immersion in mortal society
which, while imperfect, is superior to the Tribe’s in every way. However, his family is unlikely to
have much real knowledge of the Tribe. If he is lucky, they might have a heirloom in the attic, or
perhaps he overheard a few mentions of the bad old days; at best, the family may have
uncovered or shared some genuine knowledge after it produced Hybrid or Lahamsu children.

Reproduction
In its way, Dagon's blood is the one that makes the most sense to modern understandings of
genetics. While Leviathans of all Strains are most commonly born to bloodlines that have
produced Leviathans before, this tendency is most pronounced in the Dagonites. The more
Dagonites in your recent ancestry, the more Lahmasu in your immediate family, the more likely
you are to be a Leviathan yourself.

Because the blood of Dagon weighs genetics heavily, if one Leviathan begins his transition, it's
likely that others will soon follow. As many as five or six may appear, typically among siblings
and first cousins over two or three generations. While this period can be extended even further,
it stereotypically ends when the young Leviathans yearn for control and power, and leave their
birthplace to forge their own petty kingdoms. The family splits, new converts are brought into the
fold, and the bloodline thins. For a time, at least.

Lahmasu
The Dagonites lay claim to the Lahmasu Abuu, or "fathers" (singular Abum, often read
"Patriarchs"). The bloodline is distinguished by both grotesque fertility and the appearance of
overlarge eyes, scales, and similar piscine features, as the blood of Dagon becomes more
pronounced - visual markers that betray the "purity" of a bloodline and signify, in the minds of
the Lahmasu, greater connection to the revered Tribe.

Abuu share much of the same instinctual understanding of power as their Leviathan cousins,
though, as Lahmasu, their instincts are quieter and easier to ignore. When an Abuu listens, his
instincts explain the Dagonite philosophy from a different angle. While a Dagonite instinctively
feels that morality and justice only exist at the sufferance of those with power, an Abuu feels
that somebody, most often themselves, needs to enforce morality through power. However the
Abuu share the Dagonite’s instinctual belief that only divine beings possess power, and
Lahmasu are barely divine.

At their best, Abuu are viziers and high priests who help Leviathans use their powers
productively, or pious pastors in humanity’s churches. At their worst -- and under the Wake,
Abuu are usually at their worst -- they are scheming would-be puppet masters. Either way, Abuu
are driven to seize divine power, and to use it to create a society for their people.

Vestiges

Fecundity, Elements, Predation, Sanctity

Symbols and Associations

The Sea of Harkand, the Cilician Sea, the vice of Lust.

Concepts
Head of the homeowners association.

Quote

"When you put your trust in me, that makes me responsible for what you do. I know you did it
out of love, and I know you regret it now. But what happened is still inexcusable. And I’m sorry, I
really am, but I can’t trust that it won’t happen again. For what it’s worth, I will miss you."
Lahamin
David replied, “Indeed women have been kept from us, as usual whenever I set out. The men’s bodies are holy even
on missions that are not holy. How much more so today!”
― The Book of Samuel 1:21-5, New International Version

[The Symbol of Lahamu: Half a Nautilus shell. There have been holes cut out inside the
separation between each chamber, and a dark liquid is flowing from one chamber to the next,
until it leaks out of the shell in a small pool below.]

[Picture: Central. A asian woman is entering a wooden cabin. She is young, around 16 and
pretty. She wears a brown waterproof coat over torn jeans with sturdy rubber boots. All her
clothes are muddy and show the signs of an outdoor life. She carries two large fish over her
shoulder, the fish are dripping water down her back. The woman is blond with roughly cut short
hair and has unnaturally large brown eyes that are too far apart. You can see patches of mud
coloured skin on her arms, they are irregular and look smooth.]

Theology

Everyone assumes that gods are distant beings, content to answer the occasional prayer, but
never challenging the status quo. After all, if a divinity really did want to destroy America for
sodomy, wouldn't he have already done so with a snap of his omnipotent fingers? The cults that
follow the Lahamin know better. The worlds of gods and mortals are alike, full of complex
systems and competing power blocs; but their god is cunning. She has a plan. Victory is
absolute, inevitable and glorious.

The Lahamin claim their lineage is the best adapted for the mortal world, for their instincts are
fearful and secretive. The Strain considers direct action to be crude or unrefined; instead, the
Lahamin favour networks of Cultists, placed within centres of wealth and power, and vast
hordes of stolen secrets. Rarely seen, the eyes and influence of the Lahamin can be felt
everywhere. In truth this is more ideal than reality. With so much of a Leviathan’s life dominated
by the basic needs of survival and stability, grand divine plans are rare, even among the
Lahamin, and the Strain tend to be distant from the world in the first place. However, while
Lahamin may not run the illuminati they do act through subtle pawns and influence. Their goals
are often small and personal -- an old friend protected or an uninterested crush punished -- for it
is the nature of the Lahamin to dwell upon the past like a dragon atop its hoard. This does serve
to prejudice the Tribe towards the idea that the Lahamin avoid personal involvement, or are
outright cowards. While there is some truth to this, the Tribe's natural weaponry comes easily to
the Lahamin; when they’re backed into a corner, their pursuers fall to hidden spines and
venoms.

Cults that follow the Lahamin just like to be part of the plan. Is the universe vast, cold, and
unfeeling, or does it have a purpose, a divine plan in which you matter? The Leviathan provides
an answer -- and whether it affirms or horrifies the cultist, under a Lahamin’s Wake, even the
worst fate feels better than life as a soulless lump of carbon. In person, the Beloved of the
Lahamin become secretive and unfeeling. The Lahamin's Wake strips away empathy and
sociability; their Beloved can only see people as pawns to be used or obstacles to be overcome,
and only divine beings such as the Leviathan register as actual people to the Beloved, and so
the cultist’s very ability to see themselves as human at all is tied to their lord. All in all this
outlook is worryingly similar to the Tribe's own divine nature, and consequently, many Lahamin
keep their Beloved at arm’s length.

Morphology

From the sea floor came the Lahamin, and to the sea floor they return. Their bodies resemble
the soft and squirming creatures that dwell within the seabed -- flatworms, snails, seaslugs, and
other alien creatures that dwell within the deepest depths. The Strain is marked with all manner
of strange sensory organs upon their alien forms; their eyes peer from unseen places, and
nothing may hide from their gaze.

When the Lahamin manifest Vitality, they mostly do so through exoskeletons. Their soft bodies
are wrapped in a snail’s or trilobite’s armour. Predation manifests with subtle and cruel
weapons, venoms, toxins, stingers; a Lahamin's seemingly vulnerable form hides a deadly
heart. Though it is one of the more Subtle Vestiges, the Lahamin tend to manifest Sanctity
visibly. They reach into people's minds through hypnotic eyes or entrancing colours that flow
across their antennae.

Progenitor
With so little family in their own lives, the Lahmin often turn to their ancestor Lahamu as a
substitute. This idea is not entirely without merit, for Lahamu was said to see across all of space
and time. Many Lahamin believe that their foremother knew of her descendents’ plight and does
her part to help her children from the Primordial world.

No one ever saw Lahamu; she hid herself at the bottom of the sea. Only her many eyes, the
sun, the moon, and the stars, shone out from the depths, to remind the people that no matter
where they hid, the gods were always watching.

Metamorphosis
Of all the Strains, the Lahamin’s Metamorphosis is the most external. The Strain are born with
primordial chaos in their wake. One is still in school when she starts changing, and she spots
that one of the teachers is a child molester, even though he always kept his depravities to
another country. In the panic and media frenzy, chaos reigns. Another is on ground zero of
three different terrorist attacks, completely ignorant that her very existence let the militants slip
past watchful governments.

As a watcher or a participant, a Lahamin can go a long time before the changes they bring
manifest within their own body, but eventually they, too, must transform. When they do, the
changes seem to have a guiding intelligence, separating the Lahamin from humanity. Those
Lahamin living in cults, separated from mainstream society, will instead find their
Metamorphosis sows chaos and dissent in the ranks, leaving it ready for a new master. Often,
the fledgling is a willing accomplice to the chaos in the Wake, as uncontrolled powers of
Awareness begins to show them betrayal and enemies around every corner. Sometimes the
Lahamin is misled by their new and alien senses, their new eyes see dark secrets but close
before compassion or loyalty, but often they see truly, for their Metamorphosis can turn friends
into horrified enemies. The Leviathan need only open their new eyes to see it.

The Lahamin often talk about their Metamorphosis as a gift from their Progenitor. Some find
comfort in being part of an infinitely complex plan, which their precognitive Progenitor set in
motion in prehistory. Others see it as Lahamu preparing its descendents for their new lives.
Many use the presence of Lahamu's long dead hand (or equivalent) as a surrogate parental
figure. But just as many blame Lahamu for the chaos of their metamorphosis and externalise
their self loathing to their Progenitor.

The other Strains rarely agree with these beliefs. Most assume the chaos of a Lahamin’s
Metamorphosis is just random chaos. Those who believe each event was planned by Lahamu
tend to assign the Progenitor similar motives to those they see in its descendents. Rather than
an ancient world changing plan, it's simply one final act of spite against the species that slew
the Progenitors, a Fuck You of truly biblical proportions echoing down the ages.

Ecology
Reproduction
The Lahamin are the most dependent on the mystical facet of the mystical, environmental and
genetic trinity that governs the birth of a new Leviathan, which does rather annoy them -- it
means the Lahamin are the least able of the Strains in knowing how to predict the birth of a new
cousin.

What can be known, the genetic side of the equation, is unusual by the standards of the tribe. A
Lahamin can appear from any direct child of another Lahamin, but usually they appear as a
direct descendant of several different Lahamin. The odds of this are staggering, and the Tribe
generally agrees it's a mystical function of their bloodline, a far more subtle but perhaps a more
powerful effect than those seen in the other Strains.

Of all the Strains, the Lahamin are the least likely to have established families. Lahamin
Bloodlines still exist, but they rarely remain as a cohesive unit, nor do they remain distinct from
other families. They are a vine that clings to other family trees, a lineage with clear genetic traits
that travels through the generations, touching one or two but leaving siblings and cousins
pristine. Families host to a Lahamin bloodline often notice the unusual effects of a primordial
lineage, but rarely do they realise the supernatural origins of their peculiar traits, and those that
do are often loath to admit it, even to themselves.

There doesn't seem to be any limit to the number of Leviathans who can be born to the Lahamin
in a given time or place, but the mystical requirements are so specific to the individual that it’s
it's rare for two or more leviathans to be able to metamorphosize in the same time and place.
When many Lahamin begin their transition at once, the wise depart before the oncoming storm
arrives.

Family
Not many Lahamin know their families, and those that do tend to be part of small, insular ones,
a nuclear family at the most, with little contact with, and sometimes no knowledge of, other
relatives. Bloodlines touched by Lahamu are full of stillbirths and miscarriages, as well as
orphans, latchkey kids, absent or distant parents, and abandoned or adopted children. Whether
they were raised by aloof relatives, or passed from foster home to foster home, and whether
they were born to a Leviathan or many generations removed, most Lahamin grow up alone.
Worst of all, they somehow bring this curse touch to any family they join, blood proving thinner
than the Primordial muck.

Consequently, most Lahamin who look to their own bloodline to understand their divine nature
must first find out exactly who their relatives are. Many Lahamin live in isolation, surrounded by
a hoard of memorabilia from family they never knew.

Lahmasu

The Lahamin consider their Lahmasu an embarrassment, and seek followers or breeding stock
from their cousins more than any other Strain. The reason is simple: The Mahhu, with their
secretive nature and their gift for prophecy, are essentially redundant next to the Lahamin
themselves, though often invaluable in a different Strain's cult. What's more, the Mahhu are
quick minded and know they're better off far away from a cult.

Away from the Tribe, and wearing their mutations openly, the Mahhu seek acceptance, but
possess the awareness to know why they must stay hidden. Most live on the outskirts of
civilization or among society's invisible, surviving off the land and petitioners seeking prophecy
or sorcery. The lucky find open minded patrons, and despite the Strain’s relative rarity, Mahhu
can find gainful work with mortal corporations, governments and even Hunters.

Vestiges
Awareness, Predation, Sanctity, Vitality.

Symbols and Associations


The sea of Larwi, the Persian Gulf, the vice of Envy

Concepts

Quote
You heard that I pay well for juicy gossip. So you've decided to come here, find out what you
can take from me. But as it turns out, there is nothing you know I'm interested in, because I've
been watching you, honey, and everything you know, I already know. So the question now
becomes, what are you willing to pay to get out of here in one piece?
Nu
Look at me and be appalled; clap your hand over your mouth. When I think about this, I am terrified; trembling seizes
my body. Why do the wicked live on, growing old and increasing in power?
― The Book of Job, 21:5-7, New International Version

[Picture: The Symbol of Nu: An Egyptian-style stone cartouche, lying left-to-right horizontally.
The following Gardiner hieroglyphs are carved on the cartouche: a leaping fish (K4), then a
heart (F34), bleeding into a bowl (V31), and finally a stalk of grain (M23). Above them, a line of
five stars (N14). All around them, the inner border is made of sinuous wave-carvings. ]

[Picture: Central. A man or woman, entirely covered in clothes. This includes a baggy hoodie,
sweater pants and sports shoes. The figure is misshapen, with one shoulder higher than the
other and a folded knee. The posture is jumpy, as if he/she was ready to bolt at any time. All the
clothes are soaked and dripping. The hood is pulled over his/her head, and you only see steam
rising from the location of the mouth. The figure is wearing a golden, heavy medallion on a chain
over his jumper. Three small tentacles with sucker cups are sliding out from each of the
sleeves.]

Theology

He comes before the elders with a question: Why does it rain? Why did my son take ill and die?
Mankind has always spun tales of the divine to explain the world around them. These stories
don’t tell the truth. Sometimes they contradict the evidence of your own eyes, for the village
elders have life experience, not scientific education -- but they don’t need to be true. They
merely need to make sense.

The Nu consider it their curse. Their cousins enjoy slavish devotion, but the Nu often feel their
Beloved don’t care about them at all. Their cults worship according to elaborate occult
mythologies, and the Nu is merely a symbol of, or conduit for cosmic forces. Their followers will
obey orders, of course, but when you can send a zealot out to buy your lunch, only to find out
later that your shopping list has been reinterpreted into an elaborate set of criteria for virgin
brides, there’s a temptation to withdraw even from your own cult. The Nu feel that they cannot
lead cults, but merely set some direction, and ruthlessly prune their followers whenever they go
the wrong way. As a result, the Strain has a reputation for flexibility and a tendency to fold under
pressure, like the jellyfish and boneless creatures they resemble.

The Nu’s Wake has a simple effect on their Beloved: It drives them insane. Not insane like a
gibbering madman, but consumed by the nightmarish, yet euphoric religious visions that follow
the Nu wherever they go. Their cultists are not blessed with insight into the cosmos or the
Primordial world, but they believe they are, and a Nu’s cult is a rich source of theology which, if
not exactly true, is great for helping a Leviathan build an identity consistent with their new life.

Morphology
The Nu are believed to be the lineage with the most direct connection to water – not as a place
to live, but as an essential component of life. Their Tribal forms tend towards the gelatinous and
sinuous, with tra its taken from spineless ocean life, like jellyfish and tadpoles. More solid traits
may come from squid or octopi, but a Nu is equally likely to draw from microorganisms, such as
the ancient amoeba. Their large and awkward-seeming forms bely surprising grace, and many
Nu are nearly invisible in deep water - their bodies are akin to natural extensions of the depths.

Nu manifest their Vestiges in strange ways, even by the standards of a strange Tribe.
Awareness draws upon the strangest and oldest senses in the ocean, from light sensitive
crystals embedded in their skin to detecting magnetism. A Nu often seems designed to see
things beyond mortal ken. Fecundity touches Nu lightly, but those who bear it reflect water as a
component of life, there is a fluidity to their acts of creation and at the extreme, they may ooze
life bearing liquid wherever they travel. Sanctity has the oddest effect of all, for Nu who bear it
transcend the physical to reflect others’ perceptions of the leviathan, or give the impression of
being no more than the fingertip of a far greater being.

Progenitor

The Nu claim descent from a Progenitor called Nu, Naunet, or simply by the honorific “the
Elder”. Either male or female, depending on the context, Nu controlled the sea and skies, and in
some tales was the elements themself.

Among the Strain, it is common to talk about Nu’s life giving nature. Water is both the origin of
all life, and a vital component of all living beings. Always distant, Nu remains revered by the
Strain as a being whose existence gave great gifts to the world around them.

Metamorphosis

The Elements themselves react when a Nu begins to claim their birthright. Water may twist and
flow in unnatural patterns as they walk by. As they step into the shower, every drop of water
boils in a flash, burning everything but their flesh. Most terrifying of all is when they lose the
ability to tell themselves apart from the water; lying in the bath, they feel not the water on her
flesh, but the surface of the bathtub. There are patterns in this, but they are patterns governed
by the elements themselves rather than the fledgling's behaviour or feelings, and complex
enough to thwart any but the most dedicated meteorologist.

While they possess the same Tribal instincts as their cousins, the Nu's instincts only appear
after they have claimed their full birthright. The only force that pushes a Nu onwards is natural
human curiosity: She cannot suppress her power, and so sooner or later she must attempt to
experiment. As she begins to master the elements, she drains the mystical pressure that
surrounds her. Though things can never return to normal, she now has enough control to seek
some measure of stability. A Nu who never attempts to master her power may remain stuck in
this transitional phase forever. For all the drawbacks of the Tribe's condition, this is arguably
worse, or at least more likely to lead to an early grave. She is spared none of the Tribe's curses
in this state; the Wake exists in full.
Ecology
Reproduction

They say if a Nu wants to trace his ancestry, he should start by looking at his great uncle's
second cousins. Like ripples spreading, the touch of the divine bloodline moves outwards from a
Nu to his extended family. Their families are large, but often suffer from stillbirths, infertility, or
just failure to find a partner, creating many dead ends on the family tree. But a few branches will
be spared: These often are, or soon will be, the most distant to the original Leviathan,
genetically, culturally, or even geographically. It is these distant and healthy relations which are
most likely to give birth to the next full blooded Leviathan, while the more direct descendants die
out or leave their heritage behind entirely.

Nu are most commonly born out of the blue, as it were. The healthy branches tend to be free of
Lahmasu and other markers of the Tribe. Even culturally, most tend to be distant from the
unusual side of their heritage. It is rare for the same branch of the family tree to produce more
than one Leviathan before the cycle repeats itself, but several untainted branches may exist in
parallel. As far as anyone can tell, in regards to when and if they produce another Leviathan,
each branch is entirely independent of the others.

Family

A Nu's family consists of small but tight-knit units linked by looser bonds to extended relations.
In this, they seem almost mundane; with individual units mostly being normal families and
frequent social events where all the cousins are invited. At any given time, one family is the
focal point for Nu's mystical inheritance. Which family it is is determined by a mix of genetics,
environment, and closeness to existing Leviathan family members. If a Leviathan is still alive,
then closeness is easily measured, but if they are not, it falls to things like who lives in the
Leviathan's old house, or who owns the most heirlooms. The closer any family is to the focal
family, the more mutations and Lahmasu will be found in their family tree, but the next leviathan
is always found far away. Nu are like, or are, primordial ooze. They emerge in lifeless places, far
from the Tribe.

Even though the spawn of Nu cannot emerge within an established Tribe family, they can, and
often do, seek out their distant relatives. Once they find a lead, they need only follow Nu's touch
to its source. Typically, a Nu's descendants, if kept apart from living Leviathans or cults, adapt
well to the modern world. The strain's families have a reputation for adapting their old cult's
theology to the times, which is a useful skill for any Leviathan. A Nu can learn much from distant
cousins, and leave with a collection of Heirlooms. And most do leave before long; if a Nu stays
long enough among their blood family, the mystical effects of Nu's bloodline compound. The
effect is strongest when the family are direct relatives, but a Nu living among an unrelated family
can still create outlandish mutations and powerful Lahmasu. Many Nu instinctively avoid this
danger, but some decide that the Tribe has done worse to create powerful servants.
Lahmasu

The Nu claim as their own the Heqen, a Lahmasu lineage marked with amphibious features.
Most Heqen are frog-like in appearance, but as they refine their bloodline, their skin becomes
transparent and liquid, like that of a jellyfish. The Heqen are said to belong everywhere and
nowhere. Among humanity or the Tribe, they live on the edges, neither accepted or attacked;
the Heqen are happiest amongst their own company.

That a family that probably looks like bipedal frogs can live on the edges of humanity, rather
than the deep wilderness, is a testament to the intelligence and practicality of the Heqen. Many
Leviathan prize them as diplomats or middle managers who can keep the Cult protected from its
own stupidity. Away from the Tribe, Heqen once found employment as shamen, mediums, or
vagrants. While their innate abilities rarely let them see the invisible realms relevant to mortals,
they can learn mortal magic and have the right mindset for doing so. As such roles are harder to
find in the modern world, most Hequen keep to their own kind; their subtle existence masks a
life rich in knowledge, devotion and worship of the tribe or other gods.

Vestiges
Elements, Awareness, Fecundity, Sanctity

Symbols and Associations


The Sea of Kardanj, the Mediterranean, the vice of Gluttony.

Concepts

Quote

"You’re so beautiful. I saw you yesterday night, but I didn’t dare approach you. No, you didn’t
see me. I was in the rain, outside. I saw you cry, in the dark. And I saw what you did to that poor
man. Don’t cry! I wouldn’t do anything to hurt you. But would you please, just… look at me?"
Oceanids
Samson went down to Timnah and saw there a young Philistine woman. When he returned, he said to his father and
mother, “I have seen a Philistine woman in Timnah; now get her for me as my wife.” His father and mother replied,
“Isn’t there an acceptable woman among your relatives or among all our people? Must you go to the uncircumcised
Philistines to get a wife?”
― The Book of Judges, 14:1-3, New International Version

[Picture: The Symbol of Oceanus: A round plate in black and white, decorated like a Grecian
pottery. Black circle on the outside, then a thin white circle, then the picture in white on black: an
old, bearded man, from the chest up. In his right hand he holds a trident with a snake nestled
between the tines. His left hand is submerged in the water that surrounds his lower body.
Scales cover his stomach.]

[Picture: Central. An Indian woman is sitting on a concrete post, which is pitted and eroded by
salt. She is wearing a patterned bikini, with a thin piece of cloth wrapped around her waist and
legs. The legs are kept together under the wrap and of a somewhat unnatural shape,
suggesting a fishtail. She wears sunglasses, complex earrings and a nose stud. The sunglasses
still show some light shining from her eyes. Her hair is tied at the back, revealing gills on her
neck. Her right hand is sitting in her lap, dialling on a cell phone. Her left hand, dangling at her
side, holds a child’s beach bucket, covered with traces of blood, like a fisherman’s bucket.]

Theology

Who am I? Am I more than a face in the crowd? A cog in the machine? What makes me
special? Perhaps it is the god you follow. She named her chosen people, and you are one of
them. You wear the icons, you sing her praises, and that's why you're more important, more real
than the unwashed masses. And you will pay whatever price she demands in return for that
glory. Deus vult!

Surrounded by cults desperate for meaning and identity, the spawn of Oceanus are well-placed
to become teachers or guides, but few do. An Oceanid’s instincts lead them in a different
direction. Deep down, Oceanids just like control. There's something inside each one that exults
in their power over mortal souls, to mold them to a more pleasing form. Some Oceanids enjoy
tormenting their Beloved, systematically breaking down their identities with gaslighting and
psychological torture. Most enjoy the fact that they don't need to torture someone to break and
remake them: they’re megalomaniacs, not sadists, and an Oceanid’s cultists will eagerly destroy
their own lives if it means securing her approval.

The cultists that follow an Oceanid are taught by the Wake that they are small, meaningless
mammals, their lives are of no value in the great scheme of things. In response, they heap
praise upon their deity. They place her on a pedestal as a symbol of everything they are not,
and hope some of her glory will reflect upon them, her humble followers. They viciously
demonise outsiders, and each other, so that there might be someone even lower than they.
Oceanids find themselves surrounded by fawning sycophants, who constantly wage passive-
aggressive wars for her attention and favour; most Oceanids find the pathetic display confirms
their own feelings about humanity’s worth.

Morphology

Oceanids are renowned among the tribe for their grace and beauty. Many draw from the most
vibrant and colourful of sea life: traits taken from tropical fish can be found in abundance. Other
Oceanids reflect the grace of dolphins, or the majesty of whales and mythical creatures: aquatic
dragons and sea serpents with flashing eyes and shining scales. Most strikingly, the blood of
Oceanus can mimic humanity, writ large and glorious; some Oceanids resemble mermaids,
even in their most divine form. An Oceanid's body may even extend beyond the purely
biological, with the Strain’s Sanctity manifesting itself as a halo or a majestic aura - though such
Leviathans are no inherently greater than their unadorned cousins, no matter how much they
boast otherwise.

When Oceanids inherit the Vestige of Predation, they do so with elegance. Their claws are
sharp and precise weapons in gleaming colours, more like rapiers than broadswords. Their
toxins and venoms are resplendent, as are the colours that sometimes manifest upon their
forms, vivid reminders of the poison in their veins. Their smiles become even more alluring with
a mouth full of elegant fangs. The Vestige of Might harkens to the Greek Gods of old, with
statuesque muscles. In contrast, the Vestige of Elements rarely manifests visibly; when it does,
it is as a halo or aura, formed of the elements themselves or visible only in disrupting the
elements as they pass through.

Progenitor

The Oceanids revere Oceanus as their ancestor: the king of the seas, the rivers, and the rightful
ruler of the other Progenitors. That last one is hotly contested by the other Strains, but for all the
noise and uncertainty within the Tribe’s mythology, the image of Oceanus as a ruler shows up
with remarkable consistency - perhaps merely a reflection of his descendants’ lust for control.

In person, Oceanus was said to be a terrible tyrant who demanded unwavering loyalty; he would
remake the minds of entire nations if denied his due, or turn families against each other in
orgies of blood and madness as an example. Modern Oceanids see this as an lesson, a parable
of how far the Tribe has fallen, if only because the ones who see Oceanus as an aspirational
figure rarely survive long.

Metamorphosis

It starts with a feeling of invincibility. One day, a new Oceanid wakes up to the sound of her
heart pounding in her chest. Her palms are sweaty, adrenaline is pumping, and she feels like
queen of the world. At this early stage her goals are unchanged, merely pursued with greater
confidence and, with a small measure of the power of her inheritance, fulfilled to satisfaction.
Most enjoy this time, while it lasts; a young Oceanid's powers grow to meet each challenge,
until they surpass human capabilities. As her abilities grow, the chaos within her heritage grows
with them, and so she must confront her greatest challenge: mastering her own abilities, and the
quest for Tranquillity.

Oceanids are unique, in that their transition often affects not just them, but their close
(genealogically or geographically) family as well. These changes are permanent, and the results
are among the most physically healthy and anatomically human Pelopsids to be found. This can
be a time of great expansion for the family as members rise in wealth and status, and with
successful courtships and newborn babies.

Ecology
Family

An Oceanids instinctively sees their family as a regal bloodline, and between their instincts and
their Progenitor’s inheritance they force these perceptions upon the lives of their relatives.
Typically, an Oceanids begins with a large family, which is then pared down by internal conflict
until a few select members remain. The Strain is not known for breeding heavily, at least, not by
the Tribe's standard, but even an Oceanid’s relatives are blessed with easy access to
relationships and physically healthy children. Then the joyous early years give way to times of
strife and hardship, as the other side of Oceanus’ legacy manifests, and a family full of
narcissistic and conflict-prone personalities begin their inevitable infighting. As the casualties
rise and factions emerge, the Oceanid gets the aristocratic bloodline she wanted, with all the
blood and cruelty that implies.

Oceanids tend to be closely involved with their families, and it is their intervention that keeps
their families from falling apart. Her presence gives the family something to fight over, and
keeps child services away. Typically, the prize is simply the Oceanid's favour, made irresistible
by her Wake, but a successful Leviathan has no shortage of more material rewards to bestow.
By the time things get really bad -- when patriarchs or matriarchs start culling relatives to keep
their branch pure and pleasing to their deity -- the family is often so far removed from mortal
society that assimilation is unthinkable, and the conflicts will last long past the Leviathan's
departure or demise. Such families depend upon a new Leviathan's arrival to bolster their
numbers; otherwise they will inevitably face extinction from their infighting, or their eventual
discovery by horrified mortal authorities.

For all that growing up in an cutthroat dynastic family hurts them, the experience can provide a
Leviathan with a wealth of useful skills and resources -- just as it robs them of a healthy
childhood, which they might use to retain their Tranquility. The infighting can teach an Oceanid
much about family politics, knowledge that will prove useful against her extended Tribe. The
typical aristocratic image that Oceanid blood encourages means that their families are among
the most likely to preserve Heirlooms and information about their lineage.

Inevitably, some people will escape the incestuous dynasty, but a Leviathan born away from the
conflict will often find that the topics older relatives won't talk about are just as telling. Oceanid
families rarely escape their past permanently; being apart from it will define generations by its
absence, and the main dynasties will still be there, waiting for a Leviathan to come asking for
the family tree.

Reproduction

While the Oceanids can reliably tell when their inheritance will next be bestowed, knowing
where it will appear is not so easy. Within an Oceanid family, the number of generations
between Leviathans remains constant, to within a few generations.

Predicting who will next inherit the power is much harder. A new Oceanid can be born to almost
any direct descendent of a previous Oceanid. The only noticeable pattern is that all the
Oceanids from a single cycle -- typically just one or two -- are roughly the same age. It's even
possible for the inheritance to permanently move away from the family, through the line of an
illegitimate child or a single family member who cuts his ties; often, this sparks either celebration
of their newfound freedom or a frenzied manhunt, as the family tries to find and reforge ties with
the newborn Leviathan before their inheritance is lost.

Lahmasu
The Oceanids call their Lahmasu the Pelopsids. A Pelopsid tends to preserve the grace and
beauty of their Leviathan ancestors, but without any of the tact or social charm. Physically, the
Pelopsids are the most likely to wear their heritage lightly; the result is typically more “alien
beauty” than “hideous mutation”. When they don’t look human, a Pelopsid is still going to look
good; colourful scales are in, and slime and gaping mouths are out. Sometimes, a Pelopsid is
both at once: if a Leviathan meets an actual mermaid, it’s probably a Pelopsid.

This outer beauty is typically not matched by inner beauty, thanks to the Strain’s nature.
Oceanids are sociopaths by instinct, counterbalanced by natural elegance and a lust for control
which requires some superficial or supernatural charm to indulge. Pelopsids are just sociopaths.
They lack the talent and the inclination for manipulation, and many simply resort to base
brutality or mental domination.

In a Leviathan’s Cult, the Pelopsids’ psychic abilities and their ability to walk among humanity
make them useful specialists for subtle work, while the Strain’s tendency towards Might and
Predation makes them terrifying frontline combatants. However, Leviathans often use Pelopsids
as trophies or ornamentation, a role most Pelopsids find innately unsatisfying and stressful.
Away from a Cult Pelopsids do well as a big fish in a small pond, but their brutish directness
means they’re rarely able to compete with supernatural rivals or even a competent crime boss
or law enforcement. However Pelopsids who overcome their instincts have the beauty and
Sanctity to go far in man’s world.

Vestiges
Sanctity, Elements, Might, Predation

Symbols and Associations


The Sea of Fars, the Ionian Sea, the vice of Pride.
Concepts

Head cheerleader.

Quote
"People love beaches, perhaps now more than ever. You know why? Because there’s no roof.
You’re totally exposed – the more you’re naked, the more you’re at ease. It’s the place in the
world where you’re the most defenseless. Don’t you think it’s interesting that everyone rushes
there?"
Tanninim
So that is what the Benjamites did. While the young women were dancing, each man caught one and carried her off
to be his wife. Then they returned to their inheritance and rebuilt the towns and settled in them. At that time the
Israelites left that place and went home to their tribes and clans, each to his own inheritance. In those days Israel had
no king; everyone did as they saw fit.
― Book of Judges, 21:23-25, New International Version

[Picture: The Symbol of Tannin: A hanging piece of cloth, coarsely woven. The edges fray and
resemble used fishing nets. The centre piece of the cloth depicts four snakes in a circle, each
eating the body of the next one.]

[Picture: A young caucasian man in dress Navy uniform. He is currently pulling off his dress
jacket, revealing a t-shirt on which several weapons have been strapped with medical sticking
tape. All of the weapons are variations on harpoons and pointy metallic sticks, including a piece
of sharpened rebar. The man is blonde, with a crew-cut and thin-rimmed glasses. His left hand
has a crustacean-like look, with each knuckle articulated with the next like the segments on a
lobster’s body. He is smiling, looking down towards the ground.]

Theology

Why don't you take what you want? Hurt whoever you want? Why obey the commandments of
jealous, wrathful gods? The blood of Tannin holds it’s own answer, a simple thing that predates
mankind's moral philosophers. Fear.

The Tanninim themselves are not unfamiliar with fear. True, they rarely feel it; dangerous
monsters that they are, they have little reason to dread the wrath of the meek. But they look
upon others and feel that the only reason that they don’t kill, don’t steal, don’t disobey, is fear of
punishment. This feeling, combined with the Strain's need for a controlled environment, at best
drives them to impose their own brutal order. At worst, it creates monsters who kill as readily as
they breathe.

Given all this, you might expect a Tanninim's wake to inflict fear, but in truth the Tanninim are no
more intimidating than their cousins. Their Wake is something far worse. A Tanninim's wake
strips away the veneer of civility, reducing their Beloved to a state of primordial savagery. Their
cultists are not quite rabid beasts, but something close: brutal, rapacious warlords and warriors.
If a Tanninim starts to believe that humanity is nothing more than a species of violent savages,
it's because they spend their days surrounded by brutes, held back only by fear of their
displeasure. When the Tanninim forget why they shouldn't join in, the results can be terrible
indeed; Leviathans have far less to fear from punishment through violence.

Morphology

The primordial form of a Tanninim betrays no weakness. Theirs is the greatest mastery of the
Tribe's natural weapons; in this, the Strain shows considerable diversity. All the sea's weapons
can be found within the Tanninim. One sports a shark's jaws with row upon row of razor teeth;
another grimaces with a snapping turtle's beak. Some brandish wicked hooked claws, or
strangling tentacles, or one tipped with the other. Venoms, barbs, spurs... the Tanninim have
them all. The bodies they adorn with these weapons tend to be sleek and streamlined for
pursuit, or squat and solid for the long fight. Bodies built like sharks, sea serpents, alligators,
and other apex predators are common.

Secondary Vestiges inherited by Tanninim are focused on the fight. Might works in conjunction
with the Tanninim's natural weaponry, and the Leviathan who focuses on both will develop
weapons that kill through simple application of sheer force: claws to swing, horns to ram, or
spines to impale as a serpent-like body shatters ribs with its coils. Vitality begets scales and
shells, and combines with spikes or venomous tendrils to cover the body in protection. Only
Awareness shows that the Strain are more than mere killers, with eyes that gaze into the soul to
unearth sin, strange halos or symbiotes bristling with odd sensory appendages. Nevertheless, a
Tanninim's Awareness tends towards well defended sensory organs or multiple levels of
redundancy.

Progenitor

The Tanninim claim a beast called Tannin as their Progenitor, a figure who they claim is echoed
in the Leviathan of the Bible and in medieval images of the mouth of Hell: a monster whose
glowing eyes would see through all deception, and who would stop at nothing to punish sinners.

Hailed as the fiercest and most terrible of Tiamat's brood, his descendants are quick to venerate
Tannin for his judgement and sense of duty, traits the Progenitor allegedly displayed in his role
as the devourer of sinners and the executioner of the Tribe's enemies. Modern Tanninim hope
these ideas will endear them to cousins weary of a Strain infamous for its viciousness, or
provide a cultural ideal fit for people whose very bodies are designed to fight and to kill.

Metamorphosis

One moment, they’re fine. The next, they feel their skin begin to itch. Within moments, they’re
on fire, and they know they need water. The first time, even a drink can restore them, and for a
few days, they can write it off as an odd craving. Then they’re drinking directly from the tap, too
agonized to bother with a glass. From this point, the attacks become more frequent, and the
cures more demanding, until nothing short of immersion in natural running water will do. With
time or tutoring, they will learn that to prevent these attacks, they require control, both over their
surroundings and over themselves. Some favour rigid rules and routines that they enforce on all
around them, or at least try to; the Wake helps. Others choose to seek authority, but refrain from
using it, and some find control in isolation. Regardless, the young Tanninim eventually applies
this doctrine to their own flesh, mastering the body through iron self-discipline and beginning the
quest for Tranquillity.

The ascension of a Tanninim can be a disaster for their human family. No one likes to suddenly
find another claiming dominion over them. Among families unaware of the Tribe, some accept it
-- they play along because they have no other options. In most cases, with less indulgent family
around, the fledgling’s desperate need to avoid another episode can translate into violence.
While physical transformations usually appear later on, nothing accelerates a Tanninim's
development like combat. The family either has to call the police, and hope their clawed son
won't be shot on sight (or that the “monstrous doppelganger” will die quickly) or surrender to a
more dangerous foe. When the family knows what's coming, the usual response is either to
clean up their act, in preparation for the judgment of the nascent god-tyrant, or for the entire
family to run for the hills.

Ecology
Family

A Tanninim's family are often their greatest victims. The Strain's innate need for order begins at
home, as does their Wake and the brutal response lurking within their blood. A Tanninim's
family, and for that matter their Beloved's descendants, are often traumatised for generations.
Such families remember traditions and taboos which strike outsiders as backwards or
puritanical, and most do keep a heavy rein on their members -- for their protection, they might
claim, though not all the touched families recall what it is they are truly protecting themselves
against; given time, the traditions become their own purpose, divorced from explicit belief,
charms against a dimly remembered monster.

Most of these families are small -- a product of frequent excommunications (or worse), traditions
or just Tannin's mystical bloodline -- but those few survivors are generally physically healthy and
with few mutations. Darwinian necessity purges Gibborim genes from the bloodline, or at least
isolates it to the odd throwback. The net result is an isolated, traditional home life -- perfect for
producing the zealous inquisitors for which Tannin’s brood are known.

Reproduction

The heritage of Tannin favours direct descent. Father to son, mother to daughter. The Tanninim
do not truck with the bizarre leaps through cousins or nephews common in other Strains. Age
seems to play a part, with the first-born being the most likely to inherit, the second-born being
second most likely and continuing down the chain. Sex also plays a part, with the current carrier
more likely to pass the birthright to a child of his or her own (human) sex. Even parental
favouritism plays a part. Since who exactly is carrying the heritage in the many generations
without a Leviathan is essentially unknowable, the Tanninim are only rarely aware of the
process by which the birthright descends.

When a Tanninim claims his birthright, he usually does so alone. In the event that two or more
Tanninim are born, they will be immediate relatives: Two brothers, a mother and daughter, or
other immediate family members. In such a case, there will be a clear power relationship
between the two. It might be that one was older, or that one one was the parental favourite and
the other was the least liked, or just that one is more popular in school. No matter what, they
both know instinctively who is in charge and why. Neither is compelled to obey the other, but in
these early days, when genetics and not choice govern which aspects of the Tribe's powers
they hold, the lesser of the two would be strongly advised to avoid direct confrontation.
Tanninim have one other common mark of their transformation: up to several months before
they begin to transition, many Tanninim develop one minor trait, such as eye colour or a small
verbal tic, that is identical to their most recent Leviathan ancestor. Anyone who knew that
ancestor personally might recognise this trait as an early warning of a new Leviathan to be;
other Tanninim, Gibborim – or the ancestor himself if he still lives – find that the similarity is
especially obvious. To them, it's instinct.

Lahmasu
The Tanninim proudly call their Lahmasu brethren the Gibborim, or "Mighty Ones," for the Strain
shares the Tanninim's natural mastery of combat. Gibborim are generally born almost human,
but develop a frightening array of mutations as they age. Those that claim their inheritance in
the womb almost invariably prove fatal for a human mother. Mentally, Gibborim are frequently
aggressive and feral, employing their weaponized flesh to frequent and lethal use. While an
individual Gibborim can be a peaceful civilised being, in large numbers you always get some
who are a danger to everyone around them. Between this danger and the innate risk to a
biologically human mother carrying a clawed monstrosity in their womb, the Gibborim are
pushed to form isolated gene pools; most Tanninim who wish to learn about their Lahmasu
relatives find wild creatures living in a remote lagoon, not mutated humans hidden away in some
uncle's isolated farmhouse.

In a Cult, the Gibborim's role is simple: armed to -- or with -- the teeth, Gibborim are trained like
soldiers, or like dogs, to serve as elite shock troops. A proficiency in Awareness means that
they also make good trackers and guards, so long as subtlety is not required. Tanninim often
employ Gibborim to wander around the cult's temples and strongholds, giving their Beloved the
evil eye to keep them afraid and in line. Outside of Cults or established feral packs, Gibborim
are too mutated to live among humanity, or to realize they shouldn't, and rarely survive. Those
who retain enough intelligence to do so can sell their services as mercenaries to appropriate
clientele, inside and outside the Tribe. But most independent Gibborim simply live like animals
in the wilderness, where their natural abilities make them apex predators. Others haunt
forgotten temples and dwellings of the Tribe, happily remaining after all others leave and the
wilderness returns; their divine masters are long dead, they know only that the temple must be
guarded.

Vestiges

Predation, Awareness, Might, Vitality

Symbols and Associations

The Sea of Kalah, the Red Sea, the vice of Wrath.

Concepts
Quote

"You think you’ve been pretty much invisible, don’t you? Well I’ve been keeping tabs on you
since you showed up, and guess what: I am not amused. Now I’m not an unreasonable man.
We can find a suitable arrangement, and we’ll stay here until we do. No, don’t get up. You’ll be
more comfortable here on the floor."
Thalassans
Judah said to his brothers, “What will we gain if we kill our brother and cover up his blood? Come, let’s sell him to the
Ishmaelites and not lay our hands on him; after all, he is our brother, our own flesh and blood.” His brothers
agreed.So when the Midianite merchants came by, his brothers pulled Joseph up out of the cistern and sold him for
twenty shekels of silver to the Ishmaelites, who took him to Egypt.
― Book of Genesis, 37:26-28, New International Version

[The Symbol of Thalassa: A Mycenaean-style funerary mask made of gold, with very simple
shapes for eyes (basically one slit for the top of the eye, one for the bottom and a third in the
middle for the closed eyelid). The edge of the mask is frayed or ripped apart. The bottom
represents chelicera like a crab's where the mouth should be.]

[Picture: Central. A man sits in an office doing paperwork. He is old, and wearing a field gray
suit over a white shirt and chequered neck-tie. All his clothing is frayed and looks lived in. The
man is bald with liver spots, he is exceptionally thin with hollow cheeks and sunken eyes but
has broad shoulders. His right arm is in a plaster cast. The shape of a crab like claw is visible
through the cast. The room around him is cramped with peeling walls. The furniture is trying to
look expensive but is cheap and battered.]

Theology

They beseech the gods: grant me wealth, and I will slaughter the fatted calf in Your name; grant
me fame, and I will teach all the world to fear You; grant me glory, and Your enemies will die
screaming. For the children of Thalassa, religion is a contract. You sing praises and perform
sacrifices, and in return you get wealth, power, or status. To the Thalassans, this tendency is a
blessing as great as any they give to their followers. Every Leviathan seeks some way to control
their Beloved before mad zealotry gets everyone in trouble. A blessing or a paycheck, either
way’s better than crushing their skulls between your claw.

Thalassans boast about being the best adjusted to the modern world. They sit in the hearts of
cities, living in the penthouse above corporation-cults and doing business with mortals unaware
of their true nature. In truth, the Strain sits on a razor’s edge. The Tribe’s instincts to dominate
and destroy and the Strains own instinctual greed conflict with good business sense, and
cultists, no matter how competent at running the shop, rarely tell the boss anything but what
they think he wants to hear. A Thalassan’s corporation is often only one setback from disaster,
because every setback tempts a Leviathan to devour an employee or a rival CEO, and that
makes paper trails.

Cults surrounding a Thalassan are infected with the strain’s insatiable greed. Usually they want
money, but glory or supernatural blessings are also common hungers. When times are good
and rewards flow freely a Thalassan’s Cult is likely to cause the least trouble of any Strain’s
followers; but when times are bad they can quickly enter a death spiral. If the pie is shrinking,
the only way to get more than last year is to take a larger slice, and once the cultists are all
fighting each other for a larger share you can be sure that the pie will continue to shrink. Only
direct intervention by the Leviathan can avert the oncoming destruction.

Morphology

A Thalassans' body is the place where the ocean meets the land. Their forms take after
creatures found in shallow waters, within tidepools, or tree covered swamps. In this they exhibit
enormous diversity: From the strong legged frogs to the mighty clawed crabs. A starfish's
symmetry to an octopus' shifting form. The colours of a tropical fish or the camouflage of an
alligator. The Thalassans are a diverse lot, but if there is a constant, it is the Strain's clear Might.
Their claws, tentacles, tails or flippers radiate strength and grace.

When Thalassans master the Elements, they often do so physically. Strange limbs that are half
flesh, half sea and storm. With mighty arms and tentacles they grip the sky, bending the
heavens to their will. Crabs are considered holy to Thalassa, and when her children manifest
Vitality exoskeletons and shells are common.

Progenitor

The Thalassans claim descent from 'mighty armed' Thalassa. With a single stroke she could
shatter cliffs or raise up islands from the depth. Hailed as the patron of sailors and merchants,
Thalassa demanded tribute from all who traveled upon her domain but would bestow wealth and
fortune upon her favourites, and her favourites alone.

Metamorphosis

It begins with dreams of the Rift. In his dreams the Thalassan stands at the forefront of the
Tempest. Call it the weight of history, the expectations of the ancestors or just the weight of
billions of tons of water. It pushes him ever onwards with no regards to his wishes or direction.
As his powers begin to grow dreams become hallucinations. He sees the Shallows in every drop
of water. A glass teems with bizarre life, a tap flows with the fury of the Tempest. If it wasn't for
milk and fruit juices, dehydration would be a big, and rather ironic, threat. Finally the weight
escapes from his dreams. This effect is entirely unsubtle -- he simply feels as though he weighs
several times more. It requires mental fortitude and physical strength to do anything but collapse
onto the floor. To free himself a Thalassan must fight back. With each step against the tide his
body begins to adapt, claiming the Vestige of Might. In time he will have the strength to swim
against the tide and to find his own path; he must do this quickly, as the currents of the Rift lead
nowhere you'd want to go.

What separate the Thalassans from the other Strains is that one can actually fail to become a
Leviathan. To stop the processes of changing permanently. It's not perfect, you might end up as
a Hemitheos rather than a human and you're certain to have some severe mental damage, yet
the option to deny goodhood and instead live a full and fulfilled mortal life exists. If you swim
against the tides and have the strength you'll become a Leviathan. If you get swept away by the
tides, you'll probably become a Ophion. But if you cling to a rock until you're raw and bloody –
that is cling to another person or some other source of direction external to yourself – the waters
will eventually recede. Unsurprisingly, many Thalassans teach their children to be strong and
self reliant in case they get the chance to become a Leviathan. Equally unsurprisingly, many
Thalassans try to encourage their children to be dependent on others so they won't become a
Leviathan.

Ecology
Family

Thalassan dynasties are torn between meritocracies and favouritism. Children are pushed hard
to excel, but a Thalassan’s favour is often arbitrary. Unsurprisingly a Thalassan family produces
just as many burnouts and relatives walking away as it does overachievers and spoilt brats. Due
to the workings of Thalassa’s bloodline, Leviathans are almost always born in the center of the
family from among the most favoured of their generation, and many are raised with experience
at managing others even before their Wake sets in.

Reproduction

Unlike the other Strains, Thalassan genetics are pretty simple. Everyone who has more than a
trace of Thalassan genetics is a potential Leviathan. Genes simply aren't relevant past a certain
minimum. While it's not the only factor, the most important prerequisite to becoming a
Thalassan is, in fact, the opinion of your fellows. When a someone with Thalassan heritage is
thought of highly – the definition of “highly” depends on the judge; where one might respect
power, another might pass his mark of confidence through love – by her peers, her blood takes
notice, and the Tribe grows within her soul. Not all Thalassans are measured equally. The
stronger the Tribe is within you, the more your “vote” counts. This leads to Thalassa's heritage
growing stronger over the generations. Once critical mass is reached, and other environmental
and mystical factors are in place, a new Leviathan is born.

Sometimes, only one Thalassan appears at a time, sometimes it's two, or even three. The
biggest factor is how many with Thalassan heritage are present. When a Thalassan begins
Transforming, she drains the mystical potency from everyone nearby with dormant Thalassan
genetics to fuel her transformation. It simply takes more people to fuel two new Leviathans than
one new Leviathan. The birth of a Lahmasu has a similar effect, but several orders of magnitude
smaller and can be safely ignored.

Lahmasu

The Thalassans give birth to the Hemitheos, a Strain famed for herculean strength and
ambition, but also for madness. Rising from their Tribal biology, a Hemitheos’ madness is not
beyond the reach of medical science, but poorly researched at present. Most Hemitheos remain
functional, aware of their own flaws, willing to make accommodations but endlessly frustrated
that they need too. Typically the strain does poorly in a structured environment, but free to act
as they wish they are larger than life powerful, but also dangerous figures.
In Cults a Hemitheos makes a good champion or squad leader. They make poor organizers or
managers, but they can possess blazing charisma and mighty strength that allow them to lead
by example. Too many Hemitheos in a Cult can quickly become a tangle of rivalries and one-
upmanship so smart Leviathans use them as the spice rather than the main dish. Hemitheos
also work well as lone wolves. They make poor spies and diplomats, but excellent scouts,
explorers and tomb raiders.

Away from the Tribe, Hemitheos look for roles where they can excel all by themselves. They are
athletes and actors, but also independent craftsmen, hired guns, and rugged survivalists. Not all
Hemitheos rise to the top, of course, and many crash and burn spectacularly, but if a Hemitheos
understands her nature, she will seek a place outside of society's rules -- through isolation,
overpowering the opposition, or rising above the rules.

Vestiges

Might, Elements, Fecundity, Vitality

Symbols and Associations

The sea of Sanji, the Aegean Sea, the Vice of Greed.

Character Concepts

Quote

"Can I put a value on godhood? Can I estimate the worship of men and the adoration of
children? Can I put a price on the heritage of the heavens? Hell yes I can. Everything I have,
everything my heritage gives me, has been taken from another. I am a tick, sucking at the blood
of society. The only redeeming feature, the only one, is that all of it was given freely."
School of the Abyss
Explorers of the Depths
The Sunken School
Tehom’s Devotion
Ehus

[Picture: The Symbol of Tehom’s Devotion: An Anglerfish underwater. The light from the
anglerfish illuminates hazy shapes of ziggurats and spiraling towers, just at the edge of vision.
This serves as a watermark]

[Picture: Central. A young and pale woman, black haired and anorexically thin, sits cross-legged
in shallow water wearing a simple white shift. Her eyes are closed and cosmetically blackened,
and her hands are in a meditative position in her lap. Eight tentacles extend from her back and
shoulders, each holding an old-style oil lantern, but deliberately coiled around it to cut off most
of the light.]

We talk about their world and our world, but what do those simple words really mean? I say
they are literal. The surface world is theirs, and the depths are ours. We bemoan the lack of our
world, never noticing that it is right outside our door. Cast off what shackles you to the surface.

Come Home.

The School of the Abyss solve problems by retreating from humanity. Taken to it’s bare
essentials, the School can be boiled down to a single question: How much contact with
humanity does a Leviathan require to stay sane? Certainly a Leviathan that speaks to nobody,
or nobody save other Leviathans and Beloved, will inevitably become a Typhon. But that doesn’t
mean they need the stress of mortgages and home maintenance, or the risk of paper trails, not
when their bodies are so well adapted to life outdoors and a diet of live seafood.

However, the Sunken School is the first to admit that while sitting at the bottom of a lake is a
good way to avoid stress, it gets boring very fast. An Ehus is an explorer: many swim through
the seas seeking lost temples and underwater cities, others dive into the Rift, watch past eras
through the eyes of their ancestors, or explore strange philosophies within the caverns of their
own mind. Any problems they encounter can be left behind with a swish of their tail. No nets will
catch them.

The Oceans comprise over seventy percent of the Earth’s surface, and the waters cast dark
shadows upon the depths. For all the occult mysteries upon the surface of the World of
Darkness, there are even more beneath the waves, and most have no relation to the Tribe. For
an explorer, the seas are vast and delightfully unmapped. Secure in the power of their divine
bloodline and their ability to escape into the Rift, the Sunken School is as eager to investigate
foreign mysteries as their own heritage. Their discoveries give unique insights into the World of
Darkness and experience in dealing with the strange and unknown.
Direction

The School of the Abyss may roll to regain Tranquility every time they solve a problem by
abandoning a connection to humanity, including independent Lahmasu or Hybrids. Tehom’s
Devotion believe the Tempest is created by friction between the Tribe and man, with distance
the Tempest will still and they may find Tranquility in the depths.

They take a -3 penalty to Erosion rolls encountered while trying to retain a connection to
mundane humanity.

Traditions
Even the most sessile Ehus who spends their time exploring the past through their Channels is
likely to live outdoors and eat live fish whole. They’ve all picked up the basics of living in the
natural world, and most know far more than the basics about navigating the Oceans or the Rift.
Since every Leviathan is likely to go on the run at least once in their life, offering an Ehus safe
harbour when they surface can be a small price to pay for the insurance they provide. When a
Cohort’s goals require a visit to the Rift or some sunken temple, Tehom’s Devotion naturally
take the lead.

When the rest of the Cohort remain firmly planted on land, there is still room for the School of
the Abyss to contribute. Their experience exploring beyond the boundaries of the Tribe beget
skills that are equally useful above or below the waterline. If the Cohort has issues with some
strange foreign creature like a Vampire or Werewolf, Tehom’s Devotion are old hands at first
contacts. Their long voyages mean that the Sunken School often has connections in all sorts of
odd places, whether the Cohort needs untraceable guns, sacrifices who nobody will look for, or
something stranger like occult technology that’s only made in some underwater city, Tehom’s
Devotion often know where to find it. If they don’t, an Ehus is usually happy enough to swim to
whichever humanitarian crisis is in the news and ask where to find the nearest warlord or grab
whoever is closest to the waterline.

In turn, the Cohort offer an Ehus an anchor. It is always a risk for a Leviathan to cut connections
with humanity, for there’s no easy way to know when you’re about to go too far and risk Erosion.
A Cohort can keep an eye out and warn an Ehus not to begin another voyage if they haven’t
fully returned from the previous one. Since they won’t freak out if an Ehus stays in touch through
telepathy, a Cohort can make long ocean voyages a little less lonely. When the Sunken School
need to surface, a Cohort is usually superior to a Cult at making introductions and easing an
Ehus’ way back into human society. Naturally, a Cohort can also take care of any Beloved left
on the shore, saving Tehom’s Devotion the significant effort required to train a competent high
priest.
Maturation
The School of the Abyss is a school of solitude, patience, and receptivity. This manifests as
dark forms and soft lines, as well as large, aware eyes. As scholars of the Depths and seekers
in quiet places, they tend towards forms that suggest the life that exists in the ocean’s farthest
reaches – markers of the squid, the octopus, and startling deep-sea fish are common. However,
their final goal is the illumination of these depths – like most deep-sea life, patches of
bioluminescence are also common, or pools of light shining out from great, staring eyes.

Membership in Tehom’s Devotion grants an experience Discount to Adaptations of Awareness


and Elements. They may choose a free Specialty in: Occult, Survival, or Animal Ken.

Concepts

Stereotypes
● School of Clay: Did you know that some whales beach themselves repeatedly? I don’t
know why I just thought of that.
● School of Fog: You wait here. I can swim farther by myself.
● School of the Moon: If you don’t let the past go, it will drag you down.
● School of the Reef: Gills. Fins. I think your body is trying to tell you something.
● School of Sand:
● School of the Sun: You want even more Mortals harassing you? Whatever, just don’t
drag me into your pantheon.
● Typhons and Ophions: The tragic result of people who couldn’t let a fight go.
● Hybrids and Lahmasu: I’ve seen their cities, they bring the surface with them but the
sea is still large enough for us.
● Mages: I’ve visited dozens of so-called Atlantises, most are six Hybrids huddled in a
cave. Be careful near them, they attract these annoying little remora. Don’t let them see
you or kill them quickly, otherwise they’ll never leave you be.
● Mortals: Let them have their world, as long as they stay out of mine.
The School of Clay
Scholars of Humanity
Malkut’s Devotion
The Coastal School
Inu

[Picture: The Symbol of Malkut’s Devotion: A tower much like traditional images of the Tower of
Babylon. A waterline can be seen halfway up the tower.]

[Picture: Central. ]

We've always looked down on humans. It's easy, when you see them looking at you with those
big moony eyes. But they've built this world, while anything our people did is long buried in silt
and rotting algae. If I was you, I'd shut up and listen to them more often.

The School of Clay solve problems by learning from Humanity. The Tribe finds itself in the
unenviable position of existing in the world of humanity without, for all intents and purposes,
being human themselves. Where others despise this apparent imprisonment, the School of Clay
attacks this assumption. Studying human culture and the place of Leviathans in it, they attempt
to create a mode of living in this new world.

The basic practices of Malkut’s Devotion are simple: Try to act human, even though you’re not.
That means getting a job, living in a house, going down to the bank, and filling out the forms
yourself rather than getting your Beloved to do it. Speak politely, despite the Wake pressing
down on everyone around you. Keep your Cult respectable and presentable to mundane
society, and try to do so by reasoning with them before you inevitably have to beat it into them.

One of the most dangerous traps a young Leviathan can fall into is to hear about the School of
Clay and take it as a licence to continue on as normal. It doesn’t take a hyper-intelligent aquatic
demigod to see that denial won’t solve anything. The second half of the Coastal School, the
reason it’s called “Coastal”, is the study of mankind. A competent Inu knows that normal isn’t 2.4
kids and a white picket fence; humanity is infinitely diverse. Mankind has created thousands of
different societies and most of them, unlike the Tribe’s societies, are healthy and functional.
Malkut’s Devotion travel and research, looking for the coast - the healthy society mankind
developed which will also fit the Tribe’s needs.

Direction
The School of Clay may roll to regain Tranquility every time they solve a problem by copying the
solution from humanity. Mankind overcame their primordial instincts, and the School seeks
Tranquility through copying man’s successes.
They take a -3 penalty to Erosion rolls encountered while being exposed and rejected for their
inhumanity.

Traditions
While plenty of Leviathans were born in cults, Hybrid tribes, or just families with enough Tribal
blood to be noticeably off, there’s no shortage of Leviathans who thought they were perfectly
normal until the day they began to change. Despite this, most Cohorts can benefit greatly from
an Inu in their membership. It’s one thing knowing how to buy groceries without causing a
scene, knowing how to talk to the parents of a teenager ensnared by your Wake or what to say
when you climb onto South American beach looking for sanctuary isn’t covered in most human
upbringings. With the Ripple effect Leviathans can rarely afford to get it wrong, so having
someone who’s at least read How to Make Friends and Influence People is a lot better than
playing it from the gut.

The School of Clay are noticeably the best in the business at planning out a Cult. Not in the day
to day business of keeping Beloved in line or planning a raid on a rival’s temple, but at working
on the big picture. A Cohort often asks their Inu to design the Cults’ cover story, choose where
they’ll build the temple, and even design a temple building that looks weird enough that people
will expect and shrug off some oddness, but not so weird people will turn up with torches and
pitchforks or court summons for zoning violations. If a Cohort ends up controlling their own town
or third world warzone, Malkut’s Devotion take the lead in governing it, especially if only a
minority of the population are Beloved.

In turn, a Cohort offers a Inu protection from humanity. The School of Clay get closer to
humanity than other Leviathans, and this means that they have more risks of getting exposed.
More stress and Outbursts. More ties tempting them to stay when it’s time to skip town for good.
A Cohort often keeps their Inu at arms length, both to protect themselves and to ensure that
when the Inu is in trouble, no one will suspect they’re hiding in the Cohort’s temple. As the
Coastal outlook makes it harder to stomach wicked behaviour, the Cohort often takes care of
unfortunate necessities for their Inu. And when it comes to it, it’s always good for Malkut’s
Devotion to have someone keeping an eye out to make sure they’re paying more attention to
their own psychological needs than the boss who threatens to fire them if they miss another
week of work.

Maturation
The School of Clay is about observation, exploration, and adaptation. Their transformed shapes
tend to be suited to both land and sea, armored against the exposure of the surface world but
also with prevalent methods of communicating - sweeping antennae or boisterous, shifting
hides. Their forms resemble crabs, lobsters, or swarming reef fish - the aquatic tenants of the
beaches and reefs, teeming with life. Eyes are often prevalent and unblinking, while some
develop forms that can adapt, chameleon-like, to suit any background.
Malkut’s Devotion gain a discount to Adaptations of Awareness and Vitality. They may choose a
free Specialty in: Politics, Stealth, or Streetwise.

Concepts

Stereotypes
● School of the Abyss: Who would leave a thriving civilisation to skulk around the ruins of
a dead one?
● School of Fog: We don’t need to unify, we need to civilise.
● School of the Moon: Dredging up our history will only tell you that we lost. I’m sitting at
the winner’s table, and taking notes.
● School of the Reef: Sure, trying to punch social dysfunction is a rational approach.
● School of the Sun: Chanting and preaching, way to keep a low profile buddy.
● School of Sand: Humanity didn’t need any of those tricks to beat us.
● Typhons and Ophions: What’s left of our humanity is the only thing that’s keeping us
from being them.
● Hybrids and Lahmasu: There are better ways to coexist with humanity than trying to
make them more like us.
● Princesses: They’re everything we could never be. I want to learn from them and I want
to break them and make them see they’re not so special.
● Mortals: I need to play nice for now, not forever.
The School of Fog
Uniters of the Tribe
The Unifying School
Bet’em's Devotion
Kataru

[Picture: The Symbol of Bet’em's Devotion: A swirling sea, from which emerges numerous sea-
serpent like forms, as if on an old map. This serves as a watermark]

[Picture: An Asian woman in her mid twenties pilots a motorboat into the mouth of a sea cave.
She is wearing modern waterproof clothing that covers her entire body save for her face, bulges
give the impression of an extra pair of arms. She wears a bandana over her mouth, but a slight
bulge gives the impression of a lamprey like mouth and her pixie cut hair reveals two additional
eyes, one on each temple. On the floor of the boat is a human completely wrapped in sheets
and tied up in rope. The scene is of course foggy. ]

Cousins, let us not veil our words. They are trying to kill us. They are the Marduk Society. They
are the Gods. They are Ahabs and they are the US Navy. They’re coming and we must stand
together or die alone.

The School of Fog solve problems by building alliances within the Tribe. Leviathans may turn to
their family when they need help or just someone to talk too, but that doesn’t mean the Tribe like
each other. The Unifying School accept this truth even as they struggle to change it.

For most Devotees, unity is an end in and of itself. The School is split between those who
believe that only a stable Leviathan society would have the resources to fix the Tribe’s sorry
state, and those who believe that as a psychic species, Leviathans are stuck in a vicious cycle
where the Tribe’s constant internal conflict create the instincts which lead to constant internal
conflict. Breaking the cycle would change the Tribe’s nature, perhaps even calming the
Tempest.

Leviathans who see unity as a means to other ends usually drift into the School of Fog, and
history still bears the scars of their passing. Kataru are the founders for most of History’s
Legions, and often many of the first disciples. Even when the would-be Legon’s philosophy is a
better match for a different School, Kataru are the ones whose own philosophy says they should
listen to whatever their cousin is protheylising about.

Direction
The School of Fog may roll to regain Tranquility every time they solve a problem with the aid of
a Leviathan outside their Cohort. The School believes Tranquility can only be found by the Tribe
united.
They take a -3 penalty to Erosion rolls encountered while fighting other Leviathans, this does
not include Typhons or Ophions.

Traditions
Even in a Cohort, Leviathans require distance from their cousins. If the Cohort is not careful,
that distance will grow over time until the day a Leviathan needs help and discovers that their
fellows are unwelcoming or entirely absent. A Kataru in the Cohort can be relied upon to
regularly talk to the other members, mediate disputes, and to push the Cohort into collaborating
whenever a member comes up with a new project.

Looking beyond internal affairs, Bet’em's Devotion develop a network of contacts and
connections that any Cohort can benefit from. A Cohort’s Kataru is often the first to hear news of
Marduk or other threats, and when the Cohort encounter a problem that affects the entire Tribe,
a Kataru’s connections let them capitalise on their knowledge; earning status by providing a
timely warning or rounding up the extended family to hunt a fearsome foe. Even something as
simple as knowing if another Leviathan has already settled in the lake that’s catching your eye
can save a Cohort from no end of trouble.

In turn, a Cohort can provide Bet’em’s Devotion with a power base to work from. A life spent
making compromises and offering incentives to other Leviathans can often leave Bet’em’s
devotion with less resources than the other Leviathans in the room. A Cohort can provide their
Kataru with resources and take care of the Cult while a Kataru is off networking, though they will
usually expect to see a return on their investment.

Maturation
The School of Fog's interest lies in the Tribe's origins and traits. As such, their transformations
tend to echo the fertility and oddity of the line itself - growing additional limbs, eyes, or even
whole heads, or taking on constantly-shifting, flexible forms. In particular, the acknowledged trait
of the School is additional, unblinking eyes and the adoption of shapes that conjure up the
image of confusing and alien creatures, long-dead or never-were. The greatest mysteries of the
fossil record and the darkest speculations of marine biologists take shape in the manifestations
of Bet'em's Devoted.

The School of Fog grants a discount on purchasing Evolutions to Vestiges of Elements and
Fecundity. They may choose a free Specialty in: Politics, Larceny, or Socialise.

Concepts
Stereotypes

● School of the Abyss: Have you heard the term “seasteading”? You can’t hide forever.
● School of Clay: Take your time. We'll always be here for you.
● School of the Moon: We’ll need a past to build a present.
● School of Sand: What use is a phone if you never call?
● School of the Sun: Yehovah only made it after He formed a pantheon with Jesus.
● School of the Reef: You've got the strength, I have the vision.
● Typhons and Ophions: How lonely they must have been!
● Hybrids and Lahmasu: It’s time for you to pick a side.
● Beasts: I spent this week mediating a war between three of my cousins. A hundred
dead so far over who has bigger tits. Take a hike, little nightmare. Family is blood, only a
madman would choose to be with us.
● Mortals: We're going to have to stand together to survive in their world.
The School of the Moon
High Priests of the Progenitors
The Ancient School
Shanah’s Devotion
Kalum

[Picture: The symbol of Shanah’s Devotion: A rock rises from tempestuous seas. Broken chains
hang off of it. Three tablets are chained to its face. The skies are black. This serves as a
watermark]

[Picture: Central. An Arabic man in his mid-20s sits in a dark room, at a table. He dresses like
someone's accountant - white shirt with the sleeves rolled up to the elbow, tie, and glasses. His
hair is short but slightly wild. With his right hand he is writing on a piece of paper on the table,
which is covered in open books, bundles of paper, and clay tablets. His other arm, resting on
the table, is chitinous and terminates in a crab's claw. The wall behind him is covered with
posterboard depicting a colossal and convoluted family tree. The uppermost branches are
average names in English, but the lower branches are in cuneiform. The lowest visible branches
are merely marked by pictures of sinuous shapes. Certain names or symbols are circled, with
no apparent pattern.]

Are our people doomed to a life of turmoil, always changing, always seeking a true form and
purpose that we can never have? No! No I say! We have a true form and purpose, the
Progenitors are our truth.

