LEVIATHAN: THE TEMPEST - Fireden

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LEVIATHAN: THE TEMPESTTable of Contents1 Introduction . 51.1 Theme. 51.2 Mood . 52 Leviathan: the Tempest Lexicon . 6Chapter 1 : The World That Is (and Was) . 9Bereshit - The Tribe . 9Before . 10Marduk . 10Noach - The Fall . 11Speciation . 12Primordial Icons . 12Legends of the Tribe . 14The Rift . 15Lech Lecha - Getting By . 16Emergence . 16Schools . 17Sidebar: Other Schools? . 19Humanity. 19Cults . 20Family . 21Cohort. 23Sidebar: Tiers and Leviathan . 24"Culture" . 24Fitting In . 24LeviathanTempest:ChapterTwo . 26Chapter 2 : Character Creation. 28Experience Point Costs . 37The Strains . 38Bahamutans . 38Dagonites . 40Lahamin . 43Nu . 46

Oceanids . 48Tanninim . 50Thalassans . 53The Schools . 56The School of the Abyss . 56The School of the Sun . 58The School of Clay . 61The School of the Reef. 64The School of Fog . 67The Prelude . 69Storytelling the Prelude . 70Developing – Early Life . 70Example of Character Creation . 73LeviathanTempest:ChapterThree . 77Chapter 3 : Systems and Advantages . 78New Advantage: Sheol. 78Benefits of Sheol . 78Drawbacks of Sheol . 79New Advantage: Ichor . 79Spending Ichor . 79Regaining Ichor . 80Modified Advantage: Tranquility (Morality) . 81Benefits of Tranquility . 82Drawbacks of Tranquility . 82Transformation . 83Stages of Transformation . 83Mechanics of Transformation . 84Willing Transformation. 85Outbursts . 85Detecting Transformation . 86Social Effects of Transformation . 86The Wake . 87Sidebar: The Best Idea Someone Else Gave You . 88Mechanics of the Wake . 88Banes of the Tribe . 89Leviathan and Merits . 91

LeviathanTempest:ChapterFour. 103Chapter 4 : Supernatural Powers . 104Vestiges . 104Birthrights . 105Adaptations . 105Vestiges of Awareness . 107Vestiges of Elements . 113Vestiges of Fecundity. 120Vestiges of Might . 129Vestiges of Sanctity . 137Vestiges of Vitality . 143Rituals . 148LeviathanTempest:ChapterFive . 171Antagonists and Related Characters . 172Our Family . 172Other Leviathans . 172Earth's Most Mighty Tribe . 188Atolls . 188Ahabs . 189The Marduk Society . 193Appendix 1: Evolutions . 229Creating an Evolution . 229Sample Evolutions . 230LeviathanTempest:AppendTwo . 246Appendix 2: San Diego and Tijuana . 246Theme. 246Mood . 246Inspirations . 247History. 247The Arcadio Legacy . 247The Refuge Church . 247Original Sin: the separation. 248Dark Days and Illuminated Nights . 248Geography . 249Leviathans across the Border . 249The Wave Gurus . 252

Lords of the Land . 254The House of Thunder . 254Appendix 3: The Rift . 258Getting there . 258Travelling the Rift . 258Getting back . 259Ecology . 259The Depths . 260The Shallows . 260The Second Depth . 260The Third Depth . 261The Fourth Depth . 262The Fifth Depth . 262The Sixth Depth . 263The Core . 263Sidebar: Navigating The Core. 264The Tempest . 265Sidebar: Atolls in the Rift! . 265The Waves. 265The Brine. 266The Glow. 266The Ice. 266The Sandstorm . 266The Volcanic Region . 266The Lightning Fields . 266

