Player Character Secrets: Leland Morgan
- At August 05, 2021
- By Great Quail
- In Call of Cthulhu
- 0
Leland Chappell Morgan
To be able to fly? To be smoke, or a wolf; to know the night, and live in it forever? That’s not so bad. You call us monsters but when you dream it’s of flying and changing, and living without death.
—Clive Barker, “Nightbreed”
Character Profile: Leland Chappell Morgan
Morgan is transforming into a Deep One, a change that occurs across several stages throughout the campaign. Although Morgan’s player is fully aware of his hybrid nature, the other players should begin the game with no suspicions that Morgan is anything but human. Morgan is ungainly, with pasty skin and unblinking eyes; but Innsmouth won’t be forced into mating with Deep Ones until 1846, so the hateful phrase “the Innsmouth look” is over a generation away. Nevertheless, most players respond to adjectives like “goggling” and “froggish” with immediate recognition, so Morgan’s player and the Keeper should be careful not to telegraph hints too soon. It’s better to distract fellow players with suggestions of inbreeding and mental illness than anything overtly “fishy.” The longer Morgan’s secret can be maintained, the more dramatic the impact of its eventual revelation.
Keeper Note: Deep Ones and Player Consent
Morgan is becoming a Deep One. These monsters impregnate human women to give birth to hybrid children, who subsequently mature into Deep Ones. Inherently sexual in nature, Lovecraft’s Deep Ones play upon numerous interconnected fears, from body horror to anxieties about reproduction and paternity. These fears generally operate on two levels, the objective and the subjective. The objective level is the most obvious, invoking threats that arise from outside one’s core identity. These are fears of things happening to oneself: rape and sexual trauma, being forced to carry a deformed or unwanted child, watching your body mutate into an unfamiliar object through aging, disease, or worse. These themes are common in horror, as shown in a wide range of films; most notably Creature from the Black Lagoon, It’s Alive, Demon Seed, Alien, Humanoids from the Deep, The Fly, and even Eraserhead.
But the Deep One narrative also operates on a more nuanced, subjective level. This becomes evident in the final few sentences of Lovecraft’s “The Shadow Over Innsmouth,” where the narrator realizes he was wrong to fear the metamorphosis, that being a Deep One is beautiful. It’s even superior to being a human! It only requires the annihilation of one’s identity and becoming the feared other: “One of us! One of us!” A more subtle species of horror, this surrender to relativism places the Outsider’s mirror in front of one’s own face: who’s really the monster here? It suggests that our precious sense of self is more fragile than we believe. And once we admit that being the monster isn’t so bad, what does that imply about our discarded identity? Our morality, our ethics, our sexuality? Who are we really, and what are we capable of? You see this sentiment in Lovecraft’s At the Mountains of Madness, where the doomed scientists recognize themselves in the monstrous Elder Things. There’s also films like Rosemary’s Baby, Bram Stoker’s Dracula, Hereditary, and Midsommar. Even Disney’s Beauty and the Beast contains an implicit sexual subtext not unlike Alan Moore’s X-rated Neonomicon! Becoming or accepting the monster can bring peace; it can be beautiful; it can even be arousing.
Of course, there’s another subtext to Lovecraft’s Deep Ones, perhaps unknown to even the author himself. Many insightful essays have been written about Lovecraft’s infamous racism and xenophobia, and “The Shadow Over Innsmouth” draws power from the dark generator of Lovecraft’s racial anxieties. It’s easy to interpret the Deep Ones as debased others, monsters ready to rape “our” fine women and produce half-breed children. Illuminating fears of miscegenation, “racial pollution,” and “going native,” this postcolonial reading is vital to a modern, critical understanding of “The Shadow Over Innsmouth.” The story even involves a government-sanctioned genocide!
All of this is to say: Lovecraft’s Deep Ones are more complicated than they may seem. The Keeper should be sensitive to this, particularly regarding their sexual valences. Like most games, White Leviathan is a collaboration. What Morgan does to a nonplayer character may be decided by Morgan’s player and the Keeper; but involving another player character requires that player’s consent. Rachel Ward is obviously a consideration here, but Morgan’s desires may certainly impact other characters, too. The entire group must decide on a consensual level of comfort regarding sexual material, which has more real-world implications than keel-hauling and cannibalism. Which isn’t to say Morgan’s reproductive urges must be completely bowdlerized. He is a Deep One, after all. They get frisky! But such scenarios can be implied “off stage” if that works best for the group.
