Leopard
Represents: Swiftness, Stealth, Untimely Death
Biblically, the term leopard overlaps with cheetah, and as such the imagery is a blend of the two. Leopards are very swift and stealthy as they stalk those they would prey upon. In Allies of Majesty Leopards seek the untimely demise of others, whether they seals the fate of an unrepentant sinner or silences a troublesome saint. Leopards are exceptionally stealthy and can even surprise perceptive Messengers. They deftly leap great distances to attack with teeth and claws, then launching away with their next strike, using their stealth and mobility as a form of defense.
Special Abilities
Situational Awareness with the added benefits of Skulking Stealth gives Leopards 7 to Perceive and 14 vs. Perceive. Leopards also receive no penalties to Perceive for Concealed Glory. Also when they are flying high (relative to the terrain), they have no penalties for Range to Perceive.
Situational Awareness |
Tier:1 |
Tier:2 |
Tier:3 |
Tier:4 |
Leopard |
7 to Perceive and |
10 to Perceive and |
13 to Perceive and |
16 to Perceive and |
Trained Eye lets Leopards choose a Target to watch. The Leopard must pass a Perceive Interaction vs. the Target (with a Difficulty of 0) and will then have certain benefits against the Target. The Leopard ignores any Guard the Target gains from Defensive Stance. The Leopard also gains 1 Adjustment in their favor vs. any Strike made by the Target or when making Check Rolls and Resist Checks vs. the Target.
Leopards may attempt to establish Trained Eye only once per Turn. The Leopard may drop the current Target to attempt to watch a new Target. If the Leopard loses line of sight with the Target for an extended time, Trained Eye may be lost.
Trained Eye |
Tier:1 |
Tier:2 |
Tier:3 |
Tier:4 |
Leopard |
1 Defensive Adjustment and ignore Guard from Defensive Stance on 1 Perceived Target |
2 Defensive Adjustments |
2 Perceived Targets |
3 Defensive Adjustments |
[In Dry Bones, none of these Special Abilities are in effect. Stealth and some advantages for it should can be applied narratively.]
Weapons
Leopards Strike with sharp claws and teeth that are swift and piercing like swords.
Weapon |
Range |
Standard Effect |
Passion Effect |
Claws & Teeth |
Melee |
12 = +1 Action Point (1/Strike, 2/Turn) |
+10% damage |
Maneuvers
Leopards can leap in with a Charge and then Leap away with a Launching Strike. At 1st Domain the Leopard has these at a Mastery Level of 2. This increases to Mastery 3 at 2nd Domain, Mastery 4 at 3rd Domain, and Mastery 5 upon becoming a Leopard Beast.
Charge (3 AP)
Mastery Level 2 as a Tier:1 Leopard. Mastery Level 3 at Tier:2. Mastery Level 4 at Tier:3. Mastery Level 5 upon becoming a Leopard Beast.
Launching Strike (3 AP)
Mastery Level 2 as a Tier:1 Leopard. Mastery Level 3 at Tier:2. Mastery Level 4 at Tier:3. Mastery Level 5 upon becoming a Leopard Beast.
[In Dry Bones, there are no Maneuvers.]
Attributes
Leopards are treated as Messengers and also have enhanced Might and exceptional Swiftness, receiving an additional 12 Might and 21 Swiftness at 1st Domain, this increases to 24 Might and 40 Swiftness at 2nd Domain, 40 Might and 80 Swiftness at 3rd Domain, and 80 Might and 144 Swiftness once becoming a Leopard Beast.
Size and Mutations
Leopards fit the standard rules of Occupying Space for elohim. However, the height is of course skewed when not standing upright. Also, like all bestial elohim, Leopards will gain varying Mutations when increasing in Tier.
The example below shows a sampling of Leopards increasing from 1st Domain to Leopard Beast. In this instance, the Mutations gained in order are: [removed from game], Poisonous Fangs, and [removed from game].