Leviathan
Represents: Chaos and Rebellion, holding self above all else, any demonstrated regard for others is self-serving
Leviathan, also known as Dragons, are evil of the highest order and are feared by all other unholy elohim. They are callous and self-focused. They give no care to the desires of any other except as to how those desires relate back to their own. They stir others to rise up against order and do what they will. If you ever feel an unbridled urge to pursue your lusts or unrestrained desire to rebel, a Leviathan may be guiding you to embrace its wild nature.
Leviathan are very well rounded in their abilities. Their tails are dangerous and can swing to attack multiple enemies. Their teeth and claws are piercing. They use variety of fiery effects to empower themselves, excite their allies, and diminish their enemies. However, when they are damaged, the fiery chaos subsides and their relation to the sea and the waters shows through in their bolstering, restorative, and defensive effects.
Leviathan are only seen as Tier:4 Beasts.
Special Abilities
When using a known Maneuver, Martial Mastery grants the Leviathan a bonus to Precision (or Guard, whichever is applicable) equal to half the Mastery Level of the Maneuver.
Martial Mobility allows the Leviathan to remain somewhat mobile while in Defensive Stance. Each Turn they are in Defensive Stance, they can perform one Maneuver without halving the distance travelled. Alternatively, they can add 1" (unhalved) to a single Move during that Turn. (Martial Mobility cannot allow the character to exceed the distance they would have travelled without Defensive Stance.)
Strength in Struggle reflects the Leviathan's toughness by reducing damage related to Strikes received by 10%. Damage related to Strikes dealt by Leviathan is increased by 10%. Leviathan also gain +1 to all Resist Checks.
Strength in Struggle |
Tier:1 |
Tier:2 |
Tier:3 |
Tier:4 |
Leviathan |
-10% damage dealt with and received from Strikes |
no change |
+1 to Resist Checks |
no change |
Situational Awareness gives the Leviathan 3 to Perceive and 3 vs. Perceive.
Situational Awareness |
Tier:1 |
Tier:2 |
Tier:3 |
Tier:4 |
Leviathan |
3 to Perceive and |
6 base for Perception |
9 base for Perception |
12 base for Perception |
Trained Eye lets the Leviathan choose a Target to watch. The Leviathan must pass a Perceive Interaction vs. the Target (with a Difficulty of 0) and will then have certain benefits against the Target. The Leviathan ignores any Guard the Target gains from Defensive Stance. The Leviathan 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.
The Leviathan may attempt to establish Trained Eye only once per Turn. The Leviathan may drop the current Target to attempt to watch a new Target. If the Leviathan 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 |
Leviathan |
1 Defensive Adjustment and ignore Guard from Defensive Stance on 1 Perceived Target |
no |
2 Defensive Adjustments |
no |
Leviathan can use their strength of will to protect themselves. Resolute Stability allows Leviathan to ignore Falter:1 each time Falter is applied to them. It also allows them to ignore one Defensive Hit being caused to them. It reduces damage related to Strikes received by 10%.
All Falter from a Strike is totaled and applied at once. If a Strike causes Knock Back, any Falter from the Knock Back is applied separately.
Resolute Stability |
Tier:1 |
Tier:2 |
Tier:3 |
Tier:4 |
Leviathan |
-10% damage received from Strikes ignore 1 Falter each time received ignore 1 Defensive Hits each Strike |
no |
no |
no |
Leviathan are skilled persuaders and can employ their Boundless Spark to make more frequent attempts to influence others. Leviathan may perform two Social Interactions in a single Turn each Cycle.
Boundless Spark |
Tier:1 |
Tier:2 |
Tier:3 |
Tier:4 |
Leviathan |
may perform 2 Social Interactions |
no |
in 2 Turns |
no |
[In Dry Bones, none of these Special Abilities are in effect.]
Weapons
Leviathan Strike with fearsome, sword-like teeth as well as a large, sweeping tail.
Weapon |
Range |
Standard Effect |
Passion Effect |
Teeth |
Melee |
12 = +1 Action Point (1/Strike, 2/Turn) |
+10% damage |
Tail |
Melee |
12 = Falter:2 (1/Strike) |
+2 Exertion to Target |
Maneuvers
Leviathan can use their tail to Swing Through multiple enemies and their bite and claws to seize upon any moment of vulnerability using Window of Weakness. These Maneuvers are both at a Mastery Level of 5.
Swing Through (3 AP)
Leviathan perform Swing Through at Maneuver at Mastery Level 5.
Window of Weakness (2 AP)
Leviathan perform this Window of Weakness at Mastery Level 5.
[In Dry Bones, there are no Maneuvers.]
Spiritual Effects
Leviathan are by default using Corrupt Escalate Passion, Corrupt Incite, Corrupt Inflame, on themselves and can spread them to affect others as their Resolve will allow. They will also be using Billowing Inferno on themselves by default. If needed, they will drop the effects on others before dropping them from themselves. If needed to drop any from themselves, they will drop Billowing Inferno first.
Passion Family
Escalate Passion, Incite, & Inflame versions as well as Billowing Inferno.