Call of Dagon
Morgan begins the campaign suffering from Stage 2 Call of Dagon. Although Morgan does not recognize it as such, he certainly understands he’s being dragged to the sea. It’s up to Morgan’s player to decide whether or not to embrace the Call, and ultimately that will be determined by his attitude towards the Change.
Morgan’s Transformation
Morgan will struggle with his transformation for the entire game. Whether or not he embraces the Change is up to the player, but the Keeper must keep tabs on his development. For the sake of gameplay, there are eight stages to Morgan’s metamorphosis into a Deep One. The table below provides approximate timeframes for these stages; but it’s not meant as a clockwork schedule. The transformations may be gradual, or they may be painful episodes triggered by spontaneous gameplay, major decisions by the character, or “set-pieces” unfolding as nightmares, hallucinations, and visitations by Deep Ones.
Stage | Timeframe | Unwilling | Willing |
1 | Kingsport | Sanity roll (1/1D6) | Sanity roll (0/1D4) |
2 | Cape Horn | Sanity roll (1D4/1D6), –5% Appearance | Sanity roll (1/1D6), –5% Appearance, +5% Swim |
3 | Galápagos | Sanity roll (1D4/1D8), –5% Appearance, –5% Constitution | Sanity roll (1/1D8), –5% Appearance, +5% Constitution, +5% Power, +5% Strength, +10% Swim |
4 | Kith Kohr |
Sanity roll (1D6/1D10), –5% Appearance, –5% Constitution, –5% Power, +5% Strength, +10% Swim |
Sanity roll (1/1D6), –5% Appearance, +5% Constitution, +5% Size, +5% Strength, +5% Language (Deep One), +15% Swim. |
5 | Maui | Sanity roll (1D6/1D12), –5% Appearance, –5% Constitution, –5% Power, +10% Swim, +5% Strength | Sanity roll (0/1D4), –5% Appearance, +5% Constitution, +5% Strength, +5% Language (Deep One), +15% Swim |
6 | Abaddon | Sanity roll (1D8/2D8), –5% Appearance, +5% Size, +1D10 bonus die to Swim rolls | +1D8 Sanity gain, –5% Appearance, +5% Power, +5% Size, +5% Strength, +10% Language (Deep One), +1D10 bonus die to Swim rolls |
7 | Abaddon | Sanity roll (1D10/2D10), –5% Appearance, –5% Constitution, –5% Power, +5% Size, +5% Language (Deep One), +10% Swim, +5% Strength | +2D10 Sanity gain, –10% Appearance, +5% Constitution, +5% Power, +5% Size, +5% Strength, +10% Language (Deep One). |
8 | Kithaat/ Endgame |
Sanity zero; +5% Size, +5% Strength, +5% Language (Deep One), Armor: 1-point skin and scales, attacks as Deep One. | Sanity irrelevant; +10% Size, +10% Strength, +20% Language (Deep One), Armor: 1-point skin and scales, attacks as Deep One. |
Net Changes
Completely unwilling: –30% Appearance, –20% Constitution, –15% Power, +15% Size, +20% Strength, +10% Language (Deep One), +30% Swim. Completely willing: –35% Appearance, +20% Constitution, +15% Power, +30% Size, +35% Strength, +50% Language (Deep One), +45% Swim. Note that Morgan’s hit points, movement rate, and damage bonus may also change as the transition proceeds.
Stage 1
This first transformation takes place sometime during Kingsport—perhaps during a nightmare of Mina, in combat with the Liberty Bells, while enjoying himself in a brothel, or during the Halloween Tempest. It is accompanied by intense cramps, a claustrophobic feeling of drowning in open air, and overwhelming feelings of sexual desire. A failed Sanity roll may result in acts of violence or self-harm. Keep in mind that the other players do not know that Morgan is becoming a Deep One; the more telltale aspects should be described in private, or disguised as dementia or disease.