1 IntroductionLeviathan: the Tempest is a fan-made game based on White Wolf's popular World of Darkness (TM)setting and rules. It has been written collaboratively by members of the RPG.net forum boards, and isnot intended in any way as a copyright infringement. We love you, White Wolf, don't sue us!In writing Leviathan: the Tempest, we had several objectives. First, we wanted to explore the thematicand narrative possibilities of writing a game about classic horror monsters such as the Creature fromthe Black Lagoon or H. P. Lovecraft's Deep Ones. Although at first this was a semi-serious attempt atbrainstorming, it quickly became apparent that the field was so strong a real, albeit fan-made, gamecould come out of it. Second, we wanted to avoid overlap with the thematic cores of either the officialWorld of Darkness games or the most well-known fan-games. Finally, we wanted to follow theguidelines that the other games followed: the game should be able to stand alone, but allow for crossovers; characters should be a cross between humanity and something monstrous, with most of the gameexperience resting on the balance between the two; and finally, the game should be fun and rewarding.We hope to have succeeded.In Leviathan: the Tempest, players take on the role of an individual whose bloodline is tainted by theessence of primordial monster-gods, causing strange transformations of both the body and the mind.1.1 ThemeThe main theme of Leviathan: the Tempest is that of monstrous puberty.Leviathans are constantlyexperiencing a deep, painful transformation into something that is utterly alien. Their body and mindchange, they realise they can do things they would never have been able to do before, and they have toassume new responsibilities. They also experience new, often uncomfortable desires that they can'tquite explain. This often makes the Leviathan experience a quest for meaning, striking out on their ownor with a close group of friends to find their own path. All these elements mirror closely the events ofadolescence, with a supernatural twist on it that makes Leviathans true monsters, albeit sometimesreluctant. This can provide the general framework of the story, as that in a bildungsroman, where thecharacters come out of the story, deeply changed by its events.The second theme is that of isolation and responsibility. Leviathans exert a pull on the human psyche,which makes people want to worship and serve them, or at least get out of their way. The responsibilitythis bring on is immense, as are the potential abuses a Leviathan can get out of willing subservienthumans. With a few specific people, called Atolls, the relationship is reversed: they fascinateLeviathans and could utterly subjugate them. Some Leviathans choose isolation to deal with this, butthe monstrous part of their being actively wants worship and sacrifice, and will fight to get it. In anycase, Leviathans can hardly have normal relationships with humans. That is a core conflict that drivesthe stories in the game.1.2 MoodThe general mood of the game is that of Stagnation. Stagnation is an unusual mood to find alongsidethemes of puberty and change; the connection is that individual Leviathans are undergoing monstrouschanges, the Tribe is stagnating. Though an individual Leviathan may make great accomplishments,older and wearier members of the tribe have seen it before. The same ideas, the same achievements,young Leviathans they knew from the cradle have become old and weary yet accomplished nothingtruly new. There is constant change, but it's all going round in circles.

Sometimes a Leviathan will manage to escape this fate, but even then the Tribe's stagnation is absolute.If they're particularly lucky they will be able to mentor a student or nurture a tradition that lasts for afew generations but these are only temporary. As a people Leviathans seem incapable of standing uponshoulder of giants. Every generation must start from the beginning, retreading old ground again andagain. Every year the world moves forward leaving the Tribe further behind.2 Leviathan: the Tempest LexiconAhab : A human whose will has been overpowered by the Wake but driven to hatred rather thanservitude. Ahabs are a dark reflection of Beloved.Atoll : A human being who is naturally immune to the Wake. Atolls exert a powerful fascination onLeviathans, as contact with them provides a momentary reprieve from many of their worries.Bahamutans : A Leviathan of the Strain descending from the Progenitor Bahamut. The Bahamutans areportrayed as indestructible and tend towards great size and power. They most easily cultivate theresilient adaptions of the Tribe.Beloved : A human whose will has been overpowered by the Wake. They are obsessed with theLeviathan that they fix on and are driven to worship and obey them. Beloved form the backbone of aLeviathan's Cult.Birthright : A low-level power associated with a Vestige. Can be used in any form.Channel : An expression of supernatural power that represents a portion of a greater Vestige. As aLeviathan transforms towards a greater Depth, the amount of power available increases. Channels canbe Ancestral or Descendant, with understanding of the latter "growing out" of mastery of the former.Cohort : A small, intimate social grouping of Leviathans, similar to a Vampire Coterie, et al.Cult : A gathering of humans subverted by the Wake to serve and worship a Leviathan, whether theLeviathan wishes for this or not.Dagonites : A Leviathan of the Strain descending from the Progenitor Dagon. The blood of Dagon isthe most fertile of that in any Strain, and the Dagonites as a result have an easy time cultivating thegenerative powers of the Tribe.Depth : A particular level of transformation which a Leviathan can attain. The greater the Depth, themost monstrous and least human the Leviathan is. There are seven forms available to the Tribe in all,ranging from a human form to a grotesque abomination.Doldrums : Areas within the Rift that are somehow shielded from the Tempest.Gatewaters: An area of the real world with an unusually close connection to the Rift, leading todisappearances, hallucinations, and mysterious events. Most Gatewaters are in areas with plenty ofwater.