When a Leviathan's Current Endurance, Resolve, or Passion fall below half of their Natural maximum, the Leviathan will drop all Passion Family Spiritual Effects just before their next Turn begins. They will then spend their next Action Points using Corrupt Entrench, Impudence, and then Corrupt Stubbornness.
Obstinacy Family
Entrench & Stubbornness versions as well as Impudence.
If the Leviathan would begin an Turn where Endurance, Resolve, and Passion are all fully restored, they will drop all Obstinacy Family Spiritual Effects just before that Turn and will spend their next Action Points activating Corrupt Escalate Passion, Corrupt Incite, Corrupt Inflame, and then Billowing Inferno. If instead they are brought low enough in Resolve that they must begin dropping Spiritual Effects, the Host will determine which Spiritual Effects they will drop in which order. Priority will always be given toward keeping Impudence active if possible.
Songs
Leviathan have the ability to sing Fiery Roar while there Passion Family Spiritual Effects are active. When their Spiritual Effects switch to Obstinacy Family, they instead have the ability to sing Rushing Waters. These Songs do not work like regular Songs. They require the use of Action Points during which the Leviathan cannot Move. They also add Exertion to the Leviathan immediately when used. They can be initiated during Turns later during the Cycle instead of only during Segment 1. For a Single-Headed Leviathan, only one of these can be Sung each Cycle. Stronger Leviathans can Sing them more than once. Like other Songs, they actually take effect just after the Leviathan's Turn ends and all Ranges, distances, and Resist Checks are figured at that time.
Fiery Roar
Fiery Roar sends forth a 45° cone of roaring sound and fire from the Leviathan's mouth that burns and affronts the Resolve of those in its path. This has a range of 12” and affects all in the cone causing 66(22) Resolve damage. Add 1 Pass to the Resist Check for every 3” away an affected elohim is from the Leviathan. Fiery Roar is Resisted as a Tier:4 Song, using Resolve.
The Leviathan cannot Move while Singing Fiery Roar. The SPP is figured at the Leviathan’s current SPP, up to 20 (minus any invested in singing regular Songs this Cycle). Unlike a regular Song, Fiery Roar uses 4 Action Points and adds 6 Exertion.
|
Class |
Complexity |
Effect |
Fiery Roar |
Manifesting Immediate Damaging |
144 |
-66(22) Resolve in 45° cone +1 Pass/3" away from Leviathan Resisted using Resolve |
Rushing Waters
Rushing Waters sends forth a 45° cone of tumult and flooding waters from the Leviathan's mouth that Knocks Back all holy elohim in its path. The distance Knocked Back is reduced by 1” for every 1” the affected character is from the Leviathan. Instead of the usual amount, the Difficulty for the Control Check vs. Falter is +1 for every 2" Knocked Back. No elohim will be Knocked Back further than 18" by Rushing Waters, however the Difficulty for the Control Check vs. Falter is figured as if the full Knock Back were applied. Any uncanceled 1s in the Control Check cause an additional Falter:1. Rushing Waters is Resisted as a Tier:4 Song, using Resolve.
The Leviathan cannot Move while Singing Rushing Waters. The SPP is figured at the Leviathan’s current SPP, up to 20 (minus any invested in singing regular Songs this Cycle). Unlike a regular Song, Rushing Waters uses 4 Action Points and adds 6 Exertion.
|
Class |
Complexity |
Effect |
Rushing Waters |
Manifesting Immediate Resistible |
144 |
Knocks Back all holy elohim 12”(4”) in 45° cone -1” for every 1” away from Leviathan +1 Difficulty for Control Check vs. Falter per 2" KB max KB is 18" but Control Check Difficulty is as if full KB uncanceled 1s in Control Check cause +1 Falter Resisted using Resolve |
Attributes
Leviathan are treated as Quad-Ordered elohim and also have enhanced Basic Attributes, receiving an additional 40 to each.
Leviathan also gain Boon:1 to Aim Social Interactions.
[In Dry Bones, there are no Social Interactions.]
Size and Variants
Leviathan do not gain Mutations. However, some Leviathan may be of a more sinister variant. The variants have multiple heads betraying the Leviathan's multiple minds for evil. 3-Headed, 5-Headed, or even 7-Headed are possible varieties of Leviathan that may be witnessed, but hopefully rarely encountered.
3-Headed Leviathan gain an additional 40 in every Basic Attribute and can use Fiery Roar and Rushing Waters during two Turns each Cycle.
5-Headed Leviathan instead gain an additional 80 in every Basic Attribute and can use Fiery Roar and Rushing Waters during three Turns each Cycle.
7-Headed Leviathan instead gain an additional 120 in every Basic Attribute and can use Fiery Roar and Rushing Waters during four Turns each Cycle.
Leviathan exceed the standard rules of Occupying Space for elohim.
A Leviathan Beast's occupied width is 2.25" from center and height 4.5". 3-Headed becomes 2.5"/5", 5-Headed becomes 2.75"/5.5", and 7-Headed becomes 3"/6" The height is of course skewed when not standing upright.