Stage 2
The second stage of Morgan’s metamorphosis occurs at sea, possibly during the turbulent passage around Cape Horn. Transpiring over several weeks, Morgan feels the bones in his body deforming, a transformation that inflicts tremendous pain. As this occurs, two parallel desires manifest in his soul: the need to swim naked in the deep, and an insatiable craving for raw meat. The Keeper should force Morgan’s player to roleplay through these urges. A failed Sanity roll resulting in temporary insanity should have dire consequences. Perhaps Morgan awakes from a nightmare in which he is devouring a human, only to find that he has dragged a sailor into the hold and has been feasting upon his delicious eyeballs…
Stage 3
This stage is reached at the Galápagos Islands, especially if Morgan is exploring Thal’n’lai. The physical pain is again accompanied by desires for sex and cannibalism; failed Sanity rolls result in attempts to satisfy these urges. The need to swim naked increases exponentially, and Morgan feels ridges of cartilage forming beneath the flesh of his neck. Morgan also discovers he can hold his breath quite easily, earning +2D10 bonus dice during Swim-related Constitution checks. (See “Swimming Underwater” in “New Systems and Mechanics.”)
Stage 4
The Deep One presence on Kith Kohr sets off another round of transformations. It’s possible that Morgan may even encounter a Deep One; certainly, he’ll come into contact with hybrids like himself. Kát culture is remarkably responsive to Morgan’s desires for raw meat and rutting sex, and these urges can only be restrained by successful Power rolls. The time is approaching when Morgan must decide his fate. The Keeper should invest Morgan’s transformation with a sense of urgency: to remain unwilling is to invite excruciating pain and a traumatic loss of Sanity. Morgan’s nascent gills have now become apparent; unsightly ridges bulging from his neck like weird goiters. By now, the other players have surely realized that Morgan is becoming a Deep One. (The players, not their characters. The only character who may realize this is Mr. Pynchon.) This allows the Keeper more freedom in managing Morgan’s transformation, and more of his struggle may be roleplayed in public view.
Stage 5
By Maui, Morgan is either cheerfully on his way to becoming a Deep One, or has become the most tortured soul on the Quiddity! (Well, there’s always Lowell.) Failed Sanity rolls result in bursts of uncontrollable behavior, and the proximity to so many warm natives cannot be a good thing. (If Morgan has been willingly accepting the Change, he loses less Sanity and can better control his impulses.) Morgan’s posture grows stooped and gangly, his unblinking eyes protrude from their sockets, and his mouth widens just to the point of freakishness. Morgan now emits a faint, fishy odor even when calm, and the “F-word” begins making its rounds among the crew—froggish. On the positive side, Morgan’s gills begin functioning, allowing him to breathe underwater for indefinite periods of time. Fortunately, these gills retract outside of water, appearing “only” as unsightly ridges. It’s very likely that other Deep Ones may contact Morgan, particularly if he has embraced his transformation.
Breathing Underwater
By Stage 5, Morgan’s ability to hold his breath and swim underwater has become inhuman. The “Swimming Underwater” table described in “New Systems and Mechanics” may still be used, but “combat rounds” now represent 5-minute periods, and “distance” increases by a factor of 10.
Time | Distance | Swim Roll |
0-15 min. | 100 yards | Regular success (+1D10 bonus die) |
16-30 min. | 200 yards | Regular success |
31-45 min. | 300 yards | Hard success (+1D10 bonus die) |
46-60 min. | 400 yards | Hard success |
61-75 min. | 500 yards | Extreme success (+1D10 bonus die) |
76-90 min. | 600 yards | Extreme success |
91-105 min. | 700 yards | Critical success |
120+ min. | 800+ yards | Critical success every 10 yards/3 rounds |
Stage 6
Morgan’s next change takes place during his first week in Abaddon. Unlike the other stages, this one has a precise triggering event, and will occur on or around May 28, 1846. After this stage is enacted, it becomes impossible for Morgan to conceal his true nature from anyone familiar with the Deep Ones. He now makes all Swim rolls with a +1D10 bonus die.
Stage 7
This is the penultimate stage before becoming a Deep One. Morgan can now breath under water as easily as on shore—maybe even easier! And by golly is he ugly.
Stage 8
At this stage, the transformation is complete: Morgan is now a Deep One. The Keeper should advance Morgan to this stage only at the end of the campaign, perhaps even the final session. After that, he may dwell amidst wonder and glory forever.
Morgan’s Opium Use
Morgan has found that opium helps assuage the physical pain and mental anguish of the Change. If Morgan uses opium at least once a week, all Sanity losses associated with his transformation are reduced by one die level. For instance, 1D6 becomes 1D4, and 1D4 becomes 1D3. He also receives a +1D10 bonus die on Sanity rolls related to the Change. All Constitution modifications are increased by +2 percentiles, which means losses are reduced to –3% and gains are boosted to +7%. However, all Power adjustments are penalized by –1 percentile; so losses are –6% and gains are only +4%.