Our future is down there, in the aphotic depths. We need only find it.

The School of the Moon solve problems through reshaping their cults. The Tribe have always
been intermediaries, straddling the boundaries between two worlds: The divine realm of the
Primordials, and the inferior world of dirt and flesh. The School of the Moon remembers this
charge, and sees the way towards reclaiming their birthright in the recreation of the antediluvian
relationship between man, the Tribe, and the Progenitor. The only beings capable of correcting
the imbalance and disorder of the Deep, the Ancient School reasons, are the primordial entities
that first created the Tribe.

Like the Moon itself, Shanah’s Devotion embrace the constant change and turmoil that is the
Tribe’s heritage. They are prophets who emerges from the desert, the Tribe’s natural
deprivation of stability, carrying revelations of the Primordial world. These revelations in turn
pass down to their Cults as the school fulfils their holy intermediary functions. Consequently, a
Kalum's Cult is fluid and ephemeral, always changing as new Primordial truths are revealed and
promising extrapolations falter.

The Ancient School also seek their past in a more direct manner. The bloodline of the Tribe is
heavy with mysteries and hidden lore that, if revealed, would alter much of mankind's
conception of history and reality, and Kalum archeologists are the first to seek out the mysteries
of their heritage. The School is primarily interested in sanctified relics and lost temples, for such
things offer the greatest connection to what was lost, but even artifacts of everyday life in the
Tribe can contain hidden primordial truths. When they emerge from the ruins, Shanah’s
Devotion incorporate their discoveries into their Cults and trust the Tempest to wash away
millennia of self-serving myths, revealing hints of the Primordial world within.

Direction
The School of the Moon may roll to regain Tranquility when they solve a problem by changing
their Cult. Shanah’s Devotion believe there is a lost way of life that satisfies all three of a
Leviathan’s natures and provide lucidity to mad cultists. When they find it, they will have
Tranquility at last.

They take a -3 penalty to Erosion rolls encountered while resisting a change within themselves
or their cult.

Traditions
Wracked by the Tempest and inhabiting naturally transforming bodies, the Tribe is no stranger
to change. Whenever a Cohort is forced to abandon their plans, even the lives they’ve built, the
School of the Moon is the first one back on their feet and ready to help their cousins pick
themselves up and try again. The Changing School’s introspection and self examination can
also be turned on other Leviathans; Shanah’s Devotion are often the first to notice when their
Cohort is setting down a self destructive path, and the first to offer solutions. These traits, and a
rock solid faith in the Tribe’s heritage, make the School of the Moon the bedrock upon which a
Cohort can be built. When you cannot escape change, the closest thing to stability is knowing
how to manage change.

On a purely practical level, a passion and talent for archeology can serve any Cohort well;
whether it’s used to connect to the Tribe’s heritage and grow Sheol, or to learn about an ancient
Opheon prophesied to reemerge and cause trouble; much of a Leviathan’s daily life is
influenced by ancient history, someone who can go “back to the source”, as it were makes a
useful ally. Experienced Kalum always keep the location of some remote temple in reserve so
that the Cohort can call it an archeological expedition and not a hasty retreat.

In turn, a Cohort allows a Kalum to have some constancy in their lives and provides someone to
watch over them. Leviathans transform enough without embracing change as a philosophy.
When they intentionally pursue change it’s easy for the Tribe to forget their identity, their
bulwark against wicked instincts. Sometimes a Kalum needs someone to prompt them to
change again before they are lost to Erosion.
Maturation
The School of the Moon looks to the ancient past and their bodies reflect this. Their forms reflect
ancient creatures that only remain in the fossil record. Though they may look like they should be
extinct, the School’s forms often teem with younger life, being overgrown with barnacles and
coral like the temples they raid. Most Kalum appear blind on a first look, with eyes buried under
stone or barnacles, only for the Leviathan to rear up and reveal strange and horrific sensory
apparatus on their underbelly, placed to gaze upon the depths and the Progenitors below.

The School grants an experience discount to Adaptations of Fecundity and to Adapting Rituals.

They may choose a free Specialty in: Occult, Larceny, or Expression.

Concepts

Stereotypes

● School of the Abyss: I’ve seen enough ruins on the seabed to know we don’t do any
better down there.
● School of Clay: They might mean well, but they’d have us betray our forefathers.
● School of Fog: If you want us to unite you’ll need a leader, I can only think of eight
candidates.
● School of the Reef: If only our bodies were the only thing that needed to change.
● School of the Sand: Technology runs on electricity, it is not for the likes of us.
● School of the Sun: You’re leading your flock astray!
● Typhons and Ophions: Remove the wrong part and what remains is monstrous.
● Hybrids and Lahmasu: Look beneath the scales and you’ll see a human, they too form
our flock.
● Mummies: You think your God is greater than mine? Those words shall sound your
doom!
● Mortals: They’ve forgotten that Tiamat was their creator too, our purpose is to remind
them.
The School of Sand
Thieves of thunder.
Madda’s Devotion
The towering school.
Ummani

[Picture: The Symbol of Madda’s Devotion: The shape of a gear with an ouroborous on its face.
A bald humanoid form, curled in the fetal position, is in the center of both figures. Gills mark its
neck. This serves as a watermark]
[Picture: Central. View from behind and to the left - A black man with a shaved head stands in
front of a high metallic table, wearing a t-shirt and jean shorts, no shoes. He rests his left arm on
the table, palm up. A segment of flesh on the underside of the forearm is flayed open and held
in place by surgical clamps. Blood stains the table around the arm, with crawling and writhing
shapes, suggesting primitive, half-formed life, emerging from it. His other arm holds a scalpel,
hovering over the flayed limb. The man's face is impassive. On either side of his head there is a
curved line of white, shark-like eyes above the tips of his ears. The eyes glow slightly. A
magnifying glass, pen, notebook, and camera all sit on the table, to the man's right side.]

I felt homesick today, so I called my mother. When first learned what our Wake is, I made a vow
to never go within one hundred miles of my mother, but I still speak to her every week. I press a
button and I see her face... hear her voice. None of you find that remarkable, but I’ve read the
tablets, I’ve seen the engravings in ruined temples; I know what sacrifices our forefathers used
to make, to do what I did with the press of a button.

Now if humans could give us that, by accident, imagine what we could accomplish with all our
might.

The School of Sand solve problems through technology. The Tribe may be beset on all sides by
powerful foes, such as the Marduk Society and the Gods, but the Tribe's worst enemy is
themselves, and if the Tribe's curses cannot be understood by science, they can still be
measured, quantified, and worked around with technology. After all, it worked so well for
mankind.

In every generation Leviathans act as though the School of Sand is a new idea, they point to
new inventions that the School obviously could not exist without. Today it is the internet, where
social technology like Facebook and Skype allow a Leviathan to communicate free from the
Wake. Young Leviathans eager to believe the Internet is a silver bullet ignore their ancestors
saying the same thing about Telegrams, rail networks that could carry Beloved with letters, and
even the mad science or magical phones that Leviathans would acquire at great expense since
as far back as the ancient Mesopotanian desert kingdoms.
But stripped of their illusions, School of Sand still has much to be optimistic for. Technology
improves all the time, perhaps the science and thunder that destroyed the Tribe could one day
also save it? While fledgeling Leviathans wave humanity's latest gadgets and sneer at
ancestors more alike than they'd care to admit; greater Leviathans take to the forefront of
technology and use their divine intellect to push the cutting edge in fields like telepresence,
virtual reality, artificial intelligence, and privacy engineering to find better ways of socialising, of
indulging their worst instincts, and of course, better ways to hide from their foes.

Direction
The School of Sand may roll to regain Tranquility every time they solve a problem with a piece
of technology they have not used before, or by using a piece of technology in a way they have
not used it before. If they can solve the problems besetting the Tribe one by one, in a way that’s
repeatable and reliable, then they can create Tranquility.

Supernatural technology qualifies, provided that it is reproducible and that the ability to operate
it is compatible with being a Leviathan or a Beloved.

Devotees take a -3 penalty to Erosion rolls encountered through the use of Rituals.

Traditions
It should be no surprise that a species that stagnated since primordial times does not have
much natural aptitude for modern technology. There are no Channels and few Adaptations that
grant mastery over technology. The closet the tribe can get is using Atavistic Intelligence to
study the old fashioned way, and getting the right Atavism requires either a lucky accident of
birth or a lifetime of dedication.

Thus, the School rarely offers elite technical knowledge to their peers. Instead, they offer
competent technical knowledge and something far more important: Hope. The School of Sand
are the only school who can point to actual progress. Even if mankind did it, Skype is an
undeniable step forward from telegrams, it’s more reliable than mad science, and easier to
acquire than magic. So long as technology is progressing there is hope, and the School of Sand
remind their Cohort that if they hold on a little longer, or a lot longer, they might see things
improve.

With their focus on technology the School often has a blind spot for the occult mysteries of the
World of Darkness. A Cohort can help Madda’s Devotion deal with any problems outside a
Tribal or technological purview much as the School of Sand can help their Cohort keep up to
date with technology.
Maturation
Guided by the sciences of man, The School of the Sand adopt forms closet to a mortal’s
understanding of biology. Devotees bear markers from all the water’s lifeforms, but rarely
combine two distant branches of the tree of life in one body.

Madda’s Devotion gain a discount to Adaptations of Might and Vitality. They may choose a free
Specialty in: Science, Firearms, or Persuasion.

Concepts

Stereotypes

● School of the Abyss: If there was an answer inside us, someone would have found it
by now.
● School of Clay: Yeah democracy is nice, yeah even banana republic juntas run a better
society than my so called Beloved, but you're trying to run before you can walk.
● School of Fog: I’ll join with you, after you create something useful for our Tribe.
● School of the Moon: You've got to stop looking at our past. Start thinking about our
future.
● School of the Reef: Stop complaining. If Marduk didn't have computers they'd use
crystal balls instead. At least this way you get to talk to your mother.
● School of the Sun: What sort of god is scared of lightning bolts?
● Typhons and Ophions: That's two thirds of us. Is it any wonder why I'm betting on the
other third?
● Hybrids and Lahmasu: We're going to be seeing a lot less of them now that DNA has
been mapped.
● Mad Scientists: Don’t let the movie give you any ideas kid. You wouldn’t stand a
chance against Nemo.
● Mortals: So much power and ingenuity. They're not going to put up with living in those
weak dry lumps of flesh once they have a choice. They're going to transcend… and we’ll
be all alone.
The School of the Sun
God Kings
Melek’s Devotion
The Blazing School
Tanittum

[Picture: The Symbol of Emunah's Devotion: A throne made from shells and gemstones. Rays
shine upwards from the throne. This serves as a watermark]

[Picture: Central. An older semitic man with stern features and a strong nose, wearing priestly
vestments marked with cuneiform. He is up to his knees in water. In front of him, head bowed, is
another man in a white robe. The older man is clearly speaking, and has one hand on his own
chest, while the other pours a handful of water onto the supplicant's head. The preacher's hands
are webbed, and there is the suggestion of a dorsal fin rising from his back beneath the robes.]

Did the god of Abraham feel guilt when he asked his people to make war upon the Canaanites?
Did mankind call him wicked when he fathered himself on Mary?

No, because he is a god and such was his right. We too are gods.

The School of the Sun solve problems through building their Cults. Leviathans cannot exist
without creating Beloved, and so the School of the Sun rebuild their self image to see their
Wake as a glorious gift to humanity and themselves as a benevolent deity. Their tyranny
becomes a way to make their followers strong. Their offerings become fair payments for
bountiful harvests and protection.

Just as the best lies are built on a foundation of truth, the Blazing School do take their roles as
“benevolent” deities seriously. Every competent Leviathan knows that taking their own divinity
as a licence to enslave, torment, and eat humans whenever they feel the urge is a fast track to
Erosion. The School instructs new adherents to form a covenant with their worshippers and to
uphold their end of the deal.

Even if a Leviathan became comfortable with inflicting the Wake and tyranny upon their cult, no
Leviathan can settle into a routine for their entire immortal life. One day, probably soon,
humanity will find them. Until then, their Cult's madness will keep them occupied. Thus, the
other half of the School is a quest to fix the tempestuous wound left by the Progenitor's death.
Adherents to Melek's Devotion believe that there is some Ritual or Adaptation that will let them
pit their divinity directly against the source of the Tempest and overcome it. The School
constantly pursues greater Sheol, more eldritch lore, and stronger Cults in belief that when they
finally have enough, they will grow into true divinity and restore the Tribe with their divine might.
Direction
The School of the Sun may roll to regain Tranquility every time they solve a problem by growing
their cult or by or expanding its influences into temporal affairs. With enough power, they may
pit their might against the Tempest itself, overcome it, and create Tranquility.

They take a -3 penalty to Erosion rolls encountered while breaking their own covenant with their
cult.

Traditions
The School of the Sun embrace the greatest strength of the tribe, the ability to dominate. All
Leviathans abuse the Wake whether they wish to or not, but Tanittum do so without guilt. A
Cohort often sends their god king to make threats, recruit Beloved, or participate in hostile
negotiations where the Blazing School’s arrogance and confidence can be as much of an asset
as their willingness to make full use of the Wake. Their cousins stand back and think their hands
clean.

When successful, the School often possess abundant wealth, territory, and influence, the spoils
of conquest, which they are usually willing to share among their brethren for favours. When they
are not yet successful, The Blazing School’s lust for power is straightforward compared to the
occult goals of other Devotions, and a Cohort desperate for direction can latch onto their
Tanittum and find security in solving practical temporal problems with clear rewards for success.

The Cohort in turn offers a place to relax for the Blazing School. Even among their Cults, the
Leviathans that follow this School cannot truly let their guard down and simply consider their
faith. Fellow Leviathans don't expect the Devotee to be a paragon of religious action, allowing
them to make missteps or have doubts without suffering for it.

Maturation
The School of the Sun is a school of expression, devotion, and the reception of faith. This
manifests as forms with remarkable symmetry and regularity - expressions that hint at a greater,
purer form. Lighter colors are common, as the Devotee's form suits itself for a life near the
surface. Soaring, elegant back fins or spines are common, and the greatest of these forms
might well be mistaken for a towering temple resting on the horizon. The tendency towards
regularity leads to a trend towards the more recognized of the ocean's greater dwellers - there is
generally more of the whale, the shark, or the sea serpent in a Devotee of the Sun's form then
there are markers of more complex forms.

The School grants an experience discount to Adaptations of Sanctity and Codifying Rituals.
They may choose a free Specialty in: Politics, Athletics, or Expression.
Concepts

Stereotypes
● School of the Abyss: Gods are meant to shape the world, not hide from it.
● School of Clay: There’s only one thing you need to know about humans, they’re all
looking for something greater than them to serve.
● School of Fog: Don’t get any ideas, there’s only room for one Zeus on Olympus.
● School of the Moon: Even gods can die. Our forefathers are dead, we’re the new
generation, and it’s time to move out of mummy’s house.
● School of the Sand: With all their technology Marduk still isn’t ruling the world. We’re
gods, they’re not, and no amount of spaceships will change that.
● School of the Reef: A divine spirit encased in flesh bragging about its flesh.
Contemptible.
● Typhons and Ophions: Every God needs a devil to oppose.
● Hybrids and Lahmasu: Proof that divine ichor makes mortals into something greater.
Aren’t they beautiful?
● Vampires: Jesus offers love. I offer protection. But what can a leech offer?
● Mortals: Tiamat created them to serve us, treat them right, and they’ll love it.
The School of the Reef
Living Weapons
Natsar’s Devotion
The Ferocious School
Etlu

[Picture: The Symbol of Natsar’s Devotion:]

[Picture: Central. A muscular Caribbean woman in a white tank top, camo pants, and boots,
back half-turned from the viewer. A bandana holds her hair out of her face. She is standing in
front of a stone pillar like a totem pole, depicting the faces of monstrous beings with wide maws,
protruding tongues, and bulging eyes. She is looking at one of the faces. Held up as a
comparison in her left hand is a severed head, matching the one she is looking at. Her hand and
forearm are coated in gore. Her right hand rests at her hip, where a long obsidian dagger is
shoved through her belt. Both arms are covered in sharkskin, with the hint of fins at the elbow.
Her exposed back is parted by a shark's maw, which rests between her shoulderblades. At her
feet is a blood-covered empty sack.]

You know you’re immortal, but you don’t understand what that means. You’re going to outlive
your family, your cultists, if you’re competent, then you’re the only one of your generation who
is, so you’ll outlive your cousins too. You’re going to outlive everyone you can turn to for help.

Make yourself strong enough to stand alone, because one day you’ll need to.

The School of the Reef solve problems with their own Channels and Adaptations. Every
Leviathan endures a tempestuous existence. Cults, territory, wealth, all come and go like the
tides. If they live long enough a Leviathan is going to have to flee, perhaps with nothing but the
scales on their back. And so, says Natsar’s Devotion, a Leviathan should invest in improving
those scales. The one asset a Leviathan will always have to hand is their own body.

There’s no inherent reason why this should lead to a school of warriors and fighters (or “judges”,
as the Tannanim insist) but Channels skew heavily towards combat and inflicting destruction.
Even though elder Etlu swear by Atavistic Intelligence to think up practical solutions or
Composure to keep a cool head amidst the latest crisis; in practice the School who focus on
developing the Tribe’s natural abilities attracts exactly the kind of person you’d expect.

Bristling with natural weaponry and with an immortal’s worth of time to fill, the Ferocious School
often seek out fights. Many are prodigious hunters of Typhons and Opheons: satisfying the
beastal nature’s urge for violence, the divine nature’s need to dominate, and the man’s need to
consider himself moral, all by preying upon monsters worse than themselves. The risks of this
lifestyle should be self-evident.
Direction
The School of the Reef may roll to regain Tranquility every time they solve a problem with
nothing except Channels and Adaptations. Slaying a Typhon or Opheon with tooth and claw
always qualifies. By embracing their own innate power and finding a positive outlet for it, the
School seek Tranquility.

They take a -3 penalty to Erosion rolls encountered while relying on another, with the exception
of their Beloved or Cohort (or equivalent).

Traditions
It should be no surprise why there is space in a Cohort for a Etlu. Violence is a presence in
every Leviathan’s life, and so every Leviathan can benefit from knowing someone who can fight.
Relying on your, admittedly extremely potent, natural abilities won’t cut it when your enemies
are also Leviathans with those very same abilities. The School’s lifetime of practice and pushing
their bodies to the limit gives them an edge every Cohort wants on their side, if the price is
tolerating a blood lusty cousin then so be it.

A Cohort in turn offers a purpose for the Etlu’s claws. Finding your self identity as a slayer of
monsters is good, but having something to protect is an even better barrier against Erosion.
Walking among their cousin’s territory and interacting with civilian Beloved lets the School
connect their identity as a fighter to peaceful activities, and helps them avoid being consumed
by a life of violence.

Maturation
Natsar's Devotion is interested in strength and protection. Their Transformations lead them
towards forms that emphasize these traits - great rows of ivory teeth, thick, armored hides, and
rippling muscles. They take on predator's forms, and have the aesthetic of a bunker or fighter jet
- there's no mistaking their purpose and power. Some of the School actually blaze - their eyes
burn with inner light, or scales ripple with stark, strong colors, challenging their foes to a fight.

The School of the Reef gain a discount to Adaptations of Predation and Might. They may
choose a free Specialty in: Investigation, Brawl, or Intimidation.

Stereotypes

● School of the Abyss: Sure, run from your problems. Go hide in the depths. Don’t
expect anyone to come help you, though.
● School of Clay: A third of my soul is all the human I need.
● School of Fog: I’ll trust you at my back after you learn to fight.
● School of the Moon: I know the answer you’re looking for. Mother Hubur created us to
fight a war. You want to honour her? Then fight! Win!
● School of Sand: That fancy tech is nice, but claws and teeth don’t need an outlet.
● School of the Sun: Don’t be silly, your cultists can’t do everything for you.
● Typhons and Ophions: Man conquered this world, and I’m still part man. That’s why
I’m going to win.
● Hybrids and Lahmasu: They’re family. Doesn’t mean I can depend on them.
● Werewolves: Let them hunt me, if they dare.
● Mortals: They’ve forgotten the power they wield. I'd rather die on my feet with my eyes
open.
Chapter Three: Miscegenation
I know always that I am an outsider; a stranger in this century and among those who are still men.
― H.P. Lovecraft, The Outsider

A Leviathan is defined and limited by their nature to a greater extent than most other playable
creatures in the World of Darkness. While a starting character is unlikely to destroy entire towns
with their extended presence alone, the Wake still renders them incapable of living normal lives.
Barred from humanity's societies, a Leviathan may seek others of their own kind, but the Tribe
does not offer a structured society to welcome a fledgling Leviathan into the fold. Leviathans are
territorial, touchy, and often a danger to their “little cousins,” no matter how much they care
about the Tribe’s place in the world. Earth’s Most Wicked Tribe doesn't belong anywhere. This
means that Leviathan characters need to stand on their own, without the support of human or
Tribal institutions.

This lack of support does not necessarily mean that a Leviathan character has to go it alone --
unless they remove themselves from civilization entirely, the Wake will turn innocent strangers
into Beloved, who are nothing if not faithful allies. The Metamorphosis is a particularly
dangerous time, as the Wake’s strength may fluctuate wildly, so that a young Leviathan can
easily develop and cling to misconceptions about the effect they have on mortals. A fledgling
Leviathan could begin play with a Cult formed of those closest to them, the people they trusted
enough to form into a support group; it could be a team of investigators who tried to understand
the source of the nameless dread they felt, only to be consumed by it; they may even begin their
new life surrounded by former enemies who were bound when the fledgling used their new
powers for revenge. This group can serve as a proxy social identity for a fledgling leviathan,
especially if it retains a strong collective identity from before it was a Cult. For many fledglings,
returning from hiding and asserting control over their Cult is a key first step to asserting some
control over themselves. From there, they can “return home” and begin establishing themselves,
or make a clean break before they dive into their chosen School.

Blood family can play a key role in supporting a character concept. No matter how outwardly
normal they are, most families that produce a Leviathan belong to a bloodline that has produced
Leviathans in the past, and still bear the scars. Investigating one’s own family history can
provide some early goals and introduce a leviathan to characters who have a stake in the story,
and have enough knowledge to pursue their own goals.

A Leviathan who was raised in a Cult -- not an uncommon situation for god-spawn -- will likely
approach things differently to one who grew up outside a compound. In all likelihood, they’ve
been desensitised to tyranny and abuse of power. If their Cult’s original deity is dead, they may
see no issue with taking over, and the Cult may be equally eager for a new patron. As the new
God-King, the fledgling can inherit a wealth of goals, enemies, servants, and miscellaneous
interests. Even after discarding the ones they dislike (if it’s within their power to do so), this is
more than enough to give them a context to exist within and plenty of immediate goals to
provide some direction. If their predecessor still lives, they may gain a mentor, an ally, an
enemy, or just a contact; whatever its form, a relationship with an experienced and powerful
Leviathan is more than enough to define the first stages of a new Leviathan’s life.

It's advisable to consider your character alongside those being made by your fellow players.
Leviathans are territorial creatures, and though young and inexperienced Leviathans are eager
to find support from someone who’s going through what they are, most still hesitate before
committing to a Cohort. There is nothing wrong with playing a game where the player characters
are independent or even outright enemies, but most role playing games assume players will
form a group or alliance and Leviathan: the Tempest, even more than other games, will benefit
from players working together to design characters who can work as a team. Members of the
Tribe, subject to two sets of instinctual impulses and considerable psychological hardships, tend
to have tempestuous relationships to one another, and this possibility can open up a good deal
of opportunities for players that want to collaborate. A convoluted and conflict-ridden “familial”
relationship worthy of the Olympian gods is, after all, in-theme. However, a Leviathan who finds
moral self-acceptance through hunting monsters worse than herself is unlikely to have any sort
of relationship other than outright war with a would be god-king plotting to reduce humanity to a
species of slaves.

Character Creation

Step One: Concept


Your concept can serve as a framework onto which Traits can be hung – or merely as an easy
shorthand to explain your character to fellow players and your Storyteller. In general, it should
not be so binding as to strangle innovation – like every other choice, it's meant to open doors,
not close them. A concept can be as brief as two words or as long as a complex statement, but
at the very least, it should give your ST and other players a clear image – an idea of what sort of
person the Leviathan is, and what things they find important.

At the start of a chronicle, most Leviathans are young and new to their lineage – but hints can
begin to show up at any age, and a starting Leviathan can have had months or years to make
sense of the realities of their unnatural bloodline before coming into the fullness of their power.
This means that the Leviathan will have made many of their early life choices with at least some
understanding of their situation.

Ancestry may be a factor in one's concept – a bloodline that has hosted Leviathans previously
might well be, wittingly or not, warped by the hand of your character's predecessors. Families
that are aware of their lineage might well have their own notions of what the newly-arisen
Leviathan ought to do – ideas that could clash with the fledgling's own desires. The Leviathan's
School is generally a decision shaped by his actions after becoming aware, but these choices
may be directed by what the Leviathan valued or believed before they changed. The inclusion of
Strain or School shouldn't be considered a necessity, however – a Leviathan's nature and
personality aren't defined by his bloodline.

Step Two: Select Attributes


Your Leviathan's Attributes reflect their raw abilities – their natural inclinations and talents,
supplemented by the skills they learn and practice. Mechanically and narratively, their Attributes
suggest how, in a vacuum, they’re likeliest to solve problems. All Attributes begin with one dot,
and you assign an additional five dots to one category, four to a second, and three to the
remaining group. A single dot in attribute is distinctly below average, while two dots represents
the average human. Three dots in an attribute is above average but far from rare, while four or
five dots represents an exceptional and unusual acumen.

The rigors of Leviathan life, and their endemic control issues, mean that they often have a great
need for the Resistance attributes: Resolve, Stamina, and Composure. It is a marker of the
problems of the Tribe that most Leviathans are lacking in these exact Attributes, however – their
unbalanced lives and easy access to psychic coercion stymie the development of Resolve, and
the Wake often means that a member of the Tribe doesn't face the conflicts that would teach
them Composure.

Power attributes are common for Leviathans that operate more openly – they permit an insecure
Leviathan to impose their will on others. Those that combat the enemies of the Tribe on a larger
scale often cultivate tactical Intelligence: a Cult is only as effective as the plan it’s ordered to
carry out. But most prefer Strength, wielding their natural weapons as razor-tipped marks of
indignant divinity.

Step Three: Select Skills


Prioritize the three categories of skill – Mental, Physical, and Social. Divide eleven points
between skills in the primary category, seven in the secondary, and four in the tertiary. Fledgling
Leviathans will have spent most of their life before discovering their true nature and their skills
will reflect their lost human life, while the chaos of their metamorphosis may have pushed them
to learn new skills to survive. Consequently it’s common for most Leviathans to be generalists,
with few dots in several skills that were studied to fill an immediate need then discarded. More
experienced Leviathans will focus on Skills that are useful to their School, and most will have at
least some Intimidation, to keep the cultists in line.

Three dots in a Skill represents a competent professional. One or two dots represents an
amateur, dabbler or trainee while someone with four or five dots would be a remarkable expert
in the field.
Step Four: Skill Specialties
Skill specialties allow you to refine a few skills and demonstrate what makes your character
unique. Each Specialty is a short description chosen by the player and applied to a Skill.
“History”, “cutting red tape”, and “classical music” are all examples of specialties. Remember
that a character with an Academics Specialty in “Earth’s Most Wicked Tribe” is very different to
one who has that Specialty for Occult.

Storytellers should see Specialties as saying something about the character and their interests,
and they should design challenges and plot complications accordingly.

Step Five: Assign the Leviathan Template


Until this point, the traits that have been assigned have been primarily the markers of the natural
responses and tendencies of the Leviathan. While the distinction between “before” and “after”
transformation is unreliable for the Tribe, the line between the markers of their normal and
monstrous lives is a touch more distinct. The Leviathan template provides those elements of the
character that are unique to his experiences as a member of the Tribe.

Templates cannot overlap, and the inherent nature of the blood of the Tribe is such that most
supernatural templates won't even take root in a Leviathan that has begun undergoing his
transformation. A Leviathan is considered to have the template as soon as the change begins –
additional supernatural influence on his life at this point will not change the course of his life,
and may prove fatal, even for the intercessor. Especially if a protective family are grooming their
new demigod for his ascension.
Strain
Of all the traits of a starting Leviathan, their Strain is the factor that is most out of their control. A
Leviathan's Strain is a function of their bloodline, and a given family line of humans is likely to
only produce a single Strain of Leviathans (fringe cases exist in which closely-related Strains
may arise in the same family tree, however). A Leviathan's Strain determines which of the
primary Progenitor bloodlines expresses itself in their being, which of the traits of the Tribe that
they are most naturally inclined to exhibit, and, perhaps most importantly, the shape their Cult is
likely to take, and thus the problems they’re likely to cause them.

Strain determines which Vestiges a character favors. Each Strain has one primary Vestige that
all members of that Strain have affinity for, and three secondary Vestiges, from which each
individual member can choose a second affinity.

The focus on specific Vestiges is a function of genetics, and it is possible to trace the
“relationship” between Strains by marking the closeness of their preferred Vestiges. The ability
to favor certain Vestiges does have an effect on how the Tribe views a given Strain – each
group is stereotyped as the users of their preferred Vestige, as most Leviathans take a hammer-
and-nail approach to problem-solving.
School
Schools are the modes of thought that direct a Leviathan's exploration of their inhuman lineage.
With their history lost, and their control over their divine bloodlines lacking, members of the
Tribe are faced with a world they can’t live in or escape. Their method of making sense of that
world, and of defining a place for themselves, determines a Leviathan's School. Schools are not
formal associations, but modes of thought. A Leviathan's choice of School provides them with a
free Specialty in one of three Skills linked to that School, and affords them a discount on
Adaptations to two Vestiges, or one Vestige and a discount to codified Rituals.

The process of induction to a School is simple: the character must learn its tenets and attempt
to apply them to her own life. There are no ritual initiations, hazings, or pledges of loyalty.
Schools are philosophical viewpoints, not religions or political organizations. How the character
was exposed to the School can be a character-defining moment. Did they receive instruction at
the scaly foot of an elder Leviathan? Were they simply handed a heavy, crudely printed book, its
pages stained with sea salt? Or did she receive a terse email and a .pdf file summarizing the
viewpoints of the known Schools? As Leviathan society has few stable institutions, all of these
are possible. It's also more than likely that a young Leviathan will enter Tribal society with some
serious misunderstandings about Schools not her own.

Some Leviathans, especially those most new to their lineage, are without a School. Most do not
maintain this position for long – while the Tribe look at a Leviathan without a School as a ticking
time bomb, the lack of a life plan is extremely dangerous for a rootless member of the Tribe and
isolation and doubt can easily hasten their descent into madness, most Leviathans have more
pressing concerns than making a big issue over it. Especially if the lack of a School is simply
due to the fledgling being unaware of the Tribe’s philosophies.

A School-less Leviathan may take a free Specialty in either Brawl, Stealth, or Survival – their
focus is on the day-to-day struggle, not a long term plan. They do not favor Adaptations of any
Vestige. A School-less Leviathan can move into a School later – this, and the possibility of
changing one's School remains open. Often a Leviathan will consider several Schools, and
reevaluate their choices early and often, until they fully understand what each School entails.

Sheol
Your character's understanding of their bloodline, the degree to which they have delved into
their ancestry, is measured by their Sheol. It represents the turbulent potential of his immortal
lineage, and his ability to manage and direct that blood – the cocktail of sacred nectars and
mutagens called Ichor. As Sheol grows more pronounced, the Leviathan's Wake becomes
stronger – they cast a shadow of greater magnitude on the psychic landscape. Even a fledgling
Leviathan is capable of horrific feats, as befits a demigod, but High-Sheol Leviathans are nearly
unfathomable monsters, capable of breaking the backs of nations. Just by existing, a Leviathan
with high Sheol warps mortal minds irrevocably and draws much unwanted attention from the
Tribe's enemies.
All Leviathans begin play with a single dot of Sheol. This rating may be increased at a cost of
five merit points per dot, to a maximum of three dots.
Atavisms
As a Leviathan Transforms, they inevitably grow in size and strength, but each Leviathan is
unique, blessed with unique advantages -- hideous strength beyond even their kin, sinuous,
impossible speed, or a twisted, luminous brain, unparalleled by mortal thinkers. These traits are
called Atavisms -- throwbacks to the power of the Progenitors.

A Leviathan begins play with one Lesser, one Greater, and one Ancient Atavism. Each is
assigned to one Attribute, and will add extra dots to that Attribute as the Leviathan Transforms.
Vestiges
Vestiges are what remains of the world-shaking, star-swallowing might of Tiamat, passed down
through the blood of the Tribe. By exploring their ancestry, Leviathans express the power of the
Vestiges as they change into more monstrous shapes. Each Vestige is accompanied by a
Birthright, a small exercise of the Vestige's power that can be invoked without transformation. In
more potent forms, Vestiges manifest as Channels, which represent aspects of their purview –
these channels may be Ancestor channels, which are passive expressions of power and refined
biology, or Descending channels, which use Ichor to create more pronounced and amazing
effects.

A Leviathan favors two Vestiges. One of these is set by their Strain, and the other is selected
from options also determined by their Strain. Once chosen, this selection is set in stone. A
starting Leviathan then may select three Channels, at least one of which must be from the
Vestige set by their Strain. The second comes from either of their favoured Vestiges, and the
third Channel may come from any Vestige. They must first grasp an Ancestor channel of a given
Vestige before they can explore its Descending channels, but mastery of any channel also
grants access to that Vestige's Birthright.
Swimming
As aquatic creatures, all Leviathans gain a free Athletics Specialty related to water. If the
majority of the game is to be set on land, then this Specialty may be as general as “Swimming”,
however if you intend to spend significant amounts of time underwater it is recommended that
this free specialty is narrower in scope.

Step Six: Create a Cult


A starting Leviathan begins with a Cult. This Cult starts with one dot in both Piety and Fervour,
and two additional dots to assign between Piety, Fervour and Zeal. If they wish, players may
assign Merits from their character's pool (see the following section) to purchase additional
advantages for their Cult.

Take a moment to think about what your cult looks like, at least in broad strokes. Occult orders
with scriptures, rituals, and a wardrobe full of hooded robes don’t come out of nowhere (though
for high Sheol Leviathans, you’d be forgiven for thinking otherwise). Unless you’re playing
experienced Leviathans with an established Cult, you should think of them in mundane terms:
“the cheerleaders,” “neighborhood vagrants who felt called by my Wake,” or “some of my
neighbours and a few guys from the old office.” An experienced leviathan (or one who has
inherited an established Cult) may have something exceptional or distinctly occult: “a vast
network of organised crime,” “an international secret society of mystic scholars,” “an island full
of Maori sailors, hidden from the modern world,” or “the radicalized inner circle of a major
mainstream religion” would all be appropriate.

If players choose to start with a shared Cult, they do not gain any extra dots. The Shared cult
starts with a dot of Piety and Fervour and two freely assignable dots just as before. The power
of a cult grows exponentially as Piety and Fervour rise, meaning that even as a Cohort,
fledgeling leviathans cannot create a more powerful cult without investing time and experience.

Step Seven: Select Merits


A starting character has ten dots to buy Merits. Leviathans may also expend Merit dots to
enhance their Cult or purchase Adaptations, which expand the powers offered by a selected
Channel of a Vestige. Leviathans have access to certain unique Merits, which are discussed
later in this book – these additional Merits can be chosen at this point. Remember that Merit
dots can also be spent to increase Sheol, as noted above.

Step Eight: Determine Advantages


Willpower
Leviathans determine their Willpower scores as usual. They may expend a point of Willpower
alongside the use of Ichor. If a Leviathan has Atavisms for Composure or Resolve, they gain a
second Willpower Pool, which they may only access at a sufficient Depth. The secondary pool is
used first and refilled last.

Tranquility
In place of Integrity, the Tribe have a Tranquility track with twelve, not ten, boxes. Boxes
occupied by the divine nature fill the track from the top down, and boxes occupied by the bestial
nature fill the track from the bottom up. A Leviathan’s Tranquility is the number of unfilled boxes
in the middle.

A Leviathan begins play with the topmost and bottommost box filled, and the player chooses
two more boxes to fill.

Ichor
The Tribe’s access to occult power is mediated by Ichor, the energy derived from the divine
blood of the Progenitors. Ichor allows a Leviathan to change shape, invoke Birthrights, activate
Channels, perform Rituals and otherwise use their inhuman abilities to their fullest extent. All
Leviathans begin play with Ichor equal to half of their maximum (as determined by their Sheol
score; see pg. (XX) for details), plus an additional point for every dot of Zeal in their Cult.
Upwelling and Undertow
A Leviathan's human mind is locked in conflict with a vicious beast and a sadistic god. Though it
can still enjoy its Vices and feel fulfillment from its Virtues, neither can provide what it truly
desires: a moment's respite from the battle. Only offering the beast or god a distraction can offer
a chance to rest and recover.

An Upwelling represents the character of the Leviathan's divine nature, while the Undertow
represents the bestial nature. By acting in accordance with either nature instead of fighting
them, a Leviathan may find a moment's peace and regather their strength, restoring Willpower.

Step Nine: Footprints, Leaving the Sea


By now, much of the work of creating a character has been done – areas of competence
highlighted and social contacts codified. This step is primarily for reflection and refining – what
do these traits, taken together, suggest? What sort of person is the character, and how does he
react to obstacles? Consider the Leviathan's physical appearance, especially as he transforms,
and how he comports himself in public. What does the Wake do for the character? Is it a
hindrance or a boon?

On top of important thematic concerns, little elements of characterization can be a blessing, or


an unexpected source of memorability for a character. Does the Leviathan have any unusual
habits or tendencies? Quirks of character? Leviathans aren't particularly stable individuals –
they tend to gravitate towards routines or nervous responses to the world around them, which
may be codified into an unconscious routine. These small elements can serve as low-key
suggestions of the anxieties that a character is subject to, or as ways of making a character
more “alive” in the shared narrative. Above all, think about how you're going to have fun “being”
the character during play – it's all well and good to make a character that's interesting, but if that
interest is purely academic, then at least some of the fun of getting together at a table with
friends to pretend to be the Gill-Man is lost.

Sidebar: Looks can Kill


So what exactly do Leviathans look like? Do they have facial tentacles like Cthulhu or
are they more of a classic sea serpent? Every leviathan is unique, but they build their
appearance from the same four blocks: Strain, School, Tranquillity and Channels.

For a freshly spawned Leviathan, the Strain defines the appearance. Each Strain
possesses an infinite variety in its appearances, but broad themes are present. A
Bahamutan will have an appearance of size and durability, while an Oceanid is defined
by grace and beauty. A Leviathan's Strain is in part genetic and its contribution to his
appearance can be inherited through the usual ways. Some tribal family lineages have a
strong family resemblance or a distinct “signature”. It must be said that in a species
where giant turtles can interbreed with jellyfish swarm-bodies, the rules of inheritance
are as unpredictable as you’d expect.
As a Leviathan ages, her self image, shaped by her School, comes to dominate her
appearance. In some sense this is reassuring: a Leviathan can visibly see her transition
from the monster fate made her into the monster she hopes to be. From another point of
view, this is a horrific curse. Not because a Leviathan can visibly see her flaws, no it's far
worse than that. The Tribe has no "true" or "correct" form. The Tribe have so little to
guide them, to say what a Leviathan should be. They can't even know if their own bodies
are a hint at their true nature, or if they've taken themselves down some wrong path.
Should a Leviathan acquire an Evolution, it replaces the School's effects on the
Leviathan's appearance, and it creates a baseline. A Leviathan who “evolves” into the
form of a giant turtle will always look like some form of turtle.

Tranquillity does not promote a single appearance. Tranquil Leviathans don't have one
head, and unTranquil don't necessarily have three that keep fighting each other. Rather,
a Tranquil leviathan looks like something, anything really. A Leviathan who's falling into
the Tempest looks more like a Frankenstein of different parts.

Finally, Channels are visible most of the time. It's not universal, plenty are internal
changes, but on the whole you can get some idea of a Leviathan's capabilities by looking
at it. A Channel like Mortal-Devouring Armory is not a mystical effect that makes the
Leviathan's punches more dangerous. Those claws are physical and quite distinctive.
Other Leviathans may manifest the Channel as spines or teeth, they may secrete
venom, grow jellyfish like stingers, or even a swarm of vicious symbiotic monsters, but
there will be something. The same is true for Adaptations. If it seems like it should
change a Leviathan's physical body, then it probably will.

The Prelude
While genetics are necessary to create a Leviathan, they are not the whole story. You might
consider running a prelude to help develop characters before the real game begins. A prelude
serves to push a player to consider their character in unusual circumstances or in scenarios that
the player had not previously thought of – it involves roleplaying a series of moments or
answering a series of questions in-character. The idea is to highlight points of interest in a
character's distant and recent past that illustrate elements of their personality and interests, as
well as suggest issues that might prove useful for integrating the character into the chronicle, or
which might be plot hooks down the line.

The Prelude is meant to shift the abstract question of “what sort of person is my character” into
a series of scenes that engage a different way of thinking to provide similar information. It can
also serve as a “warm-up” for getting into a character, or as a way of presenting a situation that
the player might not have thought of – especially a point at which two aspects of a character's
personality and tendencies become opposed to one another – which do they value more?

At the Storyteller's discretion, the Prelude can also serve as an opportunity to shuffle points on
the character sheet. It's before the beginning of play, after all, and the whole idea is to offer new
avenues of thinking about the character – if the character-as-envisioned and the character-as-
mechanics aren't in sync, there's no better time to make adjustments as the rules and the ST
permit. It can also help prioritize avenues for advancement and plots that interest the character
– if you and your Storyteller get very involved in one portion of the prelude, that's a big hint that
there's material there that should make its way into play.

Preludes can also serve as a method for a Storyteller to work some background detail about the
sort of chronicle he has in mind into the player's minds without having to resort to an expository
barrage in the first session (or a lengthy handout of information). It can also serve to make
things more “personal” to a character – Marduk's hunt is a very different issue for a character
that has only experienced it in the abstract, rather than having an episode in their Prelude that
brings them up against the organization.
Storytelling the Prelude
The door was worth pretty much what you paid for it, bursting inwards in a small storm of
splinters as a hastily-moved minifridge and bookcase tumble out of the way. Still, it bought a
couple of seconds before your company arrived – and from the shouts in the hallway and the
sound of footsteps coming up the hall, it sounds like quite a bit of company. Not to mention the
sirens. You figure you've got, what, ten seconds before they're in the room with you?

Which is why you're perched half-in your shattered window, glass shards on the ground below,
trying to figure out whether you can make the pool if you jump from here. Or whether it might be
easier to just aim for the concrete, given the way your day's been going.

How did you end up here?

The Prelude should serve primarily as a method of getting players and their characters on the
same page. While it's not such high art that people have to treat it like a chore, a big part of a
game of Leviathan involves dealing with the mixture of godlike power and impotence, and that
balance is most easily struck if everyone has a feel for the cast. Determine whether you want to
run Preludes individually or as a group. Individual Preludes are sort of the expected norm for
Leviathans, as their relative rarity means that unless they grew up together members of a
Cohort likely didn't meet until later in life, but this shouldn't be binding – after all, people in the
same situation often end up in the same place. A group Prelude has the advantage of being a
bit like a game session, and gets everyone used to working around a table together – it can be
played either as shared scenes or alternating stages, with each character being presented with
similar scenarios. The latter method in particular offers a way for other players to get a feel for
someone's character – it places their reactions to various events in relationship with the rest of
the cast.

A strong Prelude ought to balance elements of the horrific and the relatively mundane.
Remember you’re (probably) not Leviathans yet. Before coming into their powers Leviathans
have to balance sudden mutations, unwanted urges, strange coincidences, and the other
problems facing a Leviathan in the process of metamorphosis with whatever tasks their
employers, school, or cult has assigned them. Trying to focus on the corporate meeting when
you’ve noticed suckers growing on your underarm can be stressful moment that reveals a lot
about how a character deals with pressure and horror.
Developing – Early Life

It had been buried deep in a corner of the attic, but you'd eventually improvised a makeshift
series of support columns with other boxes, some of which you expected contained valued
family heirlooms, which made their periodic creaks a source of some worry – but you had it. The
dark metal chest at the back of the attic, which you cousins had assured you was “totally
grandpa's porn stash,” or “full of old guns,” or whatever. You didn't lend their theories much
credence. You were just curious about the rusty old thing, and your other relatives claimed not
to know – and that you shouldn't play in the attic, which would be, if their state of worry was to
scale with the actual danger, wall-to-wall exposed rusty nails.

There was an oversized padlock on the chest once, you realized, but it had rusted off
somewhere down the line, and parts of it rubbed off on your hands as you moved away the
remains. It smells a bit like the sea.

What's in it?

It's not exactly accurate to say that a Leviathan was ever an ordinary person- the bloodline is
present in them since birth, after all, and has presumably had some influence on their family. It's
rare, but not unheard-of, for one to arise “out of the blue,” but most members of the Tribe are
born with families that have, to some degree, been touched by the blood of the Progenitors.
Some more than others – Lahmasu have to come from somewhere – but in general, those odd
little secrets that every normal family has take on much greater significance in the life of a
Leviathan. One of the central themes of the line is a loss of foundation, and the revelation that
one's family contains something other can come well before the Leviathan discovers that the
alien presence is contained within his own body. Even for a Leviathan with an apparently-
normal family, the time before can serve as a jumping-off point – it's the place of security and
apparent normalcy that is lost when the blood of the Tribe begins to manifest.

For Leviathans who grew up in a cult immersed in the Tribe’s influence, this theme is perhaps
even stronger. There will come a point where a young Leviathan’s emerging divinity rejects
servitude and bristles at the theology of a rival. The realisation that you are not who the adults in
your life told you is so much more shocking when it washes away the chains of indoctrination,
and the players can can learn much about a character by seeing how they react.
Facial Hair, Deeper Voice, Gills, the Usual – Changing
If anyone had asked you to prepare a list of difficult-to-eat foods, “sandwich” would not have
been on it, but there it is – right there in the bread, one of your teeth, all white and clearly yours,
because you would have recalled making a tooth sandwich. Your friends haven't noticed,
they're still talking and laughing and stealing fries and so on, but you're looking into your
sandwich. Tentatively, you reach into your mouth and check – nothing missing. A quick tug on a
tooth, just to be sure -
And now you're looking at another tooth, in your palm. No pain, not really, but the grind as
another slips into its place in your head – you felt it, this time. And now your friends are looking
at your confused expression, asking what's wrong.

What do you do?

Leviathans don't undergo a single moment of traumatic change – though many might wish that
they'd been so lucky. The development into a fully-fledged member of the Tribe occurs over
weeks or months or even years, as the bodily changes and the Wake is established. During this
transitional period his birthright can manifest at random in mysterious and horrifying fashions.
As such, instances such as the above should form the backbone of this section of the Prelude,
points at which the character has to confront that things aren't right. Some Leviathans seek help
during these changes, but modern medicine and science is of little comfort. Most characters will
be in their late teens and early twenties during this stage, adding another aspect to scenes –
they're under an amazing amount of stress during the formation of an adult identity, and have
had even more trouble heaped upon them.

The use or abuse of the Wake is an important part of a Leviathan's social life, and it might be
worth it to work in a scene in which the character is clearly benefiting from an unnatural
presence and stands to have something they want because of it. This is particularly important
for considering the character's eventual stance towards his Cult and normal mortals – it's all too
easy for a Leviathan to just take what they desire.

At this point, a Leviathan might have access to one or two of their powers or the lesser
Mutations available to Hybrids, as the Storyteller permits – but not their full suite, and generally
not their full complement of Vestiges. Their ancestry is unreliable and can't be trusted to
manifest itself in helpful ways.
Your First Time - Beloved
There was a time when she was so far above you in the social hierarchy that you couldn’t
imagine ever catching her eye. Now you have it, and you’ve tried everything to get rid of it. You
tried to reason with her. You tried ordering her. You tried to hide. You even tried calling her
parents. She’s still here, a knife pressed against her best friend’s throat. The sacrifice is
somehow supposed to prove she’s worthy to love you, you don’t understand the reasoning, but
you can see the fear in her friend’s eyes transforming into that same fanatical gleam.

What do you do?

For many young Leviathans, perhaps even most of them, their first Beloved marks a clear
transition in their understanding of their metamorphosis. Whatever they thought was happening,
it was happening to them. No matter how much upheaval it caused in their life they still had
some control, even if it was only the option to run away and live in a cabin in the woods. Once
they create a Beloved, that illusion is shattered. Their new follower could do anything while
they’re not paying attention. Their power can, in a sense, reach out and act on their own accord.
Who knows what it might do while they hide at the bottom of a lake? For Leviathans raised in a
Cult it’s the moment hiding became impossible and they must flee or take over. If they thought
they were merely turning into a Lahmasu, they’ll know better now. For other Leviathans it’s the
breaking point, after which they really do flee, and for some, having actual worshippers is the
moment they realise they are divine. They might even like it.

However a Leviathan reacts, the first Beloved is the moment that most Leviathans realise that
whatever is happening to them is bigger than the visible symptoms and they can’t manage the
condition and return to a mostly normal life. If they still thought of themselves as human, now is
the time when many young Leviathans put such pleasant illusions aside for good.
My Life with Monster - Moving Forward
Well, you have it. Now it's just a matter of getting away with it. The bag's thrown in the back
seat of your car as you try desperately to control your breathing, trying to remember what those
meditation tapes instructed you to do – you can't remember if you lost them back when you
ditched the other car, or if you left them deliberately. In any case, you think you can spare a
second to center yourself before you cut town – things have been going pretty smoothly, and
you know what stop's next. There'll be others there, and that sounds pretty noxious, but at least
you'll start getting some answers.

The bag's in the back – you double-check just to be sure – and you're so thrilled about its
contents that you're finding it hard to blame yourself for what you did to get it.

What did you do to get it?

By the end of the previous section, you should have a grasp of the nature of your character's
transformation and what he's decided to do about it. This section solidifies those decisions – it
should be composed of a scene that emphasizes just what sort of person your Leviathan has
decided to be, what School he follows, and where he sets himself in relationship to others. A
good finalizing scene gives a sense of the character as having a goal in sight and a chance to
proactively use their abilities now that they have control over them – but also suggest the ways
in which these decisions are made in isolation. There's no “right answer,” and many Leviathans
are deluding themselves when they formulate a scheme of reality that suggests some endgame.
It's good if tensions between what the Leviathan is and wants to be arise – that's the sort of
problem they have during their self-definition.
All in the Family - Settling Down
The gathering is held a mile out to sea and you’re not sure if you should have come here. For
months you wanted nothing more than to meet others, people who could explain what was
happening to you. Now the back of your neck is prickling like someone is about to bite it. When
they speak to you, their arrogance is like wasps buzzing in your gills. People are baring teeth,
flexing tentacles, flaring crests, and so are you.

Then she arrives. She’s almost twice the size of anyone else and unquestionably in-charge.
Your irritation is subsumed by a cool focused terror and at last the group begins to make
progress. She travels among the group, gathering news and assigning tasks. When she speaks
she sounds like a bizarre combination of a biblical patriarch, trailer trash, and your aunt. Finally
she turns to you and asks everyone to welcome a new member, now everyone’s looking at you.

How do you respond?

At this point in the prelude everyone (hopefully) has a good grip on their character. That means
it’s time to introduce the characters to each other. Ideally your players designed their characters
with some reason to form a Cohort together (assuming that you’re playing as a Cohort).
Introductions can be done all at once, or as a series of brief scenes to form a loose network
followed by one final scene where a common problem or threat causes everyone to get into
contact.

If a character is resisting being a part of the group, that can be a sign that adjustments need to
be made. However, players should not feel they’re playing badly if their character isn’t a model
of civility. The point of the prelude is to create a group of characters who make the game fun for
everyone, not to force a group of square pegs into round holes. Portray your characters
honestly. If there’s any conflicts (and they aren’t the fun kind of conflict), you want to know now
while you can still easily make changes.

A Few Questions
If a character's finished but you still want to flesh them out a bit farther, or are looking to
consider them outside the bounds of the questions asked during character creation or which
arose during your prelude, the following might be of use:
What were the worst parts of your transition?
Did you freak out, or keep to yourself? Did you look for help? From people? From books? Did
those you reached out to help, or were they as scared as you were? Did you abuse your Wake?
Did you want to? Did you lose parts of your life – friends, a job? Leave school? Run away?
What's on the agenda?
What are your short-term plans? Your long-term? Do you have any goals? A rival you wish to
conquer? A relic you just have to have? Would you do anything for that goal? Where do you
draw the line? Do you try and maintain a normal life alongside your monstrous one? How's that
going? Know an Atoll? How's that working out? Who do you want to impress? Who do you want
to take down a peg?
How's the family?
How do you get along with the members of your Cohort? How do you treat them? Do you keep
in touch with your mortal family? Are they, you know, a mortal family? Are any of your relatives
“in the know”? How's that feel? What do they expect of you? Are you willing to disappoint them?
And the kids?
How does it feel having a Cult? How do you keep them out of trouble? Ever feel guilty about it?
Ever feel like maybe you should? What do your cultists want from you and are you able to give it
to them?
Any bad news?
Is there any trouble on the horizon? Are your Cult preaching too openly? Have you had run-ins
with any of the Tribe's enemies? Do you go looking for 'em? Ever kill anyone? Ever make
someone kill anyone? Ever think about it?

Names, Aliases, and Honorifics


Leviathans aren't really human anymore, and some don't stick with their old name, assuming
something that better fits what they see as their “true nature.” This practice is taken to with a
varied degree of seriousness, just like most attempts at “re-branding” oneself. Some Leviathans
aim for names that suggest their ancient lineage, something that sounds “Bronze Age.” Others
stick with their given names, or with a series of aliases (especially if they're on the run from the
police or worse.) Cults tend to give their deities grandiose titles, and some leviathans believe
their own press.

Inside a Cohort, however, names are usually kept brief – first names are usually sufficient, given
the size of a Leviathan social unit – no one is going to mistake “Greg” for some other guy with
that name. Given the arrogance and touchiness among many Leviathans, there’s usually an
unspoken agreement “you don’t ask me to call you my lord, and I won’t ask you to call me your
lady”, so only the more self-obsessed or powerful members of the Tribe try to inflict their divine
stature on the rest.

Example of Character Creation


Sargon intends to make a character for Alison's upcoming game of Leviathan. He's been told
that it will focus on the Cohort traveling across the face of North America, exploring rumors of
potential archaeological finds and coming into conflict with the Cults of rival Leviathans and
Ophions. With that in mind, Sargon plans to make a character who isn't too tied down to one
location – one not bounded to territory or some other major obligation. He decides to run with
this transience and make a character who's at home in unfamiliar situations – the sort of guy
that can roll up to a new town and find some way to make himself useful to the local movers and
shakers.

Step One – Concept


The Cohort's members cover a good region of investigative and combat-based skills, so Sargon
feels comfortable making his character's likeability and social acumen the backbone of his
design.

He refines this into a brief concept - “Useful Stranger.” He likes this, and decides to use the
element of the stranger to a greater extent – his character is something of a remora, latching
onto stronger Leviathans for mutual benefit but never getting tied down. He settles on a name,
too – Gregory “Greg” Beauchamp. Greg's a bigger guy by mortal standards – broad shoulders,
handsome in a sort of scruffy way, and surprisingly blue eyes. Sargon's mental image adds a
layer to the character – he's likes to throw his size around mortals to compensate for how he’s
smaller than other Leviathans.
Step Two – Attributes
So it becomes immediately relevant. Without hesitation, Sargon decides that Greg is going to be
primarily Social, with Mental Attributes as his secondary, and Physical bringing up the rear.
Even though this game will have plenty of combat Sargon feels he’ll be better off using his
supernatural abilities in combat and saving his standard Attribute dots to invest in social
acumen, as he is more likely to need social skills in his human form.

Sargon is mindful that Leviathans have a lot of barriers to social interaction and prioritises
Composure. You cannot work with another Leviathan unless you can clamp down on various
territorial instincts. Sargon chooses Manipulation next: trying to overpower another Leviathan’s
presence will just lead to escalation and a clash of titanic egos. However, Greg is still a
Leviathan so he has to have at least some Presence. Overall Greg has Presence 2,
Manipulation 3 and Composure 3.

As Sargon is going to be investigating ancient ruins and occult mysteries, Intelligence is sure to
come in useful, and Resolve grants Willpower points which are priceless. However, Wits is an
incredibly useful trait for social characters and so it gets priority. Greg has Intelligence 2, Wits 3,
and Resolve 2.

Finally, Sargon comes to his final category. Thinking about it a bit, he decides to put two dots in
all his physical attributes – Greg is not notably deficient physically.

The whole picture of Greg places him as someone who's comfortable in many different
situations, and is quick and flexible to adapt. Greg clearly favours finesse and his weakest traits
are power traits. Greg rarely takes the direct approach.

Step Three - Skills


Sargon takes a look at the categories of skills and, shrugging, assigns Greg's priorities in the
same fashion as his Attributes – he's good at what he's good at. The next step is to figure out
the “must-haves,” those skills most vital to the overall concept of Greg and this chronicle.

In the Social set, Sargon places checkmarks next to Socialize, Streetwise, and Persuasion.
There are other skills that are important, but these are big deals for Greg to do what he does.

Because this game is going to involve a lot of conflict, Sargon considers Greg’s approach.
Remembering that Greg favours finesse over the direct approach Sargon decides Greg is
stealthy and will have dots in firearms. He has no experience with guns, but will use his
supernatural abilities to fight at a safe distance. Finally, he will have at least some Athletics to
provide Defence.

Finally, Greg's at least moderately good at Occult and Investigation – if only so he can
contribute as a secondary actor when they’re investigating a long forgotten temple.
When assigning final numbers, Sargon ensures that Greg has three dots in Socialize and two in
Streetwise, Subterfuge, and Persuasion. He puts two dots in Firearms and Stealth, along with a
dot in Athletics. For his mental skills, Greg has two dots in Investigation and one in Occult.
Sargon decides that Greg grew up believing he is a normal human and has had to self-teach
himself occult lore.

This leaves Sargon with two dots of Social and Physical skills and a dot of Mental skills to flesh
out his character. For the mental skill, Sargon takes a dot of academics, as it will also be useful
in those ancient temples, and can come from the same independent investigations as Greg’s
Occult lore.

Sargon decides to invest his final skill dots into fleshing out Greg’s early life, before he became
a Leviathan. Greg grew up in in the rough side of town and picked up a dot of Brawl and
Subterfuge to keep himself safe and a dot in Survival from couch surfing among strangers. The
final dot goes into Intimidation, which comes naturally to Leviathans.

Step Four - Skill Specialties


Greg’s core concept is that he can walk into a new town and integrate himself with whoever’s
the boss and so his first specialty goes towards that. Sargon gives him the “first day in town”
specialty for Streetwise. He also gets the Persuasion specialty “superiors”, something that dates
back to his human life working as a menial assistant sales clerk at Best Buy.

Finally, Sargon thinks that two dots in Firearms might not be enough to land reliable hits on his
foes, so he adds the “natural weapons” specialty to firearms.

Step Five - The Leviathan Template


At this point, Sargon needs to work on determining the supernatural elements of his character –
how does Greg function in the world of the Tribe?
Strain
The first decision he needs to make is a selection of Strain. Sargon isn’t too worried about
mechanics as Strains are pretty flexible. He wants to favour Predation or Might so that Greg can
fight at a distance but six of the seven strains have that option.

Since Greg is a social character Sargon considers then quickly rejects the Oceaneads.
Oceaneads have even stronger instincts for social dominance than other Strains, and those
would clash with Greg’s underhanded approach.

Another player points out that the Nu are known for the flexibility, but the Nu are surrounded by
mystical Cults and Sargon feels this doesn’t fit Greg’s practical day to day worldview. Instead he
settles for the Lahamin. The Lahamin’s isolation fits how Greg has many working relationships
but few friends and the theology of the Lahamin, giving purpose to their Beloved’s lives, reflects
Greg’s own transformation from someone living day to day into a Leviathan on the Tribe’s
eternal quest for purpose and self-definition.
School
As he is creating a social character, Sargon is naturally drawn to the School of Fog, but
ultimately Sargon chooses the School of the Moon. The School of Fog has a sincerity in their
social interactions with other Leviathans. They believe unifying the Tribe is a goal in of itself.
Greg is sociable, but he’s ultimately looking out for number one. The School of the Moon’s
emphasis on change fits Greg’s social style, as it allows him to change himself to suit whomever
he is trying to impress, while the School’s focus on the Progenitors and archaeology gives Greg
a motive to take part in the chronicle.

For his School’s free Specialty Sargon takes “assisting” under Occult. It fits his character and
with only one dot of Occult, Greg will probably be a secondary actor in a lot of rolls.
Atavisms
Earlier, Sargon decided invest Greg’s natural abilities in social acumen and use his supernatural
abilities for combat. Now comes the time where he can complete that plan.

Sargon gives Greg an Ancient Atavism in Dexterity. That way even if he is ambushed in human
form he will not have to transform far before he can unlock bonuses to combat.

This still leaves Greg with two other Atavisms, and so Sargon decides to invest one in Greg’s
social abilities and the other in the chronicle’s archeology focus. Reasoning that archaeological
mysteries have been around for centuries and can wait a little longer for transformation, he puts
his Lesser Atavism in Intelligence and his Greater Atavism in Composure.
Vestiges
As a Lahamin Greg must choose one Channel from the Vestige of Awareness. The obvious
choice is Lambent Eyes of Judgement, which will help Greg read other Leviathans to better use
his social acumen upon them.

Next, Sargon must choose a second favoured Vestige from Predation, Sanctity or Vitality. He
chooses Predation, as this Chronicle will have a lot of combat. Like most Lahamin, Greg doesn’t
look like a fighter, but one should never assume the Lahamin are as defenceless as they look.

Greg still needs two more Channels, at least one of which must come from Awareness or
Predation. Since Sargon wants Greg to have the ability to fight at range through Mouth of
Burning Lamps, he will also have to choose an Ancestral Channel, and for that he selects
Stalker's Shifting Hide.

Unlike most Channels, Mouth of Burning Lamps requires customisation. Sargon opts to reduce
the penalty of called shots at Depth 1 and alternates his remaining points between extra
Damage and making it easier to inflict Tilts. Greg may not be the most dangerous in one on one
combat, but he has a variety of venomous spines that are perfect for setting his enemies up for
his cohort to strike the killing blow.
Swimming
Finally Greg gets a free athletics Specialty. Alison says they’ll be spending entire sessions
underwater so they need to pick appropriately. Therefore Sargon takes “on the bed”: like many
Lahamin Greg can swim just fine, but prefers to walk at the bottom of the ocean, lake, or sunken
temple.

Step Six: The Cult


If Greg is going to integrate himself with local power players he’ll need to have something to
offer, and so Sargon designs his cult accordingly. He doesn’t want to drive around with a fleet of
followers and he doesn’t want to compete with the various locals he works with, so he opts to
have his Cult a bit lower down the social ladder; the people who actually get things done.

Sargon names the Cult “The Sons of the Road”. They recruit from truckers, gas station
attendants, motel owners, and other people who work in or adjacent to transport. In aesthetics,
they resemble old sailors: With kooky superstitions, traditions of the road, named trucks, and
watching traffic conditions with the same intensity that sailors watch the tides.

The Sons of the Road are not blood soaked fanatics: it’s members might get involved in bar
brawls at a truck stop, but no one has actually killed in the cult’s name. What they are is
desperately unhappy people who feel trapped in dead end jobs and cling to their rituals as a
way of feeling a sense of purpose. Some of the Sons felt that way because it’s true, others were
happy until the Wake ensnared them.

To create a well rounded group of servants Sargon increases both Fervour and Piety to two.

Step Seven: Merits


Sargon doesn't want Greg to be flat out broke. He always has enough to buy a nice outfit or
dinner for whomever he’s trying to impress (assuming they don’t have exorbitantly expensive
tastes, plenty of Leviathans do) so he takes a dot in Resources, tribute from his Cult. Noticing
that he has all the prerequisites for the Table Turner Merit, Sargon also grabs that one.

With the array of social merits on offer, Sargon decides now is a good time to think about
refining Greg’s habit of integrating himself with local power players. He decides that the Eye for
the Strange Merit fits perfectly. There are only so many Leviathans around to integrate himself
with and mortals are out the question; as a Leviathan Greg can’t just buy a drink for the sheriff,
that would go down slightly better than giving him the evil eye. With Eye for the Strange, Greg
can hone in on other supernatural beings. So long as they have a supernatural advantage or
mental defences, they’ll be immune to the wake (at least until Greg advances in Sheol).

While Greg is never truly loyal to his transient superiors, he tries not to leave things on bad
terms with them, and has a growing connection of people willing to trade favours with him, so he
takes two dots in Allies for Small Town Supernaturals.
Sargon doesn't think the Sons of the Road can function as a distributed cult spread across the
rural american motorways without some organisation, so he spends two Merit dots to make
them a Secret Society. He also buys his Cult the Old Hands merit for smuggling. Money, drugs,
people, or artifacts: If Greg wants it smuggled, intercepted, or just tracked, his Cult are scarily
competent.

Step Eight: Advantages


The advantages section is simple. Sargon notes down that Greg has five Dots of Willpower and
a secondary pool with two dots. The first dot is accessible at Depth 4 and the second dot is
accessible in Depth 7.

Like all Leviathans, Greg starts with the topmost and bottommost box of the Tranquility track
filled, and Sargon must choose two more boxes to fill. He notices that if the Divine nature fills
three boxes it will inflict penalties to Social Skills, so Greg opts to give both boxes to the bestial
nature and take a penalty to Composure instead, with a Greater Atavism he can compensate.
This sets him apart from the rest of the group, who have all opted to give one box to each
nature and start without any penalties.

For Greg’s Upwelling, Sargon chooses The Weaver. Greg works by attaching himself to
stronger characters, so with this Upwelling he can get Willpower if that character is unaware that
they’re furthering Greg’s Ambitions.

Finally, Greg comes to the Undertow. He hasn’t put much thought into Greg as an animal, but
looking over the list he decides the Stalker also fit’s Greg’s modus operandi.

Finishing Touches
Now that Greg is complete, Sargon applies the finishing touches. He declares that Greg’s cult
refer to him as Herald of the Lords of the First World, Scion of the Line of the Great Unchained,
Descendant of the Seven Divinities and Hierophant of the Sect of the Wanderer of Oceans. A
name Greg never uses in public.

Lahamin typically look like creatures from the seabed, and even though Greg does not have
Armour from Flesh of the Progenitors, Sargon still declares that he looks like a trilobite. He can
justify it by aquing Flesh of the Progenitors later. As Greg develops in Sheol, he will evolve from
a living being into something akin to a living fossil whose rocky exoskeleton is an archaeologist's
treasure trove of buried artifacts and ruins.
Chapter Four: All at Sea
Chandana said the ship was dead. We trusted him. He was right. But even a dead god can dream. A god — a real
god — is a verb. Not some old man with magic powers. It's a force. It warps reality just by being there. It doesn't have
to want to. It doesn't have to think about it. It just does.
― BioWare, Mass Effect 2

Over time, as a member of the Tribe comes to understand the ways their mind and body have
been warped, 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’re responsible for everything they do; if control is lost,
it’s on them. More than that, 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 -- tamp down an unwilling 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.

Sheol
The blood of the Tribe runs deep with ancient power, which expresses itself as the mystical
abilities 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 they have connected with their
heritage, is Sheol - the descent into the bloodline of the Tribe, and the realization of the legacy
of Tiamat. The cost of this inner revelation is increasing separation 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 all the consequences that entails
for those who cross his path.

All Leviathans begin with one dot of Sheol; they may embrace or reject their nature, but they
have little personal connection to their own heritage. The fledgling Leviathan may have been
given an explanation by a relative, but it is something she has been told, not something that she
has lived. Characters may increase Sheol by spending experience: Her connection to her
forebears becomes more personal, even intimate. The Wake isn’t just an abstract “aura of
oppression” -- it’s the brainless, suicidal fervor in the eyes of the Leviathan’s Beloved. Tiamat is
not just a name for the unknown origins of the Tribe -- Tiamat is the reason she broke into a
museum to pilfer Babylonian tablets. He may embrace, accept or loathe his heritage, but it is a
very personal love or hate, derived from a vast personal history.

Some Leviathans are lucky or unlucky enough to be born into cults or families deeply touched
by the Tribe. They felt a personal relationship to the Tribe even before their powers emerged.
These Leviathans, along with any who have delved into their heritage prior to the beginning of
the Chronicle, may buy extra Sheol during character creation.

Sheol Stat Atavisms Size in Max Safe Ichor Wake Ripple


Maximum (Lesser / Apotheosis Ichor / Turn Diameter Penalty
Greater /
Ancient)

1 5 1/1/1 10 10 1 400 feet -1


2 5 1/1/1 15 12 2 800 feet -1

3 5 2/1/1 20 16 3 1600 feet -1

4 5 2/1/1 25 20 4 3200 feet -1

5 5 2/1/1 30 25 5 1 mile -2

6 6 2/2/1 35 30 6 2.5 miles -2

7 7 2/2/1 40 40 7 5 miles -2

8 8 2/2/1 45 60 8 10 miles -3

9 9 2/2/2 50 80 10 20 miles -3

10 10 2/2/2 55 100 15 40 miles -3

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
confidence in their abilities, or they may 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 their mortal form. While transformative powers can push a newly spawned
Leviathan beyond their form's limits, there is a limit to how much alteration they can
provide -- but a Leviathan with a truly exceptional connection to their bloodline might
manifest superhuman traits without transformation.
● As Sheol rises, a Leviathan acquires more Atavisms, her transformed body grows in size
and strength.
● Sheol is involved in the rolls for most supernatural actions, such as the use of Channels
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.
● Sheol provides defence against supernatural influences, being part of the dice pool to
contest all such effects.
● As deities of the flesh, the Tribe are extremely resistant to mundane diseases, toxins
and parasites, gaining Sheol + Stamina automatic successes on rolls to resist them.

Ocean Minds
The World of Darkness uses a standard form to Contest hostile supernatural effects: roll
a Resistance Attribute + Supernatural Advantage, in this case Sheol, or make a Clash of
Wills roll, depending on the powers at play.
Leviathans use the standard systems, except when the supernatural effect tries to
influence their mind, soul or emotions directly. In such cases, they roll their Resistance
Attribute alone and add Sheol + Depth automatic successes, or, in the case of a Clash
of Wills, gain Sheol + Depth automatic Successes instead of rolling. Psychics often
describe the Leviathan’s mind as being like the ocean: it’s indescribably bigger than you
are, but also slips between your fingers as you try to grasp it.

The only exception is when the Leviathan itself is trying to influence its own mind. This is
a bigger drawback than one might expect, because a Leviathan’s Beloved and their
Ahabs are, in some ways, part of the Leviathan, and so also bypass these defences.
This likewise applies to all products of the Womb of Terrors Channel, except those
created by the Incubation of the Second Self Adaptation. In rare cases, a Leviathan may
even face time travelling or alternate universe versions of itself. When the effect of
Ocean Minds is bypassed, the Leviathan rolls their Resistance Attribute alone.

Simply trying to read a Leviathan’s mind is easier, and the Leviathan uses the standard
system to hide their thoughts. However, the mind reader should also roll Resolve - the
Leviathan’s Sheol; on a Failure they take a Condition like Madness, or even become
Beloved. Using a magical item is usually safer. A magic mirror might shatter if used to
peer into a Leviathan’s thoughts, but better the mirror than your own mind.

Leviathans can read each other's minds without risking their sanity. At the storyteller’s
discretion, other supernatural beings, if they are similar in nature to the Tribe, may also
be immune.

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. 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. It can be applied
inversely, as a bonus, to attempts to gather information about the Leviathan's location
through detective work, statistical analysis, psychic scrying, and similar actions. Through
their Ripples the Leviathan makes an undeniable impression, on the psychic and
physical landscape alike. Only moving often can prevent the leviathan making waves
through the force of their presence.

The Sleeping Tiger


If you use the rule for Torches and Pitchforks in CoD: Hurt Locker, a Leviathan’s very
presence breeds Tension. The Tension pool starts at the highest Social Merit of any
local supernatural predator, plus the highest Ripple penalty of any Leviathan in the area.
If a Leviathan is personally trying to cover up their presence, the required number of
Social Merit dots is equal to Tension + Ripple penalty. A Leviathan sending their Cult to
cover up Tension needs a Piety equal to Tension + Ripple penalty to make any
headway. When a Leviathan is responsible or partly responsible for an increase in the
Tension pool, the storyteller rolls Tension + Ripple penalty. Multiple Ripple penalties do
not stack under any circumstances.

One final feature of the Ripple penalty, which has no direct mechanical effect, is that
Leviathans who get the Hunted Condition attract more powerful enemies than most
monsters. This means that in crossover games, where players have a choice of monster
to play, the Storyteller must be careful to strike the right balance: avoid sending hunters
too weak to threaten a Leviathan, and avoid hunters that are too numerous for other
players to ignore or too strong for other players to meaningfully interact with. Trying to
survive the crossfire between a powerful Leviathan and an entire carrier battle group
makes a great pitch for a disaster movie game in the style of Cloverfield, but it’s rarely
welcome if it turns up in the middle of a social drama.

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. Gleaned from the
expression of that monstrous lineage, access to sufficient Ichor is often the difference between
survival and death for younger members of the Tribe, while the colossal amounts of power that
elder Leviathans and maddened Typhons can bring to bear separates them from a fragile world.

Ichor is difficult to quantify, even for the Tribe. It is blood, but not quite blood, flesh, but not quite
flesh - it is best described as the blasphemous energy that the Tribe inherited from Tiamat,
which expresses itself in the physical body of the Leviathan.

Spending Ichor
● Transforming: Ichor is expended to make a transformation roll voluntarily.
● Vestiges: Ichor is expended to make use of certain powers, bestowed by the
Descending branches of Vestiges.
● Birthrights: Ichor is expended to activate Birthrights.
● The amount of Ichor that a Leviathan can safely expand in a turn is limited by their Sheol
score. They may expend up to twice this safe limit, but must undergo an Outburst check
if they do so. The Outburst is delayed until their next turn if they spent the Ichor on an
Instant Action.

Regaining Ichor
● Resonance: Leviathans can recover Ichor by harmonizing with the Primordial Sea, via
its lingering presence in all water. If the Leviathan spends at least an hour in a naturally
flowing body of water (such as a lake, river, or ocean) large enough for her to submerge
herself, she gains a point of Ichor. This may happen only once per day. Conversely,
every hour 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.
She may gain no more Ichor than her Sheol in a single day.
● 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 and sacrifices in his honor and gain Zeal Ichor, but the sacrifices must
be severe enough to risk Erosion of Eunoia. If the divine nature grows as a result, he
completely refills his Ichor.
● Victory: If a Leviathan rolls Fervor or Piety and their cult emerges victorious, they gain
one Ichor per Success.
● Degeneration: Upon degenerating due to an Erosion check, the Leviathan regains Ichor
equal to the number of boxes their bestial or divine nature previously inhabited.
● Havoc: Members of the Tribe can, in a pinch, use destruction to attempt to assuage their
bloodline and reconnect with their bestial 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), they may attempt a Havoc roll. The Leviathan can make their
Beloved cause havoc on their behalf, but it must but it must remain on the level of an
animalistic display of dominance: a spontaneous, physical action, focused on a single
target - he cannot benefit from arson or a cushy job in demolitions, for instance. If the
Leviathan recovers more Ichor from a Havoc check than their Resolve, he must make an
Outburst check.
■ Dice Pool: Resolve + Sheol
■ Action: Reflexive (Causing the damage usually requires an Instant
Action)
■ 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 above, 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.
● Dominance: Upon creating a Beloved, the Leviathan gains a point of Ichor. For
simplicity’s sake, only characters the Leviathan interacts with “on screen” count for this
rule. Alternatively, a Leviathan can intentionally abuse one of her Beloved in a way
appropriate to her divine nature. For example, a Judge could hand down a harsh
punishment to make an example. The Beloved suffers a Breaking Point, and the
Leviathan rolls for Dominance:
■ Dice Pool: Presence + Sheol
■ Action: Reflexive (Causing the Breaking Point usually requires an
Extended Action)
■ 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
her act of dominance.
■ Success: Ichor is recovered. The Leviathan recovers one point,
plus -
■ Physical harm: An additional point is recovered if the
Beloved is killed or maimed.
■ Witnesses: An additional point is recovered if there are
witnesses.
■ Foreigners: An additional point is gained if at least one
other Leviathan witnesses the act of dominance without
objecting. An additional point is also gained if five or more
regular mortals who are not Beloved witness without
objecting.
■ Exceptional Success: As above, plus an additional point of Ichor.
● Channels: Some Channels provide additional ways to regain Ichor, such as the
consumption of souls.

Modified Advantage: Tranquility (Integrity)


The Tribe, awesome and terrible demigods that they are, have minds that stretch beyond
human limits, and that are broken in ways beyond human imagining. Their divine nature
descends from above and their bestial nature rises from below, two terrible monsters ripping
and tearing at each other, churning their shared mind into a Tempest of wicked impulses and
contradictory instincts.

For most of the tribe, the quest for Tranquility -- to chain both monsters and restore some
measure of calm to their mind -- is one of constant growth and sudden setbacks. When the
world outside a Leviathan’s mind is tranquil, there is time to reflect, to relearn a human
perspective, and perhaps even to seek a long term strategy for protecting your Tranquility. It
takes willpower to deny antediluvian urges, but brutal Darwinian necessity means willpower is in
high supply among the Tribe.

But for creatures of chaos, tranquility and order never last. When a crisis hits, all the Tribe’s
natural tools are gifts from the beast and the god. Acting within human standards, or any
reasonable standard of decent behaviour, is unlikely to be an option, and thus Tranquility will
fall. Among the Tribe, there is always the fear that next time they will swim too far into the
abyss, never to return.

To represent this unfortunate existence, Leviathans replace the Integrity track used by mortals
with a Tranquility track. Unlike most equivalent traits, Tranquility has twelve boxes, with the
divine starting from the top and growing downwards and bestial nature starting from the bottom
and growing upwards, as the chains that bind them are Eroded away. A Leviathan’s human self
occupies whatever space can be found in between them.

The topmost box on the Tranquility track is always occupied by the divine nature, and likewise
the bestial nature always occupies the bottom box. Each nature can grow by up to an additional
six dots, meaning that the two middle boxes can potentially be occupied by both natures. A
Leviathan’s Tranquility is equal to the number of unmarked boxes -- that is, the space inhabited
by their human self.

Phronesis
Phronesis is the ability to judge right from wrong, to know how to act and speak in a manner
that’s moral and socially appropriate. Phronesis is what makes the difference between a
civilised thinking being, and an animal that can only act upon its instincts; it chains the bestial
nature.

Thoughtless or savage actions risk Eroding Phronesis, and allowing the bestial nature to grow.
When the bestial nature is chained, the Leviathan is in control of their actions and emotions, but
as Phronesis Erodes and the chains weaken, they become passionate, instinctive, or “hot-
headed”. If the bestial nature grows further, they become little more than a savage animal, a
slave to their instincts, barely capable of understanding what they’ve become.

Eunoia
Eunoia is the ability to consider the good of others worthwhile. In its original context, Eunoia
referred to whether a public speaker had their audience’s best interests in mind. The relevance
of Eunoia to a Leviathan addressing their cult is self-evident; it chains the Divine nature.

Acts that dominate or use others for one’s own purposes risk Eroding Eunoia, and allow the
divine nature to grow. When the divine nature is chained, a Leviathan is able to perceive the
desires of others, and may choose to put another before themselves. As Eunoia Erodes, a
Leviathan develops sociopathic tendencies; after heavy Erosion, they all but forget that mortals
(and non-divine supernatural beings) are thinking beings with their own interests, and are quite
incapable of caring.

Erosion
An act that violates the spirit of Phronesis or Eunoia risks allowing the bestial or divine nature to
grow, colonising another part of the Leviathan’s mind.

When Erosion is triggered, roll a number of dice determined by the severity of the action. A
chart of example triggers is presented below, listed by severity. If the relevant nature already
occupies as many dots as, or more dots than, an Erosion Trigger’s severity, then do not roll for
Erosion; such minor sins become irrelevant when compared to the greater atrocities the
leviathan has committed.

Exceptional Success: The bestial or divine nature surges forward and is beaten back,
forcing it to rest and recover. The leviathan gains <TODO>
Success: The struggle with her bestial or divine nature leaves your character weary but
standing. The leviathan’s other nature does not claim another box, but take one of the
following Conditions: <TODO>. Until the Condition is resolved, the Leviathan also gains
the Affliction Condition.
Failure: The bestial or divine nature grows in power, claiming another box. In addition,
take one of the following conditions: <TODO>. Until the Condition is resolved the
leviathan also gains the Affliction Condition.
Dramatic Failure: After a brutal, one-sided fight, the bestial or divine nature claims new
territory, and the Leviathan’s human self is exhausted and defeated. Take one of the
following conditions: <TODO>. Until the Condition is resolved the leviathan also gains
the Affliction Condition.
Accretion
The story of the Tribe is not necessarily one of inevitable, gradual decline. A leviathan can come
to terms with their atavistic urges, make progress towards a Tranquil state of mind, and lose it
all in one hideous setback -- just like a human might.

Each School provides a method for regaining Tranquility. When a leviathan solves a problem
with a method suited to their School’s direction, they roll 3 dice. Like all Erosion rolls, the dice
pool cannot be modified with Willpower or supernatural abilities. On a Success, they regain
Phronesis or Eunoia, whichever is more appropriate; if it’s ambiguous, the player may choose
freely, and if they already have maximum Phronesis or Eunoia, they gain the less appropriate
trait. A Failure on this roll has no effect -- it’s just a missed opportunity.

Sometimes, solving a problem according to a School’s direction triggers Erosion. A rival has
been causing trouble, so a leviathan swims out and kills her in a titanic final battle. That triggers
Erosion for them, but it’s also the kind of behaviour that the School of the Reef encourages. In
this situation, they roll for Erosion like normal, but add an extra die to the pool, and on a
Success or Exceptional Success, they also regain Tranquility.
If a Cohort suffers Erosion as a group, for a shared act or similar failings, then so long as one
member followed the direction of their School, and that leviathan was “leading the way,”
everyone gains a bonus die to their Erosion roll. The bonus can’t stack if multiple members of
the Cohort follow the same School, but everyone from the appropriate school has an opportunity
to regain Tranquility.
Condition: Affliction
Mens sana in corpore sano: a sound mind in a healthy body. For the Tribe, the converse is true:
an uncontrolled mind begets an uncontrolled body. Stress, Outbursts and other failings of the
mind can warp a leviathan’s flesh, causing them an Affliction -- unmanageable mutations, not
integrated into the rest of the body. For as long as the Leviathan has an Affliction, part of their
body remains transformed into its obviously monstrous form. An Affliction can be covered up,
but never easily. An afflicted Leviathan going out in public needs a something along the lines of
a full plaster cast, or a bulky coat.

If a Leviathan’s Affliction is seen, their inhumanity is revealed to all, and even a disguise can be
penetrated with close inspection and a Wits + Occult or Medicine roll if it’s poorly assembled or
damaged. In addition, an Affliction grants no supernatural advantage. No matter how strong an
arm warped into a crab-like claw becomes, it is useless if the Leviathan cannot control it
properly; all Afflictions also inflict an appropriate Tilt until the Condition ends.

Beat: Take a Beat if your Affliction is revealed to the wrong person, or if attempting to conceal it
causes you significant hardship.

Ending the Condition: Afflictions caused by Erosion are linked to another Condition and last
until it is Resolved. Afflictions caused by an Outburst last until the Leviathan can retreat to water
and relax for a while.
Sample Erosion Triggers

Cultists Don’t Kill People, Leviathans Kill People


As a rule of thumb, if the leviathan orders their Cult or uses some other proxy to
undertake an action that risks Eroding Phronesis, then the action instead triggers an
Erosion roll for Eunoia at the same level.

If a leviathan’s orders accidently result in an Erosion trigger they roll with a one die
bonus. Beloved are unstable and dangerous, a leviathan knows the risks when they
send their cultists out into the world.

Severity Phronesis erosion triggers Eunoia erosion triggers

2 One day without human contact. One day without human contact. (Roll for
(Five Acting upon emotions without Phronesis and Eunoia separately)
dice) taking time to think. Making an Intimidation roll.
Acting in anger. Minor mental domination, like getting out
of a bar tab with the Wake.
Giving your cult a task to do.

3 Making an outburst check. One week active without human contact.


(Four Making a Havoc Check for Unintentionally creating a Beloved.
dice) destroying an object. Losing touch with blood relatives from a
One week active without human Tribe culture.
contact. Treating animals like tools or objects.
Losing touch with blood relatives
from a Tribe culture.

4 Moderate mental domination.


(Three Making a Havoc Check via a living Losing touch with blood relatives from a
dice) being. mortal culture.
Losing touch with blood relatives Damaging the fabric of reality.
from a mortal culture.

5 Harming a sentient being out of Intentionally creating a Beloved.


(Two strong emotions. Sadism.
Dice) Consuming human, Leviathan or Treating sentient beings like tools or
Hybrid flesh in combat. (Spit it out) objects.

6 One month without human One month without human contact.


(One contact. Serious mental domination, such as
Die) Eating human, Leviathan or Hybrid compelling another to violent or sexual
flesh outside of combat. behaviour.
Manslaughter. Premeditated killing.
Sending your cult into battle where lethal
weapons will be used (by either side).
Creating or permanently modifying a living
being other than yourself for use as a tool
(Offshoots count as yourself).

7 One Year without human contact. One year without human contact.
(Chance Eating your own young. Devouring souls.
Die) Mass slaughter. Genocide.
Mass Havoc.

Effects of Tranquility
● When the bestial nature grows to three dots, it inflicts a -1 penalty to all Composure rolls,
which increases by one for each additional dot the bestial nature claims. The Leviathan
becomes savage and instinctual.
● When the divine nature grows to three dots, it inflicts a -1 penalty to Empathy,
Persuasion and Socialise rolls with non-divine individuals, which increases by one for
each additional dot of the divine nature claims. The Leviathan begins to forget that
mortal beings are more than just an extension of the gods they serve.
● When a Leviathan’s bestial nature grows to four dots, they lose the ability to regain Ichor
without indulging their bestial nature. Track any Ichor gained separately from the regular
pool, and add it to the pool if the Leviathan regains Willpower from their Undertow or
regains Ichor from a Havoc check before the end of the scene. After indulging the bestial
nature, they may regain Ichor like normal for the remainder of the scene.
● A similar effect happens when the divine nature reaches four dots, and can be resolved
by regaining Willpower from an Upwelling, or Ichor from a Domination check. If both
traits are at four or higher, each resolution provides access to half the Ichor gained in a
scene.
● If the bestial nature reaches seven dots, all Outburst rolls associated with the bestial
nature and all Composure rolls except Outbursts associated with the divine nature
automatically become Dramatic Failures. It is possible to recover from this, but rare.
● If the divine nature reaches seven dots, all its associated Outburst rolls become
Dramatic Failures, as do Empathy, Persuasion and Socialise rolls with non-divine
individuals.
● If every dot on the Tranquility track is occupied by either the divine or bestial nature, the
Leviathan becomes a Typhon or Ophion. The nature occupying more boxes wins; in the
case of a tie, the one that increased most recently wins.

Outbursts
Even the most experienced Leviathan does not have perfect control over their own mind or
body, and for the spawn of the Primordials, the two aren’t so separate -- when a Leviathan is
overtaxed or stressed, they may experience involuntary, flesh-transmogrifying fits, like the
thrashing of a panicked, outraged animal. The Tribe refer to these periodic losses of control as
Outbursts.

An Outburst can occur at any time a leviathan acts against their Undertow or Upwelling.
Situations which are inherently stressful or humiliating may also trigger an Outburst. Outbursts
do not occur in the heat of combat or when the Leviathan is directing his cult to enact his divine
plan. Outbursts are caused by the leviathans natures coming into conflict, thus they do not
occur when two of the leviathans natures are acting as one -- but they can and do occur when
the leviathan is attempting to limit his Cult’s excesses, or attempting to blend in among
mundane humanity.

When an Outburst occurs, roll Composure - the Tranquility dots occupied by either the Bestial or
the Divine nature -- whichever is more offended by the situation the Leviathan finds themself in.
Exceptional Success: The Outburst is contained, and the Leviathan regains a point of
Willpower as they reassert their self control.
Success: The Outburst is contained.
Failure: The player chooses one:
● The Leviathan develops an Affliction, which lasts until they can spend an hour
alone and immersed in water.
●The Leviathan lashes out at the source of their stress. If their bestial nature was
offended, they must lash out physically and make a Havoc check; if their divine
nature was offended by a Beloved they must make a Dominance check,
otherwise they the Obsession Condition focused on plotting an elaborate
revenge; if they were offended by their Beloved they also inflict a Condition on
the cult, either by direct influence or by propagating their inner turmoil through
the psychic medium of the Wake.
Dramatic Failure: As a Failure, but the Storyteller decides how the Leviathan reacts.

Modified Advantage: Upwelling and Undertow (Virtue & Vice)


Upwellings and Undertows are the two paths that lead from the transitional state that is a
Leviathan’s existence; Upwellings raise Leviathan up to the heights of godhood while
Undertows drag them down into the thoughtless depths of beasthood. Together they threaten to
pull a Leviathan in two.

An Upwelling describes the fundamental identity of an individual Leviathan’s divine nature, while
an Undertow does the same for her bestial nature. When she acts in coordination with her other
natures, the disparate facets of her mind align, giving her a much needed respite from the
Tempest. For a few moments, she breaks the surface, and draws a much needed breath of air
before the Tempest drags her back down. A simple act in accordance with a Leviathan’s
Upwelling or Undertow restores a point of Willpower, while one which causes the Leviathan
significant trouble and creates dramatic possibilities restores all Willpower.

The bestial nature is primal and direct, so regaining Willpower from Undertows requires the
Leviathan act personally. Always its opposite, the divine nature is calculating and works in
mysterious ways, and so the divine nature provides Willpower when a Leviathan works through
proxies, usually but not always their Cult.

Sample Undertows
The Fury
The Fury is the sea and the storm made flesh. She has no desire to destroy, but she has no
understanding of any way but destruction. Cliffs are shattered and cities sink in her wake.

The Fury regains a point of Willpower when she causes a significant amount of destruction. If
the Fury chooses the path of destruction when it is to her own significant detriment, she regains
all spent Willpower.

The Hoarder
The dragon atop his mountain of gold. The serpent with lidless eyes, forever watchful for thieves
and intruders. The Hoarder lives to expand his collection and to guard it against all comers.
The Hoarder regains a point of Willpower when he prevents a loss to his collection (this can
include curating his collection of “princesses” and thwarting escape attempts ) and regains all
his Willpower when he causes himself a significant problem in order to add to his collection.

The Man-Eater
The Man-Eater hungers for human flesh. No animal is as dangerous as a human among his
cities and civilisation, and no animal is so helpless as a man stripped of all his tools and tricks.
Delicious.

The Man-Eater regains a point of Willpower when he eats a person, or kills with some other
suitably shocking and personal method (if flesh isn’t his speed). He regains all Willpower when
he causes himself a serious problem by fixating on finding a special meal or an artistic kill.

The Nest-Maker
A shark on dry land is pitiful, not threatening. The Nest Maker knows well that a beast is only
fearsome in its own lair. He stakes his claim, and permits no trespass.

The Nest-Maker regains a point of Willpower when he drives intruders from his lair. When he
suffers a significant hardship by refusing to abandon his lair, he regains all Willpower.

The Savage
She is the nightmare of civilised man -- that the walls between us are thin, and that they stand
only because the monsters outside fear the strength of a long-gone generation, one that
remembered how to hunt and survive.

The Savage regains a point of Willpower when she takes a risk by ignoring the dangers of
violating social convention, or a threat posed by technology. For example, she may ignore the
risks of cameras when committing a crime. If this risk turns into a serious hardship, she regains
all Willpower.

The Stalker
She swims through the cloud of silt and the sea bed, tracking her prey through the sound of its
heartbeat. When it’s relaxed, defenseless, she strikes. In an instant, it’s all over -- she will have
food for another day. All around her, prey promise themselves that they will never relax and let
their guard down, until the next hapless victim does the exact same thing.

The Stalker regains a point of Willpower when she attacks an unaware target, directly,
successfully, personally, and with the intent to kill or seriously wound. If the Stalker chooses a
victim who is eminently prepared for her as the supernatural menace that she is, she regains all
Willpower.
The Terror
She lurks beyond the village, a story mothers use to make their children behave. When she
emerges from the depths, she need not fight and she need not ask -- she opens one baleful eye
and the tribute flows freely.

The Terror regains a point of Willpower whenever she uses fear or intimidation to cow someone
who’s capable of putting up a defence -- which is to say, not her Beloved. If she chooses to use
intimidation instead of other methods of persuasion, to her own detriment, she regains all spent
Willpower.

Sample Upwellings
The Adversary
Even the gods must acknowledge others, even if only other gods. The Adversary defines herself
by opposition -- another church or another nation is her enemy. But she has no wish to destroy
it -- for where would that leave her? The Adversary instead spreads her corruption and turns her
enemy against its sacred values, leaving it alive in name only as a testament to her victory.

The Adversary regains a point of Willpower whenever she makes one of her enemies betray
their principles or ideals. If she corrupts her own allies, or some other group whose principled
behavior is of benefit to herself, then she regains all Willpower.

The Conqueror
The Conqueror sets forth with a sword and an army to bring foreign nations under his divine
rule. Victory is everything, and he weeps when there are no more lands left to conquer.

The Conqueror gains a point of Willpower when his followers win a martial conflict in which they
are the aggressor. If he suffers a significant hardship because he sent his armies into an unwise
fight, or if he chooses to continue conquering rather than deal with pressing peacetime issues,
he regains all Willpower.

The Judge
The Judge does not wish to create a world without sin -- her motive is far more brutal. The
Judge wishes to create a world in which all sin is punished, and all sinners face their judgement.
The Judge would be satisfied if the whole world turned against the gods, so long as the whole
world should then submit to the flood and drown.

The Judge gains a point of Willpower when her followers exact a harsh punishment on a sinner,
however she defines the term. If she sacrifices an asset or an opportunity on the altar of
judgement, she regains all spent Willpower.
The Lawgiver
In many ways the Judge's twin, the Lawgiver emerges from the depths with bronze tablets to
create a world of immaculate law. He punishes harshly and rewards sparingly, but when faced
with the choice, the Lawgiver would forgive one sinner to teach two to abide by the
commandments.

The Lawgiver regains a point of Willpower when he witnesses his followers obey one of his
laws, despite a personal cost. He regains all his Willpower when his followers act against his
own best interests because his laws demand they do so.

The Mother
The Mother exists for his children. He has given birth to heroes and monsters, and will give birth
to many more, until the day he is dragged up from the depths. His only wish is to see his
children triumph. Whether they feel the same is irrelevant.

The Mother regains a point of Willpower when his children use his gifts or advice to overcome a
challenge. If his children overcome a significant challenge (as a rule of thumb, if they overcome
a challenge at a cost, which the Mother pays) then the Mother regains all his spent Willpower.

The Patriarch
Partisan without limits, the Patriarch will see her people thrive. She bestows her favor freely, but
never spares the teacher's rod when her people stray from their own best interests. To those
who threaten the chosen people or stand in their way, the Patriarch sends her storms and her
plagues.

The Patriarch gains a point of Willpower when her followers expand their numbers or influence
significantly. She regains all her Willpower if their successes attract enemies that cause her a
significant hardship.

The Weaver
It is said Fate binds even the gods, but the Weaver believes she can match Fate at its own
games and master the future. But few Weavers play for the love of the game -- they have plans,
which they prefer to enact through mortal pawns.

The Weaver gains a point of Willpower when she fulfills an Ambition, or makes significant
progress on a long term Ambition, without anyone other than her Cohort or Beloved being
aware of her involvement - that usually means they mustn’t notice her Cult’s involvement either.
If the Weaver’s enemies contribute to her success, through their own free will and without
coercion, then she regains all her spent Willpower.

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 Tranquility. 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 a mere biological process, it could not be so easily divided into
strata, and identify stages with other occult 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 stable developmental stages, 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 seven forms:
● Depth 1:A human, Iranian, male.
● Depth 2: Then the same man but hunched and darker-skinned, with longer nails and
shorter hair.
● Depth 3: Then balding, grey-skinned and more bowed, with black fish eyes, webbed
hands, and a stubbed dorsal fin under his jacket.
● Depth 4: Then a grey shark-scaled man with no nose and razored teeth, sharp claws, a
large dorsal fin, and a tail.
● Depth 5: Then a full-on Shark-man ala Peter Benchley's Creature.
● Depth 6: Then a shark walking on four fins, with hints of vestigial human limbs within.
● Depth 7: Finally an enormous shark with razor edges and many rows of teeth and
several pure black eyes. It is postured as though it were swimming rather than walking.
Consider making this shark so large it stretches across the entire picture behind the
other forms, with it’s head clearly positioned to show where it stands “in line”. ]

Stages of Transformation
● Depth 1 - In other words, human form. In this Depth, the Leviathan is roughly
indistinguishable from other humans, and can only make use of Birthrights and the
Wake.
● Depth 2 – "The mutant." 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 their nature. They begin to benefit from their Vestiges and gains access to
the least of their powers.
○ Treat a Leviathan's Stamina as though it were two dots higher for the purposes of
holding their breath while underwater.
○ The Leviathan’s eyes adapt to their proper environment. The Leviathan may see
underwater without penalty. Polluted or clouded water will still inflict penalties.
○ Add Depth as a bonus to resist mundane harmful environmental effects while
underwater (including seeing through polluted or clouded water).
○ The Leviathan’s Size increases by two points, to a maximum of six.
○ The Leviathan gains the Striking Looks merit and looks repulsive. If they already
have Striking Looks it is replaced. Naturally, other Leviathans, Hybrids, and
Beloved are not repulsed.
● Depth 3 – "The near 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 subtle begin to declare the unnatural essence of the
Leviathan.
○ At this Depth, the Leviathan can breathe comfortably underwater, and suffers no
Speed penalty while swimming. They are perfectly adapted for both land and
water.
○ The Leviathan can see and touch astral entities and projecting psychics in
Twilight. A Wits + Empathy roll can be used to determine what they represent.
● Depth 4 – "The distant hybrid." The Leviathan can no longer pass as human - this form
melds the aquatic and the terrestrial into something monstrous and twisted, a shape out
of a horror movie. At this point, the Leviathan increases in stature, and they gain access
to the greater reaches of their Vestiges.
○ The Leviathan's Size increases by 2 points, a total increase of 4, to a maximum
of size 7. Even if a Leviathan is a child in human form, they’ll tower over grown
men at this Depth.
○ The Striking Looks merit changes. Instead of looking repulsive the leviathan’s
appearance is now terrifying.
● Depth 5 – "The horrific." At this Depth, the Leviathan is obviously monstrous -- huge,
grotesque and deeply marked by the transformations wrought by their Vestiges. Enough
traces of humanity remain to show that they are kin to mankind, but their true nature
expresses itself so fully that, without supernatural aid, no aspect of their being can be
mistaken for human - even their voice, heard over the phone, immediately proclaims that
the speaker is nothing that should exist.
○ The Leviathan’s Size increases by one point, a total increase of 5, to a maximum
of size 8.
● Depth 6 – "The terrible." The Leviathan is no longer even remotely human in
appearance - their conception of their nature informs the exact mutations that take place,
but they are entirely a construct of their unnatural bloodline. They are near the peak of
their power, but immediately repulse those that are not already deeply under their
control.
○ The Leviathan’s Size increases by one point, a total of 6, to a maximum of size 9.
○ The Leviathan can no longer breath air and must hold their breath when above
the water.
○ The Leviathan’s legs are completely gone, replaced with appendages more
suited for the water. Their speed is reduced by five on land, but do not
underestimate how quickly a Leviathan with the right Atavism can slither.
● Depth 7 - "Apotheosis." The Leviathan reaches the greatest reaches of transformation,
becoming a thing that is entirely of the Primordial Seas. The pinnacle of change also
unlocks the Leviathan's full potential, making the greatest use of their Vestiges.
○ The Leviathan's Size grows enormously, to a final size defined by Sheol.
○ The Leviathan is functionally immobile on land, becoming like a beached whale.
○ The Leviathan becomes entirely immune to damage from water. Ice won’t chill,
steam won’t scald, and a tidal wave throwing a building onto them won’t even
push them around. If the water is being manipulated supernaturally, a Clash of
Wills ensues, but the Leviathan gains extra protection equal to that provided by
the Ocean Minds rule. The exception is when the water is being manipulated by
a divine power with strong ties to water, such as a rival Leviathan or an
Empyrean Theurgist invoking Poseidon. In such cases the Leviathan rolls a
normal Clash of Wills.
○ Exposure to air drains the Leviathan of power. They may go (Stamina) rounds
before this begins, at which point they begin 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 their mass will prevent this loss.
○ If the Leviathan has 0 Ichor in this form and is exposed to the air, they must roll
an Erosion check for Phronesis each turn. In this fashion, a Leviathan stranded
on dry land will go mad. Typhons or Ophions, stranded without Ichor, begin to
lose Health Levels instead; these cannot be healed before returning to the water.
○ The first time a mortal sees the Leviathan’s Apotheosis in a session, they suffer a
Breaking Point with a penalty equal to half Sheol (round up). Experience with the
Tribe cannot inure a mortal, the horror of a Leviathan’s true form triggers
instinctual terrors so deep they are rooted in the soul. Beloved (to any Leviathan)
are, of course, immune. Hybrids ignore the dice penalty. Any form of mental
shielding or Supernatural Tolerance will block this effect; but without it a
Leviathan could easily be fearsome enough to trigger a Breaking Point anyway.

Mechanics of Transformation
For a Leviathan, transformation comes instinctively. With little more than will, their body begins
drawing on extra-dimensional mass, and cells begin to reconfigure themselves along extinct
evolutionary designs.

A Transformation action may start and end at any Depth, and costs one point of Ichor for every
degree of Depth shifted. Most Leviathans prefer to Transform one Depth at a time; even an
experienced Leviathan never has full mastery of their body, and benefits from a slow and steady
Transformation. However, when danger strikes, a Leviathan may not have the luxury of taking
things slowly.
Transforming takes one turn per Depth step ascended or descended, plus one turn per point of
Size increased or decreased. A Leviathan may spend an additional point of Ichor to halve the
total turns (rounding up), two additional points of Ichor to transform in a third of the time, three
points to transform in a fourth of the time, and so on. While in the midst of Transformation, a
Leviathan is helpless, and does not benefit from Defence.

Transformation Action

● Cost: Variable
● Dice Pool: Stamina + Sheol
● Action: Instant
○ Roll Results
■ Dramatic Failure: The Leviathan instead transforms a step in the
opposite direction, assuming this is possible. In addition, the Leviathan
suffers a health level of lethal damage, and takes an Affliction for the
remainder of the scene.
■ Failure: The Leviathan takes an Affliction for the remainder of the scene.
Further Failures in a scene have no effect.
■ Success: The Leviathan begins to change.
■ Exceptional Success: The Leviathan begins to change, and recovers a
point of Ichor due to the effortless exercise of his power.
○ Suggested Modifiers
■ -5: The Leviathan made a Transformation roll in the previous turn. This
penalty decreases by one per turn over five turns.
■ -2: Transforming towards human form with a Tranquility of 1 or 2.
■ -1: Transforming towards human form with a Tranquility of 3 or 4.
■ -1: Every Depth Transformed past the first.
■ +1: Transforming towards human form with high (8+) Tranquility.
■ +1: Submerged up to one's waist in water.
■ +2: Submerged in a body of water the size of a lake or larger.
■ +3 Submerged in the ocean.

Detecting Transformation
The degree of effort necessary to discern that the Leviathan is anything other than human
depends on the Depth that they are currently inhabiting.

● Depth 1 - Only supernatural senses, DNA analysis, or the detection of the Wake can
divide the Leviathan from a normal human. Natural animals treat the Leviathan like an
untrustworthy human.
● Depth 2 - Close inspection and a successful Wits + Occult or Medicine roll can detect
that the Leviathan’s anatomy is less than entirely human. A Stealth or Subterfuge roll will
be required to avoid the leviathan or onlookers realising that you’re staring closely.
● Depth 3 - The Leviathan will need to cover most if not all of their body to pass as
human. If the disguise is of low quality or haphazardly assembled, then close inspection
and a successful Wits + Occult or Medicine roll might still see through it. Natural animals
are terrified of the Leviathan.
● Depth 4 - No one who gets a clear look could mistake the Leviathan for an ordinary
human. In terms of size alone, they resemble an adult grizzly bear, albeit one thrown into
a threshing machine at a fish cannery. Their basic shape is still human enough that with
poor visibility or distance, they might be mistaken for a normal person.
● Depth 5 - The Leviathan’s shape is no longer human. Getting a clear look at their
silhouette or part of their body is enough to conclusively determine that they’re
something monstrous.
● Depth 6 - The Leviathan’s voice, scent and even the sound of their breathing or
footsteps scream that they are unnatural and dangerous. Anyone who is aware of the
Leviathan’s presence is aware that they are in the presence of a monster.
● Depth 7 - 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.

Atavisms
A Leviathan’s divine form is far mightier than their frail human body; this superior power is
expressed in Atavisms. As a Leviathan Transforms they add bonus dots to their Attributes which
remain in place for as long as they remain Transformed.

Which Attributes a Leviathan increases depends on where the player chose to invest their
character's Atavisms. Each Atavism adds dots to a chosen Attribute, multiple Atavisms may be
applied to a single Attribute but they may never add more than a combined total of seven dots.
These bonuses can take a Leviathan’s Attributes above their maximum.

The number of dots added and the Depth in which these bonuses manifest, can be found in the
following chart:

Depth Lesser Atavism Greater Atavism Ancient Atavism

1 - - -

2 - - +1 Attribute dot

3 - - +1 Attribute dot

4 - +1 Attribute dot +2 Attribute dots

5 - +1 Attribute dot +2 Attribute dots

6 +1 Attribute dot +1 Attribute dot +2 Attribute dots


7 +1 Attribute dot +2 Attribute dots +3 Attribute dots

A Leviathan begins play with one Lesser, one Greater and one Ancient Atavism and may freely
assign them to Attributes. Multiple Atavisms can be applied to the same Attribute for greater
bonuses, but the Leviathan can never gain more than seven extra dots in a single Attribute from
Atavisms. Additional Atavisms are unlocked through increasing Sheol or Evolutions.

Atavistic Willpower
If a Leviathan has Atavisms for Composure or Resolve, they gain a second Willpower
Pool, which they may only access at a sufficient Depth. The secondary pool is used first
and refilled last.

Immortality
Leviathans have an unusual relationship with aging. They’re immortal, but it’s a bit more
complex than that -- a Leviathan's two forms actually age at different rates. Their human form
ages as normal for a time, then simply stops somewhere in its mid-60s. In Apotheosis a
Leviathan's biological age is affected by a variety of factors: self image; genetics; certain
Channels; even simple chronological age. It's entirely possible for a Leviathan's transformed
body to become younger over time.

In mechanical 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 2 or 3 to try and look younger, however -- they'll simply have a mix
of old human and young fish matter.

The Wake
The Wake is the term used by Leviathans for what is, in effect, the sensation that their divine
nature produces in normal humans. It is a psychic pressure front that humans feel on an
instinctual level - 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 them, 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 their 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 their presence. The Wake is a beacon, a message
from the days of the Primordial that impresses itself on human minds - "You're barely a person
compared to me; everything here is mine if I want it."

The allure of the Wake, especially for Tribe members who might have been socially awkward,
bullied, or stuck in the lower ranks of an authoritarian cult 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 reveled in the Wake until the isolation and power Eroded their
minds, or they created so many enemies that word reached the Marduk Society.

With the psychological isolation of the Wake, the lure of staying secluded and meeting only with
one's Cult is strong, especially for older, more world-weary Leviathans. This is a potential trap,
as interacting with the Beloved is not a substitute for interacting with normal humans, and it is
often the ultimate fate of the hidden Cult leader to fall into degeneration, isolated from his own
human side.

Mechanics of the Wake


The Eye of the Storm
Not everyone is affected by the Wake.

● Leviathans, other divine beings, Atolls, and Ahabs are always immune to the Wake.
● Supernatural creatures whose Supernatural Tolerance is two or more lower than the
Sheol of the Leviathan are vulnerable to that Leviathan's Wake, but they cannot become
Beloved. With a higher Tolerance they are immune.
● For resisting the Wake, Marduk agents, Empyrean Theurgists, and Judges have an
effective Supernatural Tolerance equal to twice their highest Virtue or Vestment.
● Characters who are already Beloved to another Leviathan (or similar) gain no protection
from the Wake, but are resistant to changing their allegiance.
● Characters who have powers that defend against mental effects may use those powers
in place of their Supernatural Tolerance.
● All others are fully affected.
The Storm
People within the Wake and able to perceive the Leviathan with their natural or psychic senses,
or any participants in a Leviathan’s Ritual, feel a heightened sense of dread and a morbid
anticipation, mixed with an eager curiosity.

In the Storm, all Integrity Breaking Point rolls take a penalty equal to the Leviathan’s Sheol.
Mortals, Hybrids, and Lahmasu who roll a Dramatic Failure on a Breaking Point roll may
become Beloved. If their Integrity is less than (4 + half Sheol, round up) before rolling, they may
become Beloved on a regular Failure. On any result except an Exceptional Success or
becoming Beloved they take the leviathan’s associated Wake Condition in addition to the
normal results.

Mad Oracles
When a psychic has prophetic dreams, visions, or some other out of body experience,
they count as though they were physically standing at their viewpoint for the purposes of
the Wake.

This means that a lucky -- or unlucky -- Leviathan could turn someone Beloved without
ever going near them. A psychic could become Beloved through a vision of where the
Leviathan is, was, or might be (the future in the World of Darkness is never certain).

A Leviathan’s Ripples are as effective at catching the attention of psychics as anything


else.
The Fringes
People who are within the Leviathan's Wake, but aren’t able to perceive the Leviathan through
natural or psychic senses, are considered to be within the Fringes. Anyone who spends a
significant amount of time within the Storm, or has a conversation with the Leviathan that lasts
longer than a quick hello is considered to at least be in The Fringes until they next wake from a
full night’s sleep.

In the Fringes, the sensations of the leviathan's Wake fade to a vague undercurrent. All Integrity
Breaking Point rolls take a penalty equal to half the Leviathan’s Sheol (round up). Mortals,
Hybrids, and Lahmasu who roll a Dramatic Failure on a Breaking Point roll may become
Beloved. On a failure or Dramatic Failure, if they do not become Beloved, they take the
leviathan’s associated Wake Condition in addition to the normal results.

Divine Rivalries and Pantheons


If a Leviathan is in a situation where they might create a Beloved out of someone who’s
already Beloved to a rival Leviathan, then they must take them outside their deity’s
Wake, isolate them from their fellow Beloved, then win a Contested Presence + Sheol vs
the Beloved's Composure + her patron's Sheol + 3 roll in addition to the usual
requirements. Similar effects apply when poaching cultists from another kind of
supernatural being with a Wake-like effect (such as a Mummy) or trying to poach anyone
bound to a divine being. As a rule of thumb, a fully divine being will automatically win the
contested roll.

It is possible for a mortal to be Beloved to more than one Leviathan. We recommend


keeping this simple: if the players want to share a Cult, their Beloved are tied to all of
them. If they want to keep a special Beloved on the side, or keep an entire second Cult
on the side, then they get their wish. However, sharing Beloved with a Mummy, or some
other non-Leviathan, requires Storyteller approval.
Divine Rights
When interacting with those affected by the Wake, a Leviathan cannot hold back from
intimidating everyone around them any more than an eagle could avoid intimidating a rabbit.
Any social interaction the Leviathan makes automatically counts as Forcing Doors.

If the Leviathan spends a point of Ichor to intentionally focus the Wake, they gain Hard
Leverage and open a number of Doors equal to half Sheol (rounded up). However, barring
unusual circumstances, this automatically inflicts a Breaking Point roll on characters with
Integrity. Against their own Beloved, the Leviathan gains this benefit without spending Ichor and
without inflicting Breaking Points.

A Leviathan may focus the Wake and use other Hard Leverage in combination to open
additional doors, or they may focus the Wake to cause a Breaking Point without social
interaction or even speaking to the victim. It’s not that rare for Leviathans to simply hammer a
person’s Integrity until they become Beloved, or are lost to madness and become useless for
whatever purpose the Leviathan wished to use them to. If the Leviathan is unlucky they may
create an Ahab instead.
Wake Conditions
The distinction between a Beloved and a free man is not a black and white split between those
who are entirely ensnared by the Wake and those make it through a Breaking Point without
being affected.

When a mortal's soul cracks during a Breaking Point, a Leviathan's Wake presses into the gaps,
filling it with the Tribe's divinity. For some unlucky mortals the Wake reaches into the very core
of their identity, breaking and remaking it into a form subservient to the divine; they become
Beloved.

But even when the Wake does not break into a mortal’s core identity, the effects still linger upon
the outer reaches of the soul. Creating something in between a mortal and a Beloved. Each
Strain inflicts a different Wake Condition. Beloved cannot gain Wake Conditions, the Beloved
Condition (and appropriate choices of Aspirations) superseeds Wake Conditions.

The Wake Conditions are:

● Bahamutan - Needy Supplicant: Resolve this Condition by relying on another to make a


decision or perform a task when it would be advantageous to do it yourself.
● Dagonite - Naked Ambition: Resolve this Condition when you suffer a negative
consequence in an attempt to acquire power.
● Lahamin - Sociopathic Cog: Resolve this condition when you suffer a negative
consequence from treating another human as a pawn or obstacle instead of as a fellow
person.
● Nu - Cosmic Awareness: Resolve this condition when you suffer a negative
consequence from following a sign or portent (real or imagined) or when you suffer a
negative consequence from investigating a supernatural phenomena (real or imagined).
● Oceanid - Tribal Loyalist: Resolve this Condition when you suffer a negative
consequence from looking down upon anyone who’s not “one of us” (however you define
“us”).
● Tanninim - Barbaric Savagery: Resolve this condition whenever you suffer a negative
consequence for choosing to solve an issue through violence or intimidation.
● Thalassan - Naked Greed: Resolve this condition whenever you suffer a negative
consequence in the pursuit of material wealth or status.

Beloved
When a mortal's soul cracks during a Breaking Point, a Leviathan's Wake takes advantage of
this momentary weakness. The Leviathan’s psychic power seeps in through the cracks, it’s goal
is nothing less than to completely remake the unfortunate mortal into the Leviathan’s fawning
servant. To the mortal this can elevate a Breaking Point into a full mental breakdown. The
Leviathan psyche is not a healthy one, and its flaws weigh heavily on the divine Tribe; imagine
how much worse those flaws would be when impressed onto a mortal soul.

Each Leviathan affects their Beloved in a unique way, though they share a general theme with
others of their Strain, which is represented through choosing appropriate Aspirations and role-
playing. However the underlying Beloved Condition remains the same regardless of which
Leviathan you worship.
New Condition: Beloved (Persistent)

You gain 9-again on rolls to obey or assist to the Leviathan(s) you are imprinted upon (even if
the Leviathan would disagree with your interpretation) and lose 10-again on all other rolls. At
least one of your Aspirations must be related to the Leviathan, and if you go too long without
earning a beat from an Aspiration related to the Leviathan, you take the Deprived Condition.

In addition, you are immune to Breaking Points caused by witnessing the Leviathan's
Apotheosis, and the Wake has no further effect upon your Breaking Points. When a mechanic
makes a distinction between supernatural and non-supernatural beings, Beloved are equivalent
to someone with a basic Supernatural Merit, like Aura Reading.

In some metaphysical sense, a Leviathan and its Beloved are the same creature. For the
purposes of Aspirations, other Beloved almost count as the Leviathan, and taken as a whole
they do. So long as the Beloved can justify why an Aspiration focused on the Cult (or some less
formal collective of Beloved) helps their deity, it counts as an Aspiration related to the Leviathan.
The justification doesn’t have to be a good one: Beloved are not sane, and if a fanatic genuinely
believes their superior leadership potential justifies starting a mutiny against the high priest, it
counts as an Aspiration related to the Leviathan.

For all that this can lead to destructive co-dependent relationships, the Beloved who obediently
serves is still better off than they would be in isolation. Alone, a Beloved is likely to face
Deprivation before too long, forcing them to dedicate a second Aspiration to the Leviathan in the
hope that it will be more easily fulfilled (being obsessed fanatics, they aren't likely to drop the
original Aspiration). If that doesn’t work, they'll need to dedicate their third and final Aspiration.
At this point, if they don't destroy themselves in the process of trying to fulfill their Aspirations,
they'll still be damaging themselves through the lack of investment in other aspects of their life.

Even among others of their kind, Beloved just don't form a stable equilibrium. They cannot sit
down and support each other in choosing Aspirations that provide the maximum protection from
Deprivation for the minimum risk. Quite the opposite, a group of Beloved are prone to enabling
behaviours and pushing each other deeper into obsession. If left alone for too long they're sure
to develop Aspirations like re-establishing contact with the Leviathan, or Aspirations that can
only be completed by fulfilling the worst stereotypes of their deity's Strain's Cults. So while a
well-managed Cult can provide direction and wealth of potential Aspirations that fulfill a
Beloved's needs, the Leviathan will still need to show his face, ensure that the Cult actually is
well-managed, and clamp down on any bad ideas before they start to take root.

Beloved and Soul Loss


One of the few benefits of being Beloved is that a connection to the Leviathan’s divine
nature can substitute for a soul. The Soulless, Enervated and Thrall Conditions are
suppressed (but not removed) for Beloved, and missing Willpower Dots return. The
missing Virtue is replaced with a “Virtue” of serving the Leviathan.

Soulless characters are extremely susceptible to becoming Beloved. Barring unusual


circumstances, a Thrall becomes Beloved the instant they enter the Wake.

Banes of the Tribe

Electricity, Man's Power of Reason


Since the fall of the Primordial Seas, one curse has hounded the Wicked Tribe like no other:
Electricity. As always, the legends of the Tribe are numerous and contradictory. The most
common tale puts a mythical source to the Tribe's bane -- the lightning bolt has long been a
symbol of sky gods, like Zeus, Jehovah, and Marduk. Mythologically inclined Leviathans are
quick to note the common theme of such gods defeating a primordial being. Some go as far as
to propose lighting was the literal weapon Marduk used to slay Tiamat, and the scars have
never healed.

Other legends speak of men, not gods. In these stories, the fall of the Primordial is inseparable
from Man's ascent to reason and dominion over the natural world -- a change symbolised by
electricity. The force of the gods tamed by science and the beating heart of civilisation.

Some of the tribe prefer a more materialistic explanation. The Ichor coursing through the Tribe's
veins makes them as conductive as the sea water they call home. Through this, the Tribe
becomes vulnerable to electricity.
Regardless of which story a Leviathan believes, the facts remain constant: electricity does
Aggravated damage to the Wicked Tribe and ignores any supernatural protected granted by
Vestiges or Rituals. Electricity-based Bashing damage isn't quite as deadly: Leviathans only
convert half the Bashing Damage to Aggravated Damage and the rest to Lethal Damage.

Hybrids aren’t as vulnerable, electricity bypasses any natural Armour granted by Mutations but
has no other effects.

The Sigil of Marduk, Man's Power of Virtue


Hidden in dusty tomes of occult lore, a little bonus for more observant viewers in surf horror
flicks, mentioned in cautionary tales told to unruly children. The Sigil of Marduk – a depiction of
Marduk atop his chariot wielding a lightning bolt – is a surprisingly resilient icon: Though its
exact origins are lost to history, the Sigil is known to be truly ancient: The oldest examples
uncovered by archaeology were in the ruins of ancient Mesopotamian cities.

Who Knows About the Sigil?


While mortals in the World of Darkness like to pretend monsters do not exist, they still
share the same pop-culture that we do. There are just as many Hollywood films
informing the public that silver bullets can kill a werewolf in the World of Darkness as
there are in our world; and in Leviathan: the Tempest, the Sigil of Marduk is just as
iconic. In one form or another, it is likely to have shown up in works such as Creature
from the Black Lagoon, Jaws, and the words of H.P. Lovecraft. Other cultures would
have their own ways of remembering the sigil.

However, simply drawing a copy of the Sigil is not enough. You have to know how to
empower it. A mortal who jumps to conclusions is likely to defend themselves with
useless pictures printed from the internet, or perform rituals created out of whole cloth by
a new age religion or a fringe archaeological pseudo-scientist that incorporate an ancient
symbol to seem more authentic. A more cautious one who’s aware that not everything
hollywood says is true (crucifixes don’t repel vampires either) will use their pop-culture
knowledge of the Sigil as a starting point to track down the proper techniques. By the
standards of occult lore, that knowledge is readily available. Anyone with dots in Occult
can role to search for it, anyone with a relevant Specialty won’t even need to roll.

The origins of the Sigil are as much a mystery to the Tribe as it is to humanity, but deep in their
bones the Tribe knows. They look upon Marduk’s image and their blood pounds to the rhythm of
armies marching against them, Marduk's lightning crackles through her skin while her bones
rattle with the echo of Tiamat's death-roar. Whether it’s a racial memory of Tiamat’s death or
untold generations of Leviathans hunted down by the Marduk society, when the Tribe look upon
Marduk’s Sigil, a demigod knows true fear.

To enter an area, get close to the border, or even project power or the Wake into an area
protected by a Sigil of Marduk, a Leviathan requires Sheol successes on a Resolve +
Composure roll. If they fail, they cannot try again for Sheol days. Offshoots spawned by the
Womb of Terrors Channel must score their creator's Sheol on a Resolve + Composure roll.
Hybrids have it easier, they only need one Success, and on a failure can try again after an hour.

Creating the Sigil is easy enough. It only requires a single success on a Dexterity + Crafts roll.
During the creation of a Sigil, proper instructions will describe a series of meditations and
mantras at various points. These are cleverly created, a work of genius really, to guide the user
into investing a portion of their Virtue into the Sigil via a Resolve + Occult roll. Without this
virtue, the Sigil will shock and disgust a Leviathan, but offers no actual protection (it does
however look good when emblazoned onto the side of a jetpack, the Marduk Society puts it
everywhere).

Investing one's virtue costs a Willpower Dot. Deactivating a sigil you created requires touching it
and an Instant Action. Doing so refunds the Willpower Dot or experience used to buy it back. If
the creator fulfills their Virtue (or performs a significant act in line with any of their Virtue Merits)
in the scene where they crafted a Sigil, and the Sigil was somehow connected to fulfilling their
Virtue, then instead of refilling their willpower pool, they may create a Sigil for free, effectively
fuelling the Sigil with a truly virtuous act rather than their own strength.

Each Sigil protects an area the size of which is limited by the total Willpower dots of the person
creating it (including dots spent on Sigils). This area must have a clear boundary. A Sigil can
protect a smaller area if its creator wishes it so. If a character has insufficient Willpower to
protect an area, they may use multiple Sigils distributed across the protected area. Sigils from
multiple creators stack as normal.

Total Willpower Area protected

1 A small apartment or boat. One to two rooms.

3 A small family home or an apartment with some storage space. Three


to four rooms.

7 An actual church, a warehouse, or a large family home. Five to eight


rooms or a large enclosure.

15 A mansion, a modest warship, or a small fortress. Nine to fifteen


rooms or chambers

21 A sprawling estate, a small town, an aircraft carrier or cargo ship.


Countless rooms or chambers.

Anyone who has learned the technique for imbuing Virtue can use it on anything, not just the
Sigil of Marduk. This is one of the many techniques that can be used to craft Protective Amulets
(God Machine Chronicles p242). Against a Leviathan, such Amulets would be especially potent,
adding 1 to 5 bonus dice when defending against the Tribe, depending on the strength of the
creator’s Virtue. Such protection is laughably weak when compared to the Sigil. Man’s Virtue
can imbue any symbol, but only one symbol triggers the Tribe’s instinctive terror.

Exceptional Size
From tales of the Kraken devouring ships to entire islands on the back of a turtle, the blood of
Tiamat has always been associated with great size. Whether a ten foot Leviathan in Apotheosis
is fighting a five foot human, or a much grander spectacle is at play, you can use the following
rules for combat at vastly different sizes.

All characters are divided into classes based on their size.

Size Size Class Examples

0-1 1 A fly, a mouse

2-3 2 A cat, a child.

4-9 3 A human. A full grown polar


bear

10-14 4 A sports utility vehicle

15-19 5 An African Elephant

20-24 6 An 18 wheeler truck

25-29 7 A blue whale

30-34 8 HMS Victory

35-39 9 Amazon class frigate

40-44 10 Daring class destroyer

45-49 11 Nelson class battleship

50-54 12 Queen Elizabeth class


aircraft carrier

55 13 The empire State building

Characters who are larger than their opponents gain significant bonuses. As a rule of thumb, a
skilled fighter can match someone one size class larger than them. Four skilled fighters can take
on an opponent two size classes larger than them. When the difference is even greater, your
only hope is to rush the target like a swarm of angry Zerglings.

Specialised or extremely potent equipment such as whaling harpoons or heavy duty military
weaponry can be treated as belonging to a larger size category for the purposes of these rules.
Electrified weaponry counts as a size category larger, and this bonus combines with mundane
bonuses, so an electrified whaling harpoon is better than an electrified sword.

Size classes above Damage Bonus Damage Division


opponent

1 1.5 * Successes (round down) N/A

2 3 * Successes 2

3 5 * Successes 5

4 10 * Successes 10

5 20 * Successes 20

Damage Division means that the defender divides all damage by the listed amount, and rounds
down. So, for example: Against a blue whale-sized Leviathan, an ordinary human would need to
inflict 10 Damage in one attack to inflict even a single point of Damage.

For the curious, assuming a dice pool of 10 (Dexterity 3, Firearms 3, a Specialty and Willpower)
and a Damage 4 rifle, a mortal will have a 10.81% chance for inflicting a point of damage. So
while an army could take down this Leviathan with massed infantry, the logistics of getting
enough soldiers (who won’t have a breakdown as soon as they see the Leviathan) and lining
them up with clear shots means the army would be better off rolling out the big guns.

If the Leviathan were any larger, or had Armour from a Channel, it would be functionally immune
to standard issue rifles.
Chapter Five: Look on My Works, Ye
Mighty
For me, in everything, there must be doubt. Otherwise, there's no room to question, to learn. This place. This is the
fruit of unquestioned, ferocious conviction. This is where absolute certainty leads.
― Wolfenstein: The New Order, Machine Games

Cults are the Tribe's greatest blessing and its most potent curse. Even the smallest are both
armies of fanatics eager to perform a Leviathan’s every whim, and bottomless wells of trouble
formed of madness and zeal.

Anatomy of a Cult
When one hears the word “cult,” certain things come to mind, and with the Tribe the stereotypes
are usually true. Honestly, they can’t help it; the Wake is not a sculptor remaking mortals into
the perfect servants. It’s a battering ram that shatters minds as it forces people to their knees.
Beloved are by definition damaged people with unhealthy psyches and social dynamics.
Preventing them from causing too much trouble for a Leviathan requires either constant
supervision or the kind of iron-fisted control over the flock’s thinking that only a cult can provide.
And constant supervision isn’t an option for any but the smallest group of Beloved. You can’t
delegate when your would-be middle managers are as unhinged as the rest of them.

But ultimately what matters to most Leviathans is what their cult can do for them, and how much
trouble it will cause them (that this is what matters is either a sign of the Tribe’s “divine
perspective” or wicked nature, depending upon how charitable you’re feeling). So what can a
cult do?

Each Cult has three primary traits. Fervor measures the cult’s ability to operate outside the law,
perhaps even violently. Piety measures the cult’s ability to use mundane, legal means to pursue
their goals. Finally, Zeal is used to perform rituals that invoke powerful supernatural effects.

In addition, every Cult has a Structure, the general character of the cult as an organization. Is it
a registered corporation with a break room converted for sacrifices or a secret society where
everyone wears black robes and goes anonymously masked? Each structure provides both a
benefit and a drawback.

Finally, there is a wide variety of Cult Merits that a Leviathan can take to further refine their Cult
and give it a unique flavour.
Fervor
All Cults begin with one dot of Fervor, representing their willingness to go outside the law, but
also a lack of actual experience or talent. Any Leviathan can in theory reach Fervor 5 by
investing effort and money into sensible things, like buying weapons on the black market,
targeted recruitment, or sending the cultists to train in the woods for a week. In practice a
Leviathan should be careful that his order of black market assault rifles doesn’t send red flags
up on a government database; the Ripple is a terrible curse upon would-be crime lords.

A Cult can go past the five dots limit upon Fervour at high Sheol. The limit is raised by one at
Sheol 6, and by another dot at Sheol 7. At this level, the supernatural power of a Leviathan’s
divine nature twists reality itself to allow a cult of such magnitude to exist. Cultists often begin
developing minor supernatural abilities through the power of faith (independently of any Tribal
ancestry they may have or Rituals they may benefit from), and fate itself seems to be on the
Cult’s side. However the Cult is still no match for a modern army, and the Leviathan’s divine
nature is nothing before the Gods who might start to notice a Cult of this size.

Without rolling a cult can accomplish the following:

1. Nothing. You will have to roll for even the most minor crimes. What a pity.
2. End investigations into minor misdemeanours. Commit basic crimes like theft against
unsecure targets.
3. End investigations into moderate crimes like breaking and entering. Abduct or cover up
the disappearance of people “nobody will miss”.
4. Win a war against a modestly powerful Organization ignorant of the supernatural, such
as the police or a localised crime syndicate. End investigations into serious crimes like
murder or arson. Smuggle ancient artifacts, money or drugs across national borders
(without somebody with gills taking a long swim).
5. Frame somebody for a serious crime like murder. Win a war against a modestly powerful
organisation aware of the supernatural, such as a typical Hunter Compact.
6. Commit an occasional brazen crime in broad daylight and prevent any official response.
7. Hold out indefinitely against a typical Hunter Conspiracy. Last an hour in direct combat
with a Rank 6 Ephemeral being without exploiting its Ban or Bane. Hold out for a week
against a first world army or an exceptional Hunter Conspiracy such as the Marduk
Society. Conquer vast swathes of less developed nations.

Putting the God in Godfather


The higher levels of Fervor are incredibly potent abilities. At Fervor 6 the Leviathan’s cult
resembles ISIL at the height of its power: able to conquer a large chunk of land with a
few good dice rolls. At Fervor 7, a cult’s mere existence has theological implications.

The thing to remember is that actually using these abilities has consequences.
Conquering your own middle eastern country sounds great, but the Tribe’s track record
at actually governing territory isn’t that impressive.
To be frank, any task big enough to require six or seven dots in Fervor can quite easily
get the Leviathan killed -- which is not to say that it’s entirely useless. Holding out
against Uncle Sam for a week (longer with good rolls) is great if the stars come into
alignment in six days time. Sacrificing your entire military wing to distract a minor god for
an hour... well that depends entirely on what you do with that hour, doesn’t it?

Though it must be said, history is full of Leviathans who started believing in their own
unassailable divinity, only to get themselves and their entire cult killed because of a
prophecy they made up. Only exceptional Leviathans can boast of successful thousand-
year plans.

Piety
Piety represents your cult’s ability to do things in a lawful or civilised manner: diplomacy, deals,
or just asking nicely fall under Piety. As the Wake damages a mortal’s ability to be a civilised
person, it is only Piety, fear of punishment, and the Leviathan’s divine laws that keeps them
from descending into a savage state.

All cults begin with a single dot in Piety, which represents a total lack of social graces and
incomprehension when faced with the mundane world. It means the sort of incompetence that, if
asked to apply for a mortgage on behalf of a Leviathan, would turn up in ceremonial robes and
declare how blessed the bank must be to have an opportunity to serve. Even at this level,
Beloved don’t lose their basic ability to function: they aren’t going to get kicked out of their jobs
or divorced by their spouses, but the closer they are to the Leviathan, the more incompetent
they get. In daily life, they’re mostly able to pass as normal, but being given a task to do on the
Leviathan’s behalf is as bad as standing next to him.

A Cult can go up to three dots of Piety. The limit is raised by one at Sheol 6 and by another dot
at Sheol 7. In addition, the Elite Club and Legitimate Organization Structures increases the limit
by two dots. These benefits stack to a maximum of seven dots.

1. You’ll have to roll for the most basic of tasks.


2. Speak to people on your behalf without causing a scene. Get the groceries. Put up
posters. Form an organised protest march, and stick to the slogans and banners you
actually asked for. Show visitors around your temple without making them suspicious,
assuming there genuinely is nothing suspicious present.
3. Minor research on publicly available information. Filling out a complicated form, like a tax
return or a loan application. Provide modestly skilled work like a driver or a personal
assistant.
4. Maintain a modest institutional source of income, enough to be self sufficient and send
modest luxuries your way. Provide a competent legal defence. Get whatever medical
diagnosis the Leviathan needs to maintain their public persona. Get favourable stories
published about you.
5. Pull off dirty legal tricks and get away with it against small targets. Indefinitely defend
against legal civil lawsuits against yourself. Earn enough to provide expensive luxuries.
Make the police do your bidding, so long as the requests are legal. Completely control
your media image, barring a major screw up. Face time with tyrants and billionaires.
6. Access to world class movers and shakers. Scientology level legal shenanigans. Govern
a town competently, so long as there’s no crisis and you’re not making unreasonable
demands.
7. Actually run a government competently, so long as there’s no crisis and you’re not
making unreasonable demands.

Earth’s most Virtuous


This system can be used for Hunters, Law Enforcement, and other groups that may
thwart a Leviathan’s plan.

Mortal groups typically start with Fervour 1 and Piety 2 (Some exceptionally incompetent
or loathed groups may have Piety one). A Cell of Hunters or small town police
department typically has 2 dots extra dots to split between Fervor and Piety A more
powerful Cell can have significantly more dots. A Compact of Hunters or a city wide
police force typically has 4 additional dots to divide up. A Conspiracy of Hunters or a
national group like the NSA typically has eight dots.

A mortal military typically has very high Fervor and reasonable Piety. Major world
nations like France, the United Kingdom or the United States have armed forces with
Fervor 8 or 9 -- beyond the limits a Leviathan cult can reach before it collapses under its
own fanaticism or attracts too much attention.

The Marduk Society has Piety 5 and Fervor 7 -- lower than most Leviathans expect. A
Marduk fighter plane might make cutting edge US technology look like a WWII aircraft in
comparison, but the Tribe would be shocked to hear that there’s only a hundred of them
worldwide. However, Marduk has the Home Turf Merit, and their primary strongholds are
in orbit, which makes them nearly impossible to attack.

A fight between a powerful Cult and a Hunter Conspiracy is fairly evenly matched, and
would probably last until both sides tire, as both can rebuild outposts as fast as they’re
destroyed. If it got that far, a fight between a powerful Cult and Marduk would probably
involve Marduk bombarding the Cult from their safe vantage point until they can’t find
any more targets, or until they kill the Leviathan. However, Marduk doesn’t like killing
victims of the Wake, and prefers to lure the Leviathan out into the open before striking.

As always, a Leviathan should remember that just because they can doesn’t mean they
should. Destroying a small town police force might be easy, but it can attract a larger
group’s attention.
Zeal
While Piety and Fervour measure the competence of the Cult, Zeal measures how much they
believe in the Cult’s teachings. Beloved are obsessed with a Leviathan and endlessly obedient
in the face of the Wake, but that doesn’t stop them spending the entire sermon staring at the
Leviathan and drooling.

1. Cultists are obsessed with you personally, but not so much to the Cult or its doctrine -
Sunday Cultists, basically.
2. Cultists read the scripture, but they don’t think it’s that important.
3. Cultists care about the scripture, but many interpretations flourish.
4. Cultists are hardliners angered by heresy.
5. Cultists are textbook fanatics.
6. Cutlists exhibit slavish loyalty; they find it hard to even think outside the bounds of
doctrine.

Zeal is separate from loyalty and group cohesion. A Cult could be a tight unit, bound by
personal loyalty to the Leviathan, but lacking in spiritual matters, or a Cult could be fanatical
followers of the doctrine that the high priestess preaches behind the Leviathan’s back. But this
does not divorce Zeal from Practical concerns. Zeal is the primary component of a Leviathan’s
Rituals: to make a Ritual work, the cultists need to be both strong and unified in their beliefs.

Unlike Piety and Fervor, Zeal only goes up to five dots. As a result, the strongest Rituals can
never be powered by Zeal alone. Many Leviathans, particularly those following the Blazing
School, believe that this limit is not absolute and dedicate themselves to overcoming it. The
horrific experiments these believers perform to push for ever greater Zeal have left broken
creatures and cults scattered in the Tribe’s Wake. Some say a few Leviathans have even
succeeded, but it may just be more of the usual rumours and self aggrandizing lies.

How Cults Roll


If a Leviathan wishes their cult to perform an action beyond what their Fervor or Piety provides,
it requires a roll. Successes essentially become bonus dots of Piety or Fervor for that one
action. If a Leviathan has two dots of Fervor and wants his Cult to destroy a Cell of Hunters, a
task that requires three dots of Fervor, he needs to make a roll.

The Leviathan rolls Sheol -- her divine nature innately supports her cult -- and either Intelligence
or Presence, to create a plan or to inspire the troops, respectively.

However this roll does not scale linearly. A cult with two dots of Fervor, with is probably five to
fifteen people who’re willing to break the law but have little practice at it, could plausibly destroy
a Cell of Hunters. A Cell of Hunters could also be five to fifteen people with combat experience
and off the shelf weapons.
Those same five to fifteen people, are not going to conquer a middle eastern country no matter
how smart or inspiring their leader is. Increasing your Fervor or Piety by one dot only requires a
single success. However a second dot requires 4, the third requires 9, the fourth requires 16,
then 25, then 36, and so on.

While a Leviathan can pull of some very impressive stuff with a good roll, be careful about
attracting trouble that requires a similar level of Fervor or Piety to deal with.

In addition, if you are more than one dot short of your target after rolling, the roll is automatically
a Dramatic Failure.

Roll Results:

● Exceptional Success: Not only does the cult succeed in its tasks, but the Leviathan gets
a beneficial Condition.
● Success: “Praise the Primordial One, for we have triumphed on this day.”
● Failure: “It didn’t work. Please don’t eat me.”
● Dramatic Failure: The Storyteller inflicts a Condition upon the player; either representing
trouble the Cult has attracted or internal strife.
Blocked
Cults fight each other all the time. There are two ways a Leviathan can direct his cult to fight.

The first is to interfere with another Cult’s plans. A Leviathan hears that his rival is planning a
scheme, and tells his people to make sure it fails. When this happens, the Leviathan converts
his Fervor or Piety into Successes and subtracts that from the rival cult’s capabilities. The
Leviathan can also roll to increase his Cult’s effectiveness but in that case, if the rival succeeds
anyway, she learns of the Leviathan’s interference:

Example: Whateley hears that Carter’s Cult is trying to assassinate an occultist and decides to
stop it, because Carter annoys him. Whateley’s Cult (Piety 3) use their influence to file
anonymous tips with law enforcement. Three successes is worth one dot of Piety so Carter’s
cult acts as though their Fervor is one dot lower for this assassination. Whateley can roll to
increase his cult’s Piety if he wants to inflict a larger penalty; however this means if Carter
succeeds despite Whately’s obstruction, he will also learn of Whateley’s involvement. If Carter
no longer has enough Fervour to pull off the assassination, he can roll to compensate.

This kind of obstructionism is relatively safe. Carter will have to do some serious work (or have
a supernatural source of information) to uncover who’s behind it. There’s rarely any penalty if
you don’t roll, and the penalties if you do roll and your opponent succeeds the consequences
are usually minor. Carter and Whatley were already rivals so when Carter learns that Whatley
obstructed his assassination it’s unlikely to make their relationship worse than it already was.

This is also why a top-tier cult inflicts relatively modest penalties on a much weaker cult.
Typically 1-3 dots. Even the decision to simply interfere with the operation is a decision to hold
back, if a enormous cult didn’t hold back they’d have used a more direct but riskier method.
They’d have attacked the other cult outright or tried to steal the relic first.
Holy Wars
The second way Cults can fight directly is to simply attack each other outright. An attack always
involves comparing Fervor against Fervor. Dice are always rolled due to the inherent chaos of
battle.

If the attacker has a lower Fervor (a bad dice roll or a very stupid decision) then nothing
happens: the attack fails, and the counter attack will probably be swift.

If the attacker has at least two more dots of Fervor than the defender then they start destroying
dots of Fervor or Piety. For each dot of Fervor above the defender’s, beyond the first, they can
remove one dot. If both Fervor and Piety are reduced to 1 then the target cult is effectively
destroyed. There may be survivors, but they’re scattered and out of contact.

If a character loses dots due to an attack, they regain the experience: If a raid destroys their
weapons stockpile they still have the black market contacts. If their entire cult is wiped out they
know how to do better next time, however it still takes time to rebuild.

Group Combat
While a powerful Leviathan in its Apotheosis has nothing to fear from anything other than
a similarly powerful supernatural being or heavy military equipment, a less powerful
Leviathan or one attacked in a mid Depth body might find themselves evenly matched
against a large numbers of regular humans.

But if you find your player in a fight with fifty police officers or rival cultists; the last thing
you’ll want to do is roll individual attacks for all fifty of them. The following rules may be
used to simplify mass combat, and to make humanity more potent adversaries.

A squad (or mob, or gang, it doesn’t matter) of fighters is treated as an individual


character. For simplicity we’re assuming that a squad is made up of characters with
identical traits and since these are combat rules we’re ignoring any traits unrelated to
combat.

A squad’s “heath” is equal to the total Resolve of all members. This represents the
squad’s morale, whether you brutally kill only a few members or inflict minor injuries to
everyone a squad breaks and runs once enough damage is inflicted. The Beaten Down
Tilt may be appropriate. If a squad flees it inflicts two moral damage to all other nearby
squads on it’s side, possibly starting a chain reaction of panic.

A squad’s attack dice pool is equal to that of one member plus one third of the total dice
pool of all members other than the first (roughly what they’d get if they all rolled as a
teamwork action). However, their weapon damage is unchanged, and only counted
once.
A squad’s “size class” is that of an individual member - meaning that once a Leviathan
gets strong enough swarming it with small arms simply won’t work. With stronger, larger,
military grade equipment and increasingly larger squads leading to higher health pools,
however, masses of mortals should remain competitive even against the strongest
Leviathans.

Fervour does not directly interact with these rules, but it does provide higher stats and
better weapons for a Leviathan’s fighters, which in turn will lead to much stronger
squads.

Structures
Structures are the overall form of a cult. It defines how the cult operates, how members relate to
each other, and how the cult relates to the outside world. Each Structure has its own advantage
and drawback. If the advantage or drawback affect a Cult’s Fervour, Piety, or Zeal, they cannot
increase it beyond the Leviathan’s usual maximum or decrease it below one.

Every cult begins as Unorganised. Changing to any other Structure costs three dots. However,
each Strain gets a one-dot discount on its favoured Structure (there is no discount in Cults
shared between Leviathans of different Strains).
Unorganised
Your cult has no Organization, which makes it good at avoiding formal scrutiny. However it has
no systems in place to keep the cult from doing something stupid. Unorganised makes a good
cult for a young and inexperienced Leviathan who is more interested in keeping their Beloved
from causing them trouble than actually having their cult do anything but any Leviathan who
actually wants to make use of their cult’s potential is advised to build some structure quickly.

Instinctual for: None.

Benefit: With no formal connections to track down, you can cut cultists loose the moment
they’re attracting too much attention. You can sacrifice Fervour, Piety or a merit such as
Conspirators -- whatever’s appropriate to resolve your problem -- to remove the Flagged
Condition. Refund the sacrificed dots, but do not take a Beat for resolving the Condition. This
does not necessarily stop your enemies hunting you, but it sets them back to square one.

Drawback: Without middle managers, you only have so much control over your cult. The first
time you use your cult in a session, you take either the Admirer or Wronged Condition.
Elite Club
The cult portrays itself as an exclusive get together for the creme de la creme of society, a
combination of targeted recruitment and the fact that few people can look a Leviathan in the eye
and disagree makes the illusion work.

Instinctual for: Oceaneads


Benefits: The Leviathan may buy the Conspirators merit for free, and may buy it a number of
times equal to the Cult’s Piety. Further dots cost experience as normal. You may also, once per
session, move one of your free Conspirators to another Organization if the new target is
significantly more powerful, an Elite Club always wants to be more elite. In addition your
maximum Piety is increased by two.

Drawbacks: What’s the point of having an exclusive club if the excluded can’t see how much
better than them you are? The Cult spreads its agents into the corridors of power, but they’re
hardly subtle about it. All Fervour Failures become Dramatic Failures due to the cult’s high
profile.
Gated Community
Prerequisite: Home Turf OO

The Leviathan's cult form their own community, united not just by religion but by a desire to live
among people with shared values and a shared culture, despite this members of the cult often
travel beyond its borders and maintain social connections with outsiders. While the cult's
community is not explicitly religious, it is much easier to practice the Tribe's unique religions
when surrounded by understanding people, however the culturally incestuous nature of a Gated
Community leaves little room for variety and consequently the Cult often has trouble adapting to
sudden changes.

Instinctual for: Bahamutans

Benefit: Gated Communities work at their best when they’re harmonious. Whenever the
Leviathan Resolves a Condition representing internal Strife within the Cult the Leviathan may
either bask in that harmony to discard a personal Condition representing inner Strife or they can
take a temporary dot of Piety, Fervor or Zeal for the remainder of the Session.

Drawback: A Gated Community is defined by peace, harmony, and a dangerous amount of


groupthink. If something disrupts that then they tend to fall apart. So long as the Leviathan has
at least one Condition representing internal Strife in the Cult all Fervor or Piety Failures are
upgraded to Dramatic Failures.
Inbred Hicks
Prerequisite: Home Turf OO

The Leviathan has complete dominance of an isolated geographical area, within his territory the
entire population belong to his cult. Every aspect of the cult's lives is shaped by the cult's
doctrine and the Leviathan's rule is absolute. But consequently the Wake makes even deeper
marks and the cult focuses its dysfunction inwards.

Inbred Hicks do not need to have the Isolated Merit. The Leviathans Cult can be within easy
travel of mundane society, but by definition the cultists rarely travel without a reason and make it
clear outsiders are not welcome.
Instinctual for: Dagonites

Benefits: Your cult is incredibly resilient. They have no outside ties, nowhere else to go, so no
matter what happens to them or what you do to them, they’ll turn up to praise you tomorrow.
Once per session you may either spend a Dot of Piety, Fervor, or Zeal to instantly discard any
condition relating to internal strife; or you may take a condition relating to internal strife to gain a
free dot of Piety, Fervor, or Zeal. Dots you spend or gain in this way reset at the end of the
Session, and you can take a Dot this session and then spend a dot next session to discard that
Condition.

In essence you can either ignore internal problems knowing that after a period of reduced
effectiveness your cult will sort itself out, or you can make unreasonable demands knowing that
it will cause strife in your cult but no long term damage. After all, where else are your Beloved
going to go?

Drawbacks: Politics is especially brutal in a Cult of Inbred Hicks. Any Dramatic Failure or
Exceptional Success using Fervor, Piety, or Zeal creates a negative Condition as someone
uses the success or failure to try and seize some power. This may happen once per Session.
Militant Fanatics
The cult is organised for the maximum efficiency in causing and withstanding violence. If it's
large and prosperous it will probably have a clear chain of command, hidden caches of supplies,
fortified safe houses. If it's small or poor, then it does the best it can. Depending on where it's
found such a cult might resemble (or be) a criminal gang, a professional military force, an
apocalyptic cult hiding in a fortress, or the private army of a third world warlord.

Instinctual for: Tannanim

Benefit: Violence and warfare are what your cult lives for. Every time you succeed on a Fervor
roll, or when a military attack on your cult fails to do any damage, you gain a free dot of Zeal
(maximum of five). This dot vanishes after your next Ritual. If you already have a bonus dot of
Zeal then there is no benefit. In addition, when rolling to increase your Fervor, add half your
Piety (round down) as a bonus to the roll.

Drawback: Your cult really isn’t good at operating politely. Violence seeps into their every
action. All Piety Failures become Dramatic Failures.
Religious Organization
The Cult organizes itself like a church or some other religious Organization. The Cult exerts
control over its member’s spiritual lives while keeping a relatively light touch on lay member’s
mundane affairs. Such Cults may have full time temple-employees who do the Leviathan’s
bidding or expect the laity to tithe a portion of their labour, but a clear distinction between
Church and State is what defines this style of Cult.

Instinctual for: Nu
Benefits: By focusing the Cult upon spiritual matters the Cult’s symbols and mythology are
strengthened with supernatural potency, which can be directed into Rituals: Profanities provide
two additional points of Ardour.

Drawback: Indifference is even worse than enmity, and the Leviathan’s Divine nature insists on
not only being known but being feared. With more of itself bound into symbols and iconography
the Divine nature is compelled to flaunt those symbols. If you do not take a Condition from a
Profanity, your Ritual takes a -2 Ardour penalty. Portraying yourself as a legitimate religion is
also a very bad idea in parts of the world with strict laws governing worship.
Secret Society
The first rule of the cult is that you do not talk about the cult. Members come from very different
lives, and actively avoid being seen with each other publicly unless they have a very good
reason to. The veil of secrecy makes such cults very hard to investigate, but it imposes
additional organizational burdens.

Instinctual for: Lahamin

Benefits: A secret society is highly compartmentalised and if one tentacle comes under
suspicion it’s no trouble to cut it loose. You can sacrifice Fervour, Piety or a merit such as
Conspirators, whatever is appropriate to how you screwed up, to remove, Hunted, Flagged or
Wronged. Refund the sacrificed dots but do not take a Beat for resolving the Condition. This
does not necessarily stop your enemies hunting you, but it sets them back to square one.

Drawbacks: Keeping the cultists at arm’s length means they have ample opportunity to do
something stupid. The first time you use Fervour or Piety action in a session faces additional
risks (if you used Fervour or Piety without a roll then roll that trait just to see if it triggers this
drawback). On a Failure or an Exceptional Success take the Stalker or Wronged Condition. On
a Dramatic Failure take the Rogue Cult condition as you completely lose track of part of your
Organization.
Legitimate Organization
The cult organises itself as a business, a nonprofit, or some other formal entity. This gives the
cultists a way to spend plenty of time on cult business as well as a nice legal framework for cult
owned property, bank accounts and all the other complexities of modern life. However the cult's
increased legal presence makes it harder to get away with breaking laws.

Instinctual for: Thalassans.

Benefits: Doing business means making contacts, and the cult has plenty. At any point you
may assign yourself free dots in social merits in areas relating to your cult’s area of business.
You may create up to two Merit dots per dot of Piety. At the end of a story the dots vanish, and
you may start assigning yourself new Merits. In addition your maximum Piety is increased by
two.
Drawbacks: Legitimacy leaves a paper trail. Any time you resolve the Flagged or Hunted
Condition, and the people targeting you were a mortal Organization (including Hunters) you take
the Record Condition or increase the penalty by one.

Cult Merits
The following merits exist to provide your cult with additional flavour and special abilities.

Limitations
Unless stated otherwise any Merit that provides a bonus to Fervour, Piety or Zeal cannot
increase that trait above five.

Compartmentalized (OOO)
Prerequisite: Piety 3

Your cult is only the top of the organisation. The upper management are Beloved, the lower
ranks are ignorant. This requires at least some Piety so that your Beloved can interact with their
subordinates without immediately giving the game away.

This Merit makes your cult particularly hard to investigate or attack. It’s surrounded by a human
wall of regular mortals: Investigations return with solid evidence that your organization is full of
normal sane people, because it is. Any attempt to investigate your cult turns Failures into
Dramatic Failures.

Drawback: Your Cult is vulnerable in ways fanatics are not, and your rivals may use the Holy
War rules with Piety instead of Fervour. They can poach employees, leak the truth onto the
grapevine, or just undercut you in the market and watching as the people who won’t forgo pay
turn in their notice.

Few Leviathans opt for a Compartmentalized Cult, as the Tribe is unskilled at working within the
system when compared to humanity or rival supernatural creatures. However for Leviathans
who like to vanish at the first sign of trouble a Compartmentalized Cult can be an appropriate
strategy.

Conspirators (OO)
Your cult has spread its tentacles into the corridors of power. These agents have little influence,
but provide you access to useful information. Choose one organization, you gain a bonus dot of
both Fervour and Piety when targeting that organization. In addition you can use your agent as
the focus of Rituals.

You may take this merit multiple times to embed your agents into additional Organizations.

Drawback: Agents can get caught and Conspiracies may be unearthed. Any Dramatic Failure
on a Piety or Fervour roll targeting this organization, or if ohe Organization scores an
Exceptional Success on a contested action against you (even if you win that roll) exposes your
agent. You lose the merit, and take a Condition (usually Flagged).

If you are foolish enough to embed crazy cultists in an organization controlled by another
supernatural being or Hunters you consent to the Storyteller removing the Merit and giving you
Flagged at any time they think it will advance the story, or at any time they're feeling sadistic.

Font of Vice (O)


Perhaps you've indoctrinated or eaten the local drug ring into obedience, maybe no chef in town
may partake of the sea's bounty without your blessing, or maybe your Beloved will sleep with
anyone you tell them too. Your cult has a limitless supply of a certain vice which you can trade
for favours or recruitment. Treat both your Piety and Fervour as one dot higher when your
access to Vice greases the wheels.

This Merit may be taken multiple times for additional vices.

Home Turf (O - OO)


You control your own territory. As a rule of thumb your territory will have around 50 families
(Beloved or otherwise) per dot of Sheol, which could be a small block in a city or a vast swath of
sparsely inhabited countryside.

The one dot version makes you the illegitimate owner, like the lord of gang territory, and gives
you two bonus dots of Fervor to all actions within your territory. With two dots you are or control
the legitimate owner, key figures like the mayor and chief of police are members of your cult.
Most likely, almost everyone in the area is your Beloved. With two dots, you get two bonus dots
of Fervour and Piety to all actions within your turf.

Naturally these dots apply to defending against a military raid on your cult compound, unless
your attacker explicitly seeks out and targets an exposed outpost - which limits the damage to
one dot of Fervor or Piety.

Drawback: However it's obvious that things in your turf are not quite right. Maybe it's the
primordial graffiti, maybe the locals act wrong or have just enough Tribe blood to look off. Within
your Turf the ripple penalty is doubled.

Isolated (O)
Prerequisite: Home Turf OO

Your cult lives far away from any other humans, perhaps they dwell on a remote island and
have no boats. Because they are unable to interact with mundane society they can’t cause too
much trouble for you.
Drawback: They can’t do that much to help you either. Even if you were to carry your Cults on
your back to where you need them, they’d lack the knowledge and experience needed to
operate in the modern world. Both Fervor and Piety are treated as three dots lower outside of
their Home Turf. This can go down to zero, which means they cannot do anything because they
can’t even get to the modern world.

Lahmasu (OO)
Your cult has a specialised cadre of Lahmasu followers who may or may not be your own
descendants.

Against other supernatural or Hunter organization's presence of Lahmasu can be neatly folded
into Fervour but you treat Fervour as two dots higher when acting against mundane targets. The
presence of the supernatural sows panic and discord in mundane foes; charging at men with
guns to attack with teeth and claws might be an extremely foolish military tactic for all but the
most powerful Hybrids, but in the World of Darkness it’s an extremely effective psychological
tactic.

Drawback: You are, after all, sending out cultists who are part man and part sealife. If your raid
leaves behind a dead body with gills and shark teeth somebody is going to start asking
questions. Unless you get an exceptional success you take the Flagged Condition. The police
office you raided might try and sweep this under the rug, but rumours will spread and someone
will step in.

Legitimacy (OO)
I respect all religions. ― Common Saying

Prerequisites: Religious Organization. Living in a tolerant part of the world.

Your cult is a legally recognised minority religion and benefits from protection against
discrimination. Treat its Piety as two points higher in appropriate circumstances, such as asking
for time off work for holy days or stonewalling police investigations into religious practices.

Old Hands (OO)


Your Cult is disproportionately experienced in a single type of crime like “kidnapping” or
“acquiring artifacts”. Within your area of expertise your cult gets two bonus dots to Fervour.

Conditions
Admirer (Persistent)
You have a Beloved with unsatisfied psychological needs; in other words a crazy obsessed
stalker who’s going to cause you trouble or who is trouble themselves.

Beat: Your admirer causes a significant problem.


Resolution: Your admirer is inducted into your cult and gets their satisfaction.
Resolution: Your admirer dies.
Resolution: Your admirer remains outside your Wake for an extended period and breaks free.

Bolt from the Blue (Persistent)


You have convinced Marduk that opening fire with their kill satellites is a lesser evil than leaving
you alive. A Zamani is in geostationary orbit above and waiting for a shot at you. Unless you
have gone far beyond the line it is probably waiting for an opportunity to avoid collateral
damage. Do not give it one.

Resolution: You flee the region.


Resolution: You convince Marduk that you’ve fled the region.
Resolution: You die.

Civil War (Persistent)


Your cult’s gone too far and has erupted into open civil warfare over some damn fool thing.
Chaos reigns, we’re talking human sacrifices and ceremonial knife fights in public. You cannot
use Fervour, Piety or Zeal; in addition roll the sum of those three Traits, for every Success
remove one dot of Fervour, Piety or Zeal and apply one Condition representing some external
enemy alerted by the fighting. If the condition lasts beyond a single session, make the roll at the
start of every Session. Most Leviathans end Civil Wars quickly or run as soon as one begins
and let the mortals deal with the consequences.

Resolution: The Leviathan forcefully brings the cult under his control. This nearly always
requires rolling Erosion for either Phronesis or Eunoia.
Resolution: The cult is destroyed.

Contender
One of your Beloved has decided to climb the ranks, and doesn’t mind stepping over her fellow
cultists to do so. Your next Failure on a Piety or Fervor roll is upgraded to a Dramatic Failure
when the Contender makes their move.

Resolution: Success or failure, once the contender makes their move they either get what they
want or are decisively shot down.
Resolution: You find the contender and give them what they want or tell them to knock it off.

Flagged
An organization with some real clout is on your trail. It could be the police or social services
investigating what they think is a mundane problem, or Hunters from a Compact or Conspiracy.
But beware, even an investigation for unpaid parking tickets can become a real problem if they
stumble over evidence of human sacrifice.

Resolution: The investigation concludes and the organization decides to take no further action.
Resolution: The investigation concludes and further action is warranted. Give the investigators
what they want or replace Flagged with Hunted or Bolt from the Blue.

Hunted (Persistent)
The jig is up and someone is trying to arrest, or more likely, kill you.

Beat: The hunters causes a significant problem.


Resolution: The Leviathan either convinces his hunters to leave him be, loses them for good,
or kills them all.

Investigator (Persistent)
A lone agent is sniffing around. It could be a rival’s Beloved who doesn’t know who or what you
are, a lone occult investigator, or an off the books investigation by a larger organisation. They’re
not much of a problem now, but if they learn more they could be.

Beat: You face a significant hardship in trying to keep the investigator in the dark.
Resolution: The Investigator dies or quits the investigation.
Resolution: The Investigator finds what they want. Replace this Condition with Wronged,
Flagged, or Hunted depending on where the Investigator goes from here. But if you’re very
lucky they might just go home with what they came for. A mortal archeologist who needs your
Heirloom to prove a theory about ancient Phoenicia isn’t going to cause you trouble by putting it
in a museum and publishing papers.

Schism (Persistent)
Your cultists can’t agree on what your scripture means. Consequently their ability to perform
rituals is in tatters with zealots constantly working at cross purposes. So long as the Schism
lasts the cult’s Zeal is halved, round down.

Resolution: The Leviathan brings the cult under her control. This usually requires rolling
Erosion for either Phronesis or Eunoia.

Record (Persistent)
You’ve done something wrong, and dealt with the immediate fallout. However it’s left a paper
trail. Any attempts to investigate your cult (not you) gets a bonus. The bonus begins at +1 but it
can increase if you get the Record Condition multiple times.

Resolution: Gain a dot of Piety or Fervor and grow large enough to lean on the Organizations
that previously tracked you.
Resolution: Completely reorganize your cult to cut its ties to the past.
Rogue Cult (Persistent)
You are being worshiped by a cult you don’t control, and may not even be aware of. This cult is
sure to cause all sorts of problems, like leaving your name for the police to find next to the
sacrifice or devising a summoning Ritual to call their god back.

Beat: The cult causes a significant problem.


Resolution: Bring the cult under her control. This probably requires rolling Erosion for either
Phronesis or Eunoia.
Resolution: The rogue cult is disbanded or destroyed.

Wronged (Persistent)
You or your cult has wronged someone, and they cannot let it go. They’re probably not trying to
kill you, but they need a confrontation and will pursue you until they get one. They may create
trouble for you in their dogmatic pursuit, and if they ever learn the truth of your supernatural
nature they’ll likely snap and become an Ahab.

Beat: They cause you a significant problem.


Resolution: They die.
Resolution: They confront you and win the confrontation, even if it’s only giving you a piece of
their mind.
Resolution: They learn the truth and turn Ahab, replace Wronged with Hunted.
Resolution: You delicately induct them into your cult without creating an Ahab. (An exceptional
success is required).

Chapter Six: The Mouth of Hell


Mother Hubur, she who fashions all things,
Added matchless weapons, bore monster-serpents,
Sharp of tooth, unsparing of fang.
With venom for blood she has filled their bodies.
Roaring dragons she has clothed with terror,
Has crowned them with haloes, making them like gods,
Whoever beheld them, terror overcame him,
And that, with their bodies reared up, none might turn them back.
― The Enûma Eliš

Supplementing the mystical advantages – and afflictions - that separate the Tribe from humanity
is the exploration of the power available from their Progenitor's bloodline. While Sheol measures
the degree to which a Leviathan has formed a personal connection to their lineage, this method
of exploration is not the only one available to them. The Schools of the Tribe emphasize an
approach towards definition of the self, and part of that goal is the realization and reclamation of
the Tribe's lost power.

Some Schools emphasise the reclamation of the Tribe’s lost birthright as an avenue of self-
expression, though few among the Tribe are completely comfortable with exploring their own
powers. While such things can provide considerable control over the immediate circumstances
of a Leviathan's life, delving deeply into one's bloodline involves acknowledging the Tribe's
inhumanity in a way that can be frightening to an insecure Leviathan, and even the more
balanced and stable members of the Tribe often find that they feel more human spending their
time on other studies. At least a portion of this anxiety stems from the fact that the Tribe's power
expresses itself imperfectly in humanoid visages – a member of the Tribe must become
monstrous to make use of the lore encoded in his blood.

Vestiges
The avenues of supernatural power open to the Tribe are referred to as Vestiges. A Vestige is
understood as just that: a fragmentary remnant of some facet of the power of the Progenitors
which a Leviathan can seek to emulate. Acquisition of a Vestige, as well as a Leviathan's
conception of how that power is achieved, shapes the Leviathan's monstrous forms – the closer
he moves towards the far limits of his transformative ability, the more of the power of the
Vestige is made manifest. Exploration of a Vestige can also serve as a method of forming a
personal image of the Tribe's lost heritage – the Leviathan's School shapes the ways in which
he comprehends the Vestiges and the ways in which they become physically manifest as he
attempts to achieve an understanding of his bloodline that gives him a goal to aim for. In other
words, the Tribe's study of Vestiges is part of their attempt to construct an ideal form in which
they will feel “complete.”

The Tribe has access to seven Vestiges, corresponding to the seven major Strains. All of the
Tribe's abilities fall under the blanket of one of these seven categories, and can be further
subdivided into Channels. A Channel is a part of the whole and serves as a manageable portion
of an otherwise massive concept. Leviathans explore a Vestige by comprehending its individual
Channels as they develop in their monstrous bodies. The most straightforward of these are
referred to as Ancestral Channels – they represent certain physical transformations that must be
manifested before the more esoteric Descendant Channels. Descendant Channels involve the
conjuration and direction of the forces at the Tribe's command and, as such, require the
evolution of a form that can grasp them and the power of Ichor to invoke.

The Vestiges are a gift shared by all members of the Tribe. While a given Strain may favor
certain Vestiges, there are no aspects of the Tribe's power that cannot be gained by a Leviathan
that undergoes proper training or encounters the right stimulus. On a practical level this means
that there are no Channels that are unique to a given Strain or School. It would be possible for a
Leviathan with infinite time (and patience) to develop every Channel of every Vestige by
pushing their body in the right direction. The roadmap to these traits is, after all, contained in the
blood of each and every Leviathan, and reproduced in imperfect fragments in the families that
gave birth to them.

Birthrights
Remarkably, the most basic expression of a Vestige is identical, no matter the Channel
developed. This “common ground” represents a Vestige's Birthright – the most basic expression
of that Vestige, a small blessing that any Leviathan that has developed that Vestige has access
to in any form. The trick offered by a Birthright is usually limited, a predecessor to the Vestige's
more formal powers, but most members of the Tribe find that the ability to produce their
Birthrights at any time more than makes up for the lack of a spectacular effect.

Mechanically, a Birthright is a single power available to a Leviathan regardless of form, which


has one effect and an associated Ichor cost. The invocation of a Birthright involves either no
transformation or an imperceptible amount of change – it takes supernatural awareness to mark
their use. A Leviathan gains access to a Vestige's Birthright upon purchasing any of its
Channels.

Adaptations
There are paths beyond the roadmap contained in the Tribe’s blood. Refinements and
expressions of the Vestiges that are only found by Leviathan’s who search for them specifically.

The Tribe refers to these elaborations of the Vestige as its Adaptations. They are of somewhat
greater social and mental importance to a Leviathan than the Channels themselves, as they are
improvements that are deliberately sought – by internalizing these traits, a Leviathan is making
a claim as to what he believes his (or even the) ideal form ought to be. While the marking of a
Progenitor's bloodline causes a Strain to favor certain Vestiges, it is the will of the Leviathan that
guides him to more readily undertake a group of Adaptations.

Mechanically, an Adaptation is like a Merit – a unique feature purchased separately from other
traits. Adaptations are tied to Channels, and provide to the linked powers either additional
benefits, new avenues of use, or reduced limitations. The Adaptations presented below are not
an exclusive list, in theory the potential for Adaptations upon the Vestiges of Tiamat’s power is
infinite, save that Adaptations cannot remove inherent drawbacks of a leviathan's nature (and
even then, there are Evolutions). Players should feel free to design their own Adaptations, and
the group should work together to balance and refine new mechanics.

Vestige of Awareness

The Blind and All-Seeing King (Birthright of Awareness)

You can run from the King, but you cannot escape his gaze, and for the Leviathan this is a truth
beyond doubt. By spending a point of Ichor until the end of the Scene the Leviathan suffers no
penalties to Perception from ANY source up to the range of its Wake (except for Total Cover,
you don't get to see through objects), even if the Leviathan is Totally Blind (from birth or injury)
they can temporarily see perfectly up to the edge of its Wake. If this would run counter to a
Supernatural ability, roll Clash of Wills as normal for that effect.

While this Birthright is activated you do not suffer penalties to Combat or Defense rolls due to
poor visibility (such as Darkness) or distance (such as Long Range).

Lambent Eyes of Judgment (Ancestral Channel)

The Leviathan's gaze strips away deception and peers into the heart of matters – he seeks out
the blackness at the core of all issues, and reads the lines of guilt in the faces of others.

With Lambent Eyes of Judgement, the Leviathan may see the souls (or similar) of living beings
as an aura and may examine this aura to learn about people's emotional state. As an instant
action they may make a roll, the dice pool varies by Depth.

Dramatic Failure: The Leviathan makes a dangerous misjudgement and may not use
Lambent Eyes of Judgement on that target for the remainder of the scene.

Failure: The Leviathan makes a misjudgement and may not use Lambent Eyes of
Judgement on that target until the end of the scene or until the target's mood changes
drastically.

Success or Exceptional Success: The Leviathan learns useful and accurate information,
see the relevant Depths for more details.

Depth 1: Birthright of Awareness

Depth 2: A Leviathan may only see the most obvious trait of a soul: it's supernatural nature. At
a glance, and without rolling (unless the target has supernatural concealment in which case
make a Clash of Wills) she can tell if she is looking at a fellow Leviathan, a Beloved or Ahab
(and which Leviathan they are bound to if they have previously looked upon that Leviathan with
Lambent Eyes of Judgement), or an Atoll. Supernatural beings unrelated to the Tribe each have
a distinctive aura which a Leviathan can spot at a glance, but she must discover for herself what
each Aura signifies.

A Leviathan can also tell if something is fully divine (such as Poseidon), partially divine (such as
a Leviathan), or connected to the divine (such as Beloved, Ahabs, Heirlooms, Rift Creatures,
The Sigil of Marduk, the Marduk Society's Virtuous Technology) and in such cases, she can
also distinguish which divine being they are connected too. She gains no ability to name the
divine being in question, instead she can simply tell that those priests or relics are all connected
to the same divinity. If she wants to learn which divinity it is, she must investigate it or look upon
it directly with Lambent Eyes of Judgement. However, if the divine being is of the Tribe or the
Marduk Society, that fact is instantly and instinctively obvious.

Depth 3: As above, and the Leviathan may see a being's emotions shine forth in their soul's
aura. Roll Wits + Empathy – Composure to examine a character's aura. You may ask one of the
following questions for each success and receive an accurate answer:

● What’s your character’s most prominent emotion?


● Is your character telling the truth?
● What is your character’s attention most focused on right now?
● Is your character going to attack?
● What emotion is your character trying most to hide?

Depth 4: As above, but now the Leviathan adds her Sheol as a bonus to all mundane Empathy
rolls, and when rolling for the Depth two or three iteration of Lambent Eyes of Judgement.

Depth 5: As above, but now the Leviathan's view of the soul stretches along the soul's
connection to the mind. Roll Wits + Empathy + Sheol – Composure to read a character's mind.
You may ask one of the following questions for each success and receive an accurate answer:

● What does your character want right now?


● What does your character fear most right now?
● What is your character hiding?
● What does your character want mine to do?
● What does your character know about [relevant topic at hand]?
● Which religion does your character follow?
● What does your character want reproductively?
● What’s something shameful or embarrassing about your character?

Depth 6: As above, and the Leviathan can now read the “mood of a crowd”. They require a
vantage point where they can see a large portion of a crowd, but apart from this there is no limit
to the maximum size of the crowd. Roll Wits + Empathy + Sheol – the average Composure
(typically 2) to read a crowd
● What is the crowd’s most common emotion?
● Does the crowd have a common purpose?
● What is the most powerful emotion in the crowd?
● What fraction feel the strongest emotion.
● What fraction feel the most common emotion

Depth 7: As above, and Leviathan can see not just the soul in isolation but gain glimpses of
how this soul fits into the “divine tapestry”. While most Leviathans find this an uncomfortable
reminder of how Tiamat's own divine will has been usurped, none doubt it's utility. In essence,
the Leviathan can gaze upon the universe itself and see objectively true answers, or at least as
close to it as any being is likely to see. Roll Intelligence + Investigation. On a success the
Leviathan may ask any question about the person they're looking at. The Storyteller answers as
truthfully as possible in about 30 words per success (if the question pertains to the future, the
Leviathan sees the most likely future).

The first use in a Session is free, further uses require 1 Willpower for a Leviathan to force
themselves to look at the divine tapestry. Asking asking a question about a Leviathan (including
yourself, Lambent Eyes of Judgement works fine if you look at your reflection in water, and sort
of ok if you use a mirror) also increases the Willpower cost by 1. Leviathans really don't like
seeing their place in the Tapestry.

Things Leviathans Were Not Meant To Know


While incredibly powerful, the Depth 7 iteration of Lambent Eyes of Judgement is still
limited. Even if you could find a soul old enough to ask about Tribal life in the bronze
age, let alone the Primordial World, a few sentences are not enough to get any real
understanding of ancient life; and nothing stops Leviathans from simply lying about what
they see.

Most of the really valuable knowledge is also guarded. An ancient ghost deep in the
Underworld might have some invaluable knowledge revealable only to Lambent Eyes of
Judgement, but you have to find it first. Zeus (if he exists) would probably kill a Leviathan
before they had a chance to find out what He thinks about the Chaoskampf.

But then, in a role playing game limitations exist to be overcome. If your players hatch a
daring plan to lure an Omecha of an Exarch and get one really good look at it, then
you've earned every word of objective truth you get. If anyone is going to discover the
deepest mysteries of the World of Darkness, it's player characters.

Adaptations

Lantern of Shame (OO)


Many religions are built upon foundations of guilt and, no matter how hypocritical it may be,
Earth's Most Wicked Tribe can do the same. The Leviathan develops some way of shining light
from his face: Glowing eyes, an anglerfish's lantern, bioluminescent scales. Any Wake
Vulnerable individual whom the light shines upon, and who has indulged in their Vice this
Session must roll Composure – Sheol. On a Failure or Dramatic Failure they take the Guilty
Condition. If they do not have a Vice an equivalent trait may be substituted. If there is no
appropriate trait, the Storyteller may use their own judgement or declare that kind of creature
immune.

Pyre for Sinners (OO)


The Leviathan develops some way of shining light from his face (usually the same one as
Lantern of Shame for Leviathans who have both). Any Wake Vulnerable individual whom the
light shines upon, and who acted against the Leviathans Divine Nature (such as harming a
Mother's children, breaking a Judge's Laws, fighting against a Conqueror's invasion, etc) in the
current Session must roll Resolve – Sheol. On a failure take the Guilty Condition.

Sight Beyond Sight (Ancestral Channel)

It is a human thing to equate perception to sight alone. The Tribe have long since understood
more than the mere 5 senses humanity recognizes.

● Depth 1: Birthright of Awareness


● Depth 2:
● Depth 3:
● Depth 4:
● Depth 5:
● Depth 6:
● Depth 7:

Adaptations:

The Key and the Gate (Descendent Channel)

The Leviathan is not merely a thing of one Space-Time continuum, but allied to the ultimate
animating essence of existence's whole unbounded sweep.

○ Dice Pool: Intelligence + Composure + Sheol


○ Action Type: Instant (no matter how long is spent in the past)

The Key and the Gate allows the Leviathan to stretch his perceptions across Time itself, at first
they may only perceive, but at deeper Depths a Leviathan may change the past.

As multidimensional beings of primordial chaos, Leviathans frequently create temporal


paradoxes and rarely care that they do. Damage to the fabric of spacetime is never predictable,
but most commonly a Leviathan just ignores paradox. One who goes back in time and kills her
grandmother returns to a timeline where her parents were never born and changes have spread
forth like wind from a butterfly’s wings; but she appeared ex nihilo at the point of her emergence
and followed a similar life path from that point. The same usually happens if you go back and kill
your rival’s grandmother.
Killing the Leviathan themselves is more likely to work, the closer to the present you do the
deed, the more likely it is to stick. However, if the Leviathan survives, they’re instantly aware of
any attempt to directly alter their past. If the Leviathan has this Channel they’re also aware of
exactly when the event took place and might pop back to see who did it.

Even in extreme situations - if a Leviathan went back and turned her home nation into an atomic
wasteland - she will likely populate the new timeline with enough fragments of the original
timeline to preserve her life path. However, such stupidity will fray spacetime to the breaking
point and likely draw furious protectors of reality from all corners of the World of Darkness and
beyond. That’s if the Leviathan doesn’t return to the present to find she’s torn a huge hole in the
spacetime continuum and is now floating outside reality (Leviathans can survive outside reality,
but it’s not somewhere you’d want to live and it’s hard to get back). Intelligent Leviathans stick to
making small changes to the recent past.

Fortunately, this Channel endows the Tribe with an instinctive understanding of spacetime. It’s
far from perfect, but a Leviathan gets a bad feeling about any action which would cause too
much damage.

Depth 1: Birthright of Awareness


Depth 2: By spending one Ichor the Leviathan may inhabit the body of his past self. She has no
control over his actions but complete control of her senses. She may focus on things her past
self did not and may spend Ichor in the present to activate Channels in the past so long as they
are only used for observation. If the past has been altered by this Channel or some other means
they see the past in the current time line, this is useful for filling in any blanks in one’s memory
left by changes to the past.
Depth 3: The Leviathan can perceive disruptions to spacetime. Depending on the disruption’s
nature this may be automatic or require a Wits + Composure + Sheol roll. If the Leviathan
stands in a location that exists in more than one timeline, they are aware of this and may
choose to peer into any timeline they wish, and may use other Channels to enhance their
perception. In addition, the Leviathan is instantly aware if another version of themselves exists
in any of the other timelines.

Thy Greatest Enemy


It’s rare to find temporal duplicates of the same Leviathan. Even when the timeline is
split before the Leviathan is born, it is more common for all but one iteration to slide
between timelines and become part of a merged being with personality and memories
from every iteration as soon as the Leviathan awakens to their supernatural power.

Which is not to say it never happens. When temporal duplicates of a Leviathan exist,
they are all part of the same organism. Not in the way your hands are both part of you,
there is no “head” containing a core brain above both Leviathans, instead think of
conjoined twins.
Because they’re technically the same being, both Leviathans are vulnerable to the
other’s psychic Channels and are easy targets for Rituals. Naturally, Leviathans dislike
anyone having this power, and it is not unknown for Leviathans to lead their Cults into
war to destroy or assimilate their alternates.

Depth 4: By spending two Ichor, the Leviathan may see out of the perception of their ancestors,
as far back as Sheol*7 generations. They must be able to describe the path on the family tree:
though they do not need to know their ancestors name, something like “my mother’s paternal
grandfather” is enough. A Leviathan may not see through other Leviathans or go past a
Leviathan on their family tree unless they can find a detour through human or Hybrid branches.
The roll is automatically Contested by Composure + Supernatural Advantage.
Depth 5: The Leviathan may now use the Depth 2 iteration on their future self and the Depth 4
iteration on their descendents. As the future is in constant flux Leviathans may create any
paradox they want without consequence; usually.
Depth 6: In the World of Darkness there is a past, a constantly moving present, and infinite
possible futures. At this Depth, the Leviathan can perceive not just their future self and future
descendants but all their future selves and descendants, peering into possible futures other than
the most probable one. For example, the Leviathan may peer into the future where they decided
to sacrifice their entire cult to acquire some guarded information (simply deciding to do that,
then changing your mind later isn’t enough for this trick to work at Depth 5, since it was always
more probable that you’d rescind the order before acquiring the information).
Depth 7: By spending four Ichor, the Leviathan may not only inhabit the senses but take full
control and act to change the past (or the future, though there is rarely any point in doing so).
While doing so, the Leviathan has full access to their present day powers, and if they
Transform, they will Transform into their present day self. However this has risks, and if the
Leviathan is killed (and is unable to survive death) while in a different timeline, than they are
truly killed.

Adaptations

The Paradoxical Grandfather (OOO, requires Incubation of the Second Self 5)


Under ordinary circumstances, a Leviathan who makes use of the five dot iteration of Incubation
of the Second Self can only jump to a child who is alive and in existence at the moment of their
death. With this Adaptation, the Leviathan can jump to a child at any point in time. While in
theory a Leviathan on the brink of true death may find that her allies or Cult will create an
appropriate host body in the future for her to inhabit, creating a valid body after the Leviathan is
dead is a nearly impossible task. This Adaptation provides little benefit to staying alive over
Incubation of the Second Self, and is most useful for time-travel. If you really want to live in
medieval England, use a Ritual to send your child back, then kill your present self. Keep away
from St. George.
Anchor In Time (•••)
The Leviathan can not only project their senses out of their past or future selves and blood
relations, but also out of their current location - seeing the past or future of a particular place.

Eye of the Watchful Deity (Descendent Channel)


A god’s followers are an extension of itself, it sees what they see making use of their eyes and
ears to extend its reach and review the world from safety.

● Depth 1: Birthright of Awareness


● Depth 2: The Leviathan can spend an Instant action to instantly know the exact location
of every Beloved within Sheol x 100 yards. They do not know which beloved is which,
just the distance and direction to each Beloved. By spending a point of Ichor, they can
share the senses of a Beloved. So long as a Leviathan is riding a Beloved they are
considered to be within the Wake. The connection lasts until terminated, until the end of
the scene, or until the subject leaves the channel’s range; and until they do so, the
Leviathan is deprived of their own senses (but may try to act regardless). People who
can see astral entities in Twilight will be able to see the Leviathan's Apotheosis
surrounding the target (or just the Leviathan's enormous eye at high Sheol), and perhaps
attempt to harm the Leviathan if they have access to psychic weapons.
● Depth 3: As above, but the Leviathan may now choose to open a two way telepathic
communication to their target.
● Depth 4: As above, but the range expands to (Sheol/2) miles. The Leviathan may now
spend 2 Ichor to target any character without Supernatural Tolerance instead of just a
Beloved. Targeting an unwilling subject requires a Contested roll (Presence +
Intimidation + Sheol vs Resolve) and imposes an unmistakably unnatural sensation of
being watched. The Leviathan must also either be able to see the target with their
natural senses, use this channel to see the target with somebody else’s natural senses,
or be able to name a target with Knowledge of the Leviathan (this applies the usual
penalties). A failed roll drops any currently active connection in addition to failing to
connect to the target.
● Depth 5: As above, but the Leviathan may perceive both their own senses and their
Beloved's simultaneously and without penalty.
● Depth 6: As above, but within (Sheol) miles.
● Depth 7: As above, but within (Sheol x 10) miles. The Leviathan can expend 4 Ichor to
target unwilling supernatural subjects that are vulnerable to the Wake - this requires a
Contested roll (Presence + Intimidation + Sheol vs Resolve + Power Trait). The normal
restrictions for targeting non-Beloved apply. Alternatively, by spending four Ichor, the
Leviathan may possess the body of a Beloved to use as her avatar. She cannot make
use of Channels (even purely psychic Channels) other than Eye of the Watchful Deity
(which may be used on any target in range of her body or her avatar), but she can lead
Rituals, use any Mutations a Beloved possess, and she projects her Wake and its
associated effects through her avatar. The Leviathan must remain immobile while this
power is in effect.
Adaptations

All-Seeing (OOOOO, requires Split Focus, Sheol 5)


At Depth 6, the Leviathan is able to simultaneously perceive from the senses from every
Beloved in range.

Eyes of Sun and Stars (OOOOO)


In Depth 6 the Leviathan can obtain sensory information about anything within (Sheol x 100)
miles of its position. The Eyes of Sun and Stars pierces all mundane concealment and
obstruction, allowing its user to, for example, see a person's internal organs or the inner
workings of a safe. Only psychic wards or the Sigil of Marduk can protect against the
Leviathan's gaze. However, the Leviathan may only use this Adaptation to see one viewpoint at
a time. When searching for faraway targets, the Leviathan merely needs to succeed on a
Presence + Investigation + Sheol roll (opposed by any supernatural concealment affecting its
desired target) in know where to place it's eye. As always, the Leviathan is visible in twilight
where it's attention is focused.

Contact List (OO)


The Leviathan may make the telepathic connections from the Depth 2 iteration of this Channel
permanent. However, they may only do so if the recipient is another Leviathan, a hybrid,
Lahmasu, or has access to psychic telepathy. Another Leviathan can cut the link at any time,
but others must roll Resolve + Supernatural Advantage vs Resolve + Sheol.

Gentle Touch (O)


If the Leviathan's Subterfuge + Sheol is greater than the subject's Willpower + Power Trait, they
are not aware of being monitored. This does not prevent a subject from resisting if unwilling -
the storyteller rolls the dice in secret and only informs the target if the leviathan loses the roll.

Lidless Eye (OO)


In Depth 6, the user gains (Sheol) automatic successes on any perception rolls related to its
immediate environment of their physical body, making beings with this Adaptation nigh-
impossible to surprise.

Prophets (OOOO)
The Leviathan may nominate up to Sheol prophets from his Beloved. She may use the Depth 7
iteration of this Channel upon them from any distance. Nominating a new prophet requires the
Leviathan speak to them personally, but they may do so using a Beloved Avatar or other
applicable channels. Revoking a prophet’s status requires nothing but a thought.

Split Focus (OOO)


In Depth 4 and below, the Leviathan may target up to Wits different Beloved simultaneously and
perceive all their senses at once. The Leviathan may also have simultaneous independent
conversations with each of them. This costs 1 Ichor per target.
Read Not the Tomes (OO)
In Depth 3 or below, the Leviathan can spend 1 Ichor action to instantly know if anyone with
Knowledge of the Leviathan and fitting arbitrary criteria is in an arbitrarily defined area. The area
must be somewhere they could see through this channel. For example: “Within the town of
Innsmouth, but not a resident, and not my Beloved”. The Storyteller makes the roll in secret,
penalised by the lowest Knowledge modifier of all qualifying targets, or the maximum penalty if
no targets qualify. On Failure the leviathan is unsure, on a Success or Exceptional Success they
gain an accurate yes or no answer, and on a Dramatic Failure the storyteller is permitted to
answer however they want.

Weaving the Loom of Fate (Descendent Channel)

● Depth 1: Birthright of Awareness


● Depth 2: By spending 1 Ichor, the Leviathan can glimpse the threads of Fate. They state
a desired goal, qualities of a person they seek, or generalities for an item. They know
which direction and rough distance to a person or source that either fits their criteria, or
could lead them to it (though they don't quite know how, yet). Upon finding the subject,
they also get a sense that it is who or what they seek.
● Depth 3: The Leviathan's sense are now open to the omens of strange fates around
them. They can see supernaturally altered destinies, or even just particularly potent
ones. The Leviathan also effectively has access to the Omen Sensitivity merit, except
without the drawback.
● Depth 4: No longer restricted to merely seeing Fate's threads, the Leviathan can now
pull them to bend events to their will. As an Instant action spending 2 Ichor and rolling
Wits + Occult + Sheol - Resolve + Sheol, the Leviathan can modify their own or
another's dice pool. Each success adds or subtracts 2 dice from the pool, or adjusts the
threshold for Exceptional Success by 1 in either direction.
● Depth 5: Upon using the Depth 2 ability on a subject, they can inuit their compulsions
and connections, figuring out the target's Ban, subjects of social Merits, who or where
they can hurt they target the most, or what they fear (The Leviathan might not be able to
grasp why the target fears the action, but they know just what to do or say).
● Depth 6: When using the Depth 4 ability, you can also force the target to reroll once per
usage, as events conspire to steal or grant victory as you choose.
● Depth 7: By spending 4 Ichor, the Leviathan can gaze into the weaving of Fate and spin
their own destiny. The Leviathan creates a Prophecy Condition with a potency of their
Sheol, tied to a goal or fate they set. When they first create the Condition, they can also
activate the other Depth abilities, assigning their usage to the Prophecy as determined
later by Fate (or the Player or Storyteller). A Leviathan can only “discover” or sustain a
number of concurrent Prophecies equal to their Intelligence.

Prophecy (Persistent)
Some outcome has been ordained by Fate, which nudges events toward their destined
outcome. This is treated as the Destiny Merit with a number of dots equal to this
Condition’s Potency, but the benefit applies to whoever forwards the outcome, and the
Doom applies to whoever impedes it.
Possible Sources: The natural outcome of Fate, the dictates of Deific beings, the Depth 7
ability of [Weaving the Loom of Fate].
Beat: Fighting against the Prophecy (awarded to whoever does so).
Resolution: The conclusion of the Prophecy, or rendering it impossible. (Beat awarded to
whoever conclusively ends the Prophecy)

Adaptations:
Reading the Omens (••): At Depth 3 and below, the Leviathan can spend another point of Ichor
to active their effective Omen Sensitivity.
Just As Planned (•••): In Depth 7, the Leviathan can embed the power of other targeted, non-
physical Channels when creating a Prophecy, specifying circumstances to govern their usage,
or left to Fate (or the Storyteller).

Vestige of Elements

Domain of Azathoth (Birthright of Elements)


The Primordial World was one of crashing waves against rampant storms, and pillars of flame
that warred with thundering slabs of stone. In these early days of chaotic maelstroms the
ancient Progenitor ruled over the very fabric of the world with impunity, but in the modern days
the world is almost still in comparison. Despite this more orderly world the descendants of those
ancient being still hold some meager command over the basic building blocks of creation. By
spending a point of Ichor a Leviathan can select one of the four Primary Element (Fire, Air,
Earth, or Water) and create, alter, or manipulate up to 1 cubic-foot of that element within the
range of their Wake until the end of the Scene. After this time the element reverts to its ‘natural
state’: Earth falls where it lays; Water takes the form of whatever contains it; Fire burns out
unless it has fuel; the Wind dies.

Most Leviathans use this Birthright for small quality-of-life benefits, though a few ingenious and
malicious ones find some disturbing (and deadly) uses for it. If used as an ‘attack’ the Leviathan
only rolls their Sheol vs the targets Defense and only deals 1 point of damage Bashing (Water
and Air) or Lethal (Fire and Earth) damage that can be further reduced by armor, unless Bans
and Banes apply (your nemesis is the Wicked Witch of the West) you probably shouldn't waste
the Ichor this way.
Being of Primordial Waters (Ancestral Channel)
The Leviathan at sea is a creature within its element. Its every movement is in perfect harmony
with the depths.

● Depth 1: Birthright of Elements


● Depth 2: The Leviathan adds his Sheol to Athletics and Survival rolls while in water. In
addition, the Leviathan becomes entirely immune to damage from water, as though he
were in Apotheosis.
● Depth 3: The Leviathan gains the ability to produce a form of “whale song”. He can
communicate for Strength + Sheol * 100 miles, but the sound will not break the surface
of the water. This song cannot be used to enhance Channels that depend upon the
Leviathan’s voice. Anyone who hears the Leviathan's call is instantly aware that it came
from an unnatural creature. Any Leviathan in Depth 2 or lower who hears the song is
instantly able to decode it even without this Channel. A Leviathan’s song consists of their
usual language modified to travel further underwater. Using this Channel grants no
automatic ability to communicate with Leviathans who don't share a language, and with
effort, it can be electronically decoded.
● Depth 4: At this Depth, the boundary between the Leviathan and the sea becomes fluid.
The Leviathan becomes as much a living extension of the sea in a manner more true
than the base material reality of solid shell contrasted with fluid liquid. So long as the
Leviathan swims with the current, they become nigh indistinguishable from the water:
automatically apply one third Sheol (rounded up) as successes to Stealth rolls. If they
match the water’s speed, the bonus rises to Sheol. Be warned, a injured Leviathan may
still leave a trail to follow, and most in the Tribe are aware of this trick.
● Depth 5: As the boundary between sea and skin blurs further, the Leviathan’s sense of
self expands outwards into the water. Large artificial structures that disrupt the sea’s
harmony are as unmissable as another’s arm resting upon your shoulder. The Leviathan
is instantly aware of any ships, oil platforms, underwater cities, submarines, sunken
temples, or any other large artificial structure within Sheol * 100 miles. No roll is
required, but deliberate concealment may provoke a Clash of Wills.
● Depth 6: The Leviathan can cross oceans and circumvent the globe. Her maximum
speed becomes 75 kilometers per hour per Sheol, and her acceleration is equal to her
Speed. Note: To convert from Speed to kilometers per hour multiply by 1.2.
● Depth 7: The Leviathan is the sea, and the sea is the Leviathan. Where the Leviathan
goes, the sea follows. If a Leviathan swims upstream and starts their journey from the
sea, they no longer need to worry about finding rivers large enough for their forms, any
river at least 30 meters wide will do. If the river is too narrow, the Leviathan will drag
water from the ocean with them, flooding the land and widening the river. They may
travel up to Sheol * 10 miles inland this way. This is obviously unnatural and usually
results in a long bubble of water atop the river, and unless the Leviathan swims back the
way they came, this can result in a very large amount of sea water suddenly falling back
into the grip of gravity when the Channel’s effects end.

Adaptations

Water Thick as Blood (O): In Depth 7, naturally flowing water that the Leviathan controls
(usually meaning water within the bounds of the Safe Place Merit or a Cult’s Home Turf)
becomes imprinted with the Leviathan’s essence as it swims through them. They become a
Gatewater.
In a Gatewater, the Leviathan adds Safe Place or Zeal, whichever is appropriate, as a bonus to
entering or leaving the Rift, and they apply the same bonus to navigation rolls to find the
Gatewater while within the Rift. However, any who have not been invited by the Leviathan takes
an equivalent penalty. In addition Hybrids with the appropriate Mutation may enter and exit the
Rift at a Gatewater.

Gatewaters remain for a time after the Leviathan leaves their territory, but they become unkeyed
and simply give everyone a +1 bonus, if another Leviathan with this Adaptation claims the
territory, the Gatewater becomes theirs.

Gatewaters also inflict a -1 penalty to Breaking Points nearby (as a rule of thumb, if you’re close
enough to smell the water you’re affected), but Beloved and Hybrids are immune, and the
penalty does not stack with the Wake, so few people notice this while the Leviathan is still in
residence.

Oceans of R'lyeh (OOO, Requires Many-Angled One)

When the Leviathan uses the Depth 7 iteration of this Channel, they warp space to make the
river larger instead of flooding the river banks. This is less noticeable and avoids causing large
amounts of property damage.

An observer outside the river or too far up or downstream to be affected simply sees everything
upon the river shrink. An observer within the affected area sees the water grow wider and
deeper. Bridges and other structures that span the river grow with the waters, though they retain
the same number of supports which means the distances between supports can potentially
grow wide enough for a Leviathan to swim between.
Many-Angled One (Ancestral Channel)
Calling upon the truth of their hyper-dimensional nature, the Leviathan steps beyond the bounds
of normal space.
● Depth 1: Birthright of Elements
● Depth 2: The Leviathan can interact with things outside the normal constraints of their
reach. Things up to (Sheol) feet away can be interacted with as if the Leviathan could
touch them normally. Objects of up to half the Leviathan’s Depth in Size (round down)
can even be pushed or pulled, bypassing the intervening space to leave or appear in
their hand. Interacting with unseen objects may require a Dexterity + Larceny roll to
succeed. The Leviathan cannot affect things inside another creature.
● Depth 3: At this Depth, the Leviathan can distort space within reach, bending it up to 90
degrees to look around corners, reach around cover, or even deflect bullets - the
Leviathan can enjoy their full Defense against Firearms, and similar attacks.
● Depth 4: At this Depth, the Leviathan can move themselves through higher (and lower)
dimensions, enabling them to bypass all but complete obstructions (they could pass
through a grate but not a solid wall), and even avoid gravity for the duration of their
movement (though they fall at the end, if they don’t end up on a surface that can support
their weight).
● Depth 5: Location become malleable, enabling the Leviathan to “merge” their current
surroundings with another point they have been to in the past 24 hours. To those with
lesser sense, nothing has changed, other than the Leviathan appearing in both (at least
visually). To the Leviathan and those with extra-dimensional perception, objects
(including people) can be interacted with or even moved from either location Reflexively.
The Leviathan can end the merged space Reflexively, choosing in which they will
remain. They can only use this ability once per Scene, needing to wait until the next (or 1
hour) to perform the action again.
● Depth 6: The Leviathan’s influence over space extends beyond their immediate reach.
They can create distortions to pull or repulse those within Size in Meters, applying either
the Pull of the Abyss or Pressure Wave Tilts to all such individuals with a potency of
Sheol. They must apply the same Tilt to all targets, but can switch which one (or not
apply either) on their Turn.
● Depth 7: In Apotheosis, the Leviathan can collapse locality into a self-contained bubble.
They can extend it out to their Size away from them in radius - nothing can either enter
or leave the bubble until the Leviathan chooses to lower it. Attempts to do so merely
reach the other end - Try to step in and you find yourself on the far side, carried in a
single step. Try to get out and you’re just stepping right back in again. Even light and air
can’t pass through: From the outside, the space appears to “lens” as the observer
approaches it, as light jumps directly across the bubble. From inside, it’s an island of
light in a vast sea of darkness. Effects that would leave the region (such as the Depth 5
ability of this Channel) provoke a Clash of Wills with the Leviathan.

Adaptations:
Mirror Rift (•••): Using the Depth 3 ability to distort space, during a dodge you can now trigger a
complete inversion, reflecting bullets back in the direction they were fired (treat this as an attack
roll against the source using your net Successes on the Dodge roll as the attack dice pool), or
treating empty air as a mirror for admiring your resplendent form.
Standing Wave (•, requires Mirror Rift): You can sustain a spatial distortion beneath you,
allowing you to “levitate” by falling back and forth between that space. Lacking wings, your
horizontal movement is limited, though this is very effective for arresting a fall.
Walker Between (•): In Depth 5 and below, the Leviathan can choose not to appear in the
location they choose not to physically be “in”, allowing for invisible interaction with other objects
and occupants of the room.
Master of Currents (••): In Depth 6 and below, you can now selectively apply either Pull of the
Abyss or Pressure Wave to individual targets, separating individuals from their peers.
Opener of the Way (•+): the Leviathan may choose a force or phenomena. In Depth 7, when
creating their bubble, it either lets that phenomena through, or only affects it. For each dot in this
Adaptation, the Leviathan can pick one more force or Phenomena. They don’t need to
incorporate all of them whenever creating a bubble.
Many-As-One (• to •••••): In Depth 5 and below, the Leviathan can spend 1 Willpower to link an
additional point in space they have been to in the past 24 hours. They can link additional places
for each dot in this adaptation, up to a maximum of 7 locations (paying Willpower for each
additional). These need not be active at the same time - a Leviathan could collapse 2 locations,
disentangle them, then collapse another as their 3rd, allowing them to leap from place to place
faster than normally allowed.
Echoes of the Deluge (Descendant Channel)
The Progenitors were not mere sea life. The Progenitors were the Primordial Waters and the
Primordial Waters were the Progenitors.

○ Dice Pool: Resolve + Survival + Sheol


○ Action Type: Instant

<TODO> Some nice flavour text goes here.

Enslave the Gods


Whenever the Channels Echos of the Deluge, Swallowing the Sun, <TODO, complete
list> have an effect with a variable number of Successes a Leviathan must struggle to
hold back.

As a Reflexive Action, a Leviathan may spend a point of Willpower and roll Tranquility.
For the remainder of the scene, they may reduce their Successes for the
aforementioned Channels by up to their successes on the Tranquility roll; if they are
unsatisfied with the result they may spend additional Willpower score automatic
successes on the Tranquility roll at a 1:1 ratio. As an exception to the usual restrictions
on spending multiple Willpower in a turn, it is permitted to spend as much Willpower as
desired in one turn.

In addition, any Elements power that creates or enhances Environmental Tilts can be
used in reverse to reduce or remove the Tilt. To do this, the Leviathan must make the
Tranquility roll as above and the Leviathan’s Successes when expressing the Channel in
reverse are capped at the Successes of the Tranquility roll. Once again Willpower may
be spent for automatic successes.

● Depth 1: Birthright of Elements


● Depth 2: The Leviathan may spend 1 Ichor to inflict the Flooded Tilt in an area with a
diameter of Sheol*10 feet. Salt water rises out of the ground, even if this is obviously
impossible. If the Leviathan is in a contained area such as a room or quarry smaller than
the Channel’s maximum radius then the waters will be contained and rise to one foot per
success, with multiple expressing of the Channel stacking. If the Leviathan is out in the
open, the floodwaters may rise up to Sheol feet, any additional water washes away like
ordinary water. Water created remains permanently, but it reverts to natural behaviour at
the end of the scene.

Alternatively, the Leviathan may spend 1 Ichor to ruin any technology with a Size lower
than Intelligence + Science + Sheol dots that contains water, such as a car with a water
cooled engine. Roll to express the Channel, on a Success any water immediately
escapes its confines, doing one point of Damage per Success, bypassing durability.
Even a single success removes all the water, and will require it to at least be refilled.

● Depth 3: The Leviathan gains an alternative use for the Depth 2 iteration of this Channel.
They may animate water and set it upon a foe. The animated water has a Strength equal
to the Leviathan’s Successes and a Brawl equal to the Leviathan’s own Skill. It is simple
minded and will always try to grapple its target and apply the Immobilized tilt, holding
them underwater until they drown, if they break free, the effect ends. If expressed
underwater, the water will simply Immobilize the target in place.
● Depth 4: The Leviathan may spend 2 Ichor and roll to create or enhance the Heavy
Waves Condition for the area covered by their Wake. Each Success is worth a point of
severity.

Alternatively the Leviathan may target a Wake vulnerable individual and express the
Channel contested by Resolve + Supernatural Advantage. If the Leviathan wins, the roll
the target’s lungs fill with water. Unless the target can survive with water filled lungs,
they may do nothing but make an Extended Stamina roll with a target number equal to
the Leviathan’s successes to spit it all out, or use a supernatural power to resolve the
problem. If they fail to clear their lungs they will require medical intervention at best.
Leviathans suffer no hardship from water filled lungs at Depth 3, and treat their Stamina
as two dots higher at Depth 2. They may Transform instead of trying to clear their lungs.

● Depth 5: The Leviathan’s immunity to Environmental Tilts created through this Channel
extends to their Beloved.
● Depth 6: The Leviathan is the lord of the sea, and a capricious ruler. Sailors know this
truth in the creaking of the decks. Anyone who might be described as a sailor takes the
Spooked Condition the first time in a day that they fail a roll related to sailing while within
an Environmental Tilt created by this Channel. This usually results in them following
typical maritime superstitions.
● Depth 7: The Leviathan may spend four Ichor when using the Depth 2 or 4 iterations of
this Channel to affect Environmental Tilts. If they do so, and score at least one Success,
the Leviathan automatically increases their Successes to five. Alternatively, the
Leviathan my express this Channel to create or enhance the Perfect Storm Tilt.
However, if the Leviathan is attempting to create the Tilt, the roll is penalised by 5 -
severity of the Heavy Waves Tilt. Be warned that a Perfect Storm is large enough to
attract unwanted attention: don’t summon them near anywhere you plan on staying long.

Adaptations

Mother of all Storms (O): In Depth 7, any natural occurrence of the Heavy Waves or Perfect
Storm Tilt within the Leviathan's Wake automatically increases its severity by one to a maximum
of 5.
Tribute to Tiamat (OOO): In Depth 7, all Wake vulnerable sailors immediately take the Shaken
Condition if they enter the Leviathan’s Wake while at sea or set sail within the Leviathan’s
Wake. They may resolve the Condition the usual way, or by making a sacrifice that triggers an
Integrity breaking point such as slashing your own wrist and offering blood. Gold and wine are
suitable offerings for younger gods. If the captain gathers at least half the crew and makes an
offering, then the entire crew’s Conditions are resolved. Otherwise everyone must make their
own individual offerings. Affected characters instinctively know what is expected of them, and
once appropriate sacrifices are made, they are immune to this Adaptation for the remainder of
the day. The first such sacrifice a Leviathan receives in a scene provides a point of Ichor.
Crimson Tide (•••): The Leviathan may use the Depth 2 ability upon blood as well as water-filled
technology. Deduct the target’s Stamina from the dice pool. Each success deals 1 point of
Lethal damage as blood vessels burst from the strain. This effect is not reduced by armor.
Swallowing the Sun (Descendent Channel)
Day and night are an eternal cycle, and when a Leviathan breaks that cycle the cities of man fall
into panic and chaos.

Apep is considered a cultural hero to the Tribe. To many, he’s the eighth child of Tiamat and the
only one not to die to Marduk’s hand, still fighting an eternal war against the younger gods. To
others, he’s a theological metaphor, mankind’s metaphor, whose existence proves that mankind
knows their victory over the Tribe is fragile.

The Leviathans who claim to be of Apep’s Strain are usually seen as frauds. Some of them
have strange and unusual powers which they claim to be Channels of the eighth Vestige and
thus have a measure of credibility; yet few agree on what the eighth Vestige is.

However, Apep’s most famous ability, the ability to battle the sun and throw the world into
darkness and chaos upon his victory; that is known to all of the Tribe.

● Depth 1: Birthright of Elements


● Depth 2: The Leviathan may spend one Ichor and make a roll of X+X Contested by
Resolve + Supernatural advantage to inflict the Blinded Tilt on a single target.

Alternatively, the Leviathan may spend an Ichor and roll to create the Low Light
Environmental Tilt in an area with a diameter of Sheol * 10 yards. Each Success
increases the severity of the Tilt by one and the effect lasts for a scene. At this Depth,
the Leviathan may not darken natural sunlight or any supernatural light source. If a
character has fulfilled their virtue in this scene (or acted in accord with the Virtue Merit
available to Marduk and Empyrean Theurgists), then they may immunise technology
from this Channel with a touch. A torch they hold or any lights they switch on will cut
through the Leviathan's darkness.
● Depth 3: The Leviathan's darkness conceals the hearts of men. If the Leviathan has
created or enhanced the Low Light tilt, the Tilt’s penalty also applies to mundane uses of
the Empathy Skill. At the Storyteller's discretion, supernatural abilities unrelated to the
Tribe that reveal the hearts of men may also be affected.
● Depth 4: The Leviathan may spend two Ichor and make a contested roll vs Resolve +
Supernatural against a Wake vulnerable target to try and trap them in a pocket realm of
pure darkness for a scene. Though physically unharmed they may be emotionally
damaged. Roll Resolve + Composure

Exceptional Success: The victim comes out their ordeal strengthened. Take the
Steadfast Condition; alternatively if it is dramatically appropriate they may
emerge as a Hunter, an Ahab, or something else entirely.
Success: Take the Shaken Condition, also roll for a Breaking Point with a +2
bonus. Characters who do not have Integrity take the Condition but ignore the
Breaking Point.
Failure: Take the Broken, Madness or Phobia (of darkness) Condition.
Alternatively become Beloved. Also roll for a Breaking Point.
Dramatic Failure: As per a Failure, but automatically lose a dot of Integrity if you
have it.

Alternatively, the Leviathan may spend two Ichor to summon a cloud of pure darkness. It
covers an area with a radius of three feet per success, less if the Leviathan desires, and
no natural sense or technological scan may penetrate into the cloud. Supernatural
attempts trigger a Clash of Wills against the Leviathan.
● Depth 5: The Leviathan may now create darkness even in the presence of natural
sunlight or supernatural light sources. The latter may require a Clash of Wills. Like
technology, supernatural light sources can also be immunised through virtuous action,
but only if the virtuous person is able to operate the light source. In addition, the
Leviathan's immunity to their own use of this Channel now extends to their Beloved.
● Depth 6: The Leviathan's ability to create darkness expands to truly prodigious levels.
When using the Depth 2 iteration of this Channel to create the Low Light Tilt, the
affected area becomes that of the Leviathan's Wake.
● Depth 7: The Leviathan may spend four Ichor to create the Primordial Darkness tilt in an
area with a diameter of Sheol * 3 miles. The Leviathan swallows the sun and returns the
world to a purer chaotic state that existed before the gods created the world, if the myths
of many different cultures are to be believed. Primordial Darkness requires regular
darkness to exist, but any source of darkness will suffice. The Tilt lasts one scene.

Adaptations

Body of Nyx (OO): In Depth 7, the Leviathan’s physical shadow inflicts the Low Light Tilt with a
-1 penalty, or increases the penalty on an existing Low Light Tilt by one, to a maximum of -5
Lord of Shadows (• to ••••): The Leviathan can establish dominion over Darkness they have
created or exaggerated. They gain Influence (Darkness) at a level equal to half their Depth
(round up) or their dots in this adaptation. There are no additional costs for using the Influence,
but it can only be employed on darkness created, enhanced, or affected by this Channel.
Dark Age (••••): In Depth 4 and below, the Leviathan gains an additional ability - by spending 2
Ichor as an Instant Action, they can provoke anyone caught in the Low-Light Tilt into savagery,
heedless of social consequences. They roll as if for a Breaking Point, but take an additional
penalty equal to the Low-Light value, and instead of losing Integrity (or its equivalent), they
begin rioting or other similar acts (such as Frenzy for Vampires).

Low Light (Environmental Tilt)

Within the affected area, humans take a penalty of -1 to -5 to all sight based perception. Ranged
combat takes an equal penalty, which increases by one at medium range and two at long range.
Other creatures take a greater or lesser penalty depending on their natural or supernatural
abilities relating to low light.

Primordial Darkness (Environmental Tilt)

Within the affected area all technology reduces its equipment bonus by the penalty of the Low
Light Tilt. Occult technology is also affected: if the dot rating is equal or lower than the penalty of
the Low Light Tilt it ceases to function. Finally, all mundane uses of Social Skills other than
Intimidation take a penalty equal to the penalty of the Low Light Tilt.

Anyone who fulfils their Virtue (including the Virtue merit available to Marduk and Emparian
Thurgists) becomes immune to this Tilt for the reminder of it's duration, and any technology they
use also becomes immunised. They must be able to operate occult technology to immunise it.
Unchained Heart of the World (Descendent Channel)
A Leviathan can be a being that supports life. Its immense body breaks the unending waters,
supporting temples and farms upon its back; but should its monstrous form move in anger the
streets quake and spires fall.

○ Dice Pool: Strength + Brawl + Sheol


○ Action Type: Instant

● Depth 1: Birthright of Elements


● Depth 2: The Leviathan may spend a point of Ichor and express this Channel vs
Composure + Supernatural Tolerance to hit someone with a “little earthquake”. If the
Leviathan wins the roll in combat apply the Knocked Down Tilt. Outside of combat, apply
whichever Condition is an appropriate response for the target. Usually something
relating to embarrassment.

Alternatively, the Leviathan may express this Channel to shake the ground. This is not
enough to cause any serious damage, at most it might knock small items down. But it is
loud and applies the Rumbling Tilt.
● Depth 3: The Leviathan may command the earth to rise up and imprison his foes. The
target must be standing on soil or rock, and be no larger than size 10. Roll this Channel
vs Strength + Supernatural Tolerance. Success applies the Immobilized Tilt. The
Durability of the (densely packed) soil or rock is unchanged and binds both the arms and
legs.
● Depth 4: The Leviathan may spend two Ichor to express this Channel and apply the
Earthquake Tilt in an area with a diameter of Sheol*10 feet.

Alternatively, the Leviathan may unearth the dead. Target the spot where a corpse is
buried and roll this Channel. If there isn’t actually a corpse present, the roll automatically
fails. If the former inhabitant of the corpse is now a ghost somewhere on Earth, including
in Twilight, they may spend one Essence to inhabit their old body. Otherwise the corpse
rises as a zombie. The Leviathan who raised a zombie gains an automatic success to all
uses of Call of the Depth or Besieging the Tower of Will upon it, but without these
Channels they cannot command it. Without orders, zombies will wonder around semi-
randomly, investigate loud noises and try to eat any living being it can.
● Depth 5: The earth is connected to the cycle of death and rebirth, and the Leviathan’s
divine presence reminds mankind of these primordial bloody truths. If the Leviathan’s
Earthquake opens six or more feet of Earth, whether a large crack tears through the
ground or a cellar door simply bursts open, the Underworld Gate Condition is applied
allowing free passage to the Upper Reaches. This synergises with the Depth 4 iteration
of this Channel. If the Leviathan raises a corpse and its former inhabitant resides in the
Upper Reaches, then the gate(s) will open near them, allowing easy access into their old
bodies.

In addition, any ground plowed by the Leviathan’s Earthquake becomes supernaturally


fecund, if appropriately fertilised. Blood from humans, Hybrids or similar sources
becomes as potent as strongest artificial fertilisers. If a character sacrifices someone to
the Leviathan with the intent of using their blood as fertilizer upon ground plowed by the
earthquake, then it’s potency is unmatched: A single drop will cause a stalk of corn to
grow from a seed to full sized in seconds or produce a piece of fruit when applied to the
roots of a mature tree.

Finally, the Leviathan’s Beloved now share her immunity to Tilts created by this Channel.
● Depth 6 :The Leviathan's ability to shake the earth expands to truly prodigious levels.
Tilts created by this Channel expand to cover the Leviathan's Wake.
● Depth 7: The Leviathan may create an Earthquake of truly epic proportions: collapsing
buildings, tearing apart the earth, and applying the Tartarian Vengeance Tilt. Unless
stated otherwise, any of the more unusual effects of a Leviathan’s Earthquake also apply
to Tartarian Vengeance.

Adaptations

Salting the Earth (OOO): The Leviathan may reverse the effects of the Depth 5 iteration of this
channel, cursing the land so that nothing will grow. This Adaptation is rare, as the salt water
floods created by Echos of the Deluge are equally effective at destroying farmland. However,
when a Leviathan really wants to salt the earth, this Adaptation requires a Clash of Wills to
reverse by magic, while Echos of the Deluge just dumps large amounts of mundane seawater.
Kin of the Conqueror Worm (OOOOO, Requires Sheol 3): In Depth 7, the Leviathan may
choose to reverse the Depth 5 effects. Their Earthquake collapses the tunnels of the
Underworld, sealing death itself. Any Avernian Gateways in the affected area are destroyed (but
may be repaired). Rock falls or similar within the Underworld seal them off and the Strange
Aeons Tilt is applied. The Tribe’s grapevine has vague tales of beings attracted by a Leviathan
tampering with the natural order, but the Tribe don’t fear these “reapers”. As Leviathan’s like to
say, in strange aeons, even death may die to a Leviathan’s claws.

Unburied Secrets (OO): In Depth 5 or below, the Leviathan’s earthquake breaks open
deceptions and unearths the past, applying the Unburied Secrets Tilt.

Tilt Strange Aeons (Environmental)

For Sheol weeks, anyone within the affected area cannot die properly, instead remaining
trapped within their own decaying (and probably excruciatingly painful) body. If their body is
burnt or otherwise destroyed, they become a Ghost. When the effect ends, or when affected
characters leave the affected area, they Pass On to their afterlife or remain as a Ghost,
depending on the circumstances of their life, death, and afterlife.

Tilt Unburied Secrets (Environmental)

Any mundane attempts to investigate something that has been intentionally hidden, from simple
adultery and political corruption, all the way up to occult conspiracies, gains a bonus equal to
the Leviathan’s Ripple penalty. Physical evidence that has been intentionally destroyed may
even be dredged up from the Underworld to be found in some unlikely place. No bonus is
applied to searching online, the closest this power will come is returning a laptop that was
physically destroyed. And if the data was deleted first, it will need to be sent to a data retrieval
specialist or someone with supernatural powers more suited for working with modern
technology.

Naturally, no benefit applies if the secret you’re investigating has no connection to the area
affected by the Tilt.

Vestige of Fecundity
Tiamat’s Grace (Birthright of Fecundity)
Life is the greatest gift that the mother of all gave and it is by her grace that you can help
preserve life but it may come at a cost. At the cost of 1 Ichor a Leviathan can heal another living
being 2 points of bashing damage or 1 point of lethal damage. If this ability is used upon wake
vulnerable individuals that are not Lahmasu or Hybrids roll dice equal to the amount of Ichor
spent upon a failure that individual gains a genetic condition upon an exceptional success they
gain a beneficial mutation. Regardless of the outcome the individual is still healed the damage.
A leviathan may spend as much Ichor they wish with this ability within their normal limits.

Lord of the Sea (Ancestral Channel)


The Progenitors were lords over the Primordial Ocean, and the Tribe have inherited the mantle
of kingship over all that swims, or their descendants.

● Depth 1: Birthright of Fecundity


● Depth 2: The Leviathan can speak in the tongues of fish (and other animals besides),
and understand them in turn. The Leviathan can ask them questions or to perform
actions as they wish using Animal Ken if needed for rolls. Note that such beings are still
vulnerable to the Wake, and this will color their interactions with the Leviathan.
● Depth 3: At this Depth, the Leviathan can Focus their Wake upon an animal to condition
them toward a desired response. This is handled similar as teaching an animal a trick,
except it doesn't require the animal to be domesticated, happens far faster, and has a
more potent result - creatures conditioned with the Wake might commit suicidal actions
to avoid the expected punishment.
● Depth 4: At this Depth, a Leviathan's impact upon the local ecosystem can be felt in
turn. They gain a vague sense of all non-sentient lifeforms and their general movements
and dispositions, inside their Wake. They know general location, concentrations, and
can sense why they are angry or frightened without knowing exactly why.
● Depth 5: The Leviathan's psychic influence expands. They can now communicate with
any animal in their Wake telepathically, though limited to the amount of influence they
already possess from earlier Depths.
● Depth 6: At this Depth, the Leviathan doesn't merely communicate, they control. They
can concentrate to control an animal's actions as if it were their own body, though if the
Leviathan is not present, their senses and grasp of the situation is limited by the animal's
- they might be directed to bite the "strange man", but they can't tell that it is the
investigator who has been dogging their cult. The Leviathan can also imprint complex
instruction for the animals to follow to the letter, if they don't wish to dedicate attention to
this control.
● Depth 7: In Apotheosis, the Leviathan can take an instant action to send out a call
through their Wake - what answers is a number of animals able to create one or more
Swarms, with their total Size equal to the Leviathan's own. The Swarms can be
commanded and controlled as if each one were an individual animal. At the end of the
Scene, any remaining creatures disperse in a panic and only about half will answer
another call within the same day. This fraction will continue to reduce itself if there are
subsequent calls.

Adaptations:
The Unseen King (•••): The Leviathan can subconsciously impress upon their subjects the
desire for stealth and secrecy. Animals in the area will not instinctively react to the Leviathan’s
presence, and will refuse to give information about the Leviathan and proscribed topics (to the
best of their understanding). If another supernatural power attempts to glean this information or
compel it from the animals, it must beat the Leviathan in a Clash of Wills. Note that even though
the animals themselves won’t give any clues to the Leviathan’s presence, a skilled observer can
tell something has them on edge.
Everflowing Fetid Growth (Ancestral Channel)

Ichor holds a powerful inclination towards life, and plants are no exception. Throughout the
ages, the Tribe has fertilized many of the green, and their descendents honor their ancient
benefactors still.

● Depth 1: Birthright of Fecundity


● Depth 2: Plant matter answers to the Leviathan’s unspoken call, bending and shaping
itself to their will and touch. The Leviathan can shape such materials without tools, and
any usage of plants that have been around the Leviathan for at least one season gain
the 8-Again quality. Additionally, the Leviathan can listen to the whispers of seaweed
and grass, gaining some amount of information based on their limited ability to perceive.
● Depth 3: At this Depth, those plants that have been fertilized by the Leviathan (as
determined by having been near them or their home for at least one season) will turn
upon those that incur the Leviathan’s ire. Any rolls by opponents utilizing or near such
foliage have Failure downgraded to Dramatic Failure (such as hiding in the undergrowth,
moving swiftly through the marsh grasses, or harvesting wood for shelter or fire).
● Depth 4: The Leviathan can sow a verdant bounty or seed a bitter harvest. By spending
at least a Scene and moving amongst the crops, the Leviathan can either double their
growth and yield, or stunt any growth and render a harvest minimal to useless.
● Depth 5: At this Depth, the Leviathan is incorporated into the web of scents and signals
the local flora use to communicate. They can evaluate the health of any plants in their
Wake, and are alerted to the location of major disruptions (such as the destruction of
branches and undergrowth caused by trespassers).
● Depth 6: The domain of the green now bows before the Leviathan’s desires. Allies or the
Leviathan themselves gain a bonus to Athletics and Survival rolls equal to half their
Sheol (round up) while in terrain affected by any of the previous Depths, or within the
Leviathan’s Wake. Meanwhile, enemies suffer the same as penalty to their Athletics and
Survival rolls. This represents the local flora aiding or impeding those affected in small,
but constant ways.
● Depth 7: In Apotheosis, the Leviathan’s verdant energies surge through the local
vegetation, empowering it to bring ruin upon offending intrusions. Within their Wake,
Structures (defined as stationary objects) suffer as if in an Extreme Environment, taking
1 point of Structure damage an hour after a number of hours equal to their Durability.
This reprieve resets if the object moves significantly from its position. Additionally, vines,
grasses, and other small plants move to bind the tread of invaders, affecting them as per
the Undergrowth Tilt.

Adaptations:

The Hydra's Rebirth (Descendant Channel)


A spark of unnatural life coruscates through the blood of the Tribe, its immense potency
granting their very organs the ability to reproduce and evolve.

With this Channel, a Leviathan can heal from injury in an instant. Cells divide at an astounding
rate, the Leviathan’s body pulls in extra dimensional mass, consumes foreign organisms or
transcends time itself to use healed or not yet injured limbs.

Like the Hydra of myth, a Leviathan’s wounds may be cauterised to prevent healing. If an
electrically charged weapon is impaled within the Leviathan’s form, the wound it inflicted cannot
be healed until the weapon is removed or it runs out of power.

○ Dice Pool: None


○ Action Type: Reflexive

● "Depth 1": Birthright of Fecundity


● "Depth 2": The Leviathan may expend 1 point of Ichor to heal Depth points of Bashing
damage. If this removes the injuries that caused a Tilt, the Tilt is also healed.
● "Depth 3": The Leviathan gains the ability to produce an Ichor saturated food or drink
from its body with miraculous healing powers (it’s also a miracle cure for infertility, even
menopause can be reversed). Consuming this, which must be done straight from the
Leviathan’s body, heals damage as though the Leviathan spent the same amount of
Ichor on this Channel at their current Depth. Mortals and Lahmasu can benefit, Ahabs
and Atolls will vomit it up without being affected. Other supernatural creatures are at the
Storyteller’s discretion.
Drawback: The Divine Ichor is not safe for mortals, and even Lahmasu find the potency
of a full leviathan’s ichor dangerous. At the end of a scene, roll the total Ichor ingested
(including wasted points). Hybrids and Lahmasu subtract their Depth from this roll. If the
roll results in more successes than the character's Genetic Conditions, they take a new
permanent (and inheritable, sometimes resulting in outright Hybrid children) Genetic
Condition. Hybrids are treated as having two less Genetic Conditions than Lahmasu due
to their unstable DNA, while the Healthy Genetics Mutation is counted as an extra
Genetic Condition.
● "Depth 4": You may expend 2 Ichor to heal half Depth (round up) points of Lethal
damage.
Alternatively, the Leviathan may spend 2 Ichor to purge their body of diseases, toxins or
parasites (those rare few with enough supernatural power to harm a Leviathan). They
spend 1 to 5 Ichor depending upon the severity, and if necessary make a Clash of Wills
roll. If the Leviathan is touching someone they may roll Stamina + Intimidation vs
Stamina + Supernatural Tolerance to transfer the intrusion into them. Otherwise, it is
expelled as an ephemeral Spirit and is free to do what it wishes (usually find someone,
possibly the Leviathan again, and turn itself back into a material ailment).
● "Depth 5": When attacked by a penetrative weapon, such as a spear or harpoon, the
Leviathan may heal so quickly that the weapon is trapped within their body for digestion.
This requires healing all the damage the weapon inflicted before it is removed from the
Leviathan’s body (usually one turn). Supernatural weapons usually require a Clash of
Wills.
● "Depth 6": Water is the element of life, and so long as the Leviathan is at least half
submerged they can draw life from water, increasing their Safe Ichor per Turn by two
points for the purposes of this Channel.
● "Depth 7": You may expend 4 Ichor to heal 1 Aggravated level of damage. Every time
you do so, increase any non-Stamina Attribute by one for the remainder of the scene. No
more than (Stamina + Sheol) Dots of extra Attributes may be active at once.
Adaptations
● Aggressive Assimilation (OOO): In Depth 4 or below, the Leviathan can convert Lethal or
Aggravated damage that they inflict with their natural weapons in melee combat into
Ichor at a 2:1 ratio. Any Ichor gained in this fashion vanishes at the end of the turn and
can only be spent on The Hydra’s Rebirth, excluding Adaptations.
● Blessings of the Chirurgeon God (OOO): When using the Depth 3 iteration of this
channel, the Leviathan may produce sustenance that can be preserved for Sheol days
and always acts as though the Leviathan was in Depth 7. They must pay one point of
Willpower per dose created, a dose can contain as much Ichor as they wish and cannot
be divided. Once the Willpower is spent, it takes about an hour before the dose is ready.
● With Golden Hair (O): Any person healed by the Depth 3 iteration of this Channel,
including by Blessings of the Chirurgeon God, is treated as having Intimate Knowledge
of the Leviathan for as long as the medicine remains in their digestive system (about 33
hours on average).
● Dionysian Relief (O): In Depth 2 or lower, the Leviathan can spend a point of Ichor to
cure a hangover. This Adaptation is rare: given the enormous quantities of alcohol
needed to get a Leviathan drunk, most don’t bother or only drink for the taste. However,
Leviathans that take the edge off their condition with alcohol drink like the gods of old,
and consider a point of Ichor to be a bargain for escaping the consequences.
● Resurgent Corpus (OO): You may expend a point of Willpower to treat your Dexterity as
equal to your Stamina for the purposes of Defense. This lasts a scene.
● Dread Return (OOO, requires Sheol 3): That is not dead which can eternal lie. This
Adaptation costs a dot of permanent Willpower to express and may be activated at any
point after your health track is filled with Lethal damage, including after death. Doing so
causes the Leviathan to fall into a trance-like stasis that appears, to any observer, just
like death. During this state the Leviathan is dreaming, will not bleed out and heals
damage at the standard human rate, but must spend 1, 2 or 4 Ichor per point of Bashing,
Lethal or Aggravated damage respectively. When your health track is empty you return
to life, but until then you may only regain Ichor through the worship of your cult. If your
body is fully annihilated (by incineration or some other means), you are truly dead.
● Phylactery (OOO or OOOOO, requires Dread Return, Sheol equal to dots): With Dread
Return, the Leviathan reforms from the largest part of their body, but with this Adaptation
they develop a specific organ, unique for each Leviathan that serves as the focus of their
reincarnation. The phylactorial organ is Size 1, and grows to Size Sheol in Apotheosis. If
the organ is destroyed without killing the Leviathan, then this Adaptation is nullified until
the organ is healed. The practical effect of this Adaptation is that the Leviathan can rip
out their own Phylactery and throw it to safety. This fills their health track with
Aggravated damage, but your still beating heart sinking to the bottom of the ocean is
better than leaving your body to regenerate right next to the Marduk agent who killed you
and knows to disintegrate the body.
The five dot version increases allows the leviathan’s body to remain active for seven
hours after they’ve chosen to separate their Phylactoral organ. Their body can still be
harmed or destroyed. However the Leviathan must split Ichor between their body and
their phylactery at the point of separation and their body cannot regain Ichor in any way
after the separation.
● Reap the Whirlwind (OOOOO, requires Sheol 5): Once per week, when you would be
slain in combat as a result of filling your rightmost Health box with Aggravated Damage,
instead you are restored to maximum Health and Ichor and reflexively shift to Apotheosis
Form. The Transformation takes it’s usual time, but triggering this adaptation instantly
heals all damage. This change is not optional, but does not cost Ichor. Distribute
(Stamina + Sheol) dots among your Attributes as if you had healed all the aggravated
damage with Ichor. Among younger members of the Tribe, this Adaptation is sometimes
affectionately referred to as "One-Winged Angel."
● Divine Essence Expires Not (OOOOO OOOOO, requires Sheol 8, Dread Return): The
Leviathan is a true immortal, a divine being who is all but beyond life and death itself. So
long as even one person, book, idol, or other object exists with even the most basic
Knowledge of the Leviathan it may one day return. As will all variants of Dread Return
the Leviathan is considered dead but dreaming and without its body it is considered
infinitely distant from everything. This state of existence can preserve a Leviathan’s
existence until an egg created by the five dot version of Incubation of the Second Self
hatches and it’s essence can take root. Failing that a seven dot Fecundity ritual can
create a new body. For all it’s power a lot of Leviathans fear this Adaptation. Even
without a body a Leviathan with the right abilities could live as an immortal spirit
possessing one Beloved after another, but if they lose their Cult a Leviathan could be
reduced to nothing but an isolated mind devoid of sensation and forever trapped with it’s
own internal chaos until the eons past and the last idol finally grinds to dust.

Mother of a Thousand Young (Descendant Channel)

The divine Ichor flowing through the Leviathan's blood gives birth to new and horrible life,
clawing its way out of gore, shaped and directed by the will of the Leviathan who gave it life.

○ Dice Pool: Stamina + Medicine + Sheol


○ Action Type: Instant

When the Leviathan has an open wound (is suffering at least a single level of lethal damage), it
may shape creatures from its blood. Upon taking this Channel, the Leviathan designs three
creatures which are born of its blood (see sidebar). It may call forth these creatures with a
successful roll. The creatures instinctively take actions desired by the Leviathan without verbal
instruction. If the Leviathan is not bleeding and wishes to activate this power, he may reflexively
open the wound necessary if he has adequate tools at hand (or has hands that serve as
adequate tools.) A Leviathan may only have a number of offshoots equal to its Sheol existing at
any one time, and may only have a single third-degree offshoot at a time.

● Depth 1: Birthright of Fecundity


● Depth 2: The Leviathan may spend a point of Ichor to summon its first-stage offshoot. It
is present for three turns per success on the summoning roll.
● Depth 3: As above, but it is present for a minute.
● Depth 4: As above, but it is present for five minutes. The Leviathan may expend 1
additional Ichor to instead call its second-stage offshoot, which is present for three turns
per success.
● Depth 5: As above, but first-degree offshoots are present for a scene and second-
degree offshoots for a minute
● Depth 6: As above, but first-degree offshoots are present for a day and second-degree
offshoots for five minutes
● Depth 7: As above, but second-degree offshoots are present for a day. The Leviathan
may expend 3 additional Ichor to instead call its third-stage offshoot, which is present for
three turns per success.

Sidebar: Horrors made Flesh

Upon purchasing the Channel Mother of a Thousand Young, the Leviathan's player may design
three Offshoots. As the Leviathan's Sheol increases, these Offshoots become more powerful,
but their general form remains the same. The Offshoots need not be graduated versions of the
same beast, and it's acceptable - in fact, highly appropriate - that their outward forms are alien,
amalgamations of various beasts with fearsome appearances. An Offshoot can usually not be
mistaken for any natural animal. Each Offshoot has "base" Traits and a pool of points which the
Leviathan's player uses to customize the beast. Once determined, the ability is set and the
assigned points cannot be re-assigned.

Leviathans who possess an Evolution can often share its benefits with any Horrors they create.
While every Evolution is different and the Storyteller must use her judgement, a good rule is that
an Evolution must never make Offshoots impractical to use. A Leviathan who can survive in
outer space will be able to create Offshoots that can survive in outer space. The Storyteller may
choose to put a point cost on abilities unlocked by evolutions.

Offshoots are treated like animals, using the higher of their Dexterity or Wits to determine
Defense. They lack fine manipulation and cannot hold or use most tools unless a trait is
purchased to permit this - and even in this case their intellect is too limited to apply most tools
effectively. They are entirely amphibious and may breathe water and swim at full Speed. They
execute commands to the best of their intelligence. Note that it may be difficult to craft the core
book's example animals as Offshoots - they cannot generalize (and that guard dog has
phenomenal stats!)
● First-Stage Offshoot: All attributes begin at one, Size 3, Speed species factor 5, no skills.
Attributes and Skills cannot exceed 3.
○ A first-stage Offshoot is built with a pool of points equal to the Leviathan's
Stamina + Sheol. (All Horrors use the Leviathan's base Stamina, before any
bonuses from Atavisms)
● Second-Stage Offshoot: Physical attributes begin at two, all others at one, Size 4, Speed
species factor 5, no skills. Attributes and Skills cannot exceed 4.
○ A second-stage Offshoot is built with a pool of points equal to 3 + Leviathan's
Stamina + Sheol.
● Third-Stage Offshoot: Physical attributes begin at three, all others at one, Size 5, Speed
species factor 5, no skills. Attributes and Skills cannot exceed 5.
○ A third-stage Offshoot is built with a pool of points equal to 6 + Leviathan's
Stamina + Sheol.
● Basic Point Costs (Attributes in parenthesis refer to the Leviathan's stats, not those of
the offspring)
○ Physical Attributes: 1 dot per point
○ Other Attributes: 1 dot per 2 points
○ Physical Skills: 2 dots per point
○ Other Skills: 1 dot per point
○ Specialties: 2 per point
○ Armor: 1 general armour per point, max of (Stamina).
○ Natural Weapons: +1L per point, max of (Strength)L
○ Speed bonus: +2 per point, max of (Dexterity) points
● Other Tricks (Other traits are possible, with their price mandated by the Storyteller.)
○ Flight: 1 point (at Speed)
○ Venomous bite: Toxicity 3, immediate onset: 1 point (+1 Toxicity for +1 point, limit
of +(Stamina) Toxicity)
○ Rare sense (Echolocation, heat-based vision, etc.): 1 point each
○ "Finer" manipulation: 2/3 points (may use simple tools and open doors, but -2 to
all relevant rolls, -0 at 3 points)

Adaptations

● Carrion Feast (OOO - OOOOO): In Depth 4 or below. By consuming fresh or living


meat, the Leviathan gains a second Ichor pool that may only be spent on Mother of a
Thousand Young. Every five size points of human, human-like beings, Hybrid, or
Leviathan flesh grants 1 Ichor point which lasts for the remainder of the Session or until
use. Eating Offshoots for Ichor will not work. The Leviathan’s second Ichor Pool is the
same size as their first. At four dots the Leviathan can spray or injects corpses with
embryos at a distance (Leviathans with this ability typically have a dedicated Offshoot
that looks like a corpse animated by a foreign organism). Essentially, corpses within
sight count as Ichor without the need to spend time eating. At five dots, the Leviathan
can gain Ichor from their Offshoots feasting upon corpses.
● Creator of Life (OO, Requires Sheol 2): The Leviathan may devise a new first-degree
Offshoot and may now summon either of its options. This Merit may be purchased
multiple times - up to the Leviathan's (Sheol -1).
● Craftsman of Life (OOO, Requires Sheol 3): The Leviathan may devise a new second-
degree Offshoot and may now summon either of its options. This Merit may be
purchased multiple times - up to the Leviathan's (Sheol -2).
● Open Hide (O): The Leviathan may reflexively open a wound without any tools to do so.
This will not inflict a point of Lethal Damage.
● Dread Champion (O): The Leviathan may opt to possess his third-stage Offshoot upon
creating it. If he does so, he is considered insensate and unconscious, and the third-
degree Offshoot becomes of Indefinite duration and uses the Leviathan's Mental and
Social attributes, skills, and merits. It also project’s the Leviathan’s Wake. The Leviathan
may cancel this effect at any time, destroying the Offshoot and returning to
consciousness. While using Dread Champion, the Leviathan is considered to be
Dreaming.
● Embody Aspect (OOOO, Requires Sheol 4): By spending a Willpower Dot, the Leviathan
may take part of their self and embody it in a separate body, creating an entire new
Leviathan. The player and Storyteller should discuss what exactly a character created from,
e.g. a Leviathan’s protective feelings to his Cult is like, but the created Leviathan also takes
enough background traits from it’s parent to be a well rounded individual and inherits
enough from the leviathan’s strain to earn membership of the Wicked Tribe. The child
begins as a zero exp Leviathan and may grow but it’s maximum Sheol is half their Parents
(less if their parent desires it). For mechanical purposes, the child and parents count as the
same person: they share Cults, bypass the Ocean Mind protection, and similar. The child’s
mind is also contained within the parent regardless of distance, at any time the parent may
examine their child’s thoughts and memories. If the child dies, the parent my restore them
by spending another Willpower Dot. If the parent dies, their children, if their combined Sheol
equals that of their parent at the point of death, may merge to restore their fallen mother to
life. If not enough children are alive or willing, they may continue life as independent, if
limited, beings.
● Fabaceae’s Birthing (OOO, requires Sheol 3); In Depth 6 the Leviathan can spray globs
of blood and Ichor to create it’s Offshoots at a distance. This has a maximum range of
Size * 3 yards, and the Leviathan must make a successful Dexterity + Firearms roll to
land the Offshoots where desired.
● Heart of the Swarm (OOO, OOOOOO, OOOOOOOOO; Requires Sheol equal to dots).
The Leviathan may birth it’s Offshoots in great multitudes. At three dots it may spend
one Ichor to birth Sheol first-degree Offshoots. At six dots it may spend 1 Ichor to birth
Sheol * 10 first-degree Offshoots or spend 2 Ichor to birth Sheol second-degree Of
Shoots. At nine dots it may spend 1 Ichor to birth Sheol * 100 first-degree Offshoots, 2
Ichor to birth Sheol second-degree Offshoots, or 4 Ichor to birth Sheol third degree
Offshoots. All Offshoots birthed together count as one Offshoot when measuring against
the Sheol limit.
● Hone Champion (OOO, Requires Dread Champion and Sheol 4): When activating the
Dread Champion power, the Leviathan may spend excess successes on the activation
roll to increase the point-pool available to the Offshoot. Each success yields one
additional point, which may be spent freely. Raising the Mental and Social traits of a
third-stage Offshoot will not prevent its Mental and Social traits from being replaced by
those of its creator when the Dread Champion power is activated.
● Incubation of the Second Self (OOO, OOOOO; The 5 Dot version requires Sheol 5): In
Depth 5 the Leviathan may spend 2 Ichor to lay an egg containing a genetic clone of
themselves. Genetics alone do not create a Leviathan and with vanishingly few
exceptions, such clones are Lahmasu. This child will hatch in nine months and grow and
develop like normal from there. The Leviathan may spend additional Ichor to add or
remove traits. He may implant his own memories, ensure the child does or does not
share chosen hobbies, habits, etc. The child’s sex, gender, ethnicity, remove (or add)
disabilities, Mutations or Merits, can be changed for 1 Ichor each and adds a -1 penalty
to the Channel’s activation roll. The Leviathan may remove their Strain to create a
Hybrid, but may not give the Child a different Strain without “assistance” from an
appropriate Leviathan. The five dot version lets the Leviathan implant some of it’s own
Essence for a Willpower Dot. If the Leviathan dies and a child containing his essence
lives, the Leviathan permanently transplants itself into that body. The Depth 1 body
remains the Child’s unchanged body, Apotheosis remains the Leviathan’s original
Transformed self, with the other depths falling in between as normal. If by some freak
chance the child is a Leviathan, it may roll Resolve + Sheol vs Sheol to repel the
invading essence, the looser is permanently ejected from the body.
● Parasitic Reproduction (OO): By touching another Leviathan’s egg and spending two
Ichor, a Leviathan may overwrite the child within to be his own. Roll Presence +
Intimidation + Sheol. This action counts as a full activation of Incubation of the Second
Self and uses the full rules for that Adaptation, save that if the egg contains implanted
essence, the Leviathan may implant his own essence for free. Some Leviathans use this
to hide their Essence in another Leviathan’s protection, others just steal the eggs for free
“life insurance”. Be warned, a Leviathan with Lambant Eyes of Judgement will
immediately spot the ruse.
● Primordial Claws (OOO, Requires Mortal-Devouring Armory). In depth 3 and below,
upon dealing lethal damage with the weapons provided by Mortal-Devouring Armory, the
Leviathan may reflexively summon an Offshoot that it has access to in its current Depth -
creating a horror from it's own Ichor and it's victims blood. It must inflict levels of damage
equal to the Size of the Offshoot to be summoned, and the Offshoot's birth also causes
an additional point of Aggravated damage.
● Sculptor of Life (OOOO, Requires Sheol 4): The Leviathan may devise a new third-
degree Offshoot and may now summon either of its options. This Merit may be
purchased multiple times - up to the Leviathan's (Sheol -3).
● Rapid Growth (OO, Requires Incubation of the Second Self): The Leviathan may spend
two additional Ichor to have their child age at a rate of one month per day; hatching after
nine days and reaching maturity in under a year. Upon maturity, they age as normal.
While the body develops quickly, the mind cannot keep up, and so the resultant
creatures are often useless for anything but menial labour or combat. Naturally, using
your own children as near mindless and disposable troops is extremely evil and causes
Erosion.
● Reflexive Genesis (OOO): In Depth 3 and below, upon suffering lethal damage, the
Leviathan may reflexively summon an Offshoot that it has access to in its current Depth.
It must suffer levels of lethal damage equal to the Size of the Offshoot to be summoned.

Blood Of My Blood (Descendant Channel)

The Tribe knows well the power of blood, and how it ties beings together. By invoking their
fractal nature and infusing their being into their Ichor, they can blur the boundaries between
themselves and those who share their blood.

● Depth 1: Birthright of Fecundity


● Depth 2: The Leviathan can spend 1 Ichor as a Reflexive action to charge their fluids
with the essence of their being. Any creature that intakes this fluid must succeed at a
Depth + Sheol vs Stamina contested roll or gain the Blood-Kin Condition for 1 lunar
month.
● Depth 3: At this Depth, those with Blood-Kin have the Condition modifier changed to ½
Depth, round up.
● Depth 4: By spending 2 Ichor as an Instant action, the Leviathan can Transform one of
their Blood-Kin, up or down Depths. If they are Hybrids, they gain additional Mutations
as their Depth descends, or lose Mutations as their Depth rises. Humans are treated as
Depth 1 and possessing no Mutations. This can reduce a Hybrid to Depth 1 and remove
their Mutations, but can never increase it to Depth 7. Additional turns (including Ichor)
can be spent to extend the Transformation in its initial direction. This Transformation last
for one Scene, before the subject reverts to their original Depth.
● Depth 5: The Leviathan can now force a transformation upon an entire group of their kin
at once, paying only once for the whole group. All those affected must Transform in the
same direction. The maximum number of targets is equal to Depth * Sheol.
● Depth 6: [Permanent change?]
● Depth 7: The Leviathan is in every part of itself, including the shared blood of their
relations. In Apotheosis, by spending 4 Ichor as an Instant action, they can express one
of their Channels in another (at a Depth equal to the Kin’s Depth), or have them treated
as the Leviathan themselves (such as to avoid an oncoming curse directed at the
Leviathan). These alterations last a Scene, or until swapped for a different effect. Any
effects of the Channel are treated as coming from the Leviathan themselves.

Adaptations:

Vestige of Might

The Unseen Giant (Birthright of Might)


The power of Leviathan is an often overt and obvious thing, bulging muscles and titanic claws,
but the might of semi-divine is not without subtlety. Even the flimsiest of Earth’s Most Terrible
Tribe possess a might that cannot be seen, but is no less real. By spending a point of Ichor the
Leviathan may increase his Strength by +1 until the end of the Scene. This may increase the
Attribute beyond it normal limits.

If the Leviathan has mastered three Channels of Might then the Strength bonus increases to +2,
at five mastered Channels of Might then the Strength bonus increases to +3.

Many Flowing Limbs (Ancestral Channel)

● "Depth 1": Birthright of Might.


● "Depth 2": A Leviathan has 8-again to establish and maintain a grapple.
● "Depth 3": As above but they may use the higher of their Strength or Dexterity.
● "Depth 4": The Leviathan may grapple two people at once. This causes a -4 penalty
to both establishing and maintaining grapples. The Leviathan may still make only one
overpower roll per turn.
● "Depth 5": The Leviathan can perform an extra Sheol reflexive actions per turn
provided they can be accomplished with just one limb, flipping switches, opening
doors and things of that ilk. Additionally they do not reduce Defense until after they
have been attacked by Defense opponents.
● "Depth 6": When Grappling the Leviathan may treat his opponents strength as two
less.
● "Depth 7": The Leviathan may grapple four people at once. This causes a -6 penalty
to both establishing and maintaining grapples. The Leviathan may still make only one
overpower roll per turn.
Adaptations
● Adhesive Flesh (OOOOO) At Depth 7, the Leviathan may reflexively counter an
opponent's attack. The Leviathan rolls Dexterity+opponent's attack successes-
opponent's Strength, and on a success the opponent loses their weapon as it
becomes stuck in the Leviathan's body unless it is removed with a
Strength+Dexterity check or the Leviathan changes to a more human form. This
same process can be used to reflexively add three dice to a grapple attempt on an
attacking unarmed opponent

Mountain-Hurling Thews (Ancestral Channel)


In elder days, it is said that gods and monsters used the very mountains as weapons in their
wars. With this Channel, the Leviathan inherits some fraction of that might.

● Depth 1: Birthright of Might


● Depth 2: The Leviathan adds (Depth) to her Strength for the purposes of calculating a
thrown weapon's range or for the purposes of lifting an object or picking something up.
● Depth 3: The Leviathan ignores all penalties due to using improvised weapons.
Additionally, any improvised weapons the Leviathan uses suffer no damage from
successful attacks, though they may suffer damage from other sources.
● Depth 4: The Leviathan ignores any issues which might arise from an object's
construction or composition when using it as a thrown or improvised weapon (e.g. she
could pick up a car and swing it by its bumper without the vehicle falling apart).
● Depth 5: When calculating the range of a thrown weapon, add the Leviathan's (Sheol) to
(Strength + Dexterity + Athletics) before subtracting the Size of the object to be thrown.
● Depth 6: Any thrown or improvised weapon you use deals Lethal damage if it would
normally deal Bashing damage. Additionally, Defense cannot be applied against any
thrown weapon attack you make, as if it were a Firearms attack.
● Depth 7: When calculating the range of a thrown weapon, multiply the Leviathan's
(Strength + Dexterity + Athletics + Sheol) total by (current Size) before subtracting the
Size of the object to be thrown.

Adaptations

Mind in Motion (Descendant Channel)

The Might of the Progenitors transcends crude muscles. Their will alone could topple cities and
crush armies.
● “Depth 1”: Birthright of Might.
● “Depth 2”: The Leviathan may use telekinesis. This costs 1 Ichor. When using
telekinesis the Leviathan has an effective Strength equal to Resolve and an effective
Dexterity equal to Wits. Telekinesis has a range of 10 feet + 3 feet per Sheol.
● “Depth 3”: As above but range is 10 feet + 4 feet per Sheol.
● “Depth 4”: As above but the Leviathan may spend an additional point of Ichor to
perform a telekinetic grapple. Roll Wits + Resolve vs Strength + Brawl. If the
Leviathan wins the roll the target is both grappled and immobilized.
● “Depth 5”: As above but instead of a grapple the Leviathan also has the option of
attacking with pure telekinetic force. This is treated as a regular ranged attack with a
short equal to half the Leviathan's Telekinesis range. A Medium Range equal to the
Leviathan's Telekinesis range and a long equal to twice Leviathan's Telekinesis
range. Roll Resolve + Firearms. Telekinetic attacks do bashing damage and have
the Knockdown property.
● “Depth 6”: As above but the Leviathan also manifests tactile telekinesis. For the cost
of one Ichor it may substitute the Wits for Dexterity or Resolve for Strength. Range
also increases to 15 feet + 7 feet per Sheol.
● “Depth 7”: As above, but range increases to 20 feet + 15 feet per Sheol, and the
Leviathan may spend four Ichor to make a telekinetic explosion: A telekinetic
explosion has a radius of five yards and has an Explosive Force equal to half of
Resolve + Wits + Sheol. The Leviathan may trade Explosive Force for a larger blast
area: each point of Explosive Force adds five yards to the radius. Everything caught
in the Blast Area takes one automatic bashing damage and a die of bashing damage
per Explosive Force, this attack has the Knockdown property. This doesn't have to
be an explosion; implosions are fine as is an effect that pulls everyone to the floor, or
throws everyone to the left.
Adaptations
● Mind Over Matter (OO) – When in Depth 4 or below the Leviathan may spend a point
of Ichor to increase Defense by Resolve for a turn.
● Psychic Blades (OOO) – In Depth 4 or below the Leviathan may cause Lethal
Damage with telekinesis. Including overpowering during a grapple.
● Force of the Tides (OO) – In Depth 5 or below the Leviathan may add Sheol to his
dicepool for Telekinesis.

That Hideous Strength (Descendent Channel)


Empowered by divine Ichor, the Tribe can shred mere artifice and land frightfully potent blows.
● Depth 1: Birthright of Might
● Depth 2: By Reflexively spending 1 Ichor, the Leviathan can ignore up to their Sheol in
Durability from objects for their turn.
● Depth 3: You no longer need to spend Ichor to use the Depth 2 ability against objects
with a Size less than half your own (round down).
● Depth 4: By Reflexively spending 2 Ichor, prior to making a melee attack, the Leviathan
can smite a foe off their feet and out of their senses. If the final damage exceeds the
target's Stamina, they take the Knocked Down and Stunned Tilts.
● Depth 5: Each use of the Depth 2 ability against an object reduces its Durability by 1, as
it cracks and weakens. When using the Depth 4 ability, rather than inflicting Knocked
Down and Stunned, the Leviathan can lower the target's effective Stamina against
physical Tilts being applied by 1 for the rest of the Scene.
● Depth 6: When moving, the Leviathan can make a Reflexive Brawl attack against each
object or foe that impedes their movement.
● Depth 7: A Leviathan, by charging its muscles with divine Ichor, can strike with the force
of artillery. By Spending 4 Ichor, the Leviathan can make a brawl attack that is treated as
an Explosive, with the Leviathan's current Damage rating, a Blast Area of Size/2, and a
Force of 0. Even if the attack misses, the target is still in the primary blast area. The
Leviathan never suffers damage from their own explosion, but any allies caught in it are
not so lucky.

Adaptations:
Shockwave (••••): When using the Depth 7 ability, add the Leviathan's unmodified Strength
(before adjustments for Depth and Atavisms) to Force.

Vestige of Predation
The Tyrant’s Privilege (Birthright of Predation)
A Leviathan is the apex of apex predators, only the bravest or most foolhardy will dare
challenge one. By spending a point of Ichor the Leviathan may roll Presence + Intimidation vs
Composure + Potency to inflict the Beaten Down Tilt on a Wake Vulnerable individual.
King Atop A Bloody Throne (Ancestral Channel)
The Leviathan is too terrible to contemplate opposing. All must surrender and appease his
wrath.

Fluff goes here.

And remember that as always the Beaten Down Tilt doesn’t apply if the Leviathan’s actual goal
is to inflict violence.

● "Depth 1": Birthright of Predation


● "Depth 2": Wake vulnerable Mortals who get into a fight with the Leviathan automatically
take the Secret Condition. They are convinced that standing up to the Leviathan was
shameful and wrong, and if word gets out, their community will turn upon them for
attracting the Leviathan’s ire. Beloved of another Leviathan are unaffected.
● "Depth 3": If the Leviathan successfully inflicts Lethal or Aggravated damage to a Wake
Vulnerable target they also lose a point of Willpower.
● "Depth 4": Wake vulnerable Mortals who take the Beaten Down Tilt from combat with a
Leviathan also take the Subservient Condition. When a god beats you down, you stay
down. If someone is Beaten Down from another source, like the Birthright of Predation,
the Leviathan may rough them up until they’re Subservient.
● "Depth 5": The Leviathan may inflict the Beaten Down Tilt on Wake Vulnerable
supernatural beings whose psychology is normally immune to such routs. This is
explicitly a supernatural effect. The Wake pushes seeds of doubts in to the mind, which
sprout when watered with defeat.
● "Depth 6": The Depth two effect expands, vulnerable mortals within the Storm of the
Leviathan’s Wake will now take the Subservient Condition if the Leviathan’s Beloved
inflict the Beaten Down Tilt.
● "Depth 7": The Leviathan’s true form is so terrible that even even the thought of
opposing it is anathema. Wake vulnerable mortals who wish to oppose him must roll
Resolve + Firearms or Weaponry - Sheol. On a Failure, they take the Beaten Down Tilt.
This does not inflict the Subservient Condition unless the Leviathan takes the time to
rough up someone who’s already Beaten Down.
Adaptations

Alpha (OO): If the Leviathan with this Adaptation defeats another in combat while in Depth 2 or
deeper, any Wake vulnerable witnesses in a romantic or sexual relationship with the loser take
the Swooning Condition keyed to the Leviathan. Note that the Condition does not override the
social effects of Depth, so unless the Leviathan is close to human, trying to take advantage of
the Condition may waste the opportunity.
Kneel Before Zod (OO): If a Leviathan with this Adaptation defeats another Leviathan in combat
while in Depth 2 or deeper, any of the loser’s Beloved who witnessed the conflict take the
Beaten Down Tilt.
Mortal Devouring Armoury (Ancestral Channel)
The Leviathan's Primordial form bristles with cruel natural weapons.

In Depth 2 the Leviathan gets 2L Damage natural weapons. In Depth 3-6 they gain one armoury
dot to apply various upgrades to their natural weaponry and in Apotheosis they gain 4 armoury
dots. A Leviathan may choose to gain no advantage at a particular Depth in order to save up
dots for a more expensive upgrade later. The upgrades are chosen when purchasing this
Channel, and decisions are permanent. However, the Leviathan may redesign their armoury
any time they raise Sheol.

Armoury dot may provide:


● +1 Damage (O, stacks to a maximum of Damage 7)
● The weapon inflicts Aggravated damage (OOO)
● The weapon’s damage is treated as +2 against grappled targets (O)
● Armour piercing 2 (O, stacks to a maximum of 14)
● +2 to Brawl rolls (O, stacks to a maximum of 14)
● Treat damage as 2 higher for the purposes of inflicting Tilts (O, stacks to a maximum of
14 )
● Reduce penalties for called shots by 3 (O)
● The weapon is capable of injecting venom or secreting poisons. At one dot the venom
inflicts the moderate poison Tilt, at three dots the venom inflicts the grave poison tilt. (O)
or (OOO)

Adaptations
Hellmouth (OOO): There is a reason artists depicted the gates of hell as the mouth of a
Leviathan, for the Tribe have long held the power to devour souls. In Depth 4 the Leviathan
declares the intent to devour a soul and makes an attack roll or invokes the killing blow rules.
No damage is inflicted, but if the attack would have done enough damage to fill every health box
with Lethal or Aggravated damage, they consume the soul and refill their Willpower pool. Doing
this triggers a Severity 7 Eunoia roll. The souls of some supernatural beings are edible, and if
the Leviathan eats an inhumanly potent soul they also refill their Ichor pool.
Mother Hubur’s Gift (OOOOO): The Leviathan evolves during combat to better fight his foes.
When fighting a foe with a Bane, the Leviathan’s body will adapt to produce that bane in it’s
natural weapons. This requires a number of successful blows, the exact number depends on the
nature of the Bane:
● If the Bane is electricity or some form of virtue, then the Leviathan will never create it.
The Tribe’s weapons cannot produce their own Banes.
● If the Bane is inherent to the target it takes Supernatural Advantage blows.
● If the Bane was formed due to degeneration of Integrity (or equivalent), it takes Integrity
blows.
● If the Bane is inflicted by a supernatural ability which is Resisted, it takes one blow per
dot of the Resisting trait.
● If the Bane is inflicted by a supernatural ability which is Contested, it takes one blow +
one for every three dice in the Contesting dicepool.
● If the Bane is inflicted by a supernatural ability which is unrolled (usually because the
Bane is the Drawback to using the power), it takes one blow per dot of the ability. If the
ability has no dots, default to Supernatural Advantage Blows.
Weapons of the Hybrid (OOO): The Leviathan gains an additional armory dot at Depth 3.
Weapons of the Monster (OO): The Leviathan gains an additional armory dot at Depth 5.
Weapons of the God (O): The Leviathan gains an additional armory dot at Depth 7.

Blood in the Water (Ancestral Predation)


The senses of the Leviathan can smell weakness just as easily as shark does blood, and few
can escape their hunt once it begins.

● Depth 1: Birthright of Predation


● Depth 2: The Leviathan can pick up blood and other scents and use them to track with
Survival. The range of their sense of smell is Depth * Sheol * 50 meters.
● Depth 3: The Leviathan can "mark" a Wake Vulnerable target in view, attuning their
senses to them and identifying their direction, distance, and general status within a
range of 1 kilometer per Depth. They can keep track of a number of individuals this way
equal to their Sheol.
● Depth 4: At this depth, the Leviathan's senses and ambush instincts have honed to the
point that nobody can surprise them in an Ambush without supernatural aid. Their minds
can even pick up the impressions left upon traps located nearby, cluing them into their
location as well.
● Depth 5: The Leviathan's urge for the kill or survival hones their form. During a Chase,
when determining the dice threshold for a Leviathan, reduce it by their Sheol. Add their
Sheol to their roll when determining who gains the Edge.
● Depth 6: At this depth, the Leviathan gains a sense of their prey's weaknesses and
remaining vitality. Against targets with any Lethal or Aggravated damage marked, the
Leviathan knows their remaining Health or Corpus boxes, physical Tilts and Conditions,
and their Bane (if any).
● Depth 7: In Apotheosis, the Leviathan can drive themselves into a killing frenzy.
Whenever they deal Lethal Damage to a target, they can give themselves the Blood-
thirsty Tilt, or increase its value by 1. Changing targets clears the Tilt.

Adaptations:

No Escape (•• or ••••): Once Marked, simple distance is not enough the evade the stalking
Leviathan. At two dots, Marked targets can be tracked regardless of distance, so long as they
are in the same realm of existence as the Leviathan. At 4 dots, even that limitation is removed,
with the Leviathan knowing the location of the nearest opening that would lead them closest to
their prey - this does not actually grant them the ability to pursue, however.
Feeding Frenzy (•••): Whenever the Leviathan gives themselves the Blood-thirsty Tilt, they can
also bestow it upon all allies in their Size in range. Allies do not have the Tilt’s rating increase,
however.

Breath of Burning Lamps (Descendent Channel)


○ Dice Pool: Dexterity + Athletics + Sheol
○ Action Type: Standard
The Leviathan gains the ability to attack at range. Fiery breath, venomous spines, or jets of
corrosive acid are just a few of the possibilities.

This attack has a short range of Strength + Sheol + 5 yards, a medium range equal to twice the
short rage, and a long range equal to four times the short range. In Apotheosis, the Leviathan’s
vast size allows them to propel their weapons further as per the following table.

Sheol Short Range

1-2 100

3-4 200

5-6 500

7-8 1000

9-10 1500

By spending a point of Ichor, the Leviathan may as an instant action charge up their natural
weapons. Each point of Ichor provides 10 shots. There is no limit to how many shots a leviathan
may hold., but any unused shots disappear at the end of the scene. In Depth 4 the Leviathan
may make a medium burst by spending 10 shots, and they may spend two points of Ichor a turn
to charge up twice as fast. In Apotheosis, they may use a long burst by spending 20 shots and
may spend four points of Ichor at a time when charging.

In Depth two the natural weapons have a damage rating of one Lethal. In Depth 3-7 they gain
Armory dots as per Mortal Devouring Armory.

Armoury dot may provide:


● +1 Damage (O, stacks to a maximum of Damage 7)
● The weapon inflicts Aggravated damage (OOO)
● This weapon is treated as having +2 damage against unaware targets (O)
● Armour piercing 2 (O, stacks to a maximum of 14)
● +2 to Athletics rolls (O, stacks to a maximum of 14)
● Treat damage as 2 higher for the purposes of inflicting Tilts (O, stacks to a maximum of
14 )
● Reduce penalties for called shots by 3 (O, stacks)
● The weapon is capable of injecting venom or secreting poisons. At one dot the venom
inflicts the moderate poison Tilt, at three dots the venom inflicts the grave poison tilt. (O)
or (OOO)

Adaptations
Pneumatized Carapace (O): By developing specialized muscles throughout their body the
leviathan drastically accelerates the velocity of their projectiles. Attacks using Breath of Burning
Lamps Ignore defense in the same way firearm attacks do. Additionally they may use firearms
OR athletics when making ranged attacks.
Cobra's Spite (OOO) - In Depth 3 and lower, foes that suffer damage equal to their Size from
this Channel are effectively blinded until they heal the wound supernaturally or receive medical
attention.
Cataclysmic Blast (•••, requires That Hideous Strength): At Depth 7, the Leviathan can charge a
blast with terrible force. They can spend 4 Ichor and begin Aiming. Upon firing, the attack is
treated as an Explosive, with the normal attack’s Damage rating, a Force equal to the Aim
bonus, and a Blast Area of 5 * the Aim bonus.
Stalker’s Shifting Hide (Descendant Channel)
Many creatures of the deep have learned that the best method of hunting one's prey is making
sure it never knows of the predator coming. Those of the Tribe have learned how to alter their
hides to deceive any observers, and even the world itself.

● Depth 1: Birthright of Predation


● Depth 2: By spending 1 Ichor, the Leviathan can change their coloration and reshape
their features to resemble someone else. Exact mimicry takes a Wits + Subterfuge,
penalized by the target's Presence and whatever else the Storyteller deems appropriate.
This reshaping is purely cosmetic and doesn't change the Leviathan's actual DNA,
physical sex, or Size. The Transformation lasts one day before needing to be renewed,
or reverting.
● Depth 3: At this Depth, the leviathan can spend a point of Ichor to shift their skin and
blend perfectly into the scenery. When using the Depth 2 ability, the Leviathan can
instead opt to take on the same coloration as their surroundings, so long as they are
standing still any attempt to see them automatically fails. Even when moving, their hide
shifts to match, preserving their disguise - onlookers take a -Depth penalty to the Wits +
Composure roll to detect the Leviathan. Note that this only extends to visual detection of
the Leviathan - if a character suspects an invisible person is present and tries to find
them through an appropriate method such as by touch they may roll as normal and add
the Ripple penalty as a bonus.
● Depth 4: By spending 2 Ichor, the Leviathan can merge their shifting skin with the
Wake's influence to be completely undetectable. Any direct observers inside the Wake
while the effect is in use will not pay attention to the Leviathan at all, with their eyes
glancing away, and their minds rationalizing the surely nothing there. Observers outside
the Wake, recorded media viewed afterwards, or those tracking the Leviathan by the ruin
left in their path, are unaffected. This masking lasts until the end of the Scene.
● Depth 5: Every image of the leviathan is a part of the leviathan itself, and they retain
their ability to hide. Any part of the leviathan captured in visual media will endeavour to
escape it's bonds, erasing the leviathans presence in film or photographs that were
taken while the Depth 4 iteration of this channel was active. Supernatural beings may
trigger a Clash of Wills to record the leviathan.
● Depth 6: At this Depth the Leviathan becomes invisible to even mystic eyes - when
using the Depth 4 ability, any outside attempts to detect the Leviathan's location or
presence supernaturally must beat it in a Clash of Wills.
● Depth 7: In their true form, the Leviathan's shifting hide can transform them into the
immaterial, disguising them from the material universe itself. By spending 4 Ichor, the
Leviathan can initiate a Reflexive Extended Action, rolling Dexterity + Stealth + Sheol
once per turn, against a target number of their current Size. Upon completion, their mass
is shifted into the phase of Twilight populated by projecting Psychics and living dreams.
The Leviathan can remain in this state until the end of the Scene, or end it prematurely
with another roll (though no Ichor cost).

Adaptations:
Skin Suit (•): When using the Depth 3 effect, the chameleonic change extends to the Leviathan's
clothes and hand-held items.
Invisible Terror (•••••): When using the Depth 7 ability, the Leviathan can, once per Turn,
Reflexively spend 1 Ichor to rematerialize or dematerialize a portion of itself to make an attack
or perform some action. Attacks against the materialized part are all called shots, incurring the
attack roll penalty and effects of a hit as normal.
All-Consuming Hunger
The hungers of the Tribe are not for mere meat and worship - their ravenous appetites can take
aspects they desire from whatever they deem prey.

● Depth 1: Birthright of Predation


● Depth 2: Whenever the Leviathan deals at least Lethal damage to a target with a melee
attack, they can Reflexively spend 1 Ichor and convert 2 Successes into dealing 1
Health in Lethal Damage to the target, and healing 2 Bashing or 1 Lethal damage
themselves. Any number of Successes can be converted for the same attack, but only in
increments of 2.
● Depth 3: At this Depth, the Leviathan can now leech the Divine essence of Ichor itself
from targets. When using the Depth 2 ability, the Leviathan can also opt to convert
Successes into Ichor stolen from the target, adding to their own pool. Each Success can
be converted to 1 Ichor stolen.
● Depth 4: At this Depth, the Leviathan can Reflexively spend 2 Ichor and trade
Successes to drain Willpower. Each Success can be traded for draining 1 Willpower
point from the target, and giving the Leviathan a point of Temporary Willpower.
Temporary Willpower is spent first, and any remaining is lost at the end of the Scene.
● Depth 5: The Tribe's hunger transcends mere flesh and will - now even ephemeral
concepts like time can be fed upon. The Leviathan can trade Successes to drain traits
like Speed or Defense, adding them temporarily to their own. 2 Successes can be traded
for reducing the target's Speed or Defense by 1, and increases the Leviathan's by the
same amount. Values recover on their victim and decay on the Leviathan at a rate of 1
per Turn.
● Depth 6: A Leviathan at this Depth can feed upon the target's very nature, draining their
Attributes to add to his own. The Leviathan can used the Depth 4 ability to trade 2
Successes to reduce one of the target's Attributes by 1, and increase the Leviathan's by
the same amount. Targets recover 1 Attribute a Scene/Hour, and the Leviathan loses
the same amount from their own pillaged totals.
● Depth 7: In Apotheosis, the Leviathan's hunger can rip free the very souls of their prey.
By Reflexively spending 4 Ichor after having dealt at least Lethal damage in a melee
attack, the target must succeed at a Resolve + Potency vs Presence + Sheol roll or their
Soul is torn free - the victim gains the Soulless Condition, and the Leviathan can
consume the soul as per pg. X (or store it as leverage or a later meal).

Adaptations:
Exotic Tastes (• to •••••): The Leviathan has learned to feast on other energies than Ichor (such
as Vitae, Glamour, or even raw Essence) when using the Depth 3 ability. Conversion to Ichor
isn’t as reliable, and the ST may determine that a given source can only be exchanged after
theft on a 2-to-1, or even 3-to-1 ratio.

Vestige of Sanctity

The Yellow King’s Command (Birthright of Sanctity)


A Leviathan’s divine nature means that authority is a natural part of their existence, and one that
is inherited in their very blood. A God commands, the Mortal follows...or at least that’s what the
God expects to happen. By spending a point of Ichor the Leviathan may roll Presence +
Expression vs Resolve + Potency on a Wake Vulnerable individual. On a success the Leviathan
can give that individual a One-Word command that it must follow to the best of it’s abilities, if
this would require an Extended Action the effects of this command last until the end of the
Scene.

Commanding someone to “Die” only causes them to play dead... before or after a theatrical
‘death scene’.
Insidious Creature (Ancestral Channel)
Description
● Depth 1: Birthright of Sanctity
● Depth 2: The Wake is sometimes a blunt instrument, but the Leviathan has learned to
wield even it with a modicum of precision. When the Leviathan Focuses their Wake upon
a target, they choose which Condition the target receives upon Success or Failure.
● Depth 3: The Leviathan can mold mental instability with greater control. When the target
suffers a Breaking Point from the Leviathan's Wake, they can instead receive the
[Leveraged], [Obsession], or [Swooned] Conditions.
● Depth 4: The very form of the Leviathan sears it's presence into the minds of observers.
Those who see the Leviathan must beat a contested Presence + Sheol vs Composure +
Supernatural Tolerance or gain the Intrusive Knowledge Condition keyed to the
Leviathan they witnessed.
● Depth 5: Cracks can widen into ravines, and the Leviathan can cause minds to splinter
under their psychic weight. If a target of the Leviathan's Wake fails their Breaking Point,
they can gain the [Madness], [Amnesia], or [Broken] Conditions.
● Depth 6: Lesser minds become wet clay, to be sculpted in the Tribe's appendages.
Whenever an eligible target is subjected to the Focused Wake and merely Fails their
Breaking Point roll, they become Beloved. Targets that are ineligible to become Beloved
instead gain a Persistent version of the Condition they receive. It's previous Resolution
becomes a source of Beats, and the actual Resolution becomes a task or criteria the
Leviathan's Player sets (with Storyteller approval).
● Depth 7: As a Reflexive action once per target per Turn, the Leviathan can engage a
target in a Contested Manipulation + Intimidation + Sheol vs Resolve + Composure roll.
If the Leviathan wins, they can declare that the target must resolve a specified Condition
at the next opportunity. The target still receives a Beat for Resolving the Condition.
Targets can only be forced to Resolve one Condition at a time - additional uses must
either wait until the previous compulsion is completed, or release it to change targeted
Conditions.

Adaptations:

Self-Serving Idol of Glory (Ancestral Sanctity)


The Leviathan serves as a living altar, benefiting from the worship and assistance of others.
● Depth 1: Birthright of Sanctity
● Depth 2: Talent is among the first offerings others can yield to the Leviathan’s demands.
The Leviathan can command a willing target to offer to trade their higher Skill rating with
the Leviathan, or give them one of their Specialties, as an Instant action. The Leviathan
uses their new Skill rating (and Specialties) for the remainder of the Scene, and the
donor uses their lesser values for the same time. The Leviathan can "give back" the
Skills and Specialties at any time before the end of the Scene as an Instant action.
Beloved are always considered willing, and can bestow (and be commanded to do so)
Skills and Specialties as a Reflexive action.
● Depth 3: The Leviathan leads, while others support and follow. Whenever the Leviathan
is the primary actor in a Teamwork action, supporting actors can aid the Leviathan with
dedicated prayer (and taking the Insensate Tilt for the Turn), regardless of their ability to
otherwise materially contribute. Beloved supporting actors add their successes directly
to the Leviathan's pool, instead of adding dice, up to the Leviathan's Sheol (Successes
over the Leviathan's Sheol are added to their pool, as normal). “Urging” assistance is a
Reflexive action on the Leviathan’s part, so long as they have some way to
communicate.
● Depth 4: As a living altar of worship, the Leviathan's will is bolstered by their
supplicants. Whenever the Leviathan spends Willpower on a Teamwork action, they
increase the bonus by 1 if there are at least their Depth in secondary actors. If there are
at least their Size in secondary actors, it increases by an additional 1 more.
● Depth 5: You worshipers can now give of their body to protect their deity. Willing
characters can opt (or be compelled, as a Reflexive action) to take incoming damage for
the Leviathan, receiving it at its original values (they cannot benefit from any Size or
Armor the Leviathan has, though nor do they suffer the Tribe's Bane of electricity). The
new recipient must be near the Leviathan, and the damage can only be entirely
redirected, not in part - though if the damage kills the new target, the remaining amount
does overflow onto the Levithan. Each supplicant can only redirect one attack in this
matter each turn.
● Depth 6: Being a part of a god's success is uplifting. Whenever the Leviathan achieves
an Exceptional Success on a Teamwork action, all secondary actors gain the Inspired
Condition.
● Depth 7: In Apotheosis, the Leviathan's followers can make the greatest of offerings -
their own souls. As an Instant action, a willing character can transfer their soul to the
Leviathan, gaining the Soulless and [Raptured] Conditions for themselves, and giving
the Leviathan a soul to hold or consume at their desire. A Leviathan can also compel
allied characters as an Instant action, though this is always a Tranquility Disruption.

Sidebar: “Willing” Supplicants


For non-PC characters serving the Leviathan, especially Beloved, the Leviathan with this
Channel can assume they are willing and direct them to perform the required actions or
sacrifice as desired on the Leviathan’s turn - the choice is made by the Leviathan, it just
happens to require another supporting character nearby to enable it. For PCs, they can
initiate the use of this Channel on their own initiative (and turn), if they so choose.

Adaptations:
Hollow Ones (•••••): Whenever one of the Leviathan's Soulless Beloved kill another souled
being, they can roll their Integrity vs the victim's Integrity. Upon the Beloved's Success, they
reap the soul and resolve their own Soulless Condition.
Vizier’s Gift (•••): Sometimes other supernatural beings join a Leviathan’s Cult. They can
sometimes offer capabilities otherwise unknown to the Tribe. Through this adaptation, the
Leviathan can “borrow” the connection to their abilities, using them as one of the Tribe’s own. In
Depth 2 and below, the Leviathan can replicate one ability available to their cultists as a
Teamwork action - the action takes the same amount of time, special costs can be paid by
either the Leviathan or cultists, and the Leviathan rolls Sheol alone, bolstered by Teamwork
successes only by those who can replicate the power. All other decisions are determined by the
Leviathan.

Primordial Horde (Ancestral Sanctity)


In the ancient days, the antediluvian gods of old are often depicted leading their primeval hordes
against the forces of order. However with these old gods one could not say much in regards to
their tactical minds nor the actual discipline of their armies, they however often project an aura
that has an evident effect on their hordes, making them stronger, faster, able to take wounds
that would fell lesser beings. The most frightening impact of this power is when these usually
rival gods work together, their power increases.

In Depth 2 a Leviathan gains 2 Aura dots to apply upgrades to their wake which gives beneficial
bonuses to their allies. In Depth 3-6 they gain additional Aura dots and 4 additional dots while in
Apotheosis. Unless stated otherwise the effects can stack to Half of the Leviathan’s Sheol
(Round down). The Leviathan can reconfigure their Aura Dots on raising Sheol. Leviathans
themselves do not directly benefit from this channel. Unless stated otherwise the range of the
arua is the same as the Leviathan’s wake and only applies while the Leviathan is in scene and
only to those the Leviathan considers allies; This includes adaptations in this channel. Only the
Highest bonus applies when there are Multiple Leviathans with this channel.

An Aura dot may provide:


● +1 to specified Attribute rolls (O)
● +1 to Defense (O)
● +1 speed (O, May be purchased up to ten times not limited by Sheol)
● Reduce penalties to called shots equal to dots (O)
● +1 to temporary health. (O)
● Add Lesser Atavism bonus to rolls (O, Purchase once per Lesser Atavism, bonus
increases with depth)
● Add Greater Atavism bonus to rolls (OO, Purchase once per Lesser Atavism, bonus
increases with depth)
● Add Ancient Atavism bonus to rolls (OOO, Purchase once per Lesser Atavism, bonus
increases with depth)

Adaptations:
● Aura of the Hybrid (OOO): The Leviathan gains an additional Aura dot at Depth 3
● Aura of the Terror (OO): The Leviathan gains an additional Aura dot at Depth 5
● Aura of the Primordial (O): The Leviathan gains an additional Aura dot at Depth 7
● Claws of Fate (O-OOOOOOOOOO) Requires Sheol equal to dots: By spending a
willpower point a Leviathan may change where they have spent their Aura dots equal to
the number of dots of this Adaptation. All changes by this adaptation revert at the end of
scene.
● Hex Bringer (OO): The Leviathan gains the ability to use their Aura dots to subtract the
rolls, health, and defense of their enemies. This only affects wake vulnerable beings. If
multiple Leviathans have this Adaptation then only the highest negative value is applied.
○ The Mind Weakens Matter (OOO) Requires Hex Bringer: When a Leviathan
debuffs the health of their enemies the debuff also applies to the structure of the
tools and buildings of their enemies. (if structure reduced to 0, it does not
immediately break said object, but using the object in question might cause it to
break.)
● Not Today (OO): Defense granted by this channel also applies towards attacks by
firearms.
● Pod Leader (O-OOOOO) requires Sheol > Dots: Other Leviathans can benefit from this
channel. Though the max bonus they can benefit from is equal to the dots in this
Adaptation. If multiple Leviathans have this Adaptation and grant similar bonuses with
this channel then only the highest bonus applies.
○ Equals among Alphas (OOOOO) Requires Pod Leader: For Each ally Leviathan
with the Pod Leader Adaptation you increase your total Aura dots by 1 while they
are within your wake, increase the amount by 2 instead if that particular
Leviathan also has the Equals among Alphas.
● Primordial Judge Of Fate (OOOOO) Requires Shoal 7: While in Apotheous when allies
within an area equal to half of your wake’s range are the target of any hostile effects,
attacks, abilities, etc. the origin of the effect must roll twice and take the worse result.
Your allies can once per turn reroll for one roll. Multiple Leviathans with this adaptation
does not cause it to stack (meaning only one reroll per turn). This effect only applies
when the Leviathan is in scene.This does not apply to any effect caused by you.

Call of the Depths (Descendant Channel)


The voice of the Leviathan is what inspired legends of sirens. Speaking, crying, bellowing, or
whispering: all vocalizations of the Leviathan creep into the minds of listeners, robbing them of
their will and self determination.
○ Dice Pool: Presence + Expression + Sheol
○ Action Type: Standard
The Leviathan can create an unearthly song or other, stranger, vocalisation that interacts with
the deepest and most primitive parts of the mind. Those that hear the voice, are vulnerable to
the Wake, have less (Resolve + Power Trait) than the Leviathan's Successes, and who are not
Beloved (or similar) to a rival supernatural being are affected and remain so until the song ends,
they leave the affected area, or are freed by an external force. However, player characters and
important NPCs should be allowed to roll Resolve + Power Trait independently. If invoked in
combat against a small number of NPCs, they should also get independant Contesting rolls.

While the Leviathan’s song does not broadcast its true purpose (the Leviathan does not have to
sing lyrics containing clear commands) it is an obviously unnatural phenomena.

● Depth 1: Birthright of Sanctity


● Depth 2: Everyone affected is lulled into a hypnotic state and take the Insensate Tilt.
They retain enough awareness to slow down gently and so a Leviathan can only cause
the occasional traffic accident and not mass carnage. This affects everyone within 50
feet per dot of Sheol in all directions. Physical barriers that block the Leviathan’s voice
can lower the range but water will not.
● Depth 3: As above, but the Leviathan may voluntarily exclude his Beloved from the effect
and may speak normally without interrupting his song.
● Depth 4: The Leviathan gains an alternative ability. By expending 2 Ichor, she may give
a command that can be expressed in five or so words such as “come to the waterfront”,
“bring your jewelry to the waterfront” or “kill everyone you see”. Everyone affected will
obey the command to the best of their ability. If they complete the task, they gain the
Insensate Tilt. If they are attacked and take any damage, they break free.
Sidebar: Mass Carnage
Under the rules for the Storytelling system, a character will likely survive a single
gunshot or knife wound, then break free from Call of the Depths. If a Leviathan
wishes to create mass carnage it is recommended that weapons are treated more
realistically, where even a single blow is often fatal. Consider using the mook rules
and giving each human four health boxes.
● Depth 5: As above, and the range extends to 150 feet per dot of Sheol.
● Depth 6: As above, and the Leviathan may target his song to a certain group. This group
must have a shared biological trait, linguistic trait, or they can be the Beloved of a
particular Leviathan. At the storyteller’s discretion, supernatural traits unrelated to the
Tribe may be used.
● Depth 7: As above, and the maximum range covers the entire Wake. By expending 4
Ichor, the Leviathan may make their song echo against the background fabric of the
universe. The Depth 1 or Depth 3 iteration of this Channel become an Environmental Tilt
that lasts for the remainder of the scene. Interrupting or otherwise silencing the
Leviathan can no longer end the effects.
Adaptations
● Unholy Disharmonies (O) - In Depth 2 or lower, the Leviathan is able to use Call of the
Depths to counter another Leviathan’s song. Roll as normal and reduce the target
Leviathan’s successes by your successes for the duration of your song.
● Song of Madness (OO) - In Depth 4 and lower, when using the Depth 3 version of this
Channel the Leviathan may trade in Successes to inflict Conditions which affect the mind
or emotions upon affected individuals at a ratio of 1 Success per Condition. At the
Storyteller’s discretion, particularly nasty Conditions might cost two Successes. If the
Leviathan’s only goal is to inflict Conditions, she may forgo giving orders and gain a free
Condition. Conditions last until they’re Resolved, the Leviathan’s song ends, or the
affected individual moves out of range.
● Song of the Dolphin (OOO) - The Leviathan sings at pitches too high or too low for
humans to hear. While technology or supernatural aids may be able to detect the song,
ordinary humans hear nothing. Naturally this does not prevent them from falling under
the song’s sway.
● Echo’s of Madness (OOOO, requires Song of Madness) - In Depth 7, the Leviathan may
spend one Willpower to have their song echo for up to Sheol days. This cannot extend
the duration of any given orders, but it can extend the duration of Conditions inflicted
through Song of Madness.

Besieging the Tower of Will (Descendant Channel)


The Leviathan's innate ability to casually dominate the herd is refined into a cold psychic sword
that drives humans mad even as it enslaves them.
○ Dice Pool: Presence + Intimidate + Sheol vs. Target's Resolve + Power Trait
○ Action Type: Instant
The Leviathan may telepathically communicate to speak unseen. The target is aware that the
Leviathan is the one communicating with them. As the Leviathan sinks Deeper, they move
beyond communication to shape the minds, and souls, of their victims.
● Depth 1: Birthright of Sanctity
● Depth 2: At the cost of 1 Ichor, the Leviathan may create a psychic link to anyone within
Sheol times 50 feet that they can perceive through natural means or Channels. The link
remains for the remainder of the scene, and allows the Leviathan to communicate
telepathically at will. The target is considered to be within the Wake for as long as the
link is active.
● Depth 3: As above, and the Leviathan gains an alternative ability. Instead of forming a
psychic link, they may implant an order into the target’s mind. The order may be as
complicated or as vague as the Leviathan wishes, and the target will obey to the best of
their ability. They are unable to creatively misinterpret orders, however they may quite
easily genuinely misinterpret orders because:
Drawback: From the moment the command is implanted to the end of the scene, the
target takes the Madness Condition. A Leviathan’s psychic dominance is neither subtle
nor kind to the minds of their victims.
● Depth 4: The Leviathan may spend two Ichor to use the Depth 2 Iteration of this Channel
with a delay. The Leviathan specifies a trigger and when the target experiences that
trigger, they immediately attempt to carry out their orders. The target is aware that they
were the victim of some manner of psychic attack, but without supernatural abilities, they
have no way of knowing the details of what happened to them.
Drawback: The target suffers Madness in both the scene where the trigger is implanted
and the scene where the trigger is activated.
● Depth 5: As above, and the range extends to Sheol miles. The Leviathan still requires
some way to perceive their targets without technological aid.
● Depth 6: As above, and the Leviathan may use the Depth 2 iteration of this Channel on
up to Sheol + Wits targets in a single turn. All targets must be given the same command,
but it only costs 2 Ichor to affect all of them.
● Depth 7: As above, and the Leviathan may spend an additional 3 Ichor to completely
replace the personality of a single Wake vulnerable individual with a new personality of
the Leviathan’s own design. The Leviathan needs to accumulate Willpower successes,
but may roll as an Extended action making one roll per turn. This effect is permanent,
but it can be undone. The target’s own mental defences can purge the foreign elements
given time and extreme psychological stimulus. Alternatively, supernatural powers can
reverse the effect. As a Leviathan is divine, their psychic powers can reach through the
connection between mind and soul. Thus, undoing the Leviathan’s influence properly
requires purging both.
Drawback: The implanted personality will suffer from Madness and cannot be cured,
only restoring the original personality can end the Condition. If the target is a mortal or a
Hybrid, the Leviathan must succeed on a Tranquility roll if they do not wish for the new
personality to be Beloved; as being Beloved is itself a form of madness there is no need
to take the Condition.
Adaptations
● Contact List (OO): The Leviathan may make up to Sheol psychic connections from the
Depth 2 iteration of this Channel permanent. However they may only do so if the
recipient is another Leviathan, a hybrid, Lahmasu, or has access to psychic telepathy.
Another Leviathan can cut the link at any time, but others must roll Resolve +
Supernatural Advantage vs Resolve + Sheol.
● Spawn Mindbrood (OOOO, Requires Mother of a Thousand Young): In Depth 4 or lower
the Leviathan may spawn a small Size 0 parasite which contains as single activation of
this Channel. Spawning the parasite costs one Willpower plus the usual Ichor cost. Once
born the parasite is essentially helpless but if placed inside the body (typically the mouth
or ear) it immediately attempts to infect the host and unleash the contained expression
of this Channel. The target’s contesting roll becomes Stamina + Supernatural Avantage.
In addition if the target is freed from the compulsion by counter-magic the parasite will
simply reapply the effect at the end of the scene. The only ways to end the effects are
removing the parasite - via magic or dangerous and invasive surgery - or completing
whatever psychic orders the parasite inflicts; at which point the parasite harmlessly
breaks down.
● Mind Blast (OO or OOOO): In Depth 3 or lower, the Leviathan may unleash a psychic
attack as an instant action. It costs 1 Ichor per Sheol + Resolve shots. The Leviathan
rolls Presence + Intimidation + Sheol, subtracting the target's Resolve + Power Trait.
The effects of success depend on the number of dots in this Merit the Leviathan
possesses. With the two-dot version of this Merit, the Leviathan inflicts Bashing damage
with the Stun property. With the four-dot version of this Merit, the Leviathan gains the
option to inflict Lethal damage with the Stun property. The Leviathan may spend a
Willpower point and the appropriate amount of Ichor to make a short, medium or long
burst as per the autofire rules.
● Assimilation (OOOO+): Purchasing this Merit creates a Memory Slot, with extra slots
costing one dot. In Depth 3 or lower, the Leviathan may devour the mind of a recently
deceased Wake Vulnerable character. This requires consuming the brain and a
(Resolve + Stamina - Target's Intelligence) check on the part of the Leviathan. On a
failure, the mind is destroyed. On a success, the Leviathan fills one Memory Slot and
benefits from one of the following:
○ A one-dot increase in one social or mental Attribute the devoured had at a higher
rank than the Leviathan.
○ The devoured's rank in one skill.
○ Once per session, the Leviathan may roll Intelligence + Sheol and ask the
storyteller (or the devoured’s former player) one question per success. The
Storyteller answers truthfully, from the devoured’s perspective.

Piercing the Veil of Slumber (Descendant Channel)


The Tribe transcend the limits of the flesh. They walk the hidden corridors of the mind, inspiring,
maddening, as they please.
The innately psychic minds of the Tribe blur the distinction between thought and flesh. Through
their divine will, dreams may walk the Earth, and mortals may find themselves lost between
reality and imagination.
○ Dice Pool: Presence + Occult + Sheol
○ Action Type: Instant
● "Depth 1": Birthright of Sanctity
● "Depth 2": The Leviathan may observe the dreams of others while they sleep. Spend a
point of Ichor, and for the remainder of the scene, the Leviathan may see into the
dreams of any sleeping character they can perceive. This includes characters perceived
through supernatural senses like Eye of the Watchful Deity.
● "Depth 3": As above, and the Leviathan may manipulate the target’s Dream using this
Channel’s Dicepool as though they had Influence 4 (Dreams). Leviathans pay no cost to
manipulate a Dream beyond the point needed to open their eyes to dreams. A Leviathan
can only manipulate the dreams of a character within their Wake.
● "Depth 4": The Leviathan gains an additional ability. They may open the gates of dreams
and allow astral creatures into the material. Spend two Ichor and roll to express this
Channel. A Success places the Open Condition on something or someone for an Astral
entity or class of Astral entities of the Leviathan’s choosing.
● "Depth 5": By spending two Ichor the Leviathan may target an astral entity they can
perceive and roll this Channel - Rank to grant it the Materialize Condition for a scene if it
did not possess it already. If the Leviathan is looking into a dream and targets an entity
within, it also gains the ability to walk between its host’s dreams and the material world.
Inanimate dream objects can be affected, and simply appear next to an Open target of
the Leviathan’s choosing.

The Leviathan also gains the ability to grant anyone they wish the ability to see astral
entities in Twilight by expressing this Channel vs Resolve + Supernatural Advantage.
However, unless they’re another Leviathan, they take the Madness Condition as they
lose the ability to distinguish between dream and reality. This also costs two Ichor.

● "Depth 6": The Leviathan may spend two Ichor to control any astral entity. Roll this
Channel vs Resistance + Rank. If the Leviathan wins, the entity falls under its control for
the remainder of the scene. Otherwise the entity is immune for the remainder of the
scene (and probably angry).
● "Depth 7": The Leviathan may throw open the doors between flesh and dream. Every
object and every Wake Vulnerable person within the Leviathan’s Wake gains the Open
condition for all Astral entities and counts as being made of dreamstuff for the purposes
of being targeted by Strengthen, Manipulate and Control Influences. If a non-Beloved
mortal falls asleep within the perimeter of the Wake, then every Astral entity within their
minds, be it Goetica or an Incubi, gains both the ability to travel between their host and
the material world and the Materialize Manifestation.
Adaptations
● Dementation (OOOO): In Depth 4 or lower the leviathan can impose dreams onto a
Wake Vulnerable target even as they’re awake. Spend two Ichor and roll Presence +
Intimidation vs Resolve + Supernatural Tolerance. If the Leviathan wins the roll they can
completely control the target’s perception. This can be as simple as making the target
think the Leviathan is ten feet to crafting an entire illusionary location complete with a
diverse cast of characters. The Leviathan has no control over how the illusion
progresses, the target’s subconscious directs the show. The illusion has no solidity so if
the victim punches the wall of an illusionary cell he’d feel the pain of punching stone and
also see and feel his hand pass cleanly through (the subconscious will try it’s best to
explain the discrepancy). The target is fully aware that something weird is happened, but
they might believe that, for example, the leviathan teleported them elsewhere rather than
infected their mind.
● Visionary Dreams (OO): In Depth 3 or lower, the leviathan takes no penalty to perceiving
world around her while she dreams (this includes using Channels like Eye of the
Watchful Deity) and can manipulate other people’s dreams from deep within her own.
● Recurring Nightmares (OOO): In Depth 4 or lower, the leviathan can spend two Ichor to
implant a fragment of themselves with a sleeping person. This fragment remains within
the victim's dreams and will use its Influence every night without fail to manipulate the
target’s dreams until it completes the task the Leviathan sets for it; and during these
sessions the target is considered to be within the Wake. This usually creates a madman
or a Beloved, albeit a Beloved who fulfils their need to interact with the Leviathan in their
dreams (it makes a good way to appoint high priests who’ll oppose attempts to summon
you). People containing a fragment of a Leviathan have an unusually high chance of
developing psychic abilities, usually ones with severe drawbacks.
● Dreams of a Future that Will Be (OOOOO, Requires Sheol 6, Besieging the Tower of
Will) - In Depth 6 or below, the Leviathan may spend four Ichor to create a contagious
dream. Define the purpose of this dream, phrased as though it were an Ambition, then
roll for this Channel as normal. If successful, for the next 24 hours every Wake
vulnerable person who is not Beloved and who sleeps within the Leviathan’s Wake must
roll Resolve + Composure - the Leviathan’s successes. If they fail, they gain a new
Ambition of the Leviathan’s desire, along with an ability to identify who else is affected.
However, their minds buckle under the long term effects. Mechanically and
psychologically they can be treated as the Leviathan’s Beloved and unify as a Cult,
however they have no direct obsession with the Leviathan and “worship” their new cause
instead. The Leviathan can leave them alone, and while they will get into all sorts of
trouble, they probably won’t leave the Leviathan’s name and image around for
investigators to find. Probably.
● Binding the trespasser (OO, OOOO, OOOOOO, OOOOOOOO, OOOOOOOOOO,
Requires Sheol equal to dots): In Depth 6 and above when a Leviathan spends Ichor to
control an astral entity they may as a contested extended action spend 1 willpower dot
and additional Ichor equal to 2 times the entity's rank to gain permanent control over the
being. While most Astral beings will rage against a Leviathan's control being bound to a
Leviathan does provide some small benefit as while they are bound and within the
Leviathan’s wake they do not need to consume essence to remain active as the
Leviathan’s divine presence fulfills their need for essence. At two dots a Leviathan can
attempt to permanently control entities of rank 1 at four dots rank two etc. but not even at
the ten dots can a Leviathan attempt to permanently control an entity of rank six or
higher.

Vestige of Vitality
The Progenitors were not invincible. If they were, Marduk would never have been able to defeat
them. However, if any creature came close to the ideal of invincibility, it was the Progenitors.
The many defenses and armor gifted to the natural world by evolution; the shell of a turtle, the
poison of the toad, these are all available when the Tribe peruses the vestigial traits of Vitality.

The icons of Vitality portray the Vestige as interlinked with perseverance and duty, but also
status and privilege: It is a king whose strong back carries the weight of his crown, a citadel
standing against adversity, yet the best known icon is the oldest. A deception of Bahamut itself
carrying a city. Unchained Bahamut was said to be the largest and most invincible of its
brethren and the Bahamutans are the tribe's unchallenged masters of Vitality. The Lahamin,
Tanninim and the Thalassans also show aptitude for Vitality.

Lifeblood of Titans
Every two Channels of Vitality (counting the Birthright) a Leviathan masters increases
their Size in Apotheosis by one.

Untouchable Sovereign Body (Birthright of Vitality)


Upon taking damage from any source except Electricity a leviathan may reflexively spend a
point of Ichor to downgrade a point of damage. Aggravated Damage becomes Lethal, Lethal
damage becomes Bashing, and Bashing damage is removed entirely. The leviathan may spend
as much Ichor as they wish to downgrade damage, within their normal limits.

Flesh of the Progenitors (Ancestral Channel)

The hides of the ancient ones could turn the blades of humanity's finest champions. With this
Channel, a Leviathan can access that legacy of invulnerability.

● Depth 1: Birthright of Vitality


● Depth 2: The Leviathan gains general armour equal to Depth and Ballistic armour equal
to Stamina.
● Depth 3: At this depth, it requires an additional Stamina Damage to inflict a Tilt upon the
Leviathan.
● Depth 4: The Leviathan's armour applies to all effects that inflict damage, except for
telepathic attacks which must face the stronger protection granted by the Ocean Minds
rule. For example, a Mage attempting to stop the Leviathan's heart(s) with a spell will
find that the Leviathan's body is solid to magic, and instead of squeezing the heart the
spell is unable to penetrate the Leviathan's scales. Depending on the spell's potency and
the Leviathan's armour, this may still cause some damage or it may be entirely
ineffectual.
● Depth 5: When the Leviathan takes damage, she may spend a point of Willpower to
evolve defenses against similar attacks, attacks are grouped into broad categories like
bullets, fire or poisons. Evolved armour downgrades Aggravated Damage to Lethal
Damage, Lethal Damage to Bashing damage, and ignores Bashing Damage altogether.
She cannot evolve defences against Electricity.

Drawback: Evolving a defence against one type of attack leaves the Leviathan
vulnerable to another, usually it's opposite. Hardened scales that resist a cultist's bullets
will transfer the force of a Leviathan's punch into sensitive organs. Cells that adapt to
thrive in an acidic environment will suffer when exposed to alkaline. And so the
Leviathan gains no armour against these attacks. A Wits + Medicine or Science roll can
be used to observe the changes in a Leviathan's body and decide the correct
countermeasure. Without an appropriate specialty, the roll takes a -3 penalty.
● Depth 6: <TODO>
● Depth 7: Weapons used to fight the Leviathan fall apart in their owner's hands. Every
time they hit (defined by at least one Success on the attack roll) but fail to inflict any
actual damage, they take Sheol - Durability damage. Supernatural weapons increase
their Durability by an appropriate amount, usually the weapon's dot rating, or Virtue for
Virtuous Technology. Mundane weapons wielded by Beloved at Fervor 6 are treated as
supernatural and add Fervor to their Durability. A similar effect happens to a Judge's
warriors while they are under the effect of The Mantle of Orleans, in this case the bonus
is equal to the Linked Vestment.

This is an overtly supernatural effect: weapons wielded against the Leviathan degrade to
the effectiveness of more primitive equivalents and shatter from no longer being able to
contain their own power. A tank may find it's gun barrels degrading from steel to iron, if
not to bronze, and shatter the moment someone attempts to fire it. An automatic rifle
may jam as it attempts to move bullets through a mechanism that is suddenly reduced to
the effectiveness of an automatic crossbow. Using older weapons is no defense: even a
simple iron mace may shatter against a Leviathan's scales as though it were no stronger
than a tree branch improvised into a club (an iron mace would likely shatter against a
Leviathan's scales anyway).

Natural weapons like a human's fist or a Leviathan's claws are immune to this effect.

Adaptations:
World Serpent’s Endurance (Ancestral Vitality)
Tiamat’s blood are not merely resilient in the terrestrial sense - their natures shrug off mystic
attacks and attempts to corrupt their form with equal facility.
● Depth 1: Birthright of Vitality
● Depth 2: At this Depth, the Leviathan can enter a Clash of Wills to delay the following
supernatural effects up to Sheol in Turns (after the delay, these effects occur as if they
were just used against the Leviathan that turn):
○ Any effect that targets the leviathan over a connection such as Knowledge or a
sorcerer’s Sympathetic magic.
○ Attempts to affect their life-energy or spirit
○ Attempts to transform their form
○ Effects that relocate or block the Leviathan’s passage
● Depth 3: When you spend Willpower to boost a Resistance Attribute for rolls, the bonus
lasts for Depth / 2 turns, rounding down.
● Depth 4: You can now spend Willpower to Clash against the protected supernatural
effects, cancelling them outright instead of merely delaying them. If you won a Clash
using the Depth two iteration of this channel and transform to Depth 4 before the period
of delay has ended you can spend a point of Willpower to end/prevent the effect without
a roll.
● Depth 5: Once per turn when under the effects of one of the protected supernatural
abilities, you can spend Willpower to attempt to resist the power again. Additional
attempts during the same Scene have a stacking -1 penalty to your resistance against it.
● Depth 6: When you succeed in a Clash of Wills against any of the protected
supernatural effects, you can retaliate against the user by Reflexively Focusing your
Wake upon them, regardless of distance and without Ichor cost.
● Depth 7: You no longer need to spend Willpower to Clash against protected
supernatural effects.

Adaptations:
Waste Not, Want Not (••••, requires All-Consuming Hunger): At Depth 4 and below, upon
succeeding at the Clash to protect yourself, you can regain 1 Ichor by devouring the lingering
mystical energies.

The Toad’s Curse (Descendant Vitality)

The creatures of the deep are not strangers to poisons, flashing brilliant colors as a warning, or
striking swiftly to paralyze their prey. A Scion of the Progenitors can learn to shape their Ichor
into toxins and substances unseen in modern nature.

● Depth 1: Birthright of Vitality


● Depth 2: By spending 1 Ichor as a Reflexive action, the Leviathan can secrete a drug-
like substance. This inflicts the Drugged Tilt in combat, or has the effects of almost any
substance the Leviathan has encounters (subject to Storyteller approval). While the
Leviathan can generate the drug reflexively, they need to deliver it to the target’s
bloodstream by slipping it into their food or drink, dealing Lethal damage with a Brawl
attack, or spending an Instant action to coat a weapon (and then strike a foe for Lethal
damage). Drug Toxicity is Depth, and addiction and overdose are handled as normal for
the substance recreated.
● Depth 3: The drug become able to be absorbed on contact, requiring only a touch upon
a target’s skin instead of needing to enter their bloodstream.
● Depth 4: By spending 2 Ichor as a Reflexive action, the Leviathan can secrete a poison
that inflicts the Moderate Poisoned Tilt and has a Toxicity of Depth + Sheol.
● Depth 5: The virulence of the drugs and poisons produced by the Leviathan have been
greatly increase - they now are treated as inflicting Lethal damage or inflicts the Grave
Poisoned Tilt.
● Depth 6: At this Depth the Leviathan can expel the drugs or poisons secreted by Depths
2 and 4 as a miasma around them, affecting those adjacent (within touch range) to the
Leviathan.
● Depth 7: By spending 4 Ichor as a Reflexive action, the Leviathan can secrete a
powerful reactive compound. This could be a universal acid, dealing 1A damage to any
target for Sheol turns, or a mutagen that degrades a victim’s Intelligence, or other
strange substances subject to Storyteller approval.

Adaptations:
Psychedelics (••): In Depth 3 and below, in addition to inflicting the Drugged Tilt, the Leviathan’s
secretions can also inflict the Hallucinations Condition at their discretion.
Chemical Tyrant (••): In Depth 2 and below, in addition to its other effects, the Leviathan can
inflict the Addiction Condition upon targets, regardless of the drug’s other effects.
Cobra’s Spite (•••): In Depth 4 and below, whenever the target suffers at least 4 damage
(cumulative) from the poison, they also gain the Blind Tilt until the damage is healed.

No Mysteries of the Flesh (Descendant Vitality)

While their ancestry and future fate may be a mystery to the Tribe, their own bodies become
familiar territory, even as they warp and transform. For those who’ve taken the effort, simple
needs are as easy to shift away from as their human visages.

● Depth 1: Birthright of Vitality


● Depth 2: The Leviathan has complete understanding of their body's needs and can
supply many of them by transubstantiating Ichor. By spending 1 Ichor, the Leviathan can
expel diseases or poisons in Toxicity - Sheol turns, or ignore the need for food or
drinking water for Sheol days.
● Depth 3: At this Depth, the Leviathan can also spend 1 Ichor to all gain the physical
benefits of a full night's rest, though as they are not dreaming, they do not recover
Willpower from it.
● Depth 4: At this Depth, the Leviathan's Ichor can supply even more precious
substances, like air or water. By spending 2 Ichor, the Leviathan can supply or ignore
the need for air (or water) to breathe for a number of hours equal to Sheol.
● Depth 5: At this Depth, the Leviathan can extend the duration of the other abilities
greatly by slipping into a hibernation trance. They consume food, water, and air at 1/10th
the normal rate. The Leviathan is Immobile, but still mentally active, and is able to plot or
use any other Channels that do not require movement without penalty.
● Depth 6: When using the Depth 4 ability, you can instead eliminate the need to have a
specific organ to function, such as the lungs, heart, or even brain. Even if it is destroyed,
it doesn't not impact your health, provided you can regenerate before the ability expires.
Physical Tilts such as Arm Wrack, leg Wrack, or Blind can be ignored for the Scene in
which the ability is used.
● Depth 7: At this Depth, the Leviathan's God-Flesh can ignore causality and physics
itself. By spending 4 Ichor as a Reflexive action, the Leviathan can continue to act
normally even if all their Health has been filled with Aggravated damage, or their form
has somehow been rendered unable to act - their remains, dust, even shadow continue
to exert their dread will. This lasts for a number of Turns equal to Sheol before either
fading, or requiring another use (and more Ichor).

Adaptations:

Mantle of Protean Kings (Descendant Vitality)

Tiamat’s nature was ever-changing and her children inherited aspects of this fluid chaos.
While the Tribe can shift their forms, full control over their bodies and surrounds
escapes them. Those who have developed this Channel, however, have grasped some of
that forgotten power.

● Depth 1: Birthright of Vitality


● Depth 2: By spending 1 Ichor as a Reflexive action, the Leviathan can shift up to
their Depth in Physical Attributes. Only their base Attributes can be moved in this
way, not the bonus dots granted by Atavisms, and the minimum dots they can
have in an Attribute it 1. The shifts all last for the remainder of the Scene, before
the Leviathan’s natural distribution reasserts itself.
Example: Greg is at Depth 3 and find that they need more Strength to move a rock.
Their Physical Attributes are Strength 3 (+1 for an Ancient Atavism), Dexterity 2,
and Stamina 2. They spend 1 Ichor and move 1 dot of Dexterity and 1 dot of
Stamina into Strength, leaving them at Strength 5 (+1), Dexterity 1, Stamina 1 for
the rest of the Scene. If they had more Dexterity or Stamina, they could have
shifted an additional dot since they are at Depth 3, but the minimum dots they can
leave in the other Attributes were 1.
● Depth 3: At this Depth, the Leviathan can alter their own psychological nature as
well. The Depth 2 ability can now shift Social and Mental Attributes, albeit only
within the same categories (Intelligence can be shifted to Wits or Resolve, but not
Stamina, for example).
● Depth 4: By spending 2 Ichor as an Instant Action, the Leviathan can now absorb
a material and morph their own flesh to match it, taking on useful traits, or
building up an additional hardened shell. When absorbing a material with
Durability, the Leviathan can excrete a shell formed of the same material, offering
bare, partial, or substantial concealment, as well as cover - however, Initiative is
penalized by the degree of concealment, and Speed is penalized by Durability. The
effective “Size” of the material is 0, giving it a Structure of only its Durability. This
fusion lasts until the Leviathan shifts to a higher Depth, or releases the material.
● Depth 5: At this Depth, the Leviathan can use the Depth 4 ability to partially fuse
and release the material, shaping it with their body as one could wet clay. With
this, they can peel apart iron like tissue, or shape stone into exquisite idols
without the need of tools.
● Depth 6: Now when using the Depth 4 ability, the Leviathan can instead fuse their
body with the substance, moving through it with the same faculty as water. Since
the substance is not water or air, however, the Leviathan needs to “swim” near
enough to a surface to draw in breath, or hold their own. The Leviathan can only
“meld” with one substance at a time, so composite barriers will still bar their path.
● Depth 7: In Apotheosis, the Leviathan can spend 4 Ichor as an Instant action to
create and shape a coral-like substance from their body out to a distance of their
Size in meters. They can shape the substance as it forms, allowing for air holes, or
to only appear on one side of them (making an instant barrier). The material has a
Durability of half the Leviathan’s Sheol (round up) until the Leviathan releases it. If
the Leviathan maintains it, the material will continue to accrete Size in meters
each day, up to the limit of the Leviathan’s Wake.

Adaptations:
Adamant Foundation (•, Sheol 2+): In Depth 7, the substance the Leviathan creates
instead has a Durability of Sheol.
Malleable Soul (•• and •••••): In Depth 3 and below, the Leviathan can shift Attributes
across Power, Finesse, and Resistance categories as well. At 5 dots, there is no
limitation to how dots can be shifted around.

Merits
Comely Form (OO)
The leviathan looks good, if perhaps alien, when they transform. They do not take Striking
Looks (repulsive) at Depth 2 and may keep any Striking Looks they have in human form.

They still take Striking Looks (terrifying) at Depth 4 and it replaces any human Striking Looks
they have.

Dehumanising Ethos (OO)


The Leviathan subscribes to an code of ethics accepted by a mortal culture that dehumanizes
some rival group, allowing them to focus their wickedness upon them with less guilt, and gaining
a +2 bonus to Erosion dicepools when the victims are in the target group.
The drawbacks of this strategy should be extremely obvious. When regular humans come up
with a dehumanising ethos, it tends to have horrible results. When Leviathans do so it tends to
be even worse. On a practical level this Merit can be a trap, a Leviathan who subscribes to a
Dehumanizing Ethos often acts in ways that cause more frequent and worse Erosion.

Divine Prerogative (OO)


The divine bloodline inside your character is eager to express itself in the defeat of mortals. You
may select a Skill. When engaging in a contested roll using that Skill against a human (one not
subject to a major supernatural template), you may choose to risk Willpower instead of spending
it. You receive the normal bonus dice as though Willpower were spent, but, if you are successful
in overcoming the victim's resistance, you do not lose the Willpower risked, instead retaining
that point and in fact regaining an additional point beyond that. You cannot risk Willpower to
boost your resistance - you must be acting aggressively to benefit from this Merit.

Drawback: Should you fail, the risked Willpower is spent as usual and your failure is upgraded
to a Dramatic failure. This often triggers an Outburst check.

Gatewater (O)
Your character has control of their own Gatewater. See page xx for rules on Gatewaters.

Giant (O)
Leviathans may buy the Giant Merit at a discount.

Heirloom (O - OOOOO)
Your character has some physical artifact that was once a possession of a long dead Leviathan
and has soaked in some of their essence. It might be an art object or everyday tool, but it is
generally unsuitable for its original task - too brittle or too precious to make use of. Its primary
role, instead, is to be a vessel for the Tribe’s cultural memories.

Should a Leviathan take a Heirloom into the Rift, it will manifest as a Rift Creature, as an
inanimate possession, it is infallibly loyal to its owner and it can unerringly seek out its own
presence in other memories. A pen that sat on a Leviathan’s desk could take it’s owner to every
memory of events within that room.

Searching through the Rift takes time, but there is no need to wait until information is vitally
important before taking a study session. A Leviathan who spends a significant amount of time
investigating a Heirloom stores it’s dots in points that may be redeemed for:
● An answer to a short question about a Leviathan who owned the heirloom.
● A yes/no answer about something a Leviathan who owned the heirloom encountered.
● A Clue for an ongoing investigation related to one of the Heirloom’s previous owners.
Alternatively, if the Leviathan is able to personally relate to Heirloom’s original owner they may
trade in dots in a Heirloom to acquire and experience point to be put towards Sheol. Dots spent
this way do not diminish the Heirloom’s potency. Rather, like a book that’s been read again and
again, a there is nothing more to be learned.

Drawback: Nothing says the former owners of an Heirloom have to be dead. Any of them might
object to another Leviathan having a map to their memories or an item that can focus Rituals
against them.

That Belongs in a Museum

Leviathans aren’t the only ones with interest in Heirlooms. All Heirlooms are receptacles
of mystical energies, and while most simply contain those energies, some develop other,
rarer, properties. Mystical orders such as the Aegis Kai Doru are frequently tempted
either by what they could learn about the past or in using their secret knowledge to
unlock an Heirloom’s practical applications as a mystical talisman. Private collectors,
archaeologists, and museums also have a stake in owning an Heirloom. Iremite
Mummies will go to great length to acquire Heirlooms, or as they call them: Vestiges.

Despite this, Heirlooms tend to cause little stir among those not in the know: vanishingly
few Heirlooms predate known civilisation, most come from 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 or some other party, and if the academic didn’t decide it
would be safer not to dabble with the supernatural. It would certainly make an interesting
story.

Mandate of Babel (O)


When your character expends Ichor to focus his Wake on a subject whose primary language is
foreign to the Leviathan, they gain the supernatural ability to speak the Leviathan’s mother
tongue for the remainder of the scene. However if they roll a Failure or Dramatic Failure on the
Breaking Point, they also lose the ability to speak their own mother tongue for the scene.

Narrow Wake (OO)


Your Leviathan has an unusually subtle and mild Wake - for the purposes of its diameter, your
Sheol is treated as though it were one point lower. If your Sheol is at 1, your Wake's maximum
diameter is 200 feet. Your Ripple penalty is measured by your decreased Sheol, and is at -0 if
your effective Sheol is 0. This Merit has no effect on your Sheol for focusing the Wake on a
single subject.

Drawback: Well, the thing the Merit does, sort of.


Wide Wake (OO)
Your Leviathan has an unusually potent Wake - for the purposes of its diameter, your Sheol is
treated as though it were one point higher. If your Sheol is at 10 (Way to go, Cthulhu), your
Wake's maximum diameter is 80 miles. This Merit has no effect on your Sheol for focusing the
Wake on a single subject.

Drawback: Your Ripple Penalty is measured by your increased Sheol. If your Sheol is at 10, it
increases to -4.

Rituals
The Wicked Tribe's reputation is forever stained by tales of horrific rituals, orgies of bloodshed
and excess. The Leviathan’s divine aspect cries out for veneration and supplication, anyone
unfortunate enough to belong to the Tribe’s Cults can expect to hurt and degrade themselves in
worship. The thought of doing so is horrific and exciting in equal parts.

Most of the Tribe’s rituals exist to stoke a Leviathan’s ego, to satisfy instinctive needs without
breaking a few mortals in a pointless display of dominance, and to satisfy the Beloved’s need to
commune with the divine. But every Leviathan knows that Rituals can be so much more: the
right Ritual can focus a Leviathan’s divine psychic power from a diffuse wake into a tight needle
that can weave the Leviathan’s will into the divine tapestry itself.

All it takes is practice, obedient thralls, and a stomach for blasphemous, foul magic.

The Sacraments
Every Ritual needs three things: The Vestiges of Tiamat’s divine power. The Zeal of fanatical
followers. And the rite to be performed.

Vestiges are simple. If a Leviathan has as many Channels in the Vestige as the Ritual’s Dots,
they may perform the Ritual, otherwise they may not. For this purpose, Birthrights count as a
Channel.

Zeal is the foundation of any Ritual, and if their Zeal is equal or greater to the Ritual’s Dots a
Leviathan will begin the Ritual with (Zeal - the ritual’s Dots) of Ardor. However, if their Zeal is
less than the Ritual’s Dots they will need to make up the difference with Ardour, and it can
require a lot of Ardour to compensate for insufficient Zeal.

Finally, the rite itself can serve as a secondary source of Ardor through Codification, Sacrileges,
Profanities, and Portents.
Codification
Any Leviathan may spend experience points to Codify a Ritual, writing instructions and
performing rehearsals with their Cult. Through precision and practice, the Ritual’s power grows;
a Codified Ritual gains 2 free points of Ardor.
Codified Rituals cost an experience point, however, if the Leviathan is taught Rituals by a cousin
or acquires another Leviathan’s records, they may buy two rituals for an experience point. The
School of the Sun may always acquire two Rituals for 1 experience, while the School of the
Moon may buy three rituals per experience when they find stone tablets in a ruin.

A Leviathan cannot codify Blasphemies.


Sacrileges
The Tribe’s Rituals are never nice; even if they just stand in a circle and chant, they will chant in
horrific languages (that are probably nonsense glossolalia some Leviathan made up) which
induce nightmares. But the more wicked the ritual is, the more potent it is.

The power of a Sacrilege is measured on the Tranquility scale. The Leviathan selects the
Severity that they wish and claims Severity - 1 Ardour as a reward; then they roll for Erosion of
Eunoia.

If a Leviathan selects a Severity too mild to trigger Erosion they gain no Ardor at all; however
this doesn’t mean a Leviathan might as well create a tame Ritual. The final roll for the ritual also
takes a penalty of the Tranquility boxes occupied by the divine nature - Severity. This penalty is
capped at -0 and cannot wrap around into a bonus with a sufficiently horrific Sacrilege.
Profanities
Given the illegal, unethical, and horrific nature of the Tribe’s Rituals, any Leviathan would do
well to hide it in a hidden basement below the temple where word is less likely to get to the
authorities or the Marduk Society. But such secrecy is alien to the divine: gods should be known
and revered.

By performing aspects of the rite or even the entire Ritual publicly, a Cult can increase the
ritual’s power -- the more public the better. Choose one, and only one, Condition and take the
appropriate amount of Ardour. The following chart assumes the Leviathan is in a country with
freedom of religion. Leaving a large idol in the middle of a church or temple provides the same
Ardour no matter where the Leviathan is, but the response from mortals varies, meaning that in
parts of the world a small Profanity worth a single point of Ardour might cause the Hunted
Condition, and larger Profanities may be wholly impractical.

Condition Ardour Ardour for Cults structured as a Religious Organisation

Admirer / 1 3
Investigator /
Wronged

Flagged 2 4

Hunted 3 5
The Condition appears at some appropriate point during the Ritual. If Portents are in use, then
the Condition appears at some point after the Leviathan declares the intent to use Portents, but
before the Ritual begins.

Higher Ardor conditions typically provoke a faster response. It may take some time for people to
notice the occult graffiti your cultists painted all over town (Flagged) and even longer for the
investigation to bear fruit. But if your high priest starts waving a ceremonial knife over someone
chained to an altar in public (Hunted), it’s likely that armed and angry people will turn up before
the ritual is over.
Portents
Leviathans are creatures of the elements; the shifting tides, the pull of the moon, even the stars
traversing the oceans of space can all affect the Leviathan’s Ritual. A Leviathan may delay their
ritual to a more auspicious time. It also helps to plan ahead; organising Cultists can be like
herding cats.

When will the Ardour Time Investment


stars align?

Sometime next 1 Scene


week

Sometime next 3 Session


month

Sometime next 6 Story


year

Sometime next 10 Chronicle


century

A Leviathan cannot get lucky and discover that actually a once in a century Portent just
coincidentally happens to be taking place next week. While the bulk of the Ritual must take
place during the auspicious time, the groundwork must be prepared in advance, each level lists
the suggested amount of time players should have to invest into preparing a Ritual.

A Leviathan can only be working towards one Portent at a time, so if they wish to prepare for a
truly epic Ritual next century, they must go without Portents in the meanwhile. However, a
Leviathan can simply hijack another’s ritual, if they learn the details of their Portent and can
physically drive their rival from the appointed place when the hour is nigh.

This means that any Leviathan who won't try and ruin centuries of planning because they don’t
want a hubristic demigod rewriting the fabric of the reality they live in will probably try and ruin
centuries of planning to steal that power for themselves. Using another Leviathan’s Portents will
impose a penalty equal to their Cult’s Zeal to the final roll, but it’s usually worthwhile anyway.
As for how rival Leviathans find out about each other’s Portents -- that Chronicle’s worth of
preparation isn’t spent secluded in the temple with dusty tomes and stone tablets. A Leviathan
or their Beloved will have to go out and loot museums for artifacts and ancient calendars, build
idols in geographically significant locations, shape a bloodline in preparation for a final sacrifice.
All this creates plenty of opportunities to clash with enemies or be seen by watchful rivals who
might figure out what the Leviathan is up to.

Wait, isn’t there that Channel


Why yes, a Leviathan could use The Key and the Gate to go back and retroactively
prepare for a Portent closer to the present. Many do, but it’s not without its risks.

Firstly, a Leviathan can only have one Portent at a time, so if you go back and start on a
Portent when you have already used Portents in the intervening time... let's just say that
turning the act of reweaving the fabric of reality into a temporal paradox is extreme, even
by the Tribe’s casual attitude to causality.

Secondly, a Leviathan cannot predict what the effects of their changes will be. Unless
the Leviathan watches every second between their retroactive actions and the present,
they’re basically leaving a sign saying “occult power here in a year's time” unattended.
Even going back a week could be dangerous. And remember, while a Leviathan can
survive being killed in between the time they visited and the present, their Cult can’t, and
without a Cult, the Portent is useless.

Neither of those risks are insurmountable. If you want to tell a Story in flashbacks as a
Leviathan travels through his past preparing a Ritual, with a climax when he returns to
the present and faces the butterfly’s hurricane -- we wish you fun!

Depths of Depravity
Rituals are flexible. A Ritual powered by the Vestige of Elements can summon rain, quieten
storms, cause floods, and all the things you would expect. Here is what a Leviathan can do at
each dot.

O Discover: The Leviathan may learn about things within the Channel’s purview or grant others
the ability to do the same.
OO Ruin: The Leviathan may reduce the size or potency of phenomena within the Channel’s
Purview, grant similar abilities to their followers or weaken their foes’ capabilities.
OOO Strengthen: The Leviathan may enhance the size or potency of phenomena within the
Channel’s Purview, and grant similar abilities to their followers or enhance their followers’
capabilities.
OOOO Control: The Leviathan may seizes control of things within the Channel’s purview or
grant others the ability to do the same.
OOOOO Create: The Leviathan may create entirely new phenomena within the Channel’s
Purview, and grant similar abilities to their followers.
OOOOO O Enforce: The Leviathan may dictate rules that phenomena within the Channel’s
purview must obey.
OOOOO OO Blasphemies: Narrative tier magic.
Blessings
Summoning storms is all well and good, but the Tribe are divine and what do gods offer more
than Blessings?

A Ritual can be used to bestow Attribute Dots or Mutation Dots to a Leviathan’s favoured, a four
dot Elements Ritual could bestow any Elements Mutation that grants control over elements.

Blessings are not actually Mutations, they just share the mechanics for convenience. A Blessing
will not turn humans into Hybrids (well, not usually) or contribute to a Hybrid’s Depth. If a
Mutation requires Ichor, a Blessing can be paid in Willpower instead at a 1:1 ratio. Hybrids who
receive Blessings may choose to use Ichor or Willpower.

The blessings of Earth’s Most Wicked Tribe are not kind. Usually the target also takes a
Persistent Condition (genetic or otherwise) that lasts beyond the Ritual’s duration, though it
might be resolvable. Of course, the chaotic fecund powers of the tribe are not always
predictable, and at times the results deviate far from the usual effects.
Blasphemies
The apex of the Tribe’s power is rarely seen on Earth, and with good reason. The Tribe are
divine, and the world was not made to hold such power. Blasphemies, seven dot Rituals, are
named such since each makes a mockery of the natural order.

The actual power of Blasphemies are undefined, they exist mostly as a plot hook where players
rush to stop an apocalyptic Ritual or spend a century planning to enact a rite and the game ends
victorious when the Ritual concludes. But if you want to keep playing after a Blasphemy is let
loose on the world, we wish you luck.

Orthodoxies and Heresies


After a Leviathan has chosen the effect they wish to create, they may customise it further. A
simple Ritual using Strengthen Might to bestow Strength dots to their followers may bless a
single champion as a reward for service or an entire platoon about to set forth to fight the
Leviathan’s enemies.

To customise a ritual, the Leviathan spends points of Ardor, each Ritual lists unique benefits
that Ardor may provide, in addition the following uses are common to all Rituals
Blessings
A Blessing requires one point of Ardour per Dot of Mutation or Attribute Dot bestowed upon the
target.
Depth
A Leviathan may use Ardour to perform Rituals with greater dots than their Zeal. If they do so
they start with zero Ardour from Zeal, and must pay an additional surcharge of Ardor.

Zeal Ardour for a Zeal +1 Dot Ardour for a Zeal +2 Dot


Ritual Ritual

0 1 3

1 2 6

2 3 9

3 4 12

4 5 15

5 6 18

Duration
Duration measures how long the Ritual continues to bind the fabric of reality. A Ritual that
summons a rainstorm will make that rain last for the full duration, but after the duration ends the
clouds will still be there, the only difference is that they’ll obey the laws of physics and not the
leviathan’s divine will.

Time Ardour

One scene/hour None

One day 1

One week 2

One month 3

One year 4

Indefinite - until dispelled 5


Penetration
Penetration is used to overcome supernatural defences that might block the Ritual:
● If a Clash of Wills occurs, roll Penetration + Sheol.
● If the Leviathan must have a trait above a minimum for the ritual to affect a target, then
Penetration is substituted for that trait.
● A supernatural defence that reduces the Ritual’s dicepool is reduced by penetration

In crossover games Storytellers should take these as guidelines but use their judgement.
Penetration costs one Ardour per point.
Range
Target Ardour

Ritual Participant / effect centered on the None


ritual’s location

Unwilling Ritual participant / the Leviathan 1


herself (when she is not a participant).

Anyone with Knowledge of the Leviathan / 2 (applies Knowledge dice penalty)


effect centered on someone with
Knowledge

Inanimate object with Knowledge of the 3 (applies Knowledge dice penalty)


Leviathan / effect centered on an object with
Knowledge
Scale
As a rule of thumb, rituals that add, remove or affect Traits (including Damage) are governed by
the number of subjects while anything else will use the area of effect.

Area of effect Maximum subjects Ardour

The ritual chamber 1 None

A city block or skyscraper 7 1

A neighbourhood 49 2

A city district or town 343 3

An entire city 2401 4

An entire region 16807 5

Sacrifice the Virgin


Once the Leviathan has chosen the Ritual, acquired and spent any Ardour, and named the
target(s), all that remains is to roll the dice.

Even though a Ritual takes about seven hours (individual participants may only need to be
present for their parts) a Ritual is an instant action. Roll the Leviathan’s Sheol, plus the ritual
leader’s Occult.

Dramatic Failure: Just about anything can happen, the Storyteller is encouraged to use
this to create a story.
Failure: The Ritual does not take effect. The Cult takes a Condition representing
however they inevitably overreact to this sign of divine displeasure.
Success: The Ritual takes effect as planned. If necessary, roll to overcome supernatural
defences, participants are unaware if any defences block the Ritual or even if they exist.
Exceptional Success: As a Success. In addition, the Leviathan takes a point of
Willpower as the Ritual affirms their divinity. If the ritual was led by someone other than a
Leviathan, they take a positive Condition representing rapturous communion with the
divine.
Knowledge
The Tribe's biology is truly transdimensional, and Transformation is not the only manifestation of
this fact. The tiniest fragment of a Leviathan exists in every image of itself, every written
description, even every mind who simply knows about it. A Leviathan can make use of this fact
for Rituals, spreading the Ritual's effects not from his own body or the ritual chamber, but from
anywhere its name is spoken.

Dice Penalty Knowledge of the Leviathan

- Unknown: The target knows nothing of the Leviathan, and cannot be


the direct target of a ritual.

-10 Described: The target has never met or seen the Leviathan, but knows
enough to describe it. The target is a written text about the Leviathan.

-8 Encountered: The target has briefly seen or spoken to the Leviathan.


The target is a photo or an idol of the Leviathan.

-6 Acquainted: The target casually knows the Leviathan, they may meet
frequently but rarely interact. The target is a self-portrait or text written
both by and about the Leviathan. Copies of such texts are merely
Described.

-4 Known: The target knows the Leviathan personally, and has had at
least a few serious interactions. The target is a Heirloom that once
belonged to the Leviathan.

-2 Intimate: The target is Beloved or the target knows the Leviathan very
well, and probably has first hand knowledge of it's supernatural nature
or cult doctrine.

-0 The Leviathan itself.

Unwilling Gods
Beloved can perform Rituals without their Leviathan being present, using the above
mechanics exactly as written. If they’ve been left instructions to do so, the Leviathan
may generate Ardour through risking Tranquility, like normal. Using people as tools is
what Erodes Eunoia; being there to witness the results is irrelevant. Alternatively, if the
players are playing Beloved, they can risk Integrity instead: Each point of Ardour inflicts
-2 to the Breaking Point roll, to a maximum of 5 Ardour or whatever causes a Chance
Die.

A Leviathan is instantly aware if someone is petitioning it for a Ritual, and has a rough
idea what the Ritual will do. If the final roll is a Failure, they also learn the identity and
location of the Ritual Leader. If a Leviathan doesn’t like the feel of this Ritual, they may
reflectively spend a point of Willpower to subtract their Eunoia (7 - the Tranquility boxes
occupied by the divine nature) from the Ritual’s Roll.

If the Ritual targets the Leviathan herself, than Penetration can be used to reduce this
penalty. Against other targets the penalty cannot be reduced.
Sample Rituals

Special
The following Rituals are unique abilities that are powered by the bond between the Leviathan
and its worshipers. They do not require the Leviathans to have Channels as a prerequisite.

Offerings to the Lord (O)

This simple Ritual creates Ichor for the Leviathan, each point of Ardour invested becomes a
point of Ichor.

Typically all Ardour invested becomes Ichor. A Leviathan who’s travelling (or just too lazy to
participate personally) may instruct their cult to supply Ichor in their absence, which would
necessitate a point of Ardour dedicated to range. A Cohort may dedicate Ardour to scale so that
the Ritual may bestow Ichor to the whole pantheon, but this splits rather than increases the
Ichor provided.

Evocation (OOO)

Withstand: Resolve

A Ritual that has gotten more than one cult eaten alive. Evocation allows a Cult to strengthen a
Leviathan’s desires, and thus control its actions to an extent.

If the Ritual is successful, then the Leviathan gains a Persistent Obsession Condition urging him
to do whatever goal the high priest encoded into the ritual. Most Leviathans will naturally spend
Willpower to weaken the ritual, which makes Penetration a popular investment in this Ritual.

Rogue Cults often use this Ritual to bring their god back to them, convinced they’ll be granted
divine rewards. The result is usually a very annoyed Leviathan.

A four dot variant allows out-right mind control, but most Rogue Cults have only one or two dots
of Zeal, making the three dot version far more common.
Awareness
O: Rituals that can reveal what a person knows or doesn’t know. They can detect the presence
of deliberately hidden information, but not yet reveal it’s contents.
OO: Rituals to destroy knowledge, the veils of secrecy, or the guardians that keep knowledge
hidden. Curses to weaken or remove senses.
OOO: Rituals to make knowledge easier to discover or ensure its continued survival. Blessings
that enhance pre-existing senses.
OOOO: Rituals to change how knowledge is perceived. Rituals to create illusions or
hallucinations. Rituals to move knowledge from place to place. Rituals to ensure only certain
people can access knowledge.
OOOOO: Rituals that answer questions directly. Rituals that scour an area for knowledge and
compile it into books. Rituals that create evidence supporting a lie. Blessings granting entirely
new senses.
OOOOO O: Dynamic effects. Such as a curse so that a man’s secrets will always become
known or a blessing so he will always find the information he is looking for.

Elements

Fecundity

Might

Predation

Vitality

Ritual Concept Dump


Dispel Ritual (Ruin Sanctity)
Prepare Leviathan Feast (Control Vitality)
- Modifies the flesh of a dead leviathan (or if you just chop an arm off or something).
Preserving it’s limited-immortality granting powers while removing the lethality. Rarely
used by Leviathans, it’s occasionally used by courageous and lucky Primordial
Theurgists.

Hate Storm (Create Sanctity)


- Causes everyone within the radius to hate the target. Hate starts small, but builds
rapidly.
Black Tax
- Wealth gradually pools towards the cult. Within the affected area money begins to
disappear -- spare change is lost down sewer drains, loans default and gamblers lose
big. The lost money accrues as a constantly refilling pool of resources for the Cult.
Your Average Apocalypse (Enforce Sanctity)
- Those within the affected radius treat a particular act or endeavor as though it was a
commonplace activity, and part of average, daily life. This could be sacrificing people to
sharks, dancing nude in the park with effigies of dead gods, or any other outlandish
activity. The rite won’t force others to join in, but so long as the act doesn’t impact them,
bystanders will write it off as perfectly normal.
Hungry Notion (Create Sanctity)
- The Ritual implants an idea in the general populace. Those affected become enraptured
with the idea, and will pursue it as though it were their own, brilliant revelation. This
could be mundane -- “It’s high time we bring back the bonfire celebration of old” -- or
borderline insane -- “Humans are second class citizens; it is only natural that birds
should rule.”
Wicked Ways (Control Elements)
- This ritual connects two or more locations with the affected area, creating in effect a
network of secret, space rending passages through which those in the know can travel.
Everybody’s Vice (Create Sanctity)
- This ritual gives everyone within the affected area an additional vice. Those who fail to
resist lose their original vice for the duration of the rite.
Ward (Strengthen/Create Vitality)
- Enhance a basic anti-supernatural defence (something like a wall built like amulets). A
Clash of Wills is needed to breach the defence. The Create removes the need for a pre-
existing defence to enhance.
Crimson Ceremony (Strengthen Fecundity)
The subject is ritually “married” to another, gaining the Blood-Kin Condition. Ardor is
typically spent on Duration, though group marriages are not unknown amongst the
Tribe’s Cults.

Summon Apep (Blasphemy)


If Apep truly exists, then a Blasphemy could summon him into the mortal world. His first act
would assuredly be to reach up and swallow the sun (he’s not quite that big, but even a mortal
can fit the sun between their fingertips. It’s all about perspective). Doing so applies the
Primordial Darkness Tilt worldwide, along with the various apocalyptic consequences of the sun
vanishing.

After outflanking and defeating his ancient foes, Apep’s next actions… well that depends.
Perhaps Apep will be benevolent to his lesser family, perhaps the Tribe are wrong to consider
Apep their kin. And is Apep mightier than Tiamat? For Mankind defeated Tiamat and is unlikely
to go quietly into the night.

Anything could happen, after all, Apep is a creature of chaos.

The Deluge (Elements Blasphemy)

This Blasphemy triggers rain for 40 days and 40 nights. Clouds cover every inch of the planet
and let loose waters until at the very end the waters will stand about a foot above the peak of
Mount Everest.

The Deluge shall awaken all sorts of terrible monsters of the depth, beings not of the Tribe,
often not supernatural, but nevertheless terrifying and deadly.

Chapter Seven: Chaoskampf


For the second time in the lives of most of us, we are at... at war. Over and over again we have tried to find a
peaceful way out of the differences between ourselves and those who are now our enemies, but it has been in vain.
We have been forced into a conflict, for we are called to meet the challenge of a principle, which, if it were to prevail,
would be fatal to any civilized order in the world. Such a principle, stripped of all disguise, is surely the mere primitive
doctrine that "might is right." For the sake of all that we ourselves hold dear, it is unthinkable that we should refuse to
meet the challenge. It is to this high purpose that I now call my people at home, and my peoples across the seas, who
will make our cause their own. I ask them to stand calm and firm and united in this time of trial. The task will be hard.
There may be dark days ahead, and war can no longer be confined to the battlefield, but we can only do the right as
we see the right, and reverently commit our cause to God. If one and all we keep resolutely faithful to it, then, with
God's help, we shall prevail.
― King George VI

The primordial building blocks of life are three simple drives: to fight, to feed, and to fuck. Over
time life evolved and the three primordial drives were buried under millennia of communication:
From the earliest primitive diplomacy of an animal with toxic skin and bright warning colours; to
the cooperation of herds, hives, and packs; to mankind’s gifts of philosophy, morality and
civilisation itself.
But the Tribe has barely progressed beyond the primordial origins of life. Try as the human third
of a Leviathan might, it is outnumbered by the beastal and divine natures; and they only see
rivals to fight, prey to feed upon, and pawns to fuck over.

It is a mode of existence that creates few friends and many enemies. Their arch enemies of the
Marduk Society and the Empyrean Theurgists who call upon mankind’s gods both represent
that which is civilised. When times demand it, the gods appoint Judges, who step outside of
civilisation to protect civilisation. The Tribe’s own Wake attracts Primordial Theurgists with the
promise of stolen power; and warps ordinary people into Ahabs, who became a reflection of
everything a Leviathan despises about itself and who will stop at nothing to hunt down the whale
which created it. The Wake can even be inverted by Atolls, leaving a Leviathan as subservient
as the lowest Beloved. Last but not least is the Tribe itself, as conflicted and dysfunctional as
any family or pantheon can be.
The Marduk Society
There is hope in dreams, imagination, and in the courage of those who wish to make those dreams a reality.
― Jonas Salk

If the Tribe's legends are to be believed, Tiamat's children and Marduk's society have been
entwined in a deadly dance since the dawn of time. Each a dark mirror of their ancient foe, tied
to the same history.

In these legends the Society originates in the same Primordial Waters that the Tribe once called
home, and it was Marduk who destroyed their shared home. It was Marduk who created
agriculture, to free humanity from reliance on the Tribe’s gifts of rain and fish. It was Marduk
who taught mankind theology and religion and who cast down the idols, blood sacrifices, and
mad prophets of the Tribe. It was Marduk who built the tower through which mankind climbed
from the depths of the sea to the surface. And it was Marduk, just a man, who slew Tiamat
herself in single combat.

As with the Tribe, the Society fell from grace with the end of the antediluvian world. Marduk was
slain by his most trusted disciples. His greatest knowledge, too complicated to teach during his
war against the Tribe, died with him. Wielding swords forged from the despair of antediluvian
mankind and lacking the knowledge to forge plows from the hope of humanity victorious, the
traitorous disciples broke the unified mankind and turned brother against brother to preserve the
despair that fueled their magic. To extend their dominion, they consumed the flesh of
Leviathans for immortality, and in defying the natural order of death they corrupted the Society
for all time.

Like the Tribe they hunted, the Marduk Society - once the leaders of mankind - became nothing
more than an atavism: a relic of a violent and primitive past, hidden in the shadows of the world,
dragging humanity back to its brutal origins.

[Picture: Some picture depicting ancient Marduk goes here to divide the text between the Tribe’s
story and the OOC section]

It goes without saying that a Tribe that knows so little about its own history would not know the
secret history of the Marduk Society. The Tribe is full of self-proclaimed experts, resistance
leaders and generals in the “war against Marduk,” but almost all take a liberal attitude to the
truth. Since most Leviathans participate in the Tribe’s habitual construction of self-serving
mythology, most Leviathans treat mortal scholarship into the Marduk Society as more
authoritative than their family’s own -- and there is no shortage of mortal scholarship.

The broad strokes of the Tribe’s standard myths about Marduk are not confirmed by archeology,
but neither are they contradicted. Leviathans are usually competent liars and mythmakers.
While mortal scholarship can’t prove that the Society are antediluvian, there’s no archeological
proof the antediluvian world even existed. With a focus on more recent eras, historians tracking
the hidden influence of cults and secret societies behind ancient politics and have archived a
wealth of information about the Society, much of it generally consistent with the Tribe’s idea of
Marduk’s modus operandi. Even if mortal historians rarely recognise artifacts from different
periods as belonging to the same organisation, a Leviathan will instinctively recognise their
ancient enemy as soon as they see mislabeled Marduk artifacts at the museum, and once they
do, they’ll be very interested in reading what historians have to say about this “Feathered
Serpent Society”.

But while the Tribe’s myths might fit the big picture, the modern-day Marduk Society raises
serious questions when compared to the details of the Tribe’s story.

The Marduk Society's technology draws power from virtue, not despair -- knowledge that was
said to have been lost forever when Marduk was slain by his disciples. While historical proof
exists of the Society’s imperialist tendencies, aggression and indifference towards human life,
recent accounts suggest the old guard have been purged in a violent civil war. Something that
should not be possible if the society was “corrupted for all time”. The Tribe can’t even prove that
the Society was hunting Leviathans for immortality, after all that’s not the sort of practice you’d
advertise or which leaves evidence, and any first hand accounts wouldn’t stand out from
Leviathans lying to increase their status among family.

And what about the things not mentioned in the story at all, the entire history of ancient
Babylon? The worship of Marduk (using the same icon that the modern Society uses to ward off
Leviathans) survived extended contact with early Judaism, followers of a God whose priests still
call down miracles to this day. Did the Society use its advanced technology to fool ancient
Babylon for some forgotten reason, or is there actually a god called Marduk in the heavens?
The Tribe’s tale doesn’t even mention the other Anunna gods, where do they fit in? What about
Zeus, Baal and the other gods in the Chaoskampf? Perhaps the Tribe would be better served to
read surviving Babylonian documents than to rely on their own millennia long game of
telephone. Or maybe those documents are also full of lies, secret truths are rarely so easily
uncovered.

Whatever the truth is, it’s probably a lot murkier and complex than either the Society or their
ancient enemies will ever know.

The War in Heaven


One fact above all others defines the conflict between the Tribe and the Society. Leviathans
have few ways to knock aircraft out of the sky, and almost none to pull satellites from orbit.

Given the opportunity, the Society would gladly forego combat with Leviathans in favour of
raining down thunder from the safety of the heavens. Thus the Tribe does everything in its
power to deny that opportunity.

Fortunately for the Tribe, the Society has an institutional aversion to flattening Innsmouth with
orbital lightning cannons. The old conspirators felt that it attracted too much attention and ruined
a good Leviathan body; modern idealists have an ethical aversion to so called collateral
damage. This gives the Tribe a surprisingly large amount of room to maneuver, just so long as
they don’t do anything to convince their enemy that carpet bombing is the lesser of two evils.

Conflicts between these ancient foes are often a surprisingly subtle affair. The Society tries to
lure Leviathans into the open where they can be safely slain. In turn the Leviathan tries to
eliminate Marduk’s agents and counter their plans to buy the time needed to vanish from
Marduk’s radar.

The Heroes of Man


Whether the Leviathan makes his powerbase in a first world city or rules some forgotten corner
of the world, the first step to hunting any Leviathan is of course to find it. Even in its current
battered state the Marduk society has agents all over the world hunting the Tribe.

Most commonly Marduk’s scouts present themselves as adventurers. They don the mask of
backpackers, scuba divers, safari fans, archeologists, and other people who have every
purpose to travel off the beaten path where they might happen upon Innsmouth or R'lyeh, and
every reason to socialise and gossip with the locals wherever they go. In urban environments
Marduk scouts often prefer to call themselves philanthropists or socialites; travel is less
important than access to all the latest information.

The Society’s agents often travel light, preferring to make contact with local support groups or
retrieve secret supply drops from orbit then to bring equipment and entourages. The less noise
they make, the more likely they are to spot a Leviathan’s influence before the Leviathan spots
them.

The Builders of Civilisation


Sensible leviathans have a healthy paranoia about lightning bolts descending from a clear blue
sky, and the Builders of Civilisation have the job of eroding a Leviathan’s Tranquility until they
are no longer sensible enough to hide in their temples and can be destroyed. Ideally before they
do any real damage.

Whether it’s a heritage which dates all the way back to first time gods taught law and order to
humanity, or just a few years to a secret manipulative conspiracy only a recently deposed, the
Marduk Society has social leverage which it wields with a practised hand. An agent might start
rumours, trigger federal investigations, and, if necessary, create an entire culture dedicated to
defying the Tribe and offering their Beloved a more nurturing environment to defect to.

The Sword of God


The final third of Marduk’s Leviathan hunters is both the smallest in size and the greatest in
power. They are the aircraft pilots and satellite engineers who bring down the sky upon the
Tribe.

While a young or low-Depth Leviathan can be fought by adventurers with hand weapons in an
emergency (usually involving human sacrifices or an attempt to escape Marduk’s notice), a
powerful Leviathan can ignore anything short of high level military ordinance. While the
Society’s weaponry might lack the raw power of top-of-the-line military hardware, that’s because
it’s optimised for speed, logistics and precision.

A Leviathan who makes the mistake of “going Godzilla” while the Society is ready and waiting
rarely lives long enough to learn from their mistake.

The New Babylon


On the surface it sounds simple. The Heroes of Man travel the world looking for Leviathans,
when they find one The Builders of Civilization make a lot of trouble until the Leviathan exposes
itself, then the Sword of God descends.

In practice, for every jet with a daredevil pilot, there’s at least ten engineers keeping it
maintained, and the people that provide the money, materials and hanger space needed to
keep it running. Then you’ve got all the people needed to hide everything from prying eyes.

Compared to a non-clandestine military operation, like the U.S. Army, Marduk is tiny, but in
absolute terms, it’s still a fairly large group. The logistics required to run the Society are almost
as impressive as Super Science, and after the civil war they’re stretched to the breaking point.

Funding
Like many secret organisations, the Marduk Society is highly compartmentalised to protect
itself. Marduk's core facilities -- the high command, the airfields, the weapons labs -- are in
orbital facilities hidden by advanced cloaking devices. Several of these facilities were heavily
damaged in the recent civil war, forcing Marduk to fall back to older models until repairs are
complete. For the first time in decades, floating airfields patrol the air above the oceans.

But unlike their sky god namesake, the Marduk Society cannot live exclusively in the heavens.
Marduk doesn't have matter replicators, and Super Science isn't built out of virtue alone. Marduk
needs rare and expensive materials, and large amounts of cheaper and common materials, to
build, fuel, arm and maintain their war machine. They need food and drink for their staff, and
wages, because even selfless members who'll work for the cause have families back on to feed
back on Earth. All this takes money.

The Society does not in fact make that much money from selling old no-longer-quite-so-super
science. Nor does it run profitable front companies -- the Society keeps its staff small. They
don't want an honest accountant dutifully informing the authorities when a large sum of money
vanishes into space (metaphorically and literally). Marduk only has a few medium-sized
aerospace companies, which serve as fronts for buying and moving raw materials the Society
requires; most of Marduk's income comes from investments. Like any rich organisation, the
society owns a diverse portfolio of stocks and shares. When an infusion of short term cash is
required, Marduk-employed investment bankers will fund Marduk engineers to start a new
company, marketing some old piece of Super Science. After establishing a name for
themselves, the company is sold on the open market to a larger technology firm or in an IPO.
The Marduk Society takes its money and runs, burning the paper trail behind them.

Support Crews
Marduk prioritises Leviathans which threaten human lives and minds above those who stay in
the water, but most Leviathans don't go berserk in public (the ones who do are already dead).
Once the presence of a cult is detected, the society's hunters need to put their boots on the
ground to find or flush out the Leviathan. Marduk's agents themselves work in independent
cells, typically with one to four members, which listen to Marduk's secret broadcasts and travel
to where they think there's action. Upon arrival, they connect with the local ground support team
(if there is one) in secret.

That means Marduk needs to run ground support teams. They need to provide places to sleep.
Access to local information. Somewhere to lay low if a mission goes south. Most importantly,
they need some way of signalling the big guns to keep watch, and to strike once a Leviathan is
flushed into the open (fixing that element of their infrastructure was the Society’s top priority
after the civil war, and unlike most of Marduk it’s back in top shape).

The Society's modern fronts are primarily hotels and hostels, enhanced with a variety of discreet
entrances and secret rooms for visiting agents. Many of these safe houses became decidedly
unsafe during the civil war, and both sides reactivated older fronts that had been long unused in
their unofficial capacity. Many of these were gentleman's clubs, working men's societies
(particularly for sailors, dockworkers, fishermen and similar professions) and pubs -- institutions
that could provide a place to rest one’s head and chances to influence or gossip with locals,
before changes in social behaviour made control of physical social spaces less important. Some
were all but abandoned before the civil war, and probably will be again once modern safe
houses are once again cleared for use.

Philanthropic Committees
The Marduk Society might be surprisingly capable when it comes to using social pressure
against Leviathans, but that’s not just because of individual agents trained in super-sociology.
Since time immemorial, Marduk has run “philanthropic” organisations dedicated to acquiring
power and influence. When agents in the field needed a cult put on a watch list, the
philanthropists were the people who made it happen.

In times gone by, the Society had a worldwide network of fronts, with fingers in every pie they
could reach. Even at their peak, Marduk was never able to rig elections or control countries, but
it wasn’t useful or profitable to rule the world. It was simpler to lend aid or money to anyone who
looked useful, in return for favours that seemed small and unimportant to anyone unfamiliar with
the Society’s secret war. Much of the Society’s secrecy was down to the Philanthropists creating
smoke screens, keeping an open ear in the corridors of power, and even providing most of the
grants and scholarships for Babylonian architectural digs.
Of all the Marduk groups, the Philanthropic Committees had the heaviest skew towards the old
Conspirators; in the civil war, many of them took their money and ran, forming a large surviving
“old boys’ club” of former Marduk directors, flush with money and influence. Most of them have
limited insider knowledge, and little ideological reason to reforge ties to Marduk, but some are
ambitious enough to imagine reclaiming knowledge of Super Science and forming their own full
fledged successor to the Society.

The pre-war idealistic Philanthropists, such as they were, were practically a nonentity before the
civil war. Given money and left with a loose mandate to build power and influence, most ended
up spending their budget on funding whatever genuine philanthropic causes they liked, and
networking with philanthropists from outside the society. When Marduk’s cheques stopped
coming they switched to public donations or took positions in unaffiliated charitable
organisations. The Society has had limited success bringing these groups back into the fold,
and those who came back have little to offer.

Today’s post-civil war Philanthropic Committees are a patchwork -- ex-conspirators, defectors


who were deemed mercenary enough to be loyal to whoever’s on top; former field agents from
The Builders of Civilization; Babylonian historians who got promoted from ignorant grant
recipients to willing agents; and successful tech companies run by ex-Marduk engineers who
believed enough in the cause to come back when the Society needed them and who had
enough money to be influential by default. This gives the new generation of idealists heterodox
and technocratic leanings, which stand in marked contrast to the conservative old-money tactics
of previous generations. Time will tell if they prove to be equally effective.

The Naked Truth


As an organisation, Marduk is highly inefficient. There's no lines of communication to let the
front say which piece of Super Science they'd like to be made public next time a new company
is created. There's no commanders who'll ensure they don't end up with too many agents
hunting the same Leviathan while others are ignored. This is, in part, a security measure, but
mostly a result of intentional inefficiency. When Marduk's former rulers realised that their
conspiracy was at risk of being subverted they increased security protocols far beyond what
was necessary, in the hope that this would prevent their pawns from talking to each other and
discovering the truth. It didn't.

Still in shock from the civil war, the idealists haven’t yet managed their planned radical changes
to the Society's structure or discussed goals beyond fighting leviathans, but that won't last
forever. Currently, the Marduk Society is a bunch of disparate fronts and hunters, often unaware
of each other, and bound together only by a shared history and loyalty to a common ideal. Many
have lost contact entirely -- front organisations have become legitimate businesses waiting for
their reactivation signal, and hunters emerge deep from the jungles with another notch on their
belt only to discover their contacts are all missing. But in Space Station Babylon -- working
around teams fixing the holes where idealistic invaders burnt their way in and sabotage from
when maintenance and support crews rebelled against Marduk's old leaders -- the new
commanders of the Marduk Society are busy reestablishing lines of communication, figuring out
which dark sites were looted and destroyed by fleeing conspirators, which are active rogue
enclaves, and which simply don't have the latest encryption codes. Who knows what the Society
will look like once they've finished?

The Powers of Civilisation


Virtuous Technology
Demons run when a good man goes to war
― Doctor Who

The Tribe's legends say that Marduk used the despair of humanity as his weapon to slay
Tiamat, and that after his death, the treacherous disciples turned upon humanity to ensure that
they too would have ample despair to draw power from, and taught their servants lesser
versions of his technique.

There may be some truth to these legends, for while Marduk's occult resources are limited they
still build their technology to draw upon the user's virtue. It’s not despair, but it is a technology
that could plausibly have descended from Marduk's original magic.

Members of the Marduk Society may buy the Virtue Merit, rated 1 to 5, and may buy it multiple
times for additional virtues. When acting in accordance with their virtue they add their Merit dots
to all rolls to use Super Science. However, significant breaches of virtuous behavior remove that
iteration of the Merit for a scene. A roll may only gain a single bonus from Virtue.

Against the Tribe members of the Marduk society gain Supernatural Tolerance equal to twice
their highest Virtue, and are always immune to the Wake. Against anyone else they have no
innate Supernatural Tolerance at all.

For the purposes of this Merit a Virtue is defined as any character trait, innate or external, that
helps a person act as a rational and civilized being rather than an animal or monster. The seven
Christian virtues would be examples, as would traditional codes of honour like chivalry and
Bushido, or more modern philosophies like Kantian ethics or Utilitarianism.

Super Science
Marduk is famed as the builder of the first city, a bringer of civilization. While it is true that the
Society have held (and still hold) the “secret knowledge of civilization” they haven’t lived up to
their namesake in sharing this knowledge. Quite the opposite. Today the reformed society is
uncovering evidence that their forbearers undertook brutal campaigns of censorship against
human society - and even against the lower ranks of the Society itself.

The secret knowledge was not blueprints for weapons or scrolls of magic spells, they were
something far greater. They were techniques and methodologies for research and education.
The scientific method itself was once the proprietary knowledge of the Marduk Society, whose
campaigns of censorship against Hellenistic philosophers and the courts of China finally failed
against the Islamic golden age.

The society never had the resources to forge ahead alone, or maybe it might have if it wasn't
riddled with infighting and led by paranoid sorcerers watching their underlings for signs of
brilliance or independence, but every new technology (including occult-technology, before most
of humanity turned away from that path) mankind developed could be quickly refined and
improved upon using Marduk's techniques.

When ancient man developed copper working, the society refined their technique into
metallurgy to develop iron and occult electrically charged alloys. By the time the Ancient Greeks
were using clockwork to display the movement of the heavens, the society were using
clockwork logic engines to unearth hidden cults. In 1783 the French launched the first manned
flight in a hot air balloon, by the end of the decade floating fortresses were keeping vigil over the
world's oceans.

Today the Marduk society can only begin to scratch the surface of new technological
developments, but that scratch alone is approaching the Clarke limit. Marduk has artificial
intelligences as smart as a dog, aircraft that fly and fortresses that float on folded spacetime,
and directed energy weapons orbiting Earth waiting for a Leviathan to emerge from hiding.

Space Station Babylon


The crown jewel of Super Science, Space Station Babylon is not listed here. It’s power
(and how much of the battle damage from the civil war has already been repaired) is at
the Storyteller’s discretion. Babylon could be a “final boss” that a Cohort of high Sheol
Leviathans could take on in direct combat, a tougher final boss that could challenge an
entire legion of Leviathans. Or it could be, for all intents and purposes, utterly immune to
a direct assault. The emptiness of outer space favours long ranged lightning cannons
over teeth and claws.

There’s only two things about Babylon’s capabilities that are canon. Firstly it is not
invincible. Babylon has fallen before, in the civil war a coordinated rebellion from within
and assault from without allowed the idealists to seize Babylon and turn the war in their
favour. Secondly it’s stealth technology cannot be overcome by non-supernatural
means.

Baraqu
Marduk’s orbital kill sats. Baraqu are often referred to as “Plan C” due to their expense, because
they are noticeable as a giant bolt of thunder in a clear day, and the potential for collateral
damage. It takes a lot before Marduk is willing to deploy their weapons of last resort, but when
they do, demigods flee in terror.
A single shot from a Baraqu does 40 electrical damage on a direct hit and 20 electrical damage
to everything within a quarter mile radius of the impact. It can reliably score direct hits on
anything Size 30 or larger and can reliably hit within a quarter mile of anything at all. It takes 3
turns to charge up a shot, and a Baraqu can fire roughly 30 shots before it needs to dock with
Space Station Babylon for maintenance.

Marduk hesitates to unleash a Baraqu and Storytellers should do the same. Player characters
should not face the fire power of a Baraqu without the Bolt From the Blue Condition.

Igaru
Marduk’s personal force field generators provide 5/3 armour and as they are roughly the size
and shape of a dinner plate they can be easily concealed under heavy civilian clothing.

Kakku
Marduk’s weapon of choice packs the range and damage of a sniper rifle into something the
size of a pistol. Naturally it fires electricity.
Size 1. Damage 5, electrical. Clip 10. Range 250, 500, 1000

Narkabtu
The “chariot” is Marduk’s primary combat aircraft/spacecraft. These miracles of science are
capable of taking on even the most powerful Leviathans.

In battle, Narkabtu use their speed and flight to stay well out of a Leviathan’s reach, so unless a
Leviathan has one hell of an ace up their sleeve, their only recourse is to run. Because of this
inherent and unfair advantages over the Tribe, storytellers are strongly discouraged from
sending Narkabtu against player characters unless those characters have acquired the Hunted
condition.

For simplicity, Narkabtu have a generalised energy pool that powers all the internal equipment
beyond basic flight and life support. This pool has a maximum of 20 energy points and there is
no per-turn limit. Refilling the pool requires specialised hangar facilities and an entire team of
technicians.

Attributes: Size 20. Structure 30. Durability 10. Safe Speed: 5000 mph, maximum speed 7500
mph, acceleration 2500 mph.

General dice pools: Maneuvering: 9 + Virtue. Weaponry: 7 + Virtue. Clash of Wills: 5 + Virtue.

Virtues: The Pilot’s Virtue’s are at the Storyteller’s Discretion.

Internal equipment:
● Afterburner: Spend 1 Energy to increase acceleration to 5000 mph for a turn.
● Capacitor torpedo. Spend 2 Energy to charge with 1 shot. Damage 20, electrical. Range
9000/18,000/36,000. Targeting anything Size 10-14 takes a -6 penalty. Targeting
anything Size 0-9 is impossible. Range is reduced to a third if the target is outside water.
● Energy shield: Increases Durability by energy spent for a turn.
● Twin thunder cannons: Spend 1 Energy to charge with 10 shots. Damage 20, electrical.
Range 5000/10,000/20,000. Targeting anything Size 10-14 takes a -6 penalty. Targeting
anything Size 0-9 is impossible. Water disperses the damage, like water normally
disperses electricity.
● Weather dampener: Spend 2 Energy to become immune to all weather for Virtue turns.
A Clash of Wills is required against supernaturally manipulated weather.

Qipu
Legend says that Marduk taught mankind the arts of civilisation itself. Whether this is true or not,
the Marduk Society is very good at interacting with the structures of civilisation. After taking
courses in political science (represented by purchasing Qipu as a 1 dot Merit) Marduk Agents
may apply Virtues to increase their dicepool for social rolls when interacting with an employee of
any organisation with more than 30 members, so long as they are interacting with them within
the bounds of their duties.

Example: A Marduk Agent could add a Virtue to rolls to convince a police detective to
investigate or not investigate a crime, but they could not increase a roll to convince the police
officer to join them for dinner.

Sibtu
Marduk is an idealistic organisation and these weapons reflect that. They use directed
microwaves to take down brainwashed cultists and pawns without permanent harm. Unlike most
weapons, Sibtu do Bashing Damage.
Size 1. Damage 5, heat. Clip 10. Range 50, 100, 200

Ummanu
A mainstay of super psychology. Ummanu is a lengthy training course given to Marduk’s
Agents, those who master the skills (which requires buying Ummanu as a 3 dot Merit) are
capable of learning an individual’s psychology and using it to trigger the Hunter Response. To
do so they must begin Social Maneuvering like normal (save that appeals to Vice are replaced
by appeals to Virtue). When the final door is opened the target become a Hunter and may
immediately spend up to Virtue exp on Hunter Merits. This does not grant free exp, the new
hunter must pay back the exp as soon as they earn it.

Psychologists have codes of ethics for a good reason and the Marduk society has its own
codes. The core concepts are similar, but Marduk’s versions go into significantly more detail
about what may be justified in cases of emergency or brainwashing.

Orbital Supplies
The Marduk Society are the masters of the heavens. Even individual agents have
constant access to orbital support, assuming they managed to reestablish contact with
the Society after the civil war. This support is not just satellite images and navigation the
likes of which any civilian can access. If a Marduk agent needs equipment it can
descend from the stars, any time, any place on Earth within, at most, four hours. If a
Marduk agent needs to get into space quickly, they just ask for the society to drop them
an escape pod. However the infrastructure behind Marduk’s orbital supply lines was
designed for speed, not bulk. Agents are expected to use equipment caches in local safe
houses or travel to a dedicated launch facility unless there is a pressing reason for
speed, and even then anything more than a small family is beyond the capacity of the
emergency systems and will require liaising with headquarters to arrange a more
substantial evacuation mission.
Empyrean Theurgists
“Do not seek revenge or bear a grudge against anyone among your people, but love your neighbor as yourself. I am
the LORD”
― Leviticus 19:18, New International Version

The Tribe's stories might be contradictory and inconsistent but they usually agree that Marduk
was just an ordinary man or ordinary men, no matter what Babylonian mythology might say.

But whoever or whatever Marduk really was, there are Gods in the heavens of the World of
Darkness. Successors who claimed the thrones left vacant by Tiamat and the Progenitors, and
these Gods do not like the remnants of the world before them. Fortunately for the Tribe, Zeus
rarely walks the land with a lightning bolt in hand, but His followers may call down miracles.

Cards on the Table


The Empyrean Theurgist template was written to represent everything from new age
progressive faiths, to bible thumpers, and even strange throwbacks to the bronze age.

By necessity the Empyrean Theurgist template is generic and represents a lowest


common denominator. Thus, it falls upon the individual Theurgist to add flavour. Crack
open a mythology book, you’ve got this one.

The Theology of Civilisation


Of all the ways divine power descends from heaven, Theurgy, using Rituals to invoke miracles,
is practiced by more faiths than any other. The diversity of the Heavens makes it nearly
impossible to generalise about Theurgists, save for what limitations the art itself requires.

Theurgists need to be virtuous people, for virtue is their connection to the divine and with no
connection to lever, their rituals are just noise and wasted incense. Philosophers may search for
universal moral truths, but if such things exist to be found, the Gods aren't showing the way.
Each deity rewards the virtues They prefer and argues against the the ideals of rival gods.

A Theurgist requires followers: Rituals take a multitude and each participant must share the
divine favour – through the favour required to assist is the smallest fraction of what a true
Theurgist carries. Whether they are an ordained priest and assigned a parish by the church or a
mechanic who leads his garage in worshipping some god of a forge; a practising Theurgist
needs his congregation.

Throughout human history, religions have formed as the foundations of culture, the gods taught
mankind how to live as civilised beings. Economies and dynasties formed and thrived on that
foundation. Theurgists embody this truth.

Through their Virtues, an Empyrean Theurgist becomes a paragon of society’s values, be it the
society they live in or the society they hope to build. Through their followers, word of a Theurgist
spreads far and wide. Some Theurgists hold position of influence with a pulpit to speak from,
others lead by example or more informal influence. All use their Virtues to help their people, and
to show others how to do the same. It's a simple idea, but sometimes the simplest ideas are the
most powerful.

That's not to say Theurgists are always progressive reformers. Even when the temptations of
power don’t turn a Theurgist from their Virtues, they can exemplify a culture that is a remnant of
or a throwback to an outdated value system. The god of ten plagues has been supplanted by
the god who turned the other cheek but then, and now, there were Theurgists on both sides of
that conflict.

The Gods of War


Conflicts between Empyrean Theurgists and the Tribe are almost inevitable when the two meet.
Even if the Theurgist has no idea of the Leviathan's supernatural nature, he's sure to see that
the Leviathan's cult is antithetical to every virtue he believes in and denounce them, and to try
and save the cultists by the scripture, or maybe even by the sword.

When the conflict heats up, most Theurgists aren't fighters. You get the occasional military
chaplain, warrior monk, or (rarely in modern days) priest king, but most Theurgists aren't
fighters. What they are is central figures in human societies and human societies have been in
conflict with the Tribe since time immemorial. Unless they're members of some tiny fringe faith,
and sometimes even then, an Empyrean Theurgist possesses respect and influence for their
virtue and ecclesiastical position.

A letter or word from the Theurgist can travel far, and return at the head of an army. Whether
the parish priest sends word to Rome, the leader of a small wiccan coven whispers in the ear of
the governor’s wife, or the army looks for trustworthy local guides, Empyrean Theurgists create
the strong united societies that defy the Tribe and when battle commences, they can be found
among their people. Usually behind the front lines calling down miracles.

What is a God?
While from a purely mechanical perspective it doesn't matter, a Leviathan who wishes to
discover his place in the universe might wish to investigate the truths of their divine
nature – and where is a better (or more dangerous) place to start than with the actual
Gods?

Any being with sufficient power could bestow supernatural abilities onto normal mortals.
With even more power that being could arrange matters so that mortals could acquire
supernatural abilities without its direct intervention. But Theurgists have more than
simple power. It is their Virtues that provide thematic distinction from other humans who
possess power, such as Mages.

And there is the answer. An Empyrean Theurgist's God can be any being with enough
power to allow the Theurgist to work miracles, and who also teaches or exemplifies
Virtues. They can all be one class of being, many different types of things, or a “meta-
template” applicable to different types of Ephemeral Beings much like the Demons of
WoD Inferno.

Miracles
The powers of Empyrean Theurgy, the ability to call upon Miracles, use a variant of the rules for
the Tribe’s Rituals.

To call Miracles a Theurgist needs three things. Virtues, Domains, and they need to invest dots
in a Cult to acquire Zeal (however while they use the Cult Merits for simplicity, most Theurgists
lead a flock with healthy group dynamics. Call it a Congregation).
Virtue (O - OOOOO)
For the purposes of Theurgy, Virtue is defined as any character trait, innate or external, that
helps a person act as a rational and civilized being rather than a savage. Naturally, a Theurgist
must live virtuously to qualify for the Merit and the more dots they have the stricter this
requirement becomes, and a Theurgist can only buy this merit for Virtues appropriate to their
god.

Virtue is a prerequisite for calling down Miracles. A Theurgist cannot perform a Miracle unless
they have Virtue equal to the Miracle’s dots, and the Virtue must be appropriate to the miracle.
You could use the Virtue of Charity to create food for the poor or the Virtue of Justice to divine
the location of a murderer, but you'd be hard pressed to do it the other way around.

Virtue also provides Supernatural Tolerance as though the Theurgist had a power stat equal to
their highest Virtue. By default this protection only applies against The Tribe, but at the
Storyteller’s discretion it may also apply to other appropriate monsters.
Domains
Domains are the aspects of reality that the god holds domain over. Whereas a Cult Ritual may
fall under Awareness, Elements or Predation; a Theurgists miracle may fall under Health, The
Hearth, The Forge, or thousands of other domains. Most gods have only a few Domains, ten at
most. For gods with a wider remit, such as the famous Abrahamic God, consider simply using:
Creation, Destruction, Divination, Protection, and Transformation.

Priest of the Pantheon


While this section talks about Theurgists as followers of a single god, there is no reason
why this must be true. A Theurgist with an entire pantheon simply chooses from a list of
pantheon wide virtues and has a longer list of Domains to study. The rest can be
handled with roleplaying.
Singing the Praises
If a Theurgist has chosen a Miracle, it falls under one of their Domains, and they have enough
dots in a relevant Virtue, they may begin.
To fuel the ritual they acquire Ardour through Codification, Portents, and Profanities if the
Storyteller rules that public performances will draw unwanted attention. In the World of
Darkness regular people fear and avoid the supernatural, so even a catholic priest might find
himself facing a lot of awkward questions after calling down God’s miracles (and perhaps a
reassignment to somewhere he can put his talents to good, subtle, use).

Empyrean Theurgists may not use Knowledge, instead they may use Sympathy. Use the same
gradients as Knowledge, but measure it by how well the Theurgist knows the target, rather than
the reverse.

Finally, for the final dice roll Empyrean Theurgists roll Presence + Expression.

Enrique Puente
This is a different kind of company. We offer you flexible working, mentorship, benefits, and
most importantly a chance to make our world a better place.

In return, we only ask that you give us your heart.

The Aztecs believed that the world was a fragile delicate thing. Only the constant labour of the
gods kept the world from collapse, and only the sacrifice of man gave the gods the strength they
need.

A critical observer may notice that it has been a long time since the Spanish ended the Aztec
practices of human sacrifice, and the world hasn’t ended. Enrique sees it differently: Global
warming, environmental collapse, without the Teotl at the helm the world is very much dying.
The enormous lump of rock and water we live on will survive, just as it survived the previous
four worlds ending in Aztec mythology, but if humans want to survive we’d better start taking
care of the planet and offering up blood.

In his quest to save the Earth, Enrique blends mundane and occult methods. He is the founder,
chief scientist, and sole owner of Huitzilopochtli Photovoltaics, as well as a philanthropist and
leading sponsor of archeology and Aztec heritage events. Few outside the upper echelons of
Huitzilopochtli Photovoltaics realise his interests go beyond academic curiosity and establishing
a sense of national pride; or know about the secret temple in the penthouse atop his corporate
tower.
Appearance
Enrique looks far more South American than his mixed indigenous and Spanish heritage would
suggest. In person he cuts an imposing figure, standing six foot two with a regal continence and
flowing jet black locks. One might say he was made for the role, especially if they saw how
different he looks in his childhood photographs.
Storytelling Hints
Unlike most Empyrean Theurgists who merely react to the Tribe’s presence, Enrique seeks out
Leviathans to sacrifice their enormous blood filled hearts. His focus is on his photovoltaic
research and attempting to subtly restore the worship of the Teotl, but he has enough resources
to pursue secondary goals like hunting the Tribe.

As a corporate man and a philanthropist Enrique’s resources don’t provide him with much in the
way of firepower, especially not the specialist forces one needs to take on a Leviathan, so
unless his interests are directly threatened, Enrique is unlikely to take the risks necessary to
acquire mercenaries. Instead he will discreetly use his considerable resources to support any
Hunters or Ahabs who looks competent, then try and acquire the corpse afterwards.

Most of Enrique’s worship is just that, worship and sacrifice to honour the gods rather than a
practical use of occult power. When he practices theurgy, Enrique focuses on enhancing his
employees, providing Blessings that help him outcompete his rivals and create life-saving green
energy for an increasingly polluted planet. Often he does this without the knowledge of the
recipient.

To fuel his miracles, Enrique mostly uses small measures of blood donated by the congregation,
and occasionally abducts somebody who won’t be missed when a more potent sacrifice is
required. He’s no hypocrite though, and he would sacrifice his friends or himself in a heartbeat if
he believed the gods wished it.

Seems Sacrilegious
Empyrean Theurgists cannot use Sacrileges, but human sacrifice is a horrific crime.
Does that not qualify?

In Enrique’s style of Theurgy, the quality of the sacrifice is important. An exceptional


individual provides a better sacrifice than an average joe, and a Leviathan is a uniquely
potent sacrifice. Enrique gains Ardour for tracking down and acquiring the right victim,
not for making his ritual especially heinous. This shows that his sacrifices fall under
Portents, not Sacrileges.
Traits
Mental Attributes: Intelligence 5, Wits 2, Resolve 4
Physical Attributes: Strength 2, Dexterity 2, Stamina 2
Social Attributes: Presence 5, Manipulation 3, Composure 3
Mental Skills: Academics 3 (Aztec Theology), Computer 2, Investigation* 2, Occult 4 (Theurgy),
Politics* 2, Science* 4 (Photovoltaics)
Physical Skills: Athletics 1, Drive 1, Firearms 1, Stealth 2
Social Skills: Empathy 2, Expression 3 (preaching), Intimidation 1, Persuasion* 4, Socialise 2
(fundraising), Subterfuge* 4
Merits: Good Time Management O, Indomitable OO, Library OOO (Photovoltaics), Library OO
(Aztec Theology), Professional Training (Scientist) OOOO, Professional Training (Executive)
OOO, Tolerance for Biology O, Giant OOO, Allies OO (Political), Allies OOOO (Scientific), Allies
OOO (Archeology), Contacts OOOO (Politics, Corporate, Scientific, Archeology), Fame O,
Inspiring OOO, Resources OOOO, Safe-Place OOOOO (a temple hidden in the penthouse of
his corporate HQ), Striking Looks OO (Regal)
Virtues: Leadership 5, Piety 4, Dutiful 3, Sacrifice 4
Domains: The Sun, Sacrifice, Death
Willpower: 7
Integrity: 6
Virtue: Hopeful. Enrique’s methods might be suspect, but his motives are not. He is genuine in
his faith, humble before the gods, and truly dedicated to making a better world.
Vice: Deceitful. While Enrique is not untrustworthy by nature, as a devout practitioner of human
sacrifice he is always hiding both his crimes, and his true beliefs.
Health: 8
Initiative: 5
Defense: 2
Speed: 9

Cult: Huitzilopochtli Photovoltaics. Fervour 1, Piety 5, Zeal 3. Legitimate Organization.


Compartmentalized OOO, Home Turf OO (the corporate headquarters), Old Hands OO
(Kidnapping).

Doña Caridad
The resurrection of christ was a miracle, but an even greater miracle would be creating a world
of equality, tolerance, and universal brotherhood. Catholicism, like many religions before and
after it, preaches of the need to take care of the poor and the stranger. Over the centuries it has
spoken with both genuine conviction and hypocrisy, but even at its best the Church never
managed to end poverty. Not all of its flock are content to continue waiting.

Doña Caridad serves her working class hispanic community as a priestess of the folk saint
Santa Muerte. For most in her congregation she offers the same as any church: A sense of
communal belonging and spiritual fulfillment which, for a variety of individual reasons, is better
suited to her congregation than what the local churches offer. Only around half of her followers
admit to themselves that she wields genuine occult power, but even the ones who don’t admit
the truth find Doña’s power to be as comforting as they do unnerving. There would be other
congregations for them if they didn’t.
Appearance
Storytelling Hints
Doña Caridad has no knowledge of Leviathans. Her occult knowledge is limited to her faith,
ghosts, and a small amount of information about other forms of undead. If she were to cross
paths with the Tribe it will be because she draws her congregation from the same places that a
Leviathan might go to grow a Cult without attracting too much attention: Sex workers, the LGBT
community, criminals, and other groups who, to a greater or lesser extent, are marginalised by
society.

If a Leviathan were to enter her community, Doña Caridad is sure to notice. First by the growing
demand for the protective charms and amulets she sells, and then by the community asking her
to take the lead in dealing with what is obviously an occult problem. While she is no warrior or
general, Doña Caridad’s congregation includes both criminals and police officers seeking Santa
Muerte’s protection and a lot of people who know how to take care of themselves. None of
these groups see themselves as Doña Caridad’s soldiers, but if that changed, she could
increase Fervour overnight.

If the community unites around their priest and goes to war under the protection of their saint,
they could be a genuine threat to a fledgling Leviathan and their cult. However Doña is not
powerful enough to challenge an experienced Leviathan.
Traits
Mental Attributes: Intelligence 2, Wits 4, Resolve 4
Physical Attributes: Strength 1, Dexterity 2, Stamina 3
Social Attributes: Presence 4, Manipulation 2, Composure 2
Mental Skills:
Physical Skills:
Social Skills:
Merits: Allies O (criminals), Allies OOO (police), Fame O, Inspiring OOO, Resources O, Medium
OOO (ghosts only).
Virtues:
Domains: Protection. Curses. Death and the Dead.
Willpower: 6
Integrity: 7
Virtue:
Vice:
Health: 8
Initiative:
Defense: 2
Speed:

Cult: Unnamed following. Fervour 1, Piety 3, Zeal 3. Religious Organization. Legitimacy OO.
Judges
We sleep safely in our beds because rough men stand ready in the night to visit violence on those who would harm
us.
― George Orwell (Paraphrased by Richard Grenier)

Word descends from the Heavens! Commandments for mankind to obey and virtues to raise us
on high, but before a man can live a life of good he must first have a life to live, before a man
can choose right, he must first have the freedom to choose.

When the faithful fear for life or liberty, the heavens may send forth a Judge. Neither a teacher
nor a saint, the Judges are hard men for hard times. Their power is measured in armies and
violence. Their deeds are glorious, but they are not.

For they are Judges, and their very existence is a judgement upon a world sick enough to have
need of them.

Commandments
A Judge is chosen, and he is chosen for a purpose. Drive the Midianites out of Canaan, Drive
the Ammonites out of Canaan, drive the philistines out of Canaan.

Each Judge is given a Commandment, which acts like a fourth Aspiration of unusual potency. A
Commandment could include slaying a leviathan, protecting a temple until a Portent passes, or
even never ever cutting your hair. While an Aspiration provides defences against influence, a
Commandment provides double the usual benefit. However, if a Judge ever turns away from
their Commandment, they lose access to all their unique abilities until reparations are made.
Betraying the holy word is also a Breaking Point regardless of the Judge’s personal feelings.
The power vested into a Judge resides within the soul, and can damage the soul if it is
mishandled.

If a Judge fulfills their Commandment, they automatically gain two points of Integrity in addition
to the usual bonuses, as well as a permanent +1 bonus to all Breaking Points. It’s incredibly self
affirming to know that you have fulfilled your duty in the holy plan, and after bearing the weight
of power and duty the soul grows stronger. The Judge retains their abilities, but cannot increase
their supernatural traits unless they are given a new Commandment.

Holy Attribute
Judges are chosen because they are exceptional, and because they have been chosen they are
exceptional. A Judge chosen for his intellect becomes smarter, a judge chosen for inspiring
leadership now blazes with righteousness.

When a character becomes a Judge, one Attribute rises to five dots, refunding any experience
and starting dots already invested into that Attribute. This Attribute is known as the Judge’s Holy
Attribute, and some Verdicts require a specific Holy Attribute.

Vestments
A Judge strides forth onto a lawless land, his Commandment ringing in his ears. Bring forth
order! Bring forth law! It is a task beyond ordinary men, but the Judge is no ordinary man. He
has Valour, Piety, Ruthlessness. The heavens know that these are the traits needed to bring
peace to the land, and so holy power is Vested into each.

Each Vestment is a one word trait chosen by the Judge's player and which their character
exemplifies, these traits should demonstrate how the Judge gets the job done. Vestments are
rated 1-5 and a judge may have up to four different Vestments.

A Judge has Supernatural Tolerance equal to their Highest Vestment, which doubles against
the Tribe. Additionally Vestments are both the origin and the power source for a Judge’s
Verdicts.

Divine Synergy
It is entirely possible for a Judge to also be an Empyrean Theurgist, these rare
individuals may use Vestments in place of Virtues or Virtues in place of Vestments.
Virtues cannot provide a Judge with new Verdicts so feel free to prioritise Vestments
over Virtues.

Storytellers and players should take care to balance the conflicting themes of the two
groups. Empyrean Theurgists are the messengers of their god: they build and exemplify
cultures and teach morals pleasing to the divine, they embody and teach Virtues that
help men come together as a civilization. Judges are at best their god’s general and
more often they’re the black ops man, they are Vested through traits that get the job
done. History shows that quite often priests and generals were the same person, so with
a little care and a choice of Vestments and Virtues that could fall under either category,
there should be no issues balancing the two themes.
Verdicts
The powers granted to Judges are called Verdicts, boons granted from the Heavens to make a
mighty warrior and leader. A Judge gains Verdicts as they acquire dots in Vestments, acquiring
a Minor Verdict at two dots in a Vestment and a Major Verdict at four dots in any given
Vestment.

Vestments enhance a Verdict in a manner described in the text. If a Verdict refers to a linked
Vestment, then it can only be enhanced by the Vestment the Judge used to acquire the Verdict,
otherwise the Judge may choose which Vestment to apply at the point of use.

If a Verdict has a cost it will be one Willpower, however a Judge can waive the cost if they are
currently acting in a manner befitting the Vestment they use to enhance the Verdict.

Clash of Wills
When a Judge is part of a Clash of Wills they roll the Verdict’s prerequisite Attribute, or
their Holy Attribute if there is no prerequisite. If they spend a Willpower point they may
add a Vestment to the roll. As always, the Willpower cost may be waived if they are
acting in line with the chosen Vestment.

Ass’ Jawbone (Minor)


Prerequisite: Strength 3

Shortly after taking this ability, the Judge finds or otherwise acquires a supernatural weapon of
unusual potency. Pick any weapon from the weapons chart, but it’s Damage rating and
Durability increase until they’re equal to the linked Vestment. If the Vestment increases, so does
the weapon. In addition the weapon is holy, loses its initiative penalty, and any improvised
penalty it may have.

The power comes from the weapon, not the Judge. The Judge merely acquires it and finds
opportunities to improve it thanks to divine providence. If the weapon is destroyed, stolen, or
lost, the Judge suffers a Breaking Point but will acquire a replacement at the start of the next
Chapter.

Baal Must Fall (Greater)


Prerequisite: Holy Presence

By asserting dominance over the mortal realm, the Judge banishes the influence of false gods.
This requires an extended Presence + Expression + Vestment roll with a target of three times
the opposing god’s power stat. Each roll requires the judge to topple an idol, ransack a temple,
execute a priest, or make some other show of dominance.
If the Judge succeeds, then the target cannot project any passive aura which creates cults
(such as the Wake) into the territory that the Judge controls. This lasts until the Judge no longer
controls the territory, or until the Judge dies.

Barak Goes to War (Minor)


Prerequisite: Manipulation 3

The Judge may spend a Willpower point and roll Manipulation + Persuasion + Vestment. On a
success, the target may choose to take an additional Aspiration of the Judge’s design. This may
bring them above their usual maximum number of Aspirations.

Bulwark of Faith (Minor)


Prerequisite: None

All supernatural abilities (including something as simple as a punch with bonus dice from an
Atavism) targeting the Judge directly have their Successes reduced by the linked Vestment to a
minimum of zero. If a supernatural ability requires no roll to affect a target then the aggressor
rolls their Clash of Wills Dicepool, and must score more successes than the Linked Vestment.

Powers that have an area of effect act as normal, but treat the Judge as though fewer
Successes were rolled. For example, a magically summoned rainstorm may part like the red
sea to create a small bubble of dryness around the Judge.

Deborah's Song (Minor)


Prerequisite: Presence 3

There is more than one battle in the war, and a Judge must keep her followers strong. This
power can only be invoked after a major victory. Upon doing so roll Presence + Expression +
Vestment. On a success all followers in earshot gain a Willpower point and heal their wounds
twice as fast for the next week. If a follower lost a point of Integrity during the battle they may
spend their new point of Willpower to re-roll the Breaking Point.

Fear Not the False God (Greater)


Prerequisite: Presence 4

Whenever the Judge makes use of a Social Merit such as Status, Allies, or Staff, their
connections will not doubt or ignore the supernatural nature of anyone they are asked to interact
with. An admiral with this Verdict could order his sailors to paint warding sigils on their ships,
then sail out to torpedo Y'ha-nthlei, and nobody would think this is an unusual request.

This does not grant them new skills or knowledge. If a Judge asks his friends in the IDF to
research tomes of occult lore, then success is unlikely because soldiers aren’t trained the mystic
arts. However they wouldn’t try and pretend the occult isn’t real.
If the player characters are given a task by a Judge with this Verdict their characters become
Hunters for the duration of their task. Whether they remain Hunters or refund any unique Hunter
Merits after the job is done depends upon the individual characters and what they experienced.

Fortitude of Faith (Minor)


Prerequisite: Stamina 3

The Judge can shrug off blows that would fell lesser men. They increase their Health boxes by
the linked Vestment and gain armour equal to the Linked Vestment against all supernatural
attacks. Against mundane attacks they gain armour two.

Gideon’s Ambush (Greater)


Prerequisite: Holy Presence

The Judge prepares an innovative and cunning ambush, then rolls Presence + Intimidation +
Virtue. This is Contested by the highest Composure + Weaponry or Firearms of the Judge’s
targets. If the Judge wins he may apply the Beaten Down Tilt to his enemies.

Gideon’s Ambush can only affect mortals or minor supernaturals, anyone with a Power Trait is
immune, and if the roll is Successful, it affects up to ten people per warrior participating in the
ambush. The Judge alone could affect ten people at once, if the Judge had an army of 300 he
could affect 3000 people.

Gideon’s Ambush is typically used to neutralise a monster’s cult before the Judge and his men
go for the head of the serpent, but as the ancient Judeans will attest, it makes a terrifying
weapon in purely mortal conflicts.

Gideon’s Trumpet (Greater)


Prerequisite: Presence 3

The Judge may attract warriors to fight by his side with supernatural ease. She spends a
Willpower point and makes some obvious signal - she blows a trumpet, hangs a large flag off a
tower, or makes a blog post on the internet - then she rolls Presence + Persuasion + Vestment.
If she spends a Willpower Dot, this becomes an extended action taking one turn per roll. Each
success summons one warrior who’ll serve her loyally. This is not mind control, rather the
Judge’s call to arms is sent to the right people by divine providence.

If she already has warriors summoned by Gideon’s Trumpet reduce her successes by the
number of warriors she has.
Naturally, there have to be potential candidates nearby for this to work, a Judge cannot summon
warriors in the middle of antarctica or behind enemy lines (unless she’s really lucky and willing
to give away her location)

Warriors summoned by Gideon’s Trumpet are fully Wake Vulnerable, but any attempt by a
leviathan to induct them into his cult is treated as though he was trying to poach a rival’s
Beloved. The warrior may spend a Willpower point to add his Judge’s linked Vestment to the roll
or apply the bonus for free if his actions are fit the Vestment.

The Word Spreads


While Gideon’s Trumpet allows a Judge to summon a small army, in times of chaos one
charismatic person with a small army can quickly grow it into a large one.

Gideon’s Trumpet allows the Judge to gain three dots to invest in a Cult (usually it’s
more like an ordinary army than a crazy lovecraftian cult) for the low price of 1 Willpower
Dot; they may only do this if they do not currently have a Cult and will require an
investment of time and effort to get everyone organised.

Judging Blow (Minor)


Prerequisite: Manipulation 3

The judge’s blows strip the veil of lies from a false divinity. If they do more damage than 11 -
power trait, the monster’s true nature is exposed for all to see.

Monsters who’re especially good at hiding their nature can be targeted by Judging Blow, but
they may require additional successes or have some extra defence against being exposed.

Orders from Heaven (Minor)


Prerequisite: Wits 3

Once per session, the player may invoke this Verdict and ask the Storyteller up to Vestment
yes/no questions about their Commandment. The Storyteller must answer truthfully.

If the Judge has fulfilled their Commandment and has not been given another, this Verdict
cannot be used.

Othniel's Message (Minor)


Prerequisite: Wits 3

The Judge may conceal a weapon with supernatural cunning, including on their person. Any
attempt, mundane or magical, to notice the hidden weapon reduces its Successes by the linked
Vestment - the weapon’s size.
If the hidden weapon is the relic provided by the Ass’ Jawbone Vestment, the penalty to find the
weapon increases by one.

No Coincidences In Heaven’s Eyes (Minor)


Prerequisite: Manipulation 3

The Judge’s player may spend one Willpower to invoke the Allies or Contacts Merit at any time,
and they may use a Vestment to boost the roll. The Merit works as normal, save that the Judge
doesn’t have to contact their allies. The heavens provide. In fact, the Judge is most probably
unaware that a Verdict was involved.

Example: Deborah discovers her enemy’s minion is looking for an ancient relic of occult power
for his master. Deborah’s has Allies (Archeologists) and her player invokes this power. With a
staggering Exceptional Success the Storyteller rules that the minion has joined the same dig as
one of Deborah’s former warriors, recognising a minion of her old enemy the warrior drives a
tent peg through his head as he sleeps.

As far as Deborah and her warrior are concerned, it was simply God’s plan that this happened,
a more skeptical woman would call it a massive coincidence, and one with oracular abilities
might be able to see subtle supernatural influences leading to that fateful night; even before
Deborah spent any Willpower.

Rip and Tear (Greater)


Prerequisite: Stamina 5

Whenever the Judge kills an opponent in melee combat, they regain their strength. For each dot
of the linked Vestment, they may heal one health box (starting from the most serious wounds),
remove one Tilt representing an injury that was acquired this scene, or gain a point of
Willpower. If they have the Ass’ Jawbone Vestment and their weapon requires ammunition, they
may also spend one of their charges to refill it’s current clip.

Sampson’s Strength (Greater)


Prerequisite: Holy Strength

The Judge’s Strength score is permanently increased by the Verdict’s linked Vestment, up to a
maximum of ten. By spending a Willpower point, the Judge may either increase the damage
rating of an Athletics, Brawl, or Weaponry attack by Vestment or treat an inanimate object as
though it’s Durability was decreased by twice Vestment. Both these effects last a turn.

Say Shibboleth (Greater)


Prerequisite: Intelligence 4
The Judge nominates a group, such as a cult, and devises a test to determine membership. Any
of the Judges followers can administer the test, and it’s accuracy is backed by divine
providence: Unless the target knows the purpose of the test and rolls more successes than the
linked Vestment in a Subterfuge roll, the test will reveal their allegiance.

Shamgar’s Other Blade (Minor)


Prerequisite: Dexterity 3

The Judge never takes a penalty for using an improvised weapon, and if nothing comes to
hand, they may roll Dexterity + Weaponry + Vestment - Durability to break a nearby object and
create a suitable weapon from it. The weapon’s Damage is equal to the successes rolled, to a
maximum of 5.

The Mantle of Orleans (Minor)


Prerequisite: Presence 3

When fighting in a battle that the Judge is personally overseeing or participating in, the Judge’s
followers may use the linked Vestment in place of their Brawl, Firearms, or Weaponry dots.

The Victory of St George (Greater)


Prerequisite: Presence 4

Upon slaying a Leviathan, the Judge gains the Rote quality to all social rolls with anyone who
was Beloved of that Leviathan at the time of it’s death. The Judge does not need to strike the
final blow themself. The Verdict takes effect if any of the Judge’s subordinates kills a Leviathan,
just so long as the Judge is directly involved in the final battle, either as a fighter or as a
commander.

This bonus can only be removed in two ways: Either the Judge breaks their Commandment, or
the Leviathan returns to life. Slaying the Leviathan again restores the bonus.

The Victory of St George has a lesser effect if the Judge wins a battle against a Leviathan or
against Beloved without slaying a Leviathan. The lesser effect only works on Beloved who were
directly involved in that battle, and it lasts until those Beloved next enter the Leviathan’s Wake
or the end of the scene, whichever takes longer.

Adam Pakhad
Commandment: Storyteller’s Choice

Attributes: Intelligence 5 (Holy), Wits 4, Resolve 4, Strength 3, Dexterity 4, Stamina 3, Presence


4, Manipulation 2, Composure 3.

Virtue: Patriotic
Vice: Ruthless

Skills: Academics 3 (Jewish History), Crafts 1, Investigation 4, Politics 1, Athletics 2, Brawl 1,


Drive 1, Firearms 3 (pistols), Larceny 2, Stealth 3, Survival 2 (Israel), Weaponry 2, Empathy 2,
Expression 1, Intimidation 4 (Enhanced Interrogation), Persuasion 2, Socialise 1, Streetwise 3,
Subterfuge 3

Merits: Danger Sense 2, Eye for the Strange 2, Good Time Management 1, Language 1
(English), Language 1 (Arabic), Library 3 (Investigation), Professional Training 3 (Detective;
Empathy, Intimidation, Investigation). Allies 3 (IDF), Contacts 2 (Intelligence Community,
Military), Iron Will 2, Resources 2, Small Unit Tactics 2, Status 2 (Mossad)

Vestments: Patriotism 5, Pragmatism 3

Verdicts: Bulwark of Faith, Fear Not the False God, Orders from Heaven

Adam Pakhad always felt connected to Israel. Born in a kibbutz in the Golan Plateau to parents
who saw pride in their profession as farmers, he helped them in the fields since his childhood,
touching the soil, breathing the scent of fresh wheat and farm animals. Seeing the pride of his
parents in their work, he dreamed to be like them - covered with dirt and with a smile on his
face.

That dream has changed during the Second Lebanon War. While the threat from the north was
always present, the war showed him that perhaps his homeland didn't needed farmers as much
as it needed warriors. While he was the only child of his parents, he insisted at serving in the
army, and during the sorting toward his military service, he was accepted to the Paratroopers
Brigade, caring the Flying Serpent with pride.

While the service was fulfilling, three years felt like enough for him, and like many of his age, he
decided he had to "clear his head" and went on a long vacation in Thailand and India- but he
couldn't stay there too long. Even after just few weeks he felt.. hollow. His body and spirit
yearned for action, and while others could have just sat around and enjoy the view, he couldn't.
After no longer than a month and and half, he was already on a plane back home, returning to
work in the fields like he did when he was a child.

However, it wasn't enough.

He didn't knew why, but it felt wrong, like he was missing something. Just walking the fields and
watching the sky change and feeling the ground under his feet wasn't enough. He felt like the
land was calling to him, demanding him to do something meaningful in his life- to rise, to fight, to
protect.. to judge.
While he didn't really understood that urge, he knew he had to follow it. Knowing he couldn't
return to the army, he searched for other ways to fulfill his need- maybe joining the police, or
perhaps trying to apply as a firefighter, or volunteer at some local guard- but no idea felt "right",
until one day, while surfing the web, he found an unexpected wanted ad to nothing less than the
Mossad.

Something clicked in his mind. Filled with excitement, he filled the application and waited for
three long, long days before they finally replied. He was invited to an interview by a person who
simply called himself as "Noah" in a local cafe in Tel Aviv, just a friendly meeting before the
actual interview and training. As the two met, Noah asked him all kinds of questions- about his
personal life, his childhood, military service - and finally, he said that on the paper, all seems to
be good, and that if nothing would go wrong they could start his training in a week or two.

Hearing that, Adam didn't felt the rush of happiness he thought he would. Instead, he felt...
peace, as if warm water moved through his body, giving him the tranquility he sought after. Yet,
before he could leave, Noah told him there is one more question he needed to ask him: why
does he, a young man with all the life ahead of him, decided that instead of living normal life -
going to the university, hanging out with friends, finding a job - he made a choice too many
regret taking?

While he knew a lot was hanged on his answer, he could pronounce only a single answer, the
one which haunted him since he returned from his trip in the east.

"Because Israel needs me to" he said.

Whether Noah liked that answer or not he didn’t say - but a few days later, Adam was invited to
an official interview in one of the Mossad's offices, and on that same week his training began.
While his exams were not easy, Adam managed to pass them all, achieving high scores
especially in the IQ and problem solving tests, which he solved mostly by pure instinct, as if he
knew what the answer was before even seeing the problem. Surprisingly, the hardest part in his
test was the personality test, conducted by a psychologist whose specialty was diagnosing
potential mental problems in candidates. She tackled him with all sorts of questions and
dilemmas which forced him to choose between following commands, and acting independently
out of patriotism. The weirdest part was when she asked him if he was a religious man, which
he quickly denied. He guaranteed her he didn't even fast during Kippur or eat Kosher.

"In that case, why are you holding that book?" she asked.

Confused, he looked at his right hand and- to his surprise- discovered a small, old Psalms book,
one which he gained from his grandmother as a child. Seeing that, he didn't knew what to say,
she carried on - but he did noticed she recorded the event.

However, apparently that wasn't enough to make them ignore his other talents, and he was
accepted to the service - although they told him he had to keep meeting with the psychologist,
"just in case". So far, his operators never regretted their choice - Adam's instincts have proved
themselves again and again, either when collecting intel, searching for terrorists aboard or even
when dealing with enemy agents of unfriendly countries, and no matter what the mission was he
kept that old Psalm book, although he couldn't even explain to himself why he did. His
reputation in the organization grew quickly as he moved through short term assignments, even
with just a few days on a case Adam could uncover new leads or have one of his legendary
hunches which allowed the investigation to keep moving forward after his reassignment.

Adam’s days as a roaming ace-in-the-sleeve may be coming to an end. Recently he was


investigating one of the innumerous groups with hardline anti-Israel views. His report concisely
summarized them as yet more harmless students who spent too much time on Twitter, and the
thought of being reassigned filled him with almost paralyzing dread. He amended one sentence
to his report “but I know there is more to investigate.”

By now familiar with Adam’s almost infallible instincts, his superiors granted Adam a small
budget to follow his hunch.
Primordial Theurgist
Give me the storm and tempest of thought and action, rather than the dead calm of ignorance and faith! Banish me
from Eden when you will; but first let me eat of the fruit of the tree of knowledge!
― Robert G. Ingersoll

To the gods, performing miracles is as natural as breathing. A goddess of love touches the
world every time two young things lock eyes, even when the goddess herself is giving her full
attention to elaborate plots of revenge against her stepsister.

The Tribe are no different. Each Leviathan is, in some infinitesimal sense, a law of nature, and
like any natural law, they can be studied and manipulated, even against their own wishes.

There are of course drawbacks and risks. You can call it Newton's laws, though that is an
oversimplification. If you touch the Leviathan's mind then the Leviathan's mind, in all it's sanity
rending eldritch glory, is touching you. Primordial Theurgists, mortals who wield Rituals and
claim the Tribe's power as their own, are Beloved of the gods they seek to control. If they are
not, then they will be before they call their first miracle.

So why do Theurgists want to control a Leviathan’s power when there are so many safer
options? The Tribe might be a broken shattered people, they have been scattered upon the
earth by mankind, and cast down from heaven by the gods, but the Tribe are still gods.
Defeated gods with little ability to defend their drop of divinity from mortals eager to tamper in
the gods' domain.

For your sanity, a far cheaper price than a soul, a scholar can acquire power that's not merely
occult or supernatural, but truly divine. Not only is it an extremely potent form of magic, it
operates on a different level of reality. To an occultist who understands the difference, it can be
the most important factor in which tradition they peruse.

Primordial Theurgists typically take an academic approach to their work. They have their
theories and maps of the heavens, charts of stars and tides, and tomes of research from their
predecessors. Many draw on research that spreads beyond the Tribe to other gods, especially if
they wish to use the Tribe's power to influence other divine beings. (A risky prospect,
Leviathans couldn't stand up to the gods when their powers weren't being controlled by mortals,
but if you're lucky, the god will only lay his vengeance upon the Leviathan).

This research isn't just for figuring out the correct Ritual. A cultist rarely thinks about which
Leviathan to petition, he has at most one Cohort and knows them all quite well. But to
Theurgists, the choice is paramount. The wrong Leviathan might notice and eat you or attempt
to control you, and of course you have to pick a Leviathan whose Vestiges can power the
desired rituals.

Primordial Theurgists typically use Ophions to power their rituals, as an Ophion has no way of
withholding his power save direct intervention; and since they are often trapped in the Rift, many
Ophions are unable to intervene. The closest thing to coin among Theurgists is lists of Ophions
with their powers and the techniques they might use to influence their Beloved from within the
rift. No Theurgist wants to wake up one day and realise they're a cultist, or the guy who freed a
monstrous god from the depths.

Tampering in God’s Domain


As Beloved, Primordial Theurgists can use the Ritual rules, which means that they need a Cult,
and they don’t have a Wake to create one or enormous claws to keep rivals within the Cult from
stabbing them in the back and taking over.

This means that Theurgists need to get more creative. While every participant in a Leviathan’s
Ritual is considered to be within the Wake, and given what goes on in those Rituals, they’re
likely to face Breaking Points and possibly become Beloved. A Theurgist still needs to get
people to participate in the first place and most sane people will leave as soon as they see the
script, and they will probably call the cops on the way out.

Thus, Theurgists have a few options. The first and most obvious is simply to form a Cult:
mortals have always been forming Cults for all of history, and while most claim to have ties to
the supernatural, plenty of them don’t. This takes skill, dedication, and luck, especially if you
want a large Cult. (Zeal and membership aren’t directly correlated, but there’s only so much you
can do with a dozen people). Worst of all, it provides no protection from a Theurgist’s own Cult
turning against them.

Alternatively, a Theurgist could find someone else with a Cult and use theirs. Usually this means
the Allies Merit. She cuts a deal with some cult leader who doesn’t mind if his followers go
absolutely mad, or another Theurgist who’ll trade a ritual for access to research.

As a third option, the Theurgist could have a Mentor. A powerful Mentor can provide greater
access and protection, but also imposes stricter requirements. There are powerful shadowy
figures in the world of darkness who have a cult in one pocket, and another pocket full of
ruthless but entirely sane armed men who keep the cultists in line. Such men are usually happy
to get a talented Theurgist into their employ or debt.

When using Allies, you can assume the value of a favour is equal to Zeal, while a Mentor
provides access to a Cult with Zeal equal to your merit dots, along with protection.

Once a Theurgist has a Cult they use the same Ritual mechanics as a Beloved leading a Ritual
without a Leviathan. That means Sacrileges grant 1 point of Ardour per -2 penalty to the
Breaking Point roll to a maximum of 5 Ardour or whatever causes a Chance Die.

A Primordial Theurgist should always remember that a Failure on the Ritual roll means that the
Leviathan they’re using knows exactly who and where they are. For this reason, most
Theurgists stick to Ophions trapped in the Rift, and without Channels that would let them use
this knowledge - though mistakes can be made.

A Dramatic Failure usually isn’t enough to allow a trapped Ophion back into the world
permanently, but it might allow them to appear at the Ritual chamber for a scene, establish a
permanent telepathic link to the Theurgist, or something similar.

It's at times like these I'm glad I went to a Liberal Arts University
― The Occultist, Darkest Dungeon
Ahabs
I think I understand you man. And now I have to kill you.
― Scott Pilgrim

“From Hell's heart, I stab at thee.” If Leviathans’ know any hell, it is their own mind wracked by
the fury of the Tempest, it is their own body which transforms into something alien and horrific. It
is this that makes Ahabs so dangerous, for they stab at a Leviathan from within.

Like a Beloved, an Ahab is in some respects part of a Leviathan. They have no supernatural
power of their own, but draw power from their prey to destroy it. They are the Leviathan's own
guilt and self loathing given form, and they will stop at nothing to tear a Leviathan apart.

Becoming an Ahab
Exactly what makes an Ahab is unique for every individual. Sometimes a Beloved snaps; maybe
they were ignored or treated cruelly. Perhaps their Leviathan asked for them to sacrifice the one
thing they never would. Sometimes it’s not a Beloved at all, a son or daughter joins a cult and
their mother gives chase. A Leviathan walking through the wrong end of town is ambushed. His
attacker, bleeding in the dust, simply cannot let it go. Sometimes they’ve never met the
Leviathan at all; a life is lived in the ripples caused by a Leviathan. He can feel that something
dwells in his town but he can’t tell what, feelings grow into paranoia until one day he sees
bulging eyes or a webbed hand, and it all makes horrific sense.

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

Ending the Hunt


An Ahab’s quest cannot go on forever. Eventually the Leviathan or the Ahab will die, to each
other in some final climactic confrontation, or to something else. Death of either party ends the
hunt, and if the Ahab survives victorious, she is once again a normal mortal.

If the Ahab’s quest ended because the Ahab personally slew the Leviathan or even participated
in the final battle, then she gains a full Willpower refresh and increases to Integrity eight if she
has lower Integrity. It is not unknown for an Ahab to Awaken, Blossom, Catalyse or receive
blessings from some god on the spot. If she’d been using Damnations to forgo human
necessities, she suffers no immediate ill effects, her body replenishes as though she had been
eating full meals and getting plenty of rest for the duration of her hunt. However if her
Damnations are currently keeping her alive, for example by protecting her from crushing ocean
depths or the Leviathan’s toxic corpse, those protections immediately vanish. Call it a heroic self
sacrifice.

An Ahab can also just decide to leave the hunt at any time. They’re clinically obsessed, but they
can be cured with, and sometimes without, help. If an Ahab abandons the hunt they’re
immediately returned to normalcy.

The Legacy of Nimrod


Aside from their strange abilities, Ahabs are mostly normal humans.

Mostly.

Upon becoming an Ahab, a character immediately gain Obsession as a Persistent Condition


and the three universal Damnations (see Below). In addition, Ahabs never suffer Breaking
Points from being attacked by a Leviathan, Beloved, Hybrids, or from learning about a
Leviathan’s actions, no matter how horrific.
Damnations
Leviathans refer to an Ahab's strange abilities as Damnations, Ahabs usually don't refer to them
at all. It's not that an Ahab's supernatural nature clouds their minds to their own abilities, they're
just crazy and obsessive; traits that don't lead naturally to introspection. Not that Ahabs need
introspection, they instinctively make use of Damnations to their full potential.

All Ahabs share three universal Damnations but can acquire more as their quest continues. If an
Ahab ever learns of something that causes their Leviathan to feel self-loathing: a family member
destroyed by the Wake, a lover horrified by her true nature, a murder that was shamefully
enjoyable; than they may gain a new Damnation. Beloved are also part of a Leviathan and an
Ahab who learns about their Leviathan’s Beloved's self loathing, and that self loathing is directly
tied to their shared Leviathan, they can unlock a Lesser Damnation.

Damnations cost 3 experience points.


Universal Damnations

A Chink in the Scales


In the Tribe an unstable mind begets an unstable body, but no mind in the Tribe is stable. Each
is a fusion of three minds which are so different they don’t belong in the same species, let alone
the same person. Ahabs have the unique ability to find the cracks between a Levithan’s minds,
and pry them open with a harpoon.

Finding the cracks is easy, usually no roll is required. So long as the Ahab can see his prey,
with the naked eye, a spyglass, a real time satellite feed, he can spot the gaps. Prying them
open requires making a called shot (or for larger Leviathans, lots of climbing) at an appropriate
penalty. So long as the Ahab does even a single point of Damage the Leviathan loses a point of
Tranquility. Put an X in the topmost or bottommost unfilled box on the Tranquility track.

If you imagine the kind of damage you’d get from a non-fatal knife wound directly to the human
brain, you’ll understand just what’s happening to the Leviathan, though the Tribe can recover
from worse. At the beginning of every session remove one X and fill that box with either the
Beastial or Divine nature.

Each crack can only be exploited in this manner once, but most Leviathans have several and
opening one crack is sure to expose more.

If the Ahab removes the last point of Tranquility (or strikes a Typhon or Opheon), then the
Leviathan’s mind is utterly destroyed. The body may live on, it might even be able to act in some
manner, but the mind is gone and the soul with it. Neither are coming back.
Nice Trick, I’ll Remember That
The world of Darkness is full of beings with very flexible powers. If a Leviathan has this
enormous weakness, could a wizard craft a spell to target it, could a mad scientist wire
up Ahabs with sensors until they have enough data to duplicate their abilities?

The answer is yes, with caveats. While the Ahab is targeting the Leviathan’s mind
through their body, they are still targeting the Leviathan’s mind, which means the usual
and extreme protection Leviathans enjoy against psychic attacks applies in full. Unless,
of course, you’re an Ahab or Beloved linked to this Leviathan.

Any player character with enough flexibility and power to think about finding a way to
attack the chink in a Leviathan’s mind, is probably capable of, and better served by
simply finding a convenient Ahab and supplying them with advantages.

Predator, not Prey


Though an Ahab is ensnared by the Wake; for mechanical purposes they are completely
immune to the Wake and any Channels or Rituals that influence his mind, emotions, or soul.

Unerring Hunter
An Ahab is always aware of her prey's location to within the area of a small town. The Ahab’s
originating Leviathan can do nothing to shake the Ahab he created of his trail, however other
Leviathans and other supernatural creatures can do so.

An Ahab may opposes these attempts with a Clash of Wills. In this specific case the Ahab rolls
her prey's Sheol + her Resolve
Sample Damnations

Awaiting our Confrontation


The Ahab broods and anticipates, waiting for that final confrontation. Make a mark on the
character sheet every time she succeeds in a challenge where death is a serious possibility and
when that challenge is directly related to his hunt: Sh
e defeats the cultist assassins her Leviathan sent, she scales the cliffs to the temple without
breaking her neck, she steals the ancient weapon from the museum of archaeology.
When the Ahab and her prey first encounter each other in a scene, the Ahab gains one Attribute
Dot or two Skill Dots per challenge overcome for the remainder of the scene. She may not boost
a trait past ten.

If both the Leviathan and Ahab survive the scene, she keeps the marks on her character sheet
and may continue to accumulate new ones until the next confrontation. If combined with
Immortal Nemesis (see below) this can create an unusually potent foe.
Immortal Nemesis
The Ahab simply cannot be killed so long as the Leviathan is alive. If shot through the heart,
he'll pull himself together through sheer willpower. If eaten, he'll survive within the Leviathan's
stomach until he cuts his way loose or strikes the right nerve and is vomited up.

Even if the Ahab's body is utterly destroyed, the remains burnt, and the ashes scattered, he will
return. He will grow out of the Leviathan like a tumor, or his soul will be implanted in the next
child the Leviathan conceives, or when the Leviathan next returns from the rift they find
themselves dragging their enemy from the depths.

An Ahab's return never causes damage to a Leviathan, and the Ahab gains no additional
toughness during combat. Immortal Nemesis doesn't protect an Ahab, it just brings him back
after he dies. The only way it can end is if the Ahab breaks free from their obsession, or if the
Leviathan finds some measure of peace with their self loathing (usually involving regaining a dot
of Tranquility) while the Ahab is between reincarnations.

In addition, the Ahab ceases to age. If they reincarnate into a younger body they’ll only age up
to the point at which they acquired this Damnation, sometimes extremely quickly.

In Justice's Wake
The Ahab begins to exert a Wake of her own, as though she had a Sheol 3 dots lower than her
Leviathan, to a minimum of Sheol 1. The Ahab's wake only affects people who have been
personally wronged by the Leviathan and who are aware of it, though this awareness can be
distant as "whoever is responsible for whatever happened to my sister".

Unlike a Leviathan, an Ahab doesn't drive her "Beloved" crazy, and can manage her crew
without resorting to tyranny. The Beloved are still drawn to the Ahab and wish to remain close to
her, but they retain their senses. In fact, an Ahab's crew often end up as the managers, they
come to see their Ahab as a knowledgeable expert and a fearless fighter who's their best hope
for justice, revenge or protecting humanity from the Leviathan; but also someone who was even
more damaged by the Leviathan than themselves, and who must treated with sympathy and a
delicate touch.

An Ahab’s Beloved benefit from the Predator, Not Prey Damnation. They cannot gain any other
Damnations.

Out of Mind
The Ahab is exempt from any Channel or Ritual which targets the faceless masses, including
indirect effects. If the Leviathan uses Call of the Depths to incite a town to riot, the rioters are
also blinded to the Ahab’s presence, even if they’re specifically told to target the Ahab. If the
Leviathan summons a hurricane or fills the water with toxins, the elements part around the
Ahab, keeping him safe.
Channels or Rituals that target a finite number of individually chosen characters will still work on
the Ahab.

Until World’s End


The Ahab gains every single protection against passive environmental effects that their prey
Leviathan has in their Apotheosis. This includes protection against supernatural environments.

Sample Lesser Damnations


Aquatic Hunter
A Leviathan can sink beneath the waves, and so their hunters must be able to follow suit. Ahabs
with Aquatic Hunter can hold their breath indefinitely and never suffers from water pressure. In
addition, they treat the water’s temperature as though they were standing just above the surface
and they were dry.

Climbing the Colossus


Providing the Leviathan is currently at least two size categories above the Ahab, she adds an
automatic Success to every Athletics roll to climb the Leviathan or to remain holding on. This is
in addition to a roll.

In addition, so long as the Ahab is climbing the Leviathan, she get +3 to all stealth rolls and are
immune to any passive effects from Channels or Atavisms that would reveal their presence or
cause them direct harm. A Leviathan covered head to toe in poisonous stingers is no trouble for
the Ahab to climb.

Favoured Weapon
Faced against impossibly potent foes, Ahabs often become fixated on the idea that they have a
secret weapon, a silver bullet tailor made for their prey. In reality, it’s all in their head. Rather
than an electrified weapon or something of genuine occult power, they pick whatever is close to
hand with some mundane quality that they can use to convince themselves it is special. Still,
belief has a power of it’s own, and through confidence and obsessive practice, the Ahab can
add their prey’s Sheol to their dicepool while using their favoured weapon.

If the weapon is lost or destroyed, the Ahab should take a Tilt from the shock, but it won’t be
long before they can forget about the old weapon and find something new to fixate on. It’s really
not that hard to get hold of a three pronged piece of metal and call it Poseidon's Trident.

The favoured weapon can be something with genuine power of its own, it’s just not particularly
likely because such weapons are rare.

Intrepid Leader
When the Ahab is the primary actor in a Teamwork Action, mortal secondary actors’ Successes
contribute directly to the final result instead of providing bonus dice.
If you use the rules for Hunter: the Vigil when running Ahabs, then Intrepid Leader explicitly
applies to Tactics.

Saying What We're Thinking


Even away from the Leviathan's presence, the Wake pushes at the edge of people's minds,
inflicting tension and unease. Ordinary people cannot give a voice to the fears in the back of
their mind, but an Ahab can. While within their Leviathan's Wake, he ignores up to twice his'
Leviathan's Ripple Penalty in negative modifiers to social rolls with ordinary mortals. Beloved
and Hybrids are unaffected, and Hunters must be decided on a case by case basis.

Strength from Madness


The Ahab’s Strength increases to five, all Strength dots except for the first are converted into
experience points.

Relentless Pursuit
The Ahab's obsession suffices in place of menial creature comforts. She no longer needs food
or water, and suffers no penalty for going without. In addition the Ahab gains Resolve extra
Health Boxes.

The Hunt Goes On


Given sufficient time, the Ahab will heal any injury except those caused by old age, and this
includes immunity to bleeding out. The Ahab also becomes immune to mundane diseases.

To The Death
The Ahab’s Resolve increases to five, all Resolve dots except for the first are converted into
experience points.

Upon the Pequod


The Ahab draws upon the Leviathan's connection to water, but refines it with man's nature as a
civilized and technological being. When crewing an artificial and technological vehicle upon or
under water, he adds his Resolve to all Drive rolls. If the Ahab is the captain or equivalent, he
can do the work of Resolve crewmembers without penalty, running between stations like a
madman. He can only do this if the stations are reasonably close together.

For the purposes of this Damnation, 'technological' is defined as anything that benefits from a
division of labour in construction, and where the resulting device can be used by ordinary
mortals. A mad scientist's inventions will typically qualify, for they are built with store bought
parts and tools, and can be piloted by mortals (with almost inevitably disastrous results, but that
still qualifies). Even a magical spell that creates a boat or tames a whale could qualify, providing
that mortals could be taught to cast the spell, and the spell is the product of peer review and
collaborative research rather than intuition and occult revelation.
Atolls
The minute you hear “You complete me,” Run!
― Whoopi Goldberg

[Picture: The obligatory japanese schoolgirl kneels next to some rocks to collect shellfish in a
child’s beach bucket. She is standing on what looks like an enormous crocodile head just
slightly breaking the water’s surface. The crocodile’s eyes are dilated and unfocused, as though
it were drugged]

The ties between the Tribe and mankind, forged by millennia of tyranny, rebellion, warfare,
slavery and inbreeding, is a lot more complex than the dominance of gods over mortals or the
triumph of reason and order over chaos and fanaticism. Nobody embodies this complexity more
than Atolls, ordinary humans whose relationship to the Tribe is that of a Leviathan's relationship
to its own Beloved.

Even though Leviathans are typically aware of what an Atoll is, many still seek them out. Just as
a mortal might seek out a Leviathan’s cult to touch the divine and find meaning in a vast and
incomprehensible world, the Tribe sometimes seek Atolls for shelter in a world that’s
oppressively small and restrictive for a Leviathan. A bad relationship between a Leviathan and
an Atoll can shatter the Leviathan’s mind; but those rare ones where everything fit together are
passed down by the Tribe with messianic reverence.

Barriers against the Tempest


Atolls are so named because their presence disrupts and reshapes the Wake, creating a barrier
for the Tempest and a pool of Tranquillity within. This is an Atoll's primary ability, every other
power an Atoll has builds upon this effect, or is simply a consequence of it.

An Atoll's innate ability to build barriers against the Tribe's psychic nature makes them
completely immune to the Wake, the direct effects of Rituals (they’ll still get wet if a Ritual
creates rain), and every psychic ability granted by Channels or Mutations. Even a Leviathan's
telekinesis fails within a few inches of an Atoll's body.

Bestowal of Tranquillity
Atolls have a notable ability to bolster the minds of Leviathans. Even a short conversation
between an Atoll and a Leviathan grants a point of Willpower and reduces both the divine and
bestial nature by the Atoll's Composure for a scene. Conditions caused by Erosion are also
suppressed, but not removed or Resolved, by an Atoll’s words.

As far as the Tribe is aware, this is the only way in which either nature can be completely
removed from the Tranquility track. Each nature removed bestows an extra point of Willpower
(for a potential for three Willpower in total). However, there is a drawback: while the beastal
nature sleeps, all dice rolls to act on instinct, emotion, or intuition and all combat rolls take a -3
penalty. If the divine nature sleeps a -3 penalty is applied to all rolls for long term planning or
organising and commanding subordinates. This effect feels extremely good, like the perfect
saturday morning lie in, expanded to divine proportions. If it wasn’t for the risks, the Tribe would
be flocking to the closest Atoll for it.

Sometimes Leviathans seek out Atolls anyway.


Imprinting
Leviathans imprint on an Atoll extremely easily. So long as the Atoll is currently inside the
Leviathan's Wake, the Leviathan feels drawn to their presence. If they can put a face or a name
to the sensation, they're imprinted. With a Composure + Occult roll a Leviathan can recognise if
the sensation they’re feeling is a nearby Atoll. Some choose to seek them out, others run.

Once Leviathans are imprinted on an Atoll, the deadly dance begins. The Leviathan immediately
takes the Addicted condition for social interaction with the Atoll, which given that they're
probably a complete stranger, makes the Leviathan into a stalker at best. At worst they're the
sea monster that rips the boat apart and abducts you, leaving countless lives to the cold waters.

Touch of the Gentle Maiden


Many Leviathans, in their Transformed forms, cannot even touch others safely. Their bodies are
covered in razor spines or venomous tendrils.

Atolls are protected from this. As their hand approaches spines just melt away into the
Leviathan's flesh. Mechanically, any Channel or Adaptation that does not require the Leviathan
to take an action to use, and does not require the expenditure of Ichor to activate will not harm
an Atoll.

Words that Break Bones


For all the Tribe's divine might, the power imbalance between the a Leviathan and an Atoll is
vastly in the Atoll's favour. Atolls hold a Leviathan's Tranquillity in the palm of their hand. Once
per scene an Atoll can permanently remove the Divine or Beastal nature from a Tranquility box
with a Manipulation + Empathy roll or fill one in with a Presence + Intimidation vs Composure
roll. Atolls may even do so accidentally, if an Atoll starts screaming that the Leviathan killed his
family when he abducted her, roll the dice with appropriate modifiers.

If the Leviathan or it's Beloved physically harms an Atoll, roll a Chance Die for Erosion. If the
Atoll is killed, roll Tranquility and decrease Tranquility down to the number of Successes,
favouring the growth of whichever nature is most responsible (an exceptionally lucky roll cannot
increase Tranquility). As a special exemption PCs with a Tranquility of four or more cannot fill
their final box in this manner, though NPC Leviathans can.

Relationships between Leviathan and Atolls are usually as bad as relationships between a
Leviathan and just about anyone. An Atoll may bestow Tranquillity upon a Leviathan, but
calming the Leviathan’s two monstrous natures isn't the same as removing them, or removing
any scars the human mind might have from life in the Tribe. A tamed monster is still a monster,
and since even polite criticism from an Atoll can cause serious mental damage, the Atoll is
stripped of any tools they might use to compensate. Like the Tribe themselves, an Atoll must
walk on eggshells to preserve the fragile minds of their “beloved”, but a broken Leviathan can
do far more damage than a mere mortal.
Atoll Merits
Fated Survivor (OO)
A Leviathan is a divine being and operates on many levels, one of them is the manipulation of
fate itself. It's a subtle effect, to an outside observer there is little difference between a faster
and more precise muscle system that strikes true and claws fated to strike true. But sometimes
a Leviathan’s fated nature makes all the difference.

Your character instinctively attunes to Leviathans’ fate warping effects and twists them to
ensure his own survival. This doesn't work if the Leviathan is actually trying to harm you, but if a
Leviathan inflicts indiscriminate carnage – be it sending a hurricane, unleashing a horde of
armed cultists, or inciting slaughter through its hypnotic song – you're likely to survive. The
winds part around you. The cultists or madmen's eyes slide over you.

In mechanical terms any dice roll to stay safe when the Leviathan might accidentally harm you
is a Rote Action. If the Leviathan wants you to be harmed, you gain no protection.

Psychic Proficiency (O)


Prerequisite: A psychic merit.

One curious but perhaps unsurprising fact about Atolls is that many of them are psychic. While
only a minority of Atolls have psychic abilities beyond the Atoll Template or Atoll specific merits;
the proportion of Atolls with additional mental abilities is still orders of magnitude greater than
the proportion of the general population with psychic abilities.

In addition to increasing the odds of psychic powers, whatever rare genetic marker or other trait
that creates an Atoll often bestows uncanny proficiency with psychic abilities. Many Atolls find
themselves exempt from the problems faced by most psychics. With this Merit an Atoll can
ignore the Drawback from psychic Merits.

Drawback: Without a Drawback inflicting Conditions you forgo an opportunity for Beats.

Atoll no Longer
While Atolls often have supernatural merits, an Atoll cannot be a supernatural being. If
an Atoll acquires any major template, they lose their unique abilities.

Minor templates are more complex. Acquiring a minor template that imposes a change
to the Atoll's fundamental nature will end their time as an Atoll. Turning an Atoll into the
Vampire, a Ghoul, or a Wolf-Blooded is as sure to enrage a Leviathan as simply killing
that Atoll.

However, minor templates that merely represent the acquisition of knowledge or


resources are compatible with being an Atoll. There is nothing stopping an Atoll from
becoming a Thaumaturge (see WoD Second Sight) for example. Supernatural merits
that don’t require a minor template are typically available to Atolls, many Atolls have
psychic abilities.
Minor templates that result from an infusion of the Tribe’s power are closed doors to
Atolls. It is impossible for an Atoll to become a: Beloved, Ahab, Hybrid, or a Primordial
Theurgist.

Of course there are rumours. Leviathans talk about a hidden sects of Vampire scholars
who found a way to reactivate an undead Atoll's powers. Of mad scientists who studied
Atolls, and replicated their powers through towers of steel and lighting. Of alien fae
beings even mightier than a Leviathan who took people apart and rebuilt them as Atolls
because of some inscrutable whim.

But there are always rumours, and in the Tribe most rumours are just empty talk.

Virtue Imprinting (O)


When a Leviathan imprints upon you, it gains your Virtue for as long as it remains imprinted. If
you have the Virtuous Merit the Leviathan gains both Virtues.

Wake Muter (OOOOO)


Some Atolls are have a much stronger effect than others. With this Merit an Atoll doesn't just
block the currents of the Tempest, they block the Wake too. Leviathans in contact with this Atoll
essentially have no Wake at all, though they may still use Channels that only affect Wake
vulnerable individuals.

A full drain on a Wake wears off faster than imprinting. It lasts Integrity – Sheol days from the
last time the Atoll and the Leviathan had face to face contact. A Leviathan may spend three
points of Willpower to extend it for an extra day.

Wake Reflection (OOO)


An Atoll is a barrier against the Tempest, but some don't just block the Tribe's psychic nature,
they reshape it. They suck it in and funnel it out the other end. So long as a Leviathan is
imprinted on the Atoll, and the Atoll is within its Wake, they may spend a point of Willpower to
gain all the mechanical benefits and drawbacks of the Wake for a scene.

If the Atoll creates Beloved, those Beloved belong to the Leviathan. Of course, the Atoll can use
a Leviathan’s Wake on its Beloved.
Leviathans
There had been other Wars between the gods, some protracted and dreadful. Yet one truth had been constant: It
was mortals who bore the suffering. The gods were bounds by ancient ties and none of them, not even Persephone
or Charnel, ever sought the other's extermination.
― Sacrifice, Shiny Entertainment

Of all the threats and enemies Leviathans face none are more common than their own family.
Whether it's secluded waterfront property, Heirlooms, control over isolated towns, or the
attention of Atolls, Leviathans share very specific desires and often the supply is limited; there's
isn't enough room for two big fish in a small pond and so those who have must defend
themselves from those who have not.

When they're not fighting over resources, the Tribe fight over theology or morality. A Tranquil
Leviathan may object to a tyrannical deposit or horrific occult experimentation upon cultists. Two
equally monstrous Leviathans might find themselves disgusted by the form of the other's evil.
Theologically, a contradicting view on the Progenitors can be the cause for war. It often doesn't
matter if both Leviathans made it up a month ago, in fact a Leviathan might let a slight against
genuine primordial truth slide, but feel compelled to defend a self affirming lie least a strong
counterarguments means they can no longer convince themselves.

Both the Leviathan's Bestial and Divine natures are instinctively opposed to the idea of
Transforming and charging in a trashing maelstrom of teeth and claws, while the human nature
is usually the least violent of the three. Like an animal, the Bestial nature knows how to fight
without escalating to any real risk of harm, and it instinctively prefers to lose than to risk injury or
death. The divine nature is hardwired to work through pawns and proxies, and so it also avoids
direct combat. The Tribe's divinity is expressed through power and dominance, the divine nature
wants its foes to remain alive and aware that they have lost, that they are lesser than it. Being
so heavily dominated by their instincts, conflicts between Leviathans (including Ophions, but not
Typhons) follow predictable patterns and can be divided into three forms.

The first and simplest form is simply talking it out. If the Leviathans are on good terms they may
meet in person, often mixing conversation with animal like threat displays or pitting their cults
against each other in contests. If things are tense, they may use telepathy, text messaging,
send Beloved back and forth with letters or some other way of keeping things peaceful through
distance. The more tense things are the more impersonal the conversation becomes.
● This form of conflict uses the social manoeuvring rules. Bonus dice may be applied if
your cultists win a contest, your messenger is wearing ostentatious displays of wealth, if
you've got a more dangerous set of Channels and Adaptations, etcetera. A more distant
method of communication provides fewer or no opportunities for modifiers, but unless
things are tense, insisting on text messaging is likely to be taken as an insult.
● The loser may give the winner what they want, offer an alternative, or they may
Escalate. Escalation resets both parties Doors, but the winner gains an extra Door for
the remainder of the conflict. If a conflict Escalates multiple times, extra Doors stack.
Note that Escalation does not have to be to the next stage, nor does it have to wait until
the final Door is opened. Any Leviathan can go as far as they wish, whenever they wish.

The second and most common form of Leviathan conflict is fighting through their Cults and
spiteful sabotage. Beloved are sent to steal from the other Leviathan, to interfere with their
plans, or sent into battle. The purpose of these actions is to say “look, I am stronger, don't let
this turn into a real fight, because you'd lose”.
● In this stage, Leviathans open their rival's Doors by making a successful Fervour or Piety
action to interfere with their rival. If a Leviathan faces a significant humiliation or setback
to an Aspiration and their rival can demonstrate responsibility, a Door opens. If the two
Cults come into direct conflict the aggressor wins, a Door opens.
● If the Cult’s contests makes the original argument superfluous: One Cult steals the
Heirlooms from the museum that both Leviathans were arguing over and brings them
back to the temple, or their soldiers drive the rival cult from town, then all the defeated
Leviathan’s doors automatically open.
● As before, Leviathans have the opportunity to Escalate the conflict instead of admitting
defeat. They may either move to the third and final stage, alternatively, and if neither
party has won the conflict outright, they can advance through the subdivisions. Those
subdivisions are:
○ Non-violent but hostile conflict. E.G. Sneaking into Innsmouth and smashing
idols.
○ Involving mortals. E.G. Telling a Beloved's parent where to find their child.
○ Non-lethal violence between cultists. E.G. Having your Beloved break into their
Beloved's home and administer a beating.
○ Non-lethal violence targeted against a Leviathan's sane friends, family, or
favourites among non-combatant Beloved.
○ Potentially lethal violence between your cults soldiers: E.G. Pitched battles in the
streets of Innsmouth. Your Beloved look for opportunities to knife their cultists in
dark alleyways.
○ Involving potent actors from mortal society. E.G. getting the FBI involved.
○ Potentially lethal violence targeted against a Leviathan's sane friends, family, or
favourites among non-combatant Beloved.

The third and final stage is the simplest. The Leviathans want each other dead. A Leviathan
may choose to Escalate to this level and take the Ultimate Enmity Condition. However, if any
Leviathan intentionally inflicts even a single point of Lethal or Aggravated damage to another
Leviathan, they automatically take Ultimate Enmity. Lethal damage inflicted through a Beloved
proxy counts, other proxies do not. Fortunately Beloved, regardless of which Leviathan they
worship, find the thought of attacking anything with a Wake to be shocking and need
encouragement from their deity. Accidents are rare.

Condition: Ultimate Enmity (Persistent)


Both your Divine and Beastal nature want another Leviathan dead, and nothing will convince
them otherwise.

If you and the other Leviathan are in the same scene you must choose fight or flight or pay one
willpower per turn you're doing neither.

If you choose flight you must run from the scene at your maximum speed, you may not use less
instinctive methods of transportation like a car. It's running, swimming, or entering the Rift. You
may also change to fight if you're cornered.

If you choose fight, you may take no action except Transforming into a more powerful form or,
attacking your opponent with your natural weapons. You may use any Channels or Birthrights
that will help you in combat, and you may give your Beloved orders. You may also change to
flight if the battle is going against you.

If your rival is not present in the scene but you have an opportunity to thwart their plans, and
you do not make an attempt to do so, or attempt to withdraw your resources further away from
your rival, then you lose a point of Willpower.

Beat: The conflict causes a serious hardship.

Resolution: One Leviathan dies. This requires true death. If a Leviathan reincarnates, time
travels back to before their rival dies, or anything of that nature occurs, the Condition reappears.

Milhouse: Finally you guys will stop using me as a pawn in your fights.
Luann: Milhouse, you're not a pawn.
Milhouse: I know, I know.
Luann: Did your father say you were?
― The Simpsons
The School of Thunder
Traitors to the Tribe
The Treacherous School
Traitors’ Devotion
Traitors

Stop lying to yourself! Our ancestors lost because they deserved to. They were evil and they
were incompetent. Fuck them and fuck you for defending them. I’m out of here.

The School of Thunder solve problems by begging a god to do it for them. After all, surely if
anyone can free a Leviathan of the Tempest, it’s a god. Whether they go to Odin or Jesus, the
Treacherous School plan to free themselves from the Tempest by getting down on their knees,
and praying.

Most Devotees choose the School of Thunder as their first and only school. They look upon
their new body and they run as fast as they can. They remember the faith that they held only a
short time ago, or the church they only visited on Christmas and Easter, and they run back to
the deities whose teachings raised them. Leviathans born within abusive cults often flee once
they have the power. Looking for a new home, they find refuge and familiarity within mortal
temples. Older Leviathans who turn traitor do so because they’ve heard the stories of Devotees
who were granted their wish, and are so desperate or exhausted that they’d take any risk to get
a miracle.

Other Leviathans view the prospect of joining the Treacherous School with a seething mixture of
fear and longing which quickly turns to hate. They feel longing because the Tribe knows (but
rarely admits) Traitors sometimes do receive their miracle. They feel fear because most Traitors
are struck down by the gods they would serve; and not every Leviathan thinks it’s better to
serve in heaven (like Fung-Yee who’s spending the rest of eternity displaying herself in the Jade
Emperor’s ornamental koi pond).

When they encounter the seven Schools of the Tribe, the School of Thunder either avoid their
kin or fight them, eager to demonstrate their loyalty and worth to any god that’s watching. The
Tribe react in the exact same way.

Direction
The School of Thunder may roll to regain Tranquility every time they solve a problem by
following the directions of a god or his properly ordained priest. Devotees may only serve one
god or one pantheon of gods at any given time.

They take a -3 penalty to Erosion rolls encountered while helping other Leviathans.
Traditions
There are many gods and so there are many ways for the School of Thunder to seek divine
redemption. Famous gods, be they famous for a large modern congregation or a rich canon of
mythology, unsurprisingly attract the most adherents. When choosing a God to follow, the Tribe
are split between those who stick with the God their family raised them with, and seeking a God
they believe is more likely to be favourably disposed to the tribe. As there is no trustworthy
evidence, the Tribe usually assume that Gods who have associations with water, fertility or
chaos are their best chances. Complicating matters is the fear of accidentally pledging oneself
to a Leviathan or Progenitor who got included in some human religion. Gods associated with the
sky or thunder are usually avoided, for obvious reasons, and whether the Abrahamic god is
included among them (and what, if anything, ancient Israel’s conquest by Babylonians implies
about Him) varies from Traitor to Traitor.

Maturation
The School of Thunder is service to the gods. As a Leviathan matures through this School, they
begin to shift into the forms of their new faith. A Traitor who worships Poseidon will come to
resemble a creature of Greek myth. However the truth of the school always shows, and
Devotees begin to manifest scar tissue as though they suffered from lightning strikes, and their
bodies bend into servile forms. Leviathans’ lowly place in the heaven’s eyes cannot be hidden,
at least not until a god raises her up.

Membership in the School of Thunder grants an experience Discount to Adaptations of Might


and Vitality. They may choose a free Specialty in: Academics, Survival, or Expression.

Stereotypes
● School of the Abyss: You can run, but you can’t run from yourself.
● School of Clay: Admit it, you want to join the winning team, you’re just too scared to ask.
● School of Fog: Scapegoat me all you want, it will take a miracle for you fools to work
together, and the gods will never grant a miracle to the likes of you.
● School of the Moon: How mad must you be to want a world of primordial chaos?
● School of the Sand: Technology can’t play on our level. Even lightning cannons only
work because we provide the supernatural element.
● School of the Sun: Being a god isn’t about power, you’ll never be truly divine.
● School of the Reef: Sharper claws? That’s your goal in life? You’re not even worth
fighting.
● Typhons and Ophions: You can see the naked truth, and you doubt why I wish to be rid
of them?
● Hybrids: Lesser power for a much lesser price, I wouldn’t mind if the big guy turned me
into one.
● Prometheans: We’re on the same journey, only you have a map.
● Mortals: Whatever the gods have planned for you, it’s better than their plan for me.
Ophions
The lesson is... that anyone who looks on the world as if it was a game of chess deserves to lose.
― Person of Interest

When a Leviathan loses their last dot of Tranquility, their divine and beastal natures devour the
human and turn on each other. Should the divine nature triumph, an Ophion is born. A whole yet
broken god, alien to the world they wish to manipulate.

Cast down from Othrys


An Ophion is all god, but this is like saying a third of an apple is all apple. Lacking both the
human and the beastial nature an Ophion has only the dimmest understanding that it is a
creature of the world; a being of flesh and blood able to interact with the world without going
through pawns or Beloved. If situations force it to, an Ophion can intervene directly, but no
matter how practical it would be, an Ophion will never act personally unless they’re forced to;
and when they do, they’re not particularly good at it.

Upon becoming an Ophion, a Leviathan loses all dots in Physical skills (and Ophions still take
an unskilled penalty). In addition, it loses access to all forms but its divine Apotheosis, every
hour the Ophion must transform by one Depth, and if it doesn’t reach water before it’s
Apotheosis, it will almost certainly die from exposure. If it does reach water, roll their Cult’s Zeal.
Unless the Opheon gets at least Sheol successes, it will enter the Rift and sink to the bottom.
As the Divin
e nature rules an Ophion entirely, its Upwelling becomes the whole of their personality. An
Ophion’s drive and focus is terrifying, and they don’t balance it out through predictability. An
Upwelling is broad, a Conqueror could plot an armed invasion, a mystic ritual to subvert the
population’s will, or attempt to get its pawns legitimately elected, or all three at once. Combined,
an Ophion becomes like a hydra, obsessively growing new plots and schemes as fast as cults
can be rooted out.

Worst of all, an Ophion is wicked enough to make even Leviathans blanch in horror. The
Beastial nature is savage and destructive, but it’s not cruel. The human nature is moral (or at
least it should be if a Leviathan wishes to retain Tranquility). An Ophion has neither of these
restraints, and within the bounds of it’s Upwelling it can direct its Cults to unsurpassed sadism
and horrific excess.

Conflicts With the Tribe


By their nature an Ophion is a hidden threat, sending out pawns and proxies. In turn the Tribe
believe it’s best to seek out Ophions at the first opportunity to bite the head off the snake, rather
than get tangled in their plots. If a Leviathan knows where to find an Ophion, most of their kin
would consider killing it to be a sacred duty.

Rarely is anything involving Ophions so simple. An Ophion’s reliance on pawns and proxies
means their physical bodies are often far from wherever their efforts are focused, especially if
they have Channels that let them communicate with their Cults. Unlike Leviathans, an Ophion
has no psychological need for an anchor in human society and can comfortably spend their
entire lives at the bottom of an ocean or the Rift (how they survive so long at the very bottom of
the Rift is one of the Tribe’s great mysteries), which can make finding them nigh impossible.

There are ways for the Tribe to kill a hidden Ophion: Battlelines can be drawn within the mind
itself and weapons can be forged from Zeal and Ritual. But too often for the Tribe’s comfort
such conflicts are fought on the Ophion’s terms: In secret occult wars where cults battle for
influence and resources. Unlike similar battles between Leviathans, an Ophion’s broken mind
has only one purpose left and they pursue it with unwavering resolve. Often a Leviathan simply
moves away rather than deal with the trouble of rooting out every last trace of an Ophion’s cult
or dealing with the cult’s periodic resurgence and subsequent conflict.
Typhons
I cannot persuade myself that a beneficent and omnipotent God would have designedly created parasitic wasps with
the express intention of their feeding within the living bodies of Caterpillars.
― Charles Darwin

When a Leviathan loses their last dot of Tranquility, their divine and beastal natures devour the
human and turn on each other. If the beast’s savage focus triumphs over the god’s cold intellect,
a Typhon is born: a mindless beast with the might of a demigod.

Born of Tartaran Depths


Within a Typhon’s mind the beastial nature reigns supreme and alone, but this is scarcely better
than the tempestuous mind of a Leviathan. Without the human or divine nature, a Typhon has
no faculty of reason, and no ability to communicate with other beings. Upon becoming a
Typhon, a Leviathan loses all dots in Intelligence, along with any dots invested in a Cult or
Social Merits like Allies, and it’s Wake fades to nothingness (Channels that affect Wake
Vulnerable targets work as normal). A freshly created Typhon will Transform one Depth every
hour, and if they have not reached water by the time they hit Apotheosis they will likely die of
exposure. Under no circumstances can a Typhon move back towards human form.

As the Beastal nature grows, a Typhon’s Undertow becomes the whole of their personality. A
Hoarder can only act to expand their collection or defend it. If it is hungry, it might try to defend
their hoard by devouring intruders; but unless it can connect an action to its hoard, even the
simplest and most necessary task like feeding remains outside the scope of their existence.
Many Typhons starve to death or beach themselves, which limits the amount of titanic beasts
attacking coastal cities that mortals have to desperately pretend are natural disasters.

Conflicts with the Tribe


Most Leviathans consider Typhons to be best left alone. Leviathans who lose all their Tranquility
tend to do so after a long life. A Leviathan on course to become a Typhon usually attracts a lot
of attention, so unless they’ve grown strong enough to survive that attention, someone or
something will probably take care of them before they lose their mind completely.

Thus, most Typhons will be powerful enough to challenge an established Leviathan or a whole
Cohort of fledgling Leviathans. Few among the Tribe wish to risk their immortality on even odds,
so most of the Tribe will avoid a Typhon. The beasts’ broken minds make them predictable
creatures of habit and easily avoided.

But when a Typhon threatens established Leviathans who aren’t quite willing to drop everything
and run, the Tribe has an enormous advantage: Cooperation. In most parts of the world it is
considered a social obligation to say yes when a Leviathan organises a posse to hunt a Typhon
in the local region. Typhons rarely have any instinct for secrecy, and no Leviathan wants
Marduk agents or naval destroyers turning up. If the Typhon is taken down, everyone benefits,
and nobody likes a freeloader. However the politics of organising a Typhon hunt and appeasing
titanic egos can be more trouble than the Typhon itself, religious or cultural codes of unity
against Typhons can only go so far; but when it works out, a good Typhon hunt also offers a
chance to get the family working together and heal some old rifts.

Unlike other Leviathans, the School of the Reef eagerly seek out Typhons as an outlet for their
darkest impulses, and so a Leviathan who doesn’t wish to fight a Typhon will usually spread it’s
location on the Tribe’s grape vine. Chances are some Etlu will eventually turn up spoiling for a
good fight. This rarely puts an obligation on the Leviathan as it’s a mutually beneficial trade:
Information for a service. However, no Leviathan should underestimate the amount of attention
a band of rowdy Etlu can attract when they’re drunk on victory. Many Leviathans prefer to host
them and have the Cult provide distracting entertainment until they’re ready to move on rather
than let them celebrate on the town.

Typhon Cults
With the destruction of their divine nature a Typhon is, obviously, no longer a demigod, but this
does not mean they cannot be worshiped by Cults. Mankind has worshipped frauds and
intangible deities for millennia, a titanic serpent would is easier to believe in, and if it’s nearby,
people will need some way to convince themselves that they aren’t going to be eaten. Religion
can fill that need.

And that’s what most Typhon cults are. A group of humans isolated enough from civilisation to
form an insular culture and located close enough to a Typhon that they have a very real need to
believe they can prevent it’s rampages with prayers, proper behaviour, or sacrifice. Most don’t
even have any Beloved, they’re just normal religious followings. Some religions have a statue of
god in the temple and pray against storms, others watch a giant snake from a safe distance and
pray it stays in it’s lake.

However there is one way for a Typhon Cult to create new Beloved once the Leviathan’s old
following has dispersed or passed on. One tiny vestigial remain of the Wake remains. A mortal
attempting to read a Typhon’s mind may still become Beloved, and some Typhon Cults can
grant the necessary abilities through the Mystery Cult Initiation Merit. A Typhon cannot power
any but the most basic Rituals, evocations to communicate and influence the Typhon: “Don’t eat
me”, “eat those people”, “come collect a sacrifice”. One cannot fully rely on these Rituals to
keep you safe from a Typhon, but cultures living near to a monster will gladly invest in
maintaining an exalted caste of mad priests for the imperfect protection they can provide.
More Things in Heaven and Earth
A space kraken!? Well, that came out of nowhere!
― Kid Icarus: Uprising, Project Sora

There are things in the deepest parts of the Rift and the darkest corners of the oceans that
seem to be of the Tribe, yet they defy the myths and explanations shared by the Tribe. Perhaps
they are the result of long forgotten Evolutions, perhaps it is all a misunderstanding and they
have nothing to do with the Tribe, or perhaps there truly are more things in heaven and earth
than dreamed of in the Tribe's philosophy.

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

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

Leviathans who know about Aboleths usually swim with the School of the Abyss, and thus they
remain unaware that the mortal scientific community has a large collection of Aboleth fossils.
Meanwhile those Leviathans in the School of Sand who pay attention to palaeontology don’t
have the personal experience of Aboleths they’d need to realise these fossils belong to a living
species. If some Leviathan was to connect the dots, they’d be shocked to discover as recently
as around five to six thousand years ago Aboleths were much more active and their habitat
stretched across the oceans.

Cryptids
The world of Darkness is full of all sorts of weird and inexplicable phenomena. Some are truly
unique and others can only be connected to others of their kind by rare occult knowledge. Take
Lahmasu, the only thing that might connect an almost entirely human looking psychic to a
walking alligator is the traces of Divine Ichor in their blood.

But what of the Voormis? That race of cave dwelling three toed fury men. Like many Hybrids
they resemble mutated humans, and like all Hybrids they carry traces of Divine Ichor; and yet
their biology, both human and other, is entirely terrestrial.

The Voormis are not alone. There are many reported “species” of Cryptids among the tribe.
Among those widely accepted as having documented proof most resemble Hybrids or Lahmasu,
a few are closer, resembling Typhons or even Ophions with their own Wake. No recorded
instances of a Cryptid resembling a Leviathan has been proven (though many have been
claimed).

Contact between the Tribe and Cryptids is fairly rare, as the two groups generally inhabit
different environments; though leviathans have been known to go hunting for Cryptids and the
answers behind their origins. A theory among the tribe posits two additional Progenitors,
Behemoth and Ziz, who respectively fathered the Cryptids of the land and of the sky. However,
this theory is controversial as most leviathans see no place for deities of earth and air in the
Primordial Waters. More commonly leviathans believe in an eclectic mix of independent origins
for each kind of Cryptid.

The Maggot Gods


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

The Maggot Gods can be found in all levels of the Rift. They're rare and only ever seen
devouring some Rift creature or rift fossil selected according to inscrutable criteria. Sometimes a
swarm will descend on a Leviathan. They also look like maggots, surprisingly they look exactly
like maggots.

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

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

To the Tribe the Wurms are all these things and more, and less. Worship of the Maggot Gods
stretches back further than any surviving records can attest. Idols and images of maggots have
appeared in the Tribe’s temples around the world and across the ages. Rituals both ancient and
modern incorporate live maggots as symbols of purification and rebirth. Beyond that basic
symbology little is consistent.

And somewhere, far below the debates and arguments of the Tribe, a tiny Maggot sinks its jaws
into its next meal.
The Womb of Nations
They say Tiamat tore her asunder with teeth of rain-soaked continents. They say Marduk and
his disciples split the sky to slay her in the greatest battle since the death of Tiamat herself.
They say the first cities of man marched against her with armies, with bronze, with fire, and with
courage. Yet they all agree one one thing: In the early days of the world, she competed for the
right to rule the Earth, and for her efforts she was scattered to the deepest corners of the world
in the aftermath of humanity's triumph.

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

The Womb of Nations is a megafauna, a massive colony organism that resembles the most
vibrant and alien of coral reefs. Teeming with symbiotic life both assimilated and intelligently
designed for a purpose. Though for all intents and purposes there are many Wombs of Nations,
in truth she is as a unique entity who has been violently split into many separate fragments, yet
remains singular.

The smallest fragments can be as little as the size of a human hand. They lie in hibernation until
they are triggered and begin to grow. Only when she reaches the size of a town does she come
into her full glory: awaking into sentience she becomes a true Womb of Nations. A being of
divine intellect and eldritch might.

The Womb of Nations seeks to engulf all life into herself. One complete, beautiful, monstrous,
god-mind. Truly pan-dimensional, she instinctively adapts and spreads across dimensions.
Sometimes she is a cruel conqueror, her arrival heralded by miles and miles of hydras, men-of-
war and legions of nine-legged venomous starfish that shatter the cities of her foes, forcibly
imprinting captives with her own flesh and mind. Other times she is neighbourly and content to
grow in mutual coexistence until the last virgin lands are claimed and expansion must come
through conquest. She gives no purpose to this quest; it is just the way of life to grow and
consume.

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

While the Womb of Nations is unknown to human society, the size and speed at which the
Womb of Nations can grow would leave little room for doubt should one reach maturity upon
land. The Marduk Society, however, know exactly what she is and exterminate her with the
same fervour they show against the Tribe. The Society also knows the other way to combat her.
Should two colonies come into contact the smaller and weaker will simply lie down and die, but
if they are of equal strength, then both will engage in total war while experiencing a catastrophic
mental breakdown. Specially created microsatellites, devoid of any food or biological matter,
contain dormant fragments of the Womb of Nations. Even she cannot grow without sustenance,
and if she could secondary satellites watch with lethal failsafes to guard against escape or theft.
So until the Society have exhausted all other options, the fragments sleep.
Appendix One: Evolutions
“It is our choices, Harry, that show what we truly are, far more than our abilities.”
― J.K. Rowling, Harry Potter and the Chamber of Secrets

A leviathan's life is one of chaos and turmoil, and much of the Tribe's efforts is spent trying to
find ways to mitigate the damage caused by their own essential nature. Each School proposes
its own view of where to look for lasting Tranquillity, but no School claims to have an answer.
That distinction still belongs to individual leviathans. All across history leviathans declare “this is
the answer! This is how I shall live my life”, and when they do, they Evolve.

Designing an Evolution
The first step to creating an Evolution is for the player to define their character's philosophy of
how a leviathan can overcome their base nature. This philosophy should be related to the
Leviathan's School; after all, a School is at the heart of where a Leviathan looks for Tranquillity.
An Evolution is what they found there.

Once the philosophy is set down the Evolution's mechanical benefit can be codified. This benefit
should be clearly related to the philosophy but it is acceptable to use a thematic relationship;
especially if the leviathan's philosophy is within the capabilities of an unevolved leviathan. The
benefit of an evolution is in theory without limits. It is possible for an Evolution to remove the
Wake entirely or permanently shackle the divine and bestial nature so that the lucky leviathan's
Tranquillity will never drop below 10.

The right evolution could be the victory condition of Leviathan: the Tempest, where after a long
and gruelling chronicle the player character Evolves and then retires to live happily ever after, or
uses their new found power to lead the Tribe in all out war against Heaven and Earth. However
most Evolutions are neither so powerful or so hard to acquire. The typical Evolution can grant a
potent character defining advantage to a leviathan that shifts a core assumption of the game
without outright ending the game. For example an evolution may grant the ability to fly and to
treat fog and thick clouds as though they were water for the purposes of remaining active in
Apotheosis.

In addition to the new ability, an Evolution also provides a new way to regain Tranquillity, using
the mechanics for Accretion. Unlike a School's Direction, which requires a Leviathan to do
something novel every time they wish to regain Tranquillity, an Evolution can provide Tranquillity
from the same source indefinitely. It cannot be trivial, but it can be reliable.

For example the School of the Abyss offers Tranquillity when a leviathan abandons a
connection to humanity. An evolved devotee may have decided that their horde of mementos
and memorabilia on the seabed is a good enough substitute for actual human contact; and may
roll to regain Tranquility every time they defend or enlarge their hoard. This stable source of
Tranquility can offset the damage caused by isolation.
However, just as an evolution provides a new source of Tranquility, it also provides new
dangers. Typically, a leviathan who goes too long without a roll to regain Tranquility via their
evolution must roll for Erosion instead (use the same timescales as Erosion from forgoing
human contact). If it's logical however, additional or alternative risks could be included. In the
above example theft from the hoard would likely cause Erosion.

Prerequisites
Before a leviathan can evolve, they require two things: Sheol and Adaptations. Sheol is needed
because a leviathan must have an intimate personal relationship to their heritage before they
can develop a strong enough philosophy of their heritage to trigger an evolution. Adaptations
are necessary because an Evolution doesn’t form the moment a leviathan develops a life-plan.
They must force their body to develop towards the Evolution, Adaptation by Adaptation, until
they reach critical mass and Evolve.

The bare minimum to Evolve is Sheol two and eight dots of Adaptations.

A leviathan’s development doesn’t stop after they get an Evolution. A leviathan who gains the
ability to fly and survive in outer space can develop Adaptations to fold space for interstellar
travel and remain in space for longer. Some of these Adaptations require the Evolution: An
Adaptation to draw energy from “occult cosmic radiation” might be impossible for a leviathan to
develop without spending time in space, making it inaccessible without the evolution, or it might
be available to any leviathan but entirely pointless without some way of reaching outer space.

Once a player has chosen their desired Evolution it is acceptable to start buying these Evolution
specific Adaptations early, as their body moves towards the desired Evolution. Though
abandoning the pursuit of the evolution after gaining unique Adaptations will have
consequences.

They all stared at each for a few minutes, everyone piecing together what had happened. Only
just a few seconds before, the cell that called itself the Gator Boys were hounding a vampire
that thought it would find easier prey in the swamps than in New York City. It had only taken the
men a few nights tracking and investigating, and two more to put a plan together. What they
hadn’t counted on was the vampire being so easily able to keep a faster pace than their
airboats. Of course, it didn’t matter now. Not when the massive scaled creature in front of them
had the vampire’s head in one hand and the body in another.

“Terribly sorry about that,” the creature said. “Did you need him for anything? I mean I’m
thankful you weren’t the first ones here, at least. I tend to lash out when I’m woken up by being
trampled on.”

Its eyes were slit like a cat, and the skin was more like a scaled hide, small protrusions erupting
down the back. It stood on two legs, but hunched over with a massive bulk. Even with five
hunters in two swamp boats, the thing looked like a problem.

Eddy slowly lowered his shotgun, and the others hesitantly did the same. “Naw, we just wanted
him dead, is all. Uh, thanks.”

“Pleasure to be of service,” the thing said, bowing with a fanged smile. “Tell me, do you all often
go chasing after such creatures? Doesn’t seem very safe.”

Eddy smiled a little. “Well, we do what we can. What about you? Got anyone you aren’t fond
of?”

The creature bared all its teeth as it smiled. “I dare to say this could be the beginning of a
marvelous acquaintanceship.”
Lahmasu and Hybrids
“The sons do not inherit the sins of the fathers. But can we say: that was long ago, they were different?”
― Aleksander Kwaśniewski
The blood of Tiamat flows through mankind, and in some places it thickens and coagulates. In
parts of the world where cousin meets cousin one too many times, or where a Leviathan lays
down with mankind, sometimes you get a child of two Tribes, hominid and piscine features
together as one. Sometimes, you get a Hybrid.

Lucky Hybrids with subtle mutations can pass as regular humans and live in mortal society,
keeping their heads down or finding ways to exploit their unique talents. In some circumstances,
Hybrids with obvious mutations are hidden away in basements, attics, or assisted care,
sometimes treated with a degree of kindness, sometimes neglected or abused. In less fortunate
circumstances, they are killed on sight, sometimes along with whichever parents (or any other
convenient scapegoats) can be blamed for their aberrance. But no matter where you go, there
are always people who look past the skin and see opportunity. Even highly mutated Hybrids can
find hunters, occult societies, cults and even capitalists eager to recruit (or exploit) them, if they
know where to look.

[Picture: A woman who looks like a cross between Disney’s Ariel and an alien grey is welding on
an underwater pipe. A prominent logo for an oil corporation is visible]

Make no mistake: Hybrids are human. For all that a man may resemble an eight foot walking
alligator who salivates when he smells flesh, he’s human. Being a Hybrid is a genetic condition,
one with both physical and mental effects. At one extreme, they’re a regular joe who smells
fishy and has eyes that bulge a little. At the other extreme, a Hybrid might resemble a feral child
with predatory instincts and a body that can slaughter SWAT teams, but none of that detracts
from their fundamental humanity.

Adorable Baby Gods!


Many Leviathans are found where Tiamat’s blood is thickest, and, unsurprisingly, that’s
where most Hybrids are found too. It’s entirely possible for a Leviathan to be born a
Hybrid before coming into their full heritage. The Hybrid template also makes for a good
way to mechanically portray that intermediate state when a Leviathan’s powers have
partially emerged.
Strains
Not all Hybrids are alike. The seven Strains of Leviathans are all genetically distinct, and give
birth to different Hybrids. A Hybrid whose heritage comes exclusively or almost exclusively from
one Strain is called a Lahmasu, while one descended from two or more Strains is just a Hybrid.
Most Hybrids are Lahmasu, since most Hybrids draw their blood from a single Leviathan in an
otherwise human ancestry. This is a good thing all round, since a Lahmasu’s Mutations are
more predictable and have fewer drawbacks than other Hybrids.

The seven strains of Lahmasu are:

● Abuu, born of the Dagonites. Abuu instinctively feel that the world runs not on morality or
justice, but on power, and so those with divine power must use their abilities to impose
their ethics on others. Natural born priests, Abuu can be found in both the Tribe’s cults
and mankind’s religions.
○ Take a free specialty relating to religion. This specialty also provides 9-again,
with the exception of activating supernatural powers.
○ When Codifying Rituals (or Empyrean Miracles), Abuu may acquire two Rituals
for 1 Experience, as though they were members of the School of the Sun.
● Gibborim, born of the Tanninim. The mighty Gibborim are natural killing machines. Many
are animalistic, but those who retain intelligence find there’s no shortage of people eager
to employ a disciplined soldier or a savage killer.
○ Take +3 dice to retain Integrity against any Breaking Point triggered by inflicting
or suffering violence.
● Gugal, born of the Bahamutans. The "great bulls" are the only Lahmasu or Hybrids who
can achieve naturally stable populations, and have founded underwater cities and
nations. They tend towards inflexible lifestyles that fall apart before they changing, but,
like all Lahmasu, they can overcome their base urges.
○ Roll with 9-again when serving as a secondary actor. When all the actors are
Gugal, roll with 8-again.
● Hemitheos, born of the Thalassans. Like the demigod Greek heroes of old, the
Hemitheos possess great strength and charisma, but are prone to madness and glaring
character flaws that can lay the greatest heroes low.
○ In any scene where a Hemitheos experiences a Breaking Point (regardless of the
result) or gains a Beat from Aspirations, Persistent Conditions or Genetic
Conditions, they gain +5 instead of +3 dice when spending Willpower.
● Heqen, born of the Nu. An intelligent and practical people who exist between humanity
and the Tribe. Some Hequen offers Leviathans managers and representatives who
remain (somewhat) sane under the Wake, while others offer humanity mystical
knowledge and services. Most, however, stick to the company of their own kind.
○ Hequen get one dot of Meditative Mind for free.
○ Once per session, after successfully meditating, a Hequen can discard a
psychological Condition or suppress a Persistent Condition for a scene. Doing
this does not grant Beats.
● Mahhu, born of the Lahamu. Quick-witted and naturally skilled with both prophecy and
sorcery, most Mahhu know better than to join a Leviathan’s Cult. Those not made
Beloved against their will typically either seek a patron or keep to a life of solitude.
○ Take a free Occult and Stealth Specialty. Both of these grant 9-again to all
applicable rolls except for activating Supernatural Powers.
● Pelopsids, born of the Oceanids. Natural sociopaths, Pelopsids who do not rise above
their instincts are physical and psychic brutes. Those who make something better of
themselves have the social graces and attractiveness to go far in mankind’s world.
○ Pelopsids gain double Willpower from their Vice. If they have Vice-Ridden, they
only apply this bonus to one Vice, chosen at character creation.
○ Pelopsids treat the Human Appearance and Unearthly Beauty mutations as
affinity.
[Picture: A line up of Lahmasu from all seven Strains. Each has the symbol of their parent Strain
to identify them. The Abuu is an unkempt-looking man with fish eyes and a distinctly homemade
pseudo-Sumerian priest’s outfit. The Gibborim looks like a walking alligator, with vicious claws
and teeth. The Gugal looks like Abe Sapien, from Hellboy and wears a wetsuit. The Hemitheos
looks like an ancient Greek hero dressed in modern swimming trunks, and with gills. The
Hequen looks like a walking frog, carrying a staff covered with runes. A fish bowl, containing a
glowing horsefish-like creature, hangs from his staff. The Mahhu cowers, hiding its body under a
hooded cloak, but glowing eyes can be seen under the hood and tentacles emerge from the
sleeves. Finally, the Pelopsid resembles a mermaid, the human half resembles an Asian woman
with attractive spots on her upper arms and shoulders, large fin-like ears, and a smile full of
fangs.]

Depth
Like their divine cousins, the expression of a Hybrid’s genetics are measured in Depths. They
do not gain the free Size increases or the various bonuses Leviathans gain from Depth, except
where they relate to physical appearance, swimming, or surviving mundane underwater
environments. Unlike Channels, Mutations function identically at all Depths.

A Hybrid's Depth is defined by the number of dots they have in Mutations, and is ranked from
two to six. No Hybrid ever has a purely human form (Depth 1) or reaches Apotheosis (Depth 7).
A Hybrid at Depth 2 may have up to ten points of Mutations. Every additional Depth increases
the maximum by five dots.

There is no experience cost for Depth. Once a Hybrid acquires enough Mutations, they
automatically descend in Depth.

Ichor
All Hybrids can carry the Divine Ichor within themselves. A Hybrid's Maximum Ichor pool is
equal to Stamina + Depth, and their per-turn expenditure is limited to 1. Lacking the bestial and
divine natures found within a Leviathan, their methods of regaining Ichor are limited; only
Resonance and Immersion allow a Hybrid to gain additional points of Ichor.
Mutations
Within the genetic code of every Hybrid lie Mutations, expressions of genes from an earlier age
that guide the body in ways unimaginable to natural evolution. A Hybrid may be born displaying
all their Mutations, or they may develop over the course of a lifetime. If there is a correlation
between how a Hybrid appears at birth and its eventual state, the Tribe hasn't identified it.
Unlike Leviathans, who can guide their transformation through dedication and self-discovery,
Hybrids play the hand they’re dealt. Naturally, the character's lack of control over their genetic
heritage does not stop players from buying the Mutations they wish, like any other Merit.

Mutations can be brought with, and are priced as, Merit dots. There is a further restriction for
Lahmasu: they have a favored Vestige, as per their Leviathans' Strain. Lahmasu must place a
number of dots into their favored Vestige equal to twice their Depth. This favored Vestige
doesn’t provide an experience discounts on Mutations.
Not all mutations are unambiguously useful. Hybrids find that the line between a supernatural
ability and a disability is thin, and must take Genetic Conditions to represent harmful side effects
of their Mutations. A Hybrid takes (Depth -1) Genetic Conditions, while a Lahmasu, being
somewhat more stable, takes one each at Depth 2, 4 and 6.

Clash of Wills
When use of a Mutation triggers a Clash of Wills, Hybrids roll Depth alone.

Psychic Mutations
The Tribe are known for their godlike psychic abilities that can summon hurricanes and
shake the Earth. Their lesser cousins also wield powers of the mind. The following
Supernatural Merits from The God Machine Rules updates can be reused as Mutations:

Awareness Mutations: Aura Reading, Clairvoyance, Omen Sensitivity, Psychometry.


Elements Mutations: Psychokinesis (cannot apply to electricity or fire)
Might Mutations:
Sanctity Mutations: Medium, Telepathy
Vitality Mutations: Biokinesis

Convert any Willpower costs into Ichor. Ignore the merits’ drawbacks; like most
Mutations, the downsides are represented by Genetic Conditions, but feel free to let the
Merit’s Drawback inspire your choice of Genetic Conditions.

Unaligned Mutations
Antediluvian Size (O)
The Hybrid gains the same size bonuses from Depth that a Leviathan would.

Gills (O)
Prerequisites: Depth 2
The Hybrid grows gills a Depth earlier than normal, and may breathe comfortably underwater.
Special: If the Hybrid reaches a lower Depth, refund this Mutation as per Sanctity of Merits.

Human Appearance (OO, OOOO)


The Hybrid looks like a natural human. For the purposes of appearances, treat the Hybrid’s
Depth as one or two steps closer to human.

Unearthly Beauty (O)


Prerequisite: Depth 2 or 3

The Hybrid’s inhuman and human features form a harmonious whole. They certainly don’t look
human, but they don’t look as threatening either. It’s the difference between a dolphin and a
shark. The Hybrid does not get Striking Looks (Repulsive) from Depth. The character may
purchase Striking Looks like normal to represent an unconventional beauty.

A Hybrid cannot have both Unearthly Beauty and Human Appearance.

Atavistic Attribute (• to •••••)


Prerequisite: Depth greater than the Mutation’s dots
The Hybrid is stronger, faster, smarter, etc. than their peers. For each dot in this Mutation, they
can add +1 to one Attribute’s rolls, chosen when the Mutation is picked. This Mutation can be
picked multiple time, for different Attributes.

Awareness Mutations

Echolocation (O, OO)


Like a dolphin, the Hybrid can navigate via sound alone. As long as they are producing sound,
they suffer no penalties from darkness or being blinded unless they are also deafened or
surrounded by loud noise. The two-dot version allows the Hybrid to use ultrasonic frequencies,
and so they do not reveal their position, at least not to regular humans. Communication in
ultrasonics, beyond the equivalent of a basic whistle, requires the Language Merit.

Elements Mutations

Swimming Stranger Tides (O, OO, OOOO)

The Hybrid can willingly enter or exit the Tempest at a Gatewater and humanity’s collective
unconscious in places where it brushes against the material world. To do so, she must spend a
point of Ichor and roll Occult + Survival.

At two dots, the Hybrid can sense the presence of any Gatewater or an entrance to the Astral
within Depth*10 miles by spending a point of Ichor and rolling Wits + Survival.

At four dots, they may enter and exit the Rift anywhere a Leviathan could, and may enter the
Astral anywhere they’re surrounded by humans (anywhere in a town or city), so long as they’re
dry.

Without a Leviathan to carry them, Hybrids can never go deeper into the Rift than the Shallows.

Hybrids in the Astral


As children of two tribes, Hybrids and Lahmasu are able to access both the Rift and the
Astral worlds encountered by human travellers. A Hybrid whose personality is dominated
by the instincts they inherited from the Tribe will gain bonuses to entering the Rift and
penalties to entering humanity’s Astral, while a Hybrid who rises above such instincts
faces the reverse.
Entering either is an uncomfortable experience. The Rift and humanity’s collective
unconscious have remained completely separate, despite millennia of interaction and
inbreeding between humanity and the Tribe (a source of considerable speculation for
Leviathans). Consequently, while on an Astral voyage, the Hybrid’s connection to one
half of their ancestry is cut off and their connection to the other half is enhanced. Unless
the Hybrid was practically a child of one Tribe already, this can have a drastic effect on
their personality.

Beloved, by the way, can never access humanity’s collective unconscious. This applies
to both mortals and Hybrids.

Decision Time
By this point, humanity’s collective unconscious has appeared in three different game
lines. Like the parable of the blind men and the elephant, each gameline presents one
look of a deeper phenomenon, appropriate to its protagonists. In the event that player
character Hybrids enter humanity’s collective unconscious, you will have to choose
which viewpoint Hybrids (or this particular Hybrid) see, or design your own.

In Mage: the Awakening, Humanity’s astral world is divided into three layers: The
Oneiros, the soul of an individual human; the Temenos, the soul of all humanity (and
roughly equivalent to the Rift); and the Anima Mundi, the soul of the natural world itself.
Within these layers are countless sub-worlds which Mages travel between using
symbolic associations. The equivalent of a Gatewater is an Astral Verge.

In Beast: the Primordial, the Begotten have access to part of what Mages call the
Temenos, which Beasts call the Primordial Dream. The Primordial Dream is divided into
rooms called Chambers. Each Chamber is owned by a specific Beast, and Chambers
are networked together by passages that resemble mundane travel. Sometimes,
Chambers contain passages to another Beast’s domain, and other times Beasts keep
their domain isolated. Each Chamber (save the Beast’s first and most vital) is the
reflection of a place outside the Astral. These places serve as the Gatewater equivalent.

In Princess: the Hopeful, the Dreamlands resembles a world with eight directions: North,
south, east, west, up, down, inwards and outwards. Travelling inwards takes you to
concepts and idea that are more stable in the eyes of humanity, while travelling
outwards does the opposite. Reflecting Princesses’ social nature, the Dreamlands is
formed of communities, each defined by a core idea or concept. No matter how weird or
wonderful they look, these communities are recognisably human, and travel between
them is as simple as walking. Mages would say that the Dreamlands are a combination
of the Anima Mundi and Temenos, and the base building block of the Dreamlands is the
outer surface of Oneiros. The Gatewater equivalent is Blessed Places.

Environmental Affinity (••)


Pick an environmental condition, such as complete darkness, frigid environs, or stifling heat.
When in that environment, the Hybrid takes no penalty, and in fact actually gains 9-Again on
Survival and Athletics rolls there.

Murky Cloud (•••)


They Hybrid can emit a dense, dark cloud for 1 Ichor as a Reflexive action. The cloud fills a
volume of air or water equal to twice the Hybrid’s Size in meters, and applies a substantial
concealment penalty to everything in the cloud. Barring other senses, the Hybrid is just as
affected. The cloud lingers for a number of minutes equal to Stamina before vanishing.

Fecundity Mutations
[Picture: A dark alleyway. A Hequen, completely covered by a long coat, hood, and scarf, hands
a glowing necklace with an occult symbol to a woman in hospital scrubs. In return the woman
hands over a transparent bag full of ice and a jar. The woman’s scrubs have a prominent logo
revealing her to work at a fertility clinic.]

Thicker Than Water


When working with direct blood relations, apply 9-Again to all Teamwork rolls and other group
related activities. When in touch distance of kin, the Hybrid can spend up to 1 Ichor on their
behalf.

Rapid Healing (•, •••, or •••••)


The Hybrid has rejuvenating flesh and they halve healing times. At 1 dot, they can spend 1 Ichor
Reflexively to remove half their Depth (round up) in Bashing wounds. At 3 dots, they can
convert the same number of Lethal wounds to Bashing. At 5 dots, they can instead completely
remove those Lethal wounds directly.

Might Mutations

Hulking Out (OO)


The Hybrid can spend one Ichor to increase her Size by 2 and gain a dot of Strength for a
scene. However, doing this inflicts a point of Lethal Damage.

Sailfish’s Leap (O)


When leaping out of water, the Hybrid multiplies the distance covered by the jump by her
Strength.

Predation Mutations
Burning Breath (O-OOOOO)
Prerequisites: Depth > dots
The Hybrid can use the Breath of Burning Lamps channel, Gaining armory dots equal to Dots in
this Merit. Its range Strength + Depth + 5 yards. Each point of Ichor the Hybrid spends charges
10 shots. These charges disappear at the end of scene and it can only have 10 charges at a
time.

Pneumatized Carapace (O-OOOOO)


Prerequisites: Dots in Burning Breath = Dots
The Hybrid attacks using Burning Breath Ignore defense in the same way firearm attacks do.
Additionally they may use firearms OR athletics when making ranged attacks. In addition it
increases the range of Burning Breath by 5 yards *dots in this merit

Natural Weapons (O - OOOOO)


Be it poison stingers or vicious claws, the Hybrid has deadly weapons growing out of his body,
with a rating of 1 lethal damage per dot. If his weapons require the Hybrid to grapple his
opponent first, they gain +2 to their damage rating, but may only go up to three dots. Unlike a
Leviathan’s divine flesh, a Hybrid’s weapons are mundane biology.

Unnatural Weapons (O)


Prerequisite: Natural Weapons

The Hybrid’s natural weapons inherit something of their forebears’ divine biology. They count as
supernatural weapons.

Scent (•)
They Hybrid has an enhanced sense of smell and can track things using it. A Wits + Survival roll
may be warranted at the Storyteller’s discretion. This sense of smell is roughly equivalent to a
bloodhound on land, or a shark in the water.

Threat Display (•••)


Prerequisites: Depth 4+
The Hybrid can flash colors, expand frills, or growl menacingly, spending a point of Ichor and
rolling Presence + Intimidation + Size vs Composure + Empathy + Size to inflict the Beaten
Down Tilt upon appropriate opponents for the remainder of the Scene. This can only be
performed once per Scene.

Camouflage (••)
The Hybrid can change the color of their flesh like an octopus, gaining 8-Again on Stealth rolls
to remain undetected visually.

Leech’s Hunger (•••)


The Hybrid can drink human blood, and convert it into Ichor. After succeeding in a grapple, they
can perform a Feed move. For each point of Lethal damage dealt, they can gain 1 Ichor.

Might Mutations

Telekinesis (OOOO)
The Hybrid can move objects with the power of his mind alone. Spend 1 Ichor to activate
telekinesis for a scene. Using telekinesis is an Attribute + Skill roll. Use Resolve in place of
Strength and Wits in place of Dexterity. Skills apply as usual: Brawl to hit or grapple someone
with telekinetic force, Athletics to throw something, Drive to drive “hands free,” etc.

Water Dancer (•, •••, or •••••)


The Hybrid is capable of moving with grace equal parts fluid and feral. At 1 dot, they can use the
higher of Dexterity or Wits for Defense. At 3 dots, they ignore the penalty for multiple attackers.
At 5 dots, they gain 8-Again to Dodge rolls.

Sanctity Mutations

Siren Song (OO)


The Hybrid gains access to the Depth 1 iteration of Call of the Depths.

Psychic Intrusion (••)


Prerequisites: Telepathy 1+
They Hybrid gains access to the Depth 2 ability of Besieging the Tower of Will Channel, except,
lacking a Wake, the subject is never considered within the Hybrid’s.

Cloud Minds (•• or ••••)


The Hybrid can dull the minds and sense of others. By spending 1 Ichor as an Instant action,
they can roll Manipulation + Subterfuge vs Resolve + Composure to prevent the targets from
noticing some stimulus (such as the horrific visage of the speaker at the podium, or the feeling
of a syringe being inserted into them). At 4 dots, they can even substitute the sense with
something similar (such as fangs at their throat for gentle bites, or screams for help as laughter),
which may improve their impression of the encounter. Up to the Hybrid’s Wits in targets can be
affected simultaneously, with each additional target imposing a -1 penalty to the activation roll.

Vitality Mutations

Ageless (X)

After reaching a certain point in their life, the Hybrid simply stops aging. Of course, they can still
die from disease, injury, or a random failure in a hideously malformed body.

This Mutation costs nothing because a typical game will not last long enough for aging to have
any mechanical effect, and a game where immortality matters will almost certainly require all
characters to be Ageless.

Healthy Genetics (OOO)


Prerequisite: Character creation only
Decrease the required number of Genetic Conditions by one.

Toughened Flesh (• to •••••)


Through dense tissues, redundant organs, or some other means, the Hybrid can downgrade
Lethal damage to Bashing in the first of their Health boxes, up to the number of dots in this
Mutation.
Example: A Hybrid has Toughened Flesh ••• and is unhurt. They take a knife blow for 4L. The
first 3L damage is downgraded to Bashing, and the 4th remains Lethal, leaving them with 1L
and 3B in their first 4 Health boxes. They get stabbed again, but only for 3L this time. Since their
first Health Box is already filled with Lethal, they can only downgrade 2L, leaving them with 2L
and 5B.

Armored Hide (• to •••••)


Prerequisites: Depth > dots
The Hybrid has toughened skin, scales, or some carapace. They gain general Armor equal to
the dots in this Mutation, and ballistic armor equal to their Stamina.

Supernatural Resilience (• to •••••)


Prerequisites: Depth > dots
The Hybrid can weather supernatural attacks similar to their Leviathan kin. Treat them as having
Supernatural Tolerance equal to the lesser of the dots in this Mutation or their current Ichor

Genetic Conditions

Aquatic Locomotion
The Hybrid is functionally immobile on land. They may have a mermaid’s tail, ordinary but non-
functional legs, or some other aberrant configuration of their lower body. On the surface, they
have a Speed of 1 unless they use a wheelchair or some other form of artificial locomotion. In
water, their Speed is unaffected.

Take a Beat when your character’s limited mobility presents a serious obstacle to her.

Feral
The Hybrid’s brain has mutated, reducing its capacity to a level below the human average but
above that of animals. The closest counterpart would be a human feral child, though their
mutations may change the Hybrid’s natural instincts to something less primate. This condition is
usually not appropriate for player characters.

Drowned Diet
The Hybrid can only digest meat from a creature that was killed by drowning. Take a Beat when
you face a significant hardship attempting to acquire edible food.

Treatment Regimen
The Hybrid requires a regular regimen of mundane or supernatural treatments in order to fix one
of their Genetic Conditions. Depending on where the Hybrid lives this may require a regular
supply of money to afford unique medicine, or an up to date legal identity to get medication from
a government health provider, or frequent cancelled appointments to keep with the required
rituals. Take a Beat when you face a significant hardship or loss in order to keep up with your
treatments. If you miss a scheduled treatment, take another Genetic Condition representing the
consequences. Optionally you may say that without treatment another of your character's
Genetic Conditions is replaced with a different, usually worse, Condition.

Medical Progress

While a Hybrid’s bizarre biology is supernatural, it is not nearly as supernatural as many


other things in the World of Darkness. A Leviathan could not exist without their
supernatural abilities. But a human with gills and a fishlike tail is biologically possible.

Because Hybrids are mostly natural it is significantly easier to do something about their
curses. Virtually nothing is going to remove a Leviathan’s Wake, but a Hybrid might be
able to take pills for reducing aggression, to tamp down their killer instinct, or even
remove a dietary dependence on live seafood with a stomach transplant. If medical
science cannot provide a solution, there’s magic or mad science.

This is just as well, because many Hybrids are dependent upon their treatments to
maintain their quality of life -- or, worse, any life at all.

Water Breathing
Prerequisite: Ability to breathe water
The Hybrid cannot breathe air, though they may be able to construct a breathing apparatus for
use on land. Take a Beat when you face a significant hardship or loss because you were
confined to water.

Atrophied Sense
One of the Hybrid’s senses is essentially non-functional. They may be blind (eyes clouded or
lacking entirely), have no sense of taste, or smell, etc. Whenever this impairment adversely
affects them, take a Beat.

Sterile
The unstable genetics of the Tribe have rendered the Hybrid a genetic dead-end. They are
unable to sire or conceive offspring without extensive supernatural means. Since this rarely
impacts gameplay, Storyteller approval is required.

Bane
Something in the Hybrid’s makeup renders them exceptionally vulnerable to some material or
force. Any damage inflicted is increased in severity (from nothing to Bashing, then Lethal, then
Aggravated).
Other Defects
A number of Persistent Conditions can easily serve as arising from the Hybrid’s twisted
Genetics. The only change is that nothing (baring no longer being a Hybrid) can fully resolve or
remove those Conditions.

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