Hetman: A local leader of the Tribe. Usually an informal role with no official power that emerges andvanishes naturally from reputation and social dynamics.Hybrid : A half-human entity whose bloodline has been mixed with that of a Leviathan or similar entity.Hybrids exhibit typical sets of mutations in a given family but have no control of their forms. EachStrain can deliberately cultivate a specific breed of Hybrid - these "favored types" are called theLahmasu and are often reared to provide aid or worship to a Leviathan.Lahamin : A Leviathan of the Strain descending from the Progenitor Lahamu. The Lahamin arerenowned for their limitless vision, they most easily cultivate the perceptive powers of the Tribe.Marduk : Refers to both the mythical slayer of Tiamat and the Marduk Society, a Hunter conspiracyendowed with Super Science dedicated to hunting down the Tribe.Nu : Either a Progenitor of the Wicked Tribe or a Leviathan from the Strain descending from it. The Nustrain is associated with a connection with the Primordial Waters and are said to have the gifts ofintrospection and utter mastery of the elements.Oceanids : A Leviathan of the Strain descending from the Progenitor Oceanus. The Oceanids areassociated with the control of mortal minds and with grandiose pursuits - they identify themselves withthe great power and limitless appetites of the heroes of Greek legend.Ophion : A Leviathan entirely devoid of Tranquility, who has returned permanently to a monstrous,divine state. Named for the primordial serpent of Greek mythology, the first ruler of Olympus who wascast down into the ocean stream.Outburst : An involuntary and painful transformation into a greater Depth, brought on by psychologicalor supernatural stress.Primordial Waters : The lost realm ruled over by Tiamat and the Progenitors, which was disrupted bythe ascent of mankind and the creation of the Tempest. Now lost, it remains a goal for many Leviathansboth as a physical place and as an unburdened and serene state of existence.Progenitor : Mythical creatures of immense power, said to have given birth to modern Leviathans.Progenitors are said to have ruled over all living beings in the time before the Tempest rose. The Triberecognizes seven major Progenitors:Unchained Bahamut, legendary for its size, its usual tranquility, and its fury when roused. Progenitor ofthe Bahamutans.Dagon the Hierarch, also Dagon the Arch-heretic. Dagon could impose his will on whoever he wishedand maintained control over vast swathes of the mortal population. The Progenitor of the Dagonites.Elder Nu, also called Nunet. Nu was a primordial entity deeply connected to the fertile waters, whichnever kept a solid physical shape. Progenitor to the Strain of Leviathans of the same name.Watchful Lahamu, or Lahamu the Celestial Eye. A sinuous being, a recluse that nevertheless was saidto see and know all things. Progenitor of the Lahamin.Oceanus, Father-of-Seas, known as a patriarchal figure of impossible allure, worshipped withunrestrained fervor. Progenitor of the Oceanids.Sinner-Devouring Tanninim, also Tanninim the Unbending. An unhesitating and unfeeling predatorthat was said to devour whole nations that stood against the Tribe. Progenitor of the Tanninim.

Island-Breaking Thalassa, or Mighty-Armed Thalassa. Known for its impossible strength and grace, itwas said to have pushed the continents up from the depths and to have shaped the faces of mountains.Progenitor of the Thalassans.Rift (The) : A mental and metaphysical reality that Leviathans can access through various means. TheRift contains physical elements of the lost world but also (or perhaps only) reflects the collectiveunconscious of all living and dead Leviathans, growing progressively more alien and inhospitable thedeeper one goes. The Primordial Waters supposedly lie beyond the uttermost depths of the Rift, beyondthe Tempest. The Rift is contrasted with the Shore, a term for the real world.School : An informal group of teachings, ideals, and approaches to life, which provide a Leviathan witha model for behavior. A Leviathan's School defines the approach he takes to the centres of interest ofthe Tribe: ancient history, relationship with mortals, moral behaviour, etc. The Schools are as follows:The School of the Abyss encourages Leviathans to withdraw from the world and find answers in theRift.The School of Clay focuses on understanding of human culture, society and technology to integrate inthe modern world.The School of Fog tries to understand how Leviathans and their powers function, to recreate the worldbefore the Tempest.The School of the Reef holds that the mortals and leviathans alike require constant protection againstdangers, and agressively seek out threats to eliminate and knowledge of the Tribe's enemies.The School of the Sun encourages Leviathans to build a religious relationship with the world and withmortals.Shallows : The area of the Rift closest to the Shore.Sheol : A measure

most monstrous and least human the Leviathan is. There are seven forms available to the Tribe in all, ranging from a human form to a grotesque abomination. Doldrums : Areas within the Rift that are somehow shielded from the Tempest. Gatewaters: An area of the real world w

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