If Morgan uses opium more than once per week he risks addiction; but all Sanity losses associated with his transformation are reduced to 1 Sanity point. He also receives +2D10 bonus dice on Sanity rolls related to the Change. All Constitution modifications are increased by +3 percentiles, which means losses are reduced to –2% and gains are boosted to +8%. However, all Power adjustments are penalized by –2 percentiles; so losses are –7% and gains are only +3%. Morgan’s Deep One blood gives him +2D10 bonus dice to Addiction rolls, but withdrawal becomes a significant threat. If Morgan becomes addicted to opium and is forced to go without, the penalty for his weekly Power roll is increased to 1/1D8+2 Sanity points! See “Drugs, Intoxicants, and Poisons” for details on opium and addiction mechanics.
Contact by Deep Ones
As the campaign progresses, Morgan may attempt to learn more about his transformation. The Keeper should refrain from bringing actual Deep Ones into play until Kith Kohr, but she may use Morgan’s tortured dreams to convey information. Morgan first sees K’th-thyalei relics at the Galápagos Islands; and at Kith Kohr, he encounters “Slaan” hybrids such as himself. Additionally, Morgan may eventually gain access to a Contact Deep Ones spell. The Keeper may wish to throw in a few Deep One visitations: watery footprints surrounding his bunk in the morning, Slaan warriors attempting to speak to him in croaking voices, silent figures leading Morgan deeper underwater just to the point of drowning. All these should lead up to the encounter at the Lydia, where Morgan will finally comprehend his true nature.
Morgan’s Relationship with Ulysses Dixon
Morgan’s only real friend is player character Ulysses Dixon, and Chapter 1 is designed to bond them closer together during several scenarios, including “Ulysses Dixon’s Tradition” and “Leland Morgan’s Opium War.” However, as Morgan’s transformation accelerates, Dixon is bound to notice. Managing this friendship offers numerous rich roleplaying opportunities, and the Keeper should exploit them for dramatic impact.
Morgan’s Relationship with Rachel Ward
Morgan’s relationship with Rachel Ward may be complicated. They are both misanthropic outsiders, which may draw them together; but as the Change progresses, Morgan may unconsciously view Rachel as a potential “mate.” While Rachel certainly has the power to defend herself, as discussed above, the Keeper must ensure both players are comfortable with any advances Morgan may direct towards Rachel, whether or not they bond in friendship or end up loathing each other!
Joining the Kingsport Cult
William Pynchon identifies Morgan as a Deep One hybrid by the time they reach Kith Kohr. If Morgan has been embracing the Change, or is at least “fish-curious,” Pynchon may privately disclose his insider knowledge and offer to induct Morgan into the Covenant. After all, shouldn’t a Slaan also want to resurrect Dagon? Of course, Morgan’s Deep One friends may have other ideas about who should be Supplicant. If Morgan has been resisting the Change or acting recklessly, Pynchon may see him as a danger. The Keeper must remain flexible and attentive to these shifting dynamics.
K’th-thyalei Blood
Morgan is not merely a Deep One. His submarine ancestors bear an undiluted strain of K’th-thyalei blood. While this doesn’t make Morgan an Ancestor, it grants him more power than the average Deep One. It also offers Morgan’s player some interesting roleplaying opportunities. What if the Deep Ones see Morgan as a potential leader? And if Morgan becomes the Supplicant, would he become a Deep One messiah?
Endgame: Madman or Messiah?
Unless Morgan has made his quietus with a bare bodkin, by the end of White Leviathan he’s poised to become a full-fledged Deep One, and may even have Deep One allies. Morgan may be entirely lucid or utterly insane. If Morgan becomes the Supplicant, he may remake the world in whatever image he desires. He can resurrect Dagon and punish the Deep Ones, he can renew Dagon’s exile and restore the K’th-thyalei, or he can establish a world where power is shared equally between man and fish. Or, he can work to prevent the Resurrection and maintain the status quo. Or, he can use the power to reclaim his lost humanity…
White Leviathan > Keeper’s Information > PC Secrets
[Beckett | Coffin | Dixon | Lowell | Morgan | Quakaloo | Redburn | Ward]
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Author: A. Buell Ruch
Last Modified: 27 August 2023
Email: quail (at) shipwrecklibrary (dot) com
White Leviathan PDF: [TBD]