Chapter Seven

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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
become 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 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 daredevil pilot with a jet, 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 organisations 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 bonus from a
single 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, liberalism, 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 B” due to their expense,
because they are precisely as noticeable as a giant bolt of thunder on 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
“The multitude of your sacrifices what are they to me?” says the Lord. “I have more than enough of burnt
offerings, of rams and the fat of fattened animals; I have no pleasure in the blood of bulls and lambs and goats.
When you come to appear before me, who has asked this of you, this trampling of my courts?
Stop bringing meaningless offerings! Your incense is detestable to me. New Moons, Sabbaths and convocations I
cannot bear your worthless assemblies.
Your New Moon feasts and your appointed festivals I hate with all my being. They have become a burden to me; I
am weary of bearing them.
When you spread out your hands in prayer, I hide my eyes from you; even when you offer many prayers, I am not
listening. Your hands are full of blood!
Wash and make yourselves clean. Take your evil deeds out of my sight; stop doing wrong.
Learn to do right; seek justice. Defend the oppressed. Take up the cause of the fatherless; plead the case of the
widow.
― Isaiah 1 11:17, 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 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 positions 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 protecting an individual. 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 judges 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,
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 gains 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, Adaptations, or Rituals that influence his mind,
emotions, or soul. Hybrids merely reduce their successes by an Ahab’s Resolve when using
psychic Mutations.

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: She 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 its 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: A 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 fits 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 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 lest a strong counterargument mean 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 Divine 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 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 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